Geneforge 3
GENEFORGE 3
FAQ/WALKTHROUGH (version 1.1) by Matt P,
Contact elementalizard@aol.com for information/comments on this FAQ.
If I use your comments in this FAQ, you will be given full credit.
Version 1.1 (Complete)
11-3-05
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Geneforge 3 is copyright Spiderweb software and all names used in this guide
are their rights.
This FAQ is copyright Matt P and may not be reproduced without permission
of the author. Permission will not be given to any website except for
GameFAQs until completion of the FAQ.
Check Spiderweb.com and its fora for the most up to date hints and discussion.
Many facts were claimed from that site.
I have beaten the game twice as a pro-shaper character, a guardian and an
agent. This playthrough that I'm using to write the FAQ will be
a pro-rebel shaper. As such, I may have missed some trainers and canisters.
What’s new in Geneforge 3? Geneforge 3 is the third game in the Geneforge
Saga and expands on the plots established in the first two games. In this
game, the activities of the rebels are more overt with the game starting
off with a direct attack on your school. There are only two factions in
this game, the loyalists and the rebels, unlike the previous two games,
which also included the Awakened. The game is Island based (meaning you
must take a boat to get from one island to the next) and also has a day
counter which does not affect too much. Also, you are able to enhance
and craft many items, enabling the generation of some potent artifacts.
Money is less of an issue as well, with merchants having unlimited Gold.
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Table of Contents:
1. Quick Hints
2. Class Guide
3. Skill Guide
4. Spell Guide
5. Creation Guide
6. FAQ/Walkthrough (Area Guide)
7. Item List/Equipment recommendations
8. Recipe/Rare Item List
9. Canister/Skill Point Locator
10.Conclusion/Acknowledgements
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1. Quick Hints (FAQ)
Why is my essence not going above ____?
Your creations are a permanent drain on your essence for as long as you
have them. Absorb them if it's really bothering you and play as an
agent.
What items should I keep?
Keep all dried herbs, shaper research notes, and shaper equipment.
They all sell for much more at certain places than what you can find at a
typical store. Additionally, keep several rare items for recipes. Most
recipe items don’t sell for anything, so you shouldn't have a hard time
discerning what is what. Also, generally keep jewelry- you can add an
ingredient to them and make something worth a lot more than it cost.
Keep some shaped items like the belt, breastplate, and shield- these
are recipe ingredients, not just strong armor.
What equipment should I have on me?
Keep all infiltrator items (from Drakefyre). The bonus to leadership
and mechanics can make a significant difference. Equip those items
before doing something mech-intensive.
How do I steal things?
If YOU are not caught, it’s not a crime. Since your creations
and friends don’t count, hide yourself and send them where you want to
steal something, and press "g". You will have full access to the items
on the ground, and won’t get caught. I'll steal your toast reminds me
that you can usually close the door behind you when you are stealing
items and so long as no one sees you do it, you are safe to steal.
Should I use canisters?
Either go all out, or don’t go much at all. You will
find several canisters throughout the game, but using them has a
price. Don’t use more than 6 if you don’t want to pay that price!
Alterations, however, don’t cost a thing other than gold.
I have a lot of money after the first island!
Money may seem abundant, but be careful. You can easily blow
10K in a sitting. Don’t buy too many items- you can usually find what
you’re looking for without needing to go to a store. Also, pick lots of
stuff up and sell it. At the end of the game, there are 50 K worth of
alterations for you to purchase if you so desire. That’s a lot of money.
What things can I make with recipes?
Recipes bring in fun and profit. Definitely the most valuable items you
can make with recipes are the artifacts. However, drayk scales can
make your rings very valuable, as can artila eyes with your necklaces.
If you would prefer to make wands out of them, then that's your choice,
but if you don't use wands (I almost never do), then using them in rings
can make you a lot of gold. Shielding bands however, are not worth it.
Should I wait to use that book that trains create thahd till after I find
a trainer?
Unlike the previous Geneforge, trainers will train you in a
skill even if you found a canister or book that taught you that skill.
If you have increased your skill by increasing it with skill points, then
this is not the case.
When should I join the rebels or provide rebellious opinions?
The best way to get the most out of characters in the first
part of the game is to play it neutral or pro-shaper. You can go ahead
and help the rebels if you want, but be neutral or pro-shaper in the
opinions you give others. This allows you to get the most training.
Also, initially the shapers are much more powerful than the rebels.
Sitting on the fence does not benefit you in any significant way- if you
are pro-shaper but express pro-rebel views you will have problems getting
training.
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2. Class Guide:
Shaper: The maker of creations, these characters are most skilled at
summoning allies. They are moderately skilled at magic, but not at combat.
Keep them out of it if at all possible! Increase your intelligence mainly
to have the essence necessary for creations. Increasing shaping skills will
make your creations stronger, and unlock stronger creations, but that's no
good if you can't even summon them, so focus on intelligence. Shapers should
also increase their magic skills as needed. Try to aim for ~7 in magic skills
by the fourth island or so. The spells you get will help immensely. You can
focus on only one creation type (fire, battle, shaping) and will do just
fine in the game.
Shapers get the most essence points of any class.
Guardian: The warrior of the shapers, most skilled at fighting, but can
summon if need be. Use his battle skills to kill your enemies. There
are two main varieties- melee and missile. Missile guardians can get
extremely high damage with batons, javelins, crystals and wands. Some
people find them extremely effective. Typically, a guardian needs creations
that will last a while but can attack from a distance, so fire creations are
probably their best choice.
Guardians get the most hit points of any class.
Agent: The infiltrator, the agent has the potential to be the most
powerful solo character. Focus on magic and ignore most all else.
Concentrate on either mental or battle magic. The most powerful agents
upgrade one of these skills and/or spellcraft as much as possible. Skip
shaping, except for may one or two points as your creations will mainly be
extremely weak and useful only as distractions or as thieving assistants.
Weapon skills are nice when dealing with magic resistant enemies (vlish,
glaahks, turrets), but switching spell types is also very effective.
Agents get the most spell points of any class.
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3. Skill Guide:
Strength: Affects carrying capacity and melee weapon damage and to hit%.
Depending on your playing style you may or may not want to buy some levels
of this skill. You can get away with purchasing very few levels (although
not being able to carry things does get annoying), but if you intend on
doing melee damage, definitely upgrade this skill. Shapers should not
focus too much on this skill. Late in the game you will be able to make
a powerful necklace that can really alleviate your need to increase this
skill. The guardian claymore is also available reasonably early, so
there are several points available from sources outside of improving
this skill. Increases Stun Resistance.
Dexterity: Affects your attacking speed, dodging chance, and missile
weapon damage and to hit%. Like strength, this is a matter of personal
opinion. Buying a lot will make your missile weapon skills nearly unbeatable.
Increases acid resistance.
Intelligence: Affects your spell points and essence points. Necessary
if you intend to cast spells or control many creations. A good default
skill to increase for shapers and agents, and even for guardians initially.
Increases mental resistance.
Endurance: Affects your health points and some resistances. This is
probably the least important main skill provided you don’t intend to do
much melee fighting. If you do want to, then unless you want to reload
constantly, buy some points. Depending on your equipment setup, you
can recieve several points in this skill without too much of an
investment. Increases poison resistance.
Melee Weapons: Increases your to hit% and damage with melee weapons.
If you prefer these weapons and use them often, then invest in this skill.
Missile Weapons: Increases your to hit% and damage with missile weapons-
batons, javelins, wands and crystals. If you prefer these weapons and use
them often, then invest in this skill.
Quick Action: This skill gives you a chance of attacking twice and also
increases your attack order. It’s cheap and easily increased. Everyone
should train a few points of this skill (preferably from Vandrin).
Parry: Parry is not nearly as powerful as previous games. Each point
in parry gives you a +2% chance of blocking an attack. Melee Guardians
may want to buy a few points, but others will find a better investment
elsewhere. Walter notes that parry may also decrease the amount of
damage received from an attack. How much is unknown at present. If
so, this skill would be more useful. Parry maxes out at a certain
block percent (how much is unclear), so there are diminishing returns.
Battle Magic: Increases your battle magic strength. Really nice for
agents, but pretty useless for guardians. Shapers will like it for cheap
attacks. You can hold off training till after Dhonal's keep (speak
with Gretchen) so as to minimize skill point investment.
Mental Magic: Increases your mental magic strength. Also really nice
for agents, but other than trying to get unlock, guardians can skip it.
Some of the spells here are very powerful. You can hold off training till
after Dhonal's keep (speak with Gretchen) so as to minimize skill
point investment.
Blessing Magic: Agents can mostly skip this class, other than for a
few blessing spells and the vitally important Speed. All classes
will want to invest a few points to get this potent spell. You can
hold off training till after Dhonal's keep (speak with Gretchen) so
as to minimize skill point investment.
Spellcraft: Makes all your spells more powerful. One of the best
skills for agents. The other classes may find it useful, but not
necessary. You can hold off training till after Dhonal's keep
(speak with Gretchen) so as to minimize skill point investment.
Fire Shaping: Allows for fire shaping creations (fyora, roamer, drayk,
drakon). Has some very powerful creations, but slightly more expensive
than other skills. There are also fewer items and events that improve
this skill than the other two skills, so investment in this one (to
~5 or so) is reasonable, especially for shapers. Walter says that
fire shaping may be best for rebels, as they are the only ones who
can really add points to this skill. Ur-Drakons can not be
made by loyalists either. So of the shaping skills, this one
has the least benefit to a purist shaper.
Battle Shaping: Battle creations are good cannon fodder (thahd,
clawbug, battle alpha, rotghroth), especially the potent rotghroth.
Magic Shaping: The most original creations are magic shapings. Artila,
Vlish, Glaahk, and the Gazer are all very potent, though expensive.
Healing Craft: At most, invest one point in this skill. There are
MANY instances where you will get bonuses to this skill, so you
can basically ignore it. Once you get above the critical level of about 4,
then all other points will be easy to get.
Leadership: Leadership gives you more dialogue choices, and will lower
some store prices. Have about ~7 by finishing the first island. Have at
least 10 points (including item bonuses) before you take on the acidic
valley to get a nice bonus to your stats. Zeviz notes that leadership is
used in many conversations, and that frequently it will get you more
experience than simply fighting an enemy will do. It's worth investing
a number of points in.
Mechanics: Influences your chance to disarm traps and perform other
feats of technical skill. Have ~8 before leaving the first island.
Depending on your desire for total game completion, you may need
as many as 20 points.
Luck: Gives a minor bonus to find items and to resistances. Affects
a few minor events. It’s not necessary to have too many points
in this skill, though if you want to collect a lot of body parts, you
will have to have some points in this skill. Adds one point to each resistance
and armor per point of skill.
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4. Spell Guide:
Spells are versatile and useful in Geneforge. However, some are more
versatile and useful than others.
Battle Spells:
Fire Bolt- The low level damage spell, it’s a staple for most of the game.
Guardians will never do enough damage with this spell to make it better
than missile weapons, generally speaking.
Burning Spray- rains acid down on a single enemy. If the enemy is
protected against fire or ice, chances are they aren’t protected against
this spell (which also has a high to hit %). Searer tends to be better
and more damaging.
Searer- stronger than burning spray, some enemies are very vulnerable
to this spell, compared to other direct damage spells. Magic resistant
enemies like vlish tend not to take much damage from the initial hit
but do by the subsequent acid damage. This spell is really potent
vs. golems.
Ice Bolt- the next level up, if an enemy is vulnerable to fire,
they’ll probably also be vulnerable to this spell. It’s more expensive
than firebolt but can do 3-4 times the damage.
Essence Orbs- an expensive but potent multi-enemy spell. Get it, and
launch up to 3 orbs at a group of enemies. They should be weakened greatly
if not killed.
Acid Shower- Sprays all nearby enemies with acid. The acid acts slowly
over the next few turns. As far as damage spells go, you'd do better to
go for essence orbs. If there are a lot of enemies on screen, then
this spell may be useful. However, those occasions are rare and you're
best off with essence orbs. Drakefyre reminds me that this spell
helps a lot with golems.
Kill- potent single-enemy damaging spell. However, if the enemy is
resistant against magic, you'll probably get 30 or so damage from this
spell, in which case you'd be better off going for firebolt. Rotghroths
fall quickly to this spell.
Aura of Flames- a potent magic-intensive spell. If you can cast this
and not have all your spell points drained after a few castings, then
all the more power to you. It's strong, hits all nearby enemies, and
usually stuns them pretty well also. Fire resistant enemies, like drayks
and drakons won't be too hurt by it, though.
Mental Spells:
Daze- A great low level spell, daze stuns your enemies and gives you some
time to breathe. All characters can benefit from this spell.
Mental Barrier- protects you and your creations from mental effects
(terror, dominate, etc.) There are some occasions when you might find
it useful, but generally it's not that critical. A shaper will
find it much more useful, as it can help low level creations immensely,
as well as Alwan and Greta.
Unlock- Saves living tools by opening some doors. Does not give XP
like manual unlocking things does. Still, very useful at higher levels
when living tools are scarce. Also, this spell's power is increased
by increasing your mechanics skill (even by items). So try to add
items that increase mech before casting this spell.
Terror- Has a chance of frightening an enemy and immobilizing it.
Surprisingly strong, this spell can take an enemy out of commission by
scaring it and paralyzing it. Gazers and Eyebeasts are vulnerable to this
spell, making it very useful at high levels.
Dominate- Has a chance of taking control of an enemy. Nice because you
can use it on the tough creation leader and have him kill his
acquaintances. Expensive though.
Strong Daze- an improved version of daze, this spell is stronger and
can daze more opponents. Use this when your daze spell doesn't cut it.
Charisma- Adds some points to your leadership stat temporarily. Allows
you to not have to invest some points in leadership, but it's not too
useful all the time. Don't go out of your way to get it. This spell
can be supplanted by items like infiltrator items. However, you could
cast this spell and save on inventory.
Mass Madness- Charms and/or dazes enemies. Very useful when you're
swarmed, you'll probably cast this spell more often off of madness
gems than you will cast it by personal means. A great emergency spell.
Blessing Spells:
War Blessing- a nice blessing spell that adds ~20% to your and your
allies to hit% and to their damage. Cheap, cast it before moderate or
tough battles.
Protection- a potent little spell that reduces the damage you and your
creations take. Like War Blessing, cast it often. Removes 20% of
damage taken.
Essence Shield- A permanent shield cast per map, this spell is
useful for those cast and forget characters like agents. Improves your
abilty to dodge attacks. Cast this spell if there is an essence
pool on the map! Shapers should cast it on their creations.
Speed- vitally important, this spell adds up to half of your total AP
to your character. So if you have AP enhancing items, gives you a good
bonus. Worth increasing blessing magic for this spell alone.
Mass Energize- casts bless and hastes your party. Probably one of
the best spells in the game for shapers. This spell will end most
fights very quickly. Note that the blessing and hasting don't last as
long as the earlier spells. You may have to recast frequently.
This spell also heals you and your creations.
Steelskin- a permanent damage reducing spell (may make it harder to
hit you?). Like essence shield, a good spell for agents or guardians,
provided they have the skill to cast it. Can overlap with essence
shield. Removes 20% of damage taken, cumulative with protection.
Cast this spell if there is an essence pool on the map! Shapers should
also cast it on their creations.
Essence Armor- An improved essence shield, this spell replaces it
when cast. Use it when you have SP to burn. Improves your ability to
dodge attacks. Essence armor also increases your health significantly
(brought to my attention by Walter). That makes this spell considerably
nicer. Cast this spell if there is an essence pool on the map! Shapers
should also cast it on their creations.
Battle Roar- blesses, heals, shields, etc. you and your party. This
spell is hard to get, but nice once you finally do it. However, if you're
not in combat, cast protection and war blessing instead- they are cheaper.
Healing Spells:
Minor Heal- a potent low level heal spell. Use this outside of combat
at high levels, it has the best return of HP for your SP. Use stronger
spells in combat.
Cure Effects- removes poison and acid. Useful, but if you need to
cast it on yourself try to cast it during combat. Outside of combat,
the poison or acid will interrupt your spell too often.
Augmentation- provides a semi-permanent HP boost. Very useful for
the characters with essence to spare but with low HP (like agents).
Cast this spell if there is an essence pool on the map! Shapers should
also cast it on their creations to make the map that much easier.
Heal- stronger than minor heal, this is a nice potent spell is best
cast during battle when really low on HP. Casting it outside of
combat is somewhat costly in spell points.
Group Heal- Heals all of your characters at once. Allows you to go
ahead and sell those healing spores.
Remove Effects- cancels fear and charm on an enemy as well as other
negative effects. Worth casting as a d'oh type spell.
Major Heal- a hefty heal spell, good for emergencies, otherwise cast
a weaker, cheaper spell a few times.
Mass Restore- heals all and removes bad status effects. Go for it.
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5. Creation Guide: Here is some background info on the various creations you
can summon in Geneforge 3. The numbers following the name are the cost in
essence without and with the recommended 2 points of intelligence.
Additionally, the damage type that the creation does is listed at the end
of the description. These descriptions come from Hume on the spiderweb
message boards.
Fyora (8,11)- a small red lizard that spits fire. A nice creation that has
a decent range attack. Will never run out of fire, unlock other ranged
creations. These are great at low levels, and if kept for a while, are still
very strong. Damage type: fire (Mis), physical (MeW)
Cryoa (30,39)- similar to the fyora, but shoots icebolts instead of fire.
Damage type: ice (Mis), physical (MeW)
Roamer (15,20)- An acid shooting dog-like creature, their melee attacks are
a bit stronger than the artila. I'd stick with artila or switch to searing
artila. Damage type: Magic (Mis), physical (MeW)
Pyroroamer (12,17)- Looks like a pink roamer. These creations explode when
slain, which does damage loosely based on strength. Not really that useful
except as a novelty. Damage type: Physical
Drayk (50,63)- A definite improvement for fire shaping. The drayk hits hard
and often. They are very potent allies well worth the price. The only
problem is that there are few occasions to increase this skill, compared
to other third tier creations.
Damage type: Fire (Mis), physical (MeW)
Cryodrayk (80,99)
Damage type: Ice (Mis), physical (MeW)
Drakon (150,183)
Damage type: Magic (Mis), physical (MeW)
Ur-Drakon (300,363)- There does not appear to be any way to make these
creations without cheating.
Damage type: Magic (Mis), physical (MeW)
Thahd (8,11)- a ape-like humanoid who serves very well as cannon fodder.
This creation is especially useful at lower levels. No real special
abilities except for cheap attacks.
Damage type: Physical
Thahd Shade (28,35)- a translucent thahd, this creation is hard
for your enemies to hit. Max out its dexterity and nothing will be able
to hit it more than one time out of one hundred for at least the first
two or three islands (from the spiderweb message boards).
Damage type: Physical
Clawbug (20,27)-
Damage type: Physical
Plated Clawbug (48,59)- The only creation with 10 AP, these clawbugs
can attack twice, making them more potent then their non-plated kin.
Damage type: Physical
Battle Alpha (40,51)- A hard hitter, the battle alpha is somewhat
unimpressive. No special abilties or good attacks, this creation can
be ignored. Get a rotghroth instead.
Damage type: Physical
Battle Beta (60,75)- Basically a stronger battle alpha. I've not used
one much at all, so I don't have a good feel for these creations.
Damage type: Physical
Rotghroth (125,152)- A strong battle creation with a nice slowing
attack, some parry ability, and a fast attack. Probably the best battle
creation for the cost. Interestingly, loyalists will be able to get this
before rebels. Damage type: Acid
Rotdhizon (250,303)-
Damage type: Acid
Artila (12,17)- a wormlike creature with a very powerful searer attack.
Definitely more powerful than the fyora, but this creation can not shoot
nearly as many attacks as a fyora, so their staying power is a lot less.
Great at the early game. Damage type: Magic (Mis), physical (MeW)
Searing Artila (30,39)- basically an upgrade artila, with a better to hit%
and stronger bolts. You're probably better off switching to something
like a drayk, if you can afford it. Great at the early game. Damage
type: Magic (Mis), physical (MeW)
Vlish (15,20)- an excellent ally, the vlish shoot stunning bolts that stun
and slow your enemies. However, their bolts are among the most easy to
ignore by your enemies. Add some variety to your troup, having only
vlish will result in a very difficult game.
Damage type: Magic (Mis), physical (MeW)
Terror Vlish (45,56)- Unlike the name and previous Geneforges, terror
vlish don't cast terror any more. Now they do poison damage, which is
surprisingly potent, but which doesn't affect several enemies. They
may be a useful creation if you're not fighting pylons and golems.
Damage type: Poison (Mis), physical (MeW)
Glaahk (60,75)- a powerful magic creation, the glaahk is better than
many battle creations. The glaahk is capable of stunning and slowing its
enemies on a successful hit.
Damage type: Physical
Ur-Glaahk (100,123)
Damage type: Physical
Gazer (125,152)- This creation has one of the strongest missile attacks
in the game. These are nice companions.
Damage type: Magic (Mis), Magic (MeW)
Eyebeast (250,303) - the ultimate in heavy artillery. Unlike the previous
game, you can get one decently early as well. Takes a long time to recharge,
though. Damage type: Fire (Mis), Magic (MeW)
*MORE TO FOLLOW SOON!*
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6. Area Guide:
Name of Level
Q: Quests available (R) Pro-rebels only, (S) Pro-shaper only
S: Skills and spells available (If a character's name is provided, then he/
she is a trainer and will train a skill for gold)
O: Opinions available- talking to these characters will influence your rebel/
shaper standing by a point amount given in parentheses. Doing their quests
likewise will influence by a point value given. If no sign (no + or -) is
present before the skill, then you actions can either raise or lower it by
that amount. You start with 100 points, and each opinion give will change
this value. Some quests require a specific reputation (much less than 100,
more than 100).
D: Directions to other locations (provided by Seletine)
$: Merchants who will buy from you
Text description of level.
------------------------------Greenwood Island----------------------------------
Level 1 School
Q: Escape from Basement, Find Mind Hrrol
S: War Blessing
O: None
D: Up to Greenwood Academy
$: None
Welcome to Geneforge 3. This game starts with a significant bit of
excitement. The tutorial is pretty comprehensive, and your best bet is to
follow its guidelines. You need to leave the basement and find a servant
mind. There are a number of minor items including a dagger, sandals,
chitin armor, cloaks and robes (on a body in a hall). You’ll find a room
that prompts you to try to enter and use some living tools. If you have
enough mechanics (~4) then you won’t need to use the living tools, which
are always good to save. As you continue you’ll be prompted to prepare
for battle. Shapers will probably want to make a fyora. As you search
for items, and you will find several that you may not know whether or
not to bring. As a good rule of thumb, if they are worth more than 12
gold per pound, grab them. You can sell items for 25% of their purchasing
price in general (some quests provide exceptions). Money is rare at the
beginning of the game, and this cash will be very helpful. You may need
to drop your items before you finish the school, but that’s OK. Kill the
enemies and return to grab your stuff. Kill the enemies to the NE (take
the shaper’s equipment!), and you’ll find a book that teaches you War
Blessing. Therese comes out to talk with you (you can insult her if you
want, although then you must pay the penalty- she will not give you any
items in the next area- from Walter) and will help you kill the nearby
enemies if you desire. You’ll find a pair of gloves south of the exit,
with javelins. Return when this place is cleared of debris for some
living tools and a wand of terror at a pile of sacks near the south
center of the area.
Greenwood Academy
Q: Visit Fort Kentia, Visit Dhonal’s Keep
S: None
O: Master Hoge (3), Alwan (3), Hanna (3-4)
D: Down to Level 1 School, North to South End
$: None
You’ve cleared the basement, now you can continue to explore. There are
many enemies on the perimeter of the school. Mind Hrrol is to the SW
and you should see him as soon as possible. He’ll tell you to
visit Fort Kentia and after doing that, visit Dhonal’s keep. Both get
you experience. The instructor rooms have nice goodies including crystals
and batons (missile weapons). If you want you can take Alwan with you on
your journey. Alwan acts as a free creation that costs no essence and
can be trained to near perfection. He can be upgraded twice. Alwan is
pro-shaper and will make his opinion known to you. Also, if Alwan dies,
he returns to this area where you found him. Once you make it to Dhonal's
Island, he will appear elsewhere, but for now, this is where he is at.
Nearby is a bronze sword. Therese from the floor below is to the NE. If
you didn't insult her, you can get a spray crystal from her.
Also nearby is Master Hoge, a teacher who is not the nicest. Talk him to
intimidate him with leadership (and an experience gain). You can
attack him, but he will kill you unless you cheat. His stuff
has a fair bit of nice small items. Head to the NE for two vats
with monsters in them (one drops a gemstone). Head N to the exit, and
you can get guard (stover) to help you (with leadership). There’s a fyora who
drops a nice spray crystal. Near the exit is a battle beta who needs
to die. He’s somewhat tough but nothing you can’t handle. He drops a
spray crystal and some chain armor. There is a rogue servile to the
north who you can attack if you want to strengthen your pro-shaper
views. You can now leave. Return after talking to the commander
at Fort Kentia for some XP and the instruction to go to Dhonal’s
Keep (XP for that as well).
South End
Q: Clear Bridge, Clear Rogue Nest
S: Create Thahd, Crider (Trains spells).
O: Crider (3), Greta (3)
D: North to Eastern Road, West to Captured Bridge, South to Greenwood Academy
$: Hinman
Immediately on exiting, you are confronted by a powerful shaper, Litalia.
Litalia threatens you and tells you to join her. Once she lets you go,
head SE for some dried herbs, which you should keep as there is a nice
quest that will earn you a lot of money per herb delivered. The NW has
two individuals who will sell/give you items. Hinman is a salesman who
also gives you a quest to clear a bridge to the west (and will give
some crystals reluctantly with leadership). Doing so gets you a blessed
bauble. He has a number of items you can steal as well. Summon a
creation, and walk outside. Place the creation in the store and get his
stuff. Greta will join you here as well. She is a decent mage and will
accompany you in a way similar to Alwan. She is pro-rebel. She will
return here if she dies during your adventure. Crider will
trainn Road
Q: None
S: None
O: None
D: South to South End, North to Testing Grounds, West to Minefield Woods
$: None
The enemies here patrol the main path. The game advises that you can
hide from them by staying off the main path, but the enemies aren’t that
hard, so go ahead and kill them. A daze spell works wonders. There’s
a body with some gold and a healing pod just north of the southern
entrance; searching it repeats that you can avoid enemies by staying off
the main path. The NW has some artila and the very pleasing Carnelian
gloves, which give a bonus to spellcasting abilities (useful for all
classes for a long time). One artila also dropped an artila eye for
me- keep any of these that you find. Head east through the final
batch of enemies, and through the woods and through some turrets to
get to a small goody chest with leather pants and a few other niceties.
Captured Bridge
Q: Escort Serviles
S: None
O: None
D: East to South End, West to Kentia South Gate, North to Minefield Woods
$: None
Rogues wander about, but most aren’t that hard. The exception is the
bridge, which is guarded by five thahds (and a few fyora and thahds
across the bridge). One thahd is named Guhrr, and he’s the leader.
You can threaten him with leadership and he’ll leave, or you can kill
him. He is holding a thahd skin tunic. Once cleared, you can rescue
the serviles to the north. Be warned, some fyora will spawn near their
exit. Helping them out gets you a few experience per servile
rescued. The SW has a house with a shield of warmth and some heavy boots.
Kentia South Gate
Q: Kill hidden worm
S: None
O: Meraia (3)
D: East to Minefield Woods, South to Captured Bridge, North to Fort
Kentia, Down to Sea Caves
$: None
Like the previous areas, this has rogues. Kill them for some nice
items, including leather pants. Meraia has a quest for you to kill
a worm (located SW). Do so and it will drop an artila skin tunic.
There’s an exit to the SW that will take you to the Sea caves, which
is probably one of the more difficult areas on the island, so hold
off for now. Tell Meraia of your success for experience.
Minefield woods
Q: Recover Shaper Book
S: Scintle
O: Scintle (3), Scintle Q (-3)
D: East to Eastern Roads, West to Kentia South Gate, South to
Captured Bridge, North to Kentia East Gate
$: None
This is your first encounter with mines. Watch out for them as
a wrong step could blow them up on you. You get a handsome bit of
experience for this exercise. Get to the NE to find Scintle, a
sketchy fellow. Scintle will train you in some spells, but they are
much more expensive than Hawthorne. Still, you can acquire some
decent healing spells (like augmentation). Scintle will give a
quest to find a book, although giving it to him is a rebellious
action, and doesn’t get you much (he turns off his traps to his north
room, but you can explore as you want without too much worry- open
the door and close it ASAP). The north door has a grounded robe.
You can get a nice prize for the book much later in the game.
The most important item he has is some saltweed in the door to the
east. To the west you’ll find a recipe for Icy crystal (gemstone
+ beautiful crystal) and if you can disarm his dresser, you’ll
get a discipline wand.
Kentia East Gate
Q: Clear Rogues, Find a Prism, Find a Wand
S: Hawthorne
O: Duff (3)
D: West to Fort Kentia, South to Minefield Woods, North to Kentia Mines
$: Hawthorne
Almost to Fort Kentia, there are several good quests and helpful
individuals here. Filkins has a quest for you- to clear some rogues
near the NW. You get some experience for this, and one rogue drops
a stability bauble for your trouble. Most important to you is
Hawthorne, who will let you use his anvil, trade with you, give
you a few quests, train your magic, help you on a future quest,
and give you an enhancing gem. Enhancing gems give a bonus to
a resistance (on armor) or damage bonus (on a weapon) when you add
it to an item on an anvil. Hawthorne will sell you two important
spells- speed and unlock. All characters should buy both. His two
quests are to find a prism (reward, living tools and a swarm crystal)
and to find an inferno wand (XP and the all-protector recipe =
perfected shield + solidified flame + unmelting ice). You can rob
him of his stuff (a fine cloak and robe, and a very nice reflecting
shield are the rewards for your trouble) by sneaking around his
stuff. Duff is to the NE, and will talk with you. There are a
number of crystals to the NE as well.
Fort Kentia
Q: Cure Torsten, Investigate Damix’s trap, Clear Basement, Rogue in
the Stables, Examine Shaper Device, Find the Source of the Rogues,
Talk to Torsten’s Father
S: Searer
O: Damix (3), Commander Hevvig (3, +1 if demand key), Khogarth
(-3 agree, +2 back down,+4 kill)
D: East to Kentia East Gate, South to Kentia South Gate, Down to
Under Fort Kentia, Boat to Harmony East Docks
$: Veil
When you enter, Pyx comes to see you. She wants you to help her
husband, Torsten. He is to the SW, and has a nasty disease.
Hawthorne can help you with it. Curing him doesn’t get you anything
till you make it to Dhonal’s keep. Damix will ask you to
investigate his trap- do so (you’ll probably set it off, not disarm
it) for some XP. Veil is a merchant who wants you to clear his
basement. Do so and he’ll open a chest for you (kind of a crappy
reward). Alillia at the inn asks you to take care of the rogue in
the stables- doing so (attack or absorb) for 100 gold. There’s a
drunk in the bar you can kill if you want (or talk to him nicely).
Tuona has two items you may consider purchasing- a silver necklace
and an artila eye. Combine them both on an anvil for a great
necklace- a blessed necklace. If you have found either item,
definitely use them on that (the artila eye is much more expensive-
so be on the lookout for one). Finally, go talk with Commander
Hevvig. She wants you to investigate a canister to the NE- use
it for a point of searer if you want. Talk to her again afterwards
for your next assignment- figure out who is making the rogues.
With a high leadership you don’t have to kill it, though it doesn’t
hurt. Also with high leadership you can get her to give you a key
to the city, getting some nice items in the process. This is a
typical shaper action, and changes peoples' opinion of you slightly.
Completion of Hevvig's final quest gets you a set of essence
vambraces, the best pants you’ll find for several islands.
Fort Kentia Basement
Q: None
S: None
O: None
D: Up to Fort Kentia
$: None
This area is relatively straight-forward. Head to the west, and
you’ll find a bunch of monsters that decide to attack you. They can
swarm you, so beware. Most importantly you can find a girdle of
strength and some miner’s gloves. Go to the NE for some nice items
and gold.
Testing Grounds
Q: None
S: Create Thahd, Create Artila, Heal
O: None
D: South to Eastern Road, North to Inner Mines
$: None
This is where shapers go for training. As you enter, you’ll
spot a battle beta, and some rogues will pop up. Kill them and
enter the training area. There is a servant mind who will help
you, but only if you feed it some nutrient goo. There’s some
nearby to the west, so collect it and feed it to it. With
leadership, you can convince it to tell you about the tests- you'll
need a lot for the highest bit of information. The
first test (NW) has you choosing between either a battle with 3
turrets or a leadership test. The second test is either 2 fyoras
and 2 cryoas or a mechanics test. The third and final test is to
get past a blind thahd (very easy) or fight a tough blessed thahd.
Once done, go speak with the mind. You get access to three shaping
texts- create thahd, artila, and heal.
(WHEN LEVEL 20 OR GREATER) You now have access to the
ultra-difficult second rung test. You get a no-stone bracelet,
and each batch of enemies you kill gets you another stone. First,
cast what permanent spells you have (augmentation, steel skin, etc.)
on you and your allies and recharge at the essence pool. Go
north, and face your first enemy- a 1000+ HP golem. It shouldn't
be too hard, but will take a few rounds to kill. Return to the place
where you found the bracelet and you'll get a one-stone bracelet.
The first stone adds 1 to your fire shaping. Go back, and fight
the twinspirit golems, which are two golems that heal each other
when their HP differ significantly. Kill them and your bracelet
will get a bonus to battle shaping. The third batch of enemies are
triad golems, and it's starting to get tough. They aren't that
much different than the previous golems, but will require some
tactics to beat. Luckily, not all of the golems will follow you
if you want to leave the room, so use this to your advantage and
take them on one or two at a time. This gives you a bonus to
battle shaping. The next enemy is a "sustained battle beta" and
four pylons. As long as the pylons live, the battle beta will not
die. Kill them then you can take it out. It's a bit easier than
the golems, since it is more vulnerable to magic. From Drakefyre:
if you are outside the door, then only two pylons can attack you
at any one time, allowing you to kill at leisure. For this, you
bracelet now increases the endurance of your creations and gives
you +2 to fire shaping. The final batch of enemies are the
pentead golems. Individually they aren't too tough, but combined,
they will probably kill you. Try to isolate them by leading
one to three out of the room and killing them. The glowing
pentad golem is the strongest, but other than a few minor spells
and one distance attack (like a gazer's attack), there's not too
much special about these creatures. Kill them to max out your
bracelet, getting +2 to all three shaping abilities, and +1 to
creation strength, dexterity and endurance. The five-stone
bracelet is THE bracelet for shapers.
Kentia Mines
Q: None
S: None
O: None
D: East to Inner Mines, South to Kentia East Gate
$: None
There are a lot of crystals here- pluck them off the spires for a
nice profit. There are plenty of enemies (thahds, fyoras) and some
artila. The NW has a venom baton and a lot of crystals. Near the
east is Hawthorne’s prism. The NE has a book with a recipe for an
spray crystal (Gemstone + wiry moss) and a flaming wand (stick +
gemstone +perfect fyora scale). There’s not too much else here, so
continue searching the mines to the east.
Inner Mines
Q: None
S: None
O: None
D: West to Kentia Mines, South to Testing Grounds, North to Lair
of the Creator
$: None
Your best way to enter is from the south, not the west. The south
has a body with a mines key, which will open a few doors. There are
many crystals her in this area, like the previous area. There are
also spawners, which will continuously regenerate enemies for you to
fight. They drop gems and crystals when slain. Make your way through
the area, opening the doors as you see fit. There are about five
spawners total. There’s a body near one of the traps that has a pair
of nimble sandals, a very nice item and some chainmail armor and a
steel dagger. The NE has a nice set of lockers with a batch of
crystals and Hawthorne’s inferno wand, some nice potions and leather
vambraces.
Lair of the Creator
Q: None
S: Create Fyora, Unlock
O: None
D: South to Inner Mines
$: None
Proceed forward, and you’ll see a shade- it is Litalia. She
goads you on and asks what you intend to do. There’s not much else
to do with the shade. Head around north. You’ll fight several
spawners along the way (both directions). The NW has the best items,
including a canister of create fyora, one of unlock, a terror wand, a
chilling band, a student’s belt, and the shaper’s book that Scintle
wanted. The east path only has spawners. When ready, enter the center
room (no living tools are needed in the north center). Talk to the creator-
unless you have very high leadership this will end in violence. With
high leadership you can shut the monster down. Most likely, the creator
will attack you and summon a bunch of enemies. The enemies it summons
are less worrisome than the creator. The creator is fairly dangerous
for a melee character, and his spawn are very easy to daze. Do so to
make your job easier- the creator will not summon more so long as 4 are
present. Keep hacking away, you’ll take the fied down. It drops an
empathy blade and a girdle of nimbleness. Return to Fort Kentia when
you’re done.
Sea Caves
Q: None
S: None
O: Aiglos (2)
D: Up to Kentia South Gate
$: None
This area is in the SW corner of South Kentia Gates. You are
greeted by Aiglos, who does not like shapers. However, you can help him and
his clan out by clearing some enemies. Head north, and you’ll encounter a
bunch of artilas. One, a venomous artila, drops a vial of blood poison (an
ingredient for the creator’s belt). Continue through the artilas and you’ll
find a nest at the end- inside is a lucky charm. Tell Aiglos for no
real gratitude whatsoever. Walter informs me that you can convince Aiglos
to join you until you slay the venomous artila, and that you can steal the
iron sword in the building to the south of Aiglos if you use the creation
trick. The iron sword is the strongest weapon on the island.
------------------------------Harmony Island------------------------------------
Harmony East Docks
Q: Kill Icy Roamers, Find Herbs
S: None
O: Captain Bruni (3), Tik (-1)
D: West to Roamer Marsh, South to Swampy Shore, Boat to Fort Kentia
$: Ariyas
Welcome to the second island. You are immediately greeted by a commander
who tells you a bit about the situation, however you are rudely
interrupted. Kill the roamers and continue to talk to Captain Bruni.
He will tell you more and give you a quest to kill some icy roamers.
They can be found at the Roamer Marsh, Swampy Short, and the Methane
Swamp. However, they will not appear every time, so you may need to
exit and reenter a given area till you get a message like "the air
chills you". That means one has appeared. To the NE you’ll find
a recipe for a blessed necklace (silver necklace + artila eye) as
well as some wiry moss you should keep on your person. Ariyas to
the NW will pay you good money and xp for each set of dried herbs
you retrieve for her. This quest does not end. If you give her
>=40 she will give you a bonus gift (shaped belt). The SW has a
bunch of nice herbs, but you’ll have to survive the roamers. You
can either head towards the rebels or the shapers. I’d suggest
going to the shapers to burn off some of that hard earned cash
from the last island.
Swampy Shore
Q: None
S: None
O: None
D: West to Southern Marsh, North to Harmony East Docks
$: None
An icy roamer appears here. There is a roamer with a gem immediately west
of you. If you can, kill it in the first round, as you’ll get a nice swarm
crystal. Otherwise, if you chase it, it’ll recruit a lot of help to attack
you. Also near the center of the swamp is a building with some roamers that
quickly attack you (and some Vat Boots). A bit east is the chilling roamer.
The NW has some difficult vlishes (weak vs. melee) who are guarding a
reflecting shield and some saltweed. Vandrin, a guard, stops you to the
SE- you’ll see him again later. There is a shrieking roamer to the SW
who will lead you into an ambush. They’re not too tough, just be careful.
As you head S, Greta (if she’s with you) will talk with you about the
shapers.
Southern Marsh
Q: None
S: None
O: none
D: East to Swampy Shore, West to Vlish Woods, South to San Ru, North to
Roamer Marsh
$: None
Proceed west. Master Hoge (from the school) stops you and threatens you.
Now you can kill the roamers at your leisure. There’s a nasty vlish to the
NW, kill him for some swamp pants. You’ll find a charging stone. To the
SW you’ll find a body with some small items, and a code. The SE has some
swamp bushes guarding a body (with kind of cruddy goods, so don't
go out of your way for them- from Jumpin' Salmon). Head to the south to
San Ru.
San Ru
Q: Lizette’s Rebel Husband, Recover Wiry Moss, Speak with Tik, Find Rebel Spy,
Speak with Rebels, Harmony Isle Rogues
S: Vandrin, Diwaniya
O: Arabella (2), Michelene (3), Diwaniya (3), Arabella Q (1)
D: West to Gatherer Camp, North to Southern Marsh, Down to Under San Ru
$: Strange, townsperson
Talk to the innkeeper Lizette. She gives you a quest to find her husband.
Susanna, the potion maker will give you some potions for finding out what
happened to an alchemist who lives in the woods and then recovering her
herbs. Arabella watches over the serviles and wants you to speak with
Tik (S, who is something of a rogue). You can rat him out if you want.
There’s a shaped shield and a bunch of herbs to the SE. When ready, head
to the shaping hall. Norrell will give you two quests (find Rebel spy and
Speak with Rebels). The first will get you a fine robe and some gold,
the second gets you nothing. You will need the wooden ring from the rebel
camp to complete the spy quest. Diwaniya is a shaper who will train you
if you’re pro-shaper. You’ll also find Vandrin who will do the same again
with the same requirement. You can get Diwaniya to help you out by
unlocking some rooms for a coated cloak, sharing belt, and a few other
nice minor items. Diwaniya gives you a quest to clear the Harmony Isle
Rogues. If you have high leadership he'll even give you help if you ask
for it. Do so to get a battle alpha, glaahk, and a roamer to join you at
the infested pathway. If you’ve checked out the door behind the hall,
you can get a key from Norrell if you have high leadership. Once you've
cleared the rogues for Diwaniya he gives you a key to his place. Now,
if you want to be pro-rebel, go ahead and give Lankan the canister you
found under San Ru. This maximizes your return. You can kill Diwaniya
after going rebellious for a shaped breastplate and symbiotic cloak.
Roamer Marsh
Q: None
S: None
O: Shen (+3,-2)
D: East to Harmony East Docks, West to Methane Swamp, South to Southern
Marsh, North to Rebel Peninsula
$: None
Another icy roamer is here. It’s to the SW. There are mines here, ripe
for disarming. Kill the vlish and roamers. Shen is a rebel to the NE, and
he can be convinced to help you with high leadership. There’s a shaping
band in a nest to the center of the map. There’s not too much else to
do here.
Rebel Peninsula
Q: None
S: None
O: None
D: South to Roamer Marsh, North to Rebel Camp, Down to Peat Mine
$: None
Clawbugs roam this area. Kill them, and one may drop a clawbug carapace
(shield). Also, be sure to turn off the crystal to the NW. This completes
one of the rebels’ quests. You’ll find a bunch of herbs and a pair of
swamp boots for your efforts. Head to the SW and go down the stairs (you
can completely skip this level if you want by this route, but it’s not
that hard, so I’d recommend doing it).
Peat Mine
Q: None
S: Create Roamer
O: None
D: Up to Rebel Peninsula
$: None
This is under the Rebel Peninsula. In order to get past the mines,
you’ll need to search the nearby items (bales of hay, barrels, etc.) for
switches. Most interesting to you is the area to the NW. Shrubs guard the
way- kill them and continue on. There you’ll find a way north (guarded by
a trap). You can find a recipe for the crystalline shroud (perfected plate
+ crystalline fibers + focus orb). There’s also a canister of create roamer
and a guardian stone. You can continue to roam this area, but there’s not
too much else.
Rebel Camp
Q: Destroy Calming Stone, reclaim canister
S: Terror, Create Vlish, Ice Spray, Create Clawbug
O: Lankan (3, unless "don't know" 1), Giving Lankan canister (-8), destroy
canister (+3), Killing Lankan (+8)
D: South to Rebel Peninsula
$: None
This is the area where you find your first major decision- help the shapers
or help the rebels? Xin is guarding the door, but will let you in without too
much hassle. Elspeth will sell you access to two canisters if you sympathize
with the rebels for 300 gold each (Terror and Create Vlish). Darnor
(Lizette’s Husband) is NW, and Lankan is in the center building. Talk with
him and he’ll give you a quest to destroy the calming stone. Since you’ve
already done it, you should now have access to a canister of ice spray.
Offer to help him recover his canister for even more help (this counts as a
pro-rebel activity). Even if you’re pro-rebel, check the back of the camp.
You’ll find a bunch of nice items, including a map of some herbs, and the
wooden ring at the south area of the eastern wall (used to show off to
Norrell if you’re pro-shaper). Note that helping the rebels will allow
you to leave the island at your leisure. Also, if you have the canister
and ever go into the room where Lankan is located, you'll either have to
give him the canister or kill all of the rebels. Of course, the rebels
aren't that hard, but still, it's a cruel action. When you give him the
canister you get a canister of create clawbug in return. Walter notes
that, "Two things, first of all if you are carrying lankan's canister
and talk to him you aren't forced to either give it to him or kill all
the rebels; destroying it makes them hostile but you can run away and
exit the zone and no one outside that zone will notice they went
hostile, and you can still first give norrell's message and get an
experience reward for destroying the calming stone before the canister
triggers." This is a good way of keeping Greta for an extra island
if you happen to accidently meet up with Lankan with the canister.
Under San Ru
Q: None
S: Healing Craft, Create Clawbug
O: None
D: Up to San Ru
$: None
This is the final Demo Area. There are some really nice items in
this area. Head north and open each locked door to find a switch
that disarms the mines. NW is a Solidified Flame ingredient and
some very useful Tinker gloves (+2 mech when equipped). Go back to
the center and fight the vlish and roamers. There’s a recipe for
discipline wands (stick + gemstone + saltweed + artila eye), Diwaniya’s
notes on canisters and a book that will increase healing craft provided
you have 3-4 points already (there’s a canister and charm that both
improve it coming up, so if you don’t have that much yet, don’t worry).
A fyora to the east drops a fyoraskin shield, and there’s a canister of
create clawbug. To the north is another area guarded by mines that
has Lankan’s canister and a coated cloak. I would hold off on giving
Lankan his canister until you clear the island a bit more and get some
more gold to buy training from Diwaniya under all cases.
================================================================================
END OF DEMO! REGISTER (ONLY $25!) TO CONTINUE THIS GREAT GAME!
================================================================================
Gatherer Camp
Q: Lost Gatherer Maps
S: None
O: None
D: East to San Ru, North to Vlish Woods, Down to Ambush Pit
$: None
The North path has a number of turrets that don't like you guarding it.
They should not be too hard for you, especially if you have a Vlish with
you. Vlish can kill them in one hit if you're lucky. To the west you'll
find a number of mines which can be disarmed, as well as a stairway to the
far west. Equip those tinker gloves if you need help disarming the mines!
Eventually you'll find the gatherer camp to the south, and you can talk to
Siri, who will disarm the northern mines for you with leadership. You still
get experience for disarming the no-longer dangerous mines, so this is worth
doing if you get to the camp first (from Walter). Siri also gives you a
quest to recover the gather mapswhich are found in the rebel camp. You
should already have them, so give them back to her for info on a rebel
cache. Barxt will sell herbs, though unless you really like crystals
and wands, you'll probably not want to buy them. When you're ready head
to the western cave.
Ambush Pit
Q: None
S: None
O: None
D: Up to Gatherer Camp
$: None
Tattooed thahds guard the area, but they aren't that hard to kill. There's
an iron sword here, an upgrade from the steel dagger. Head to the NE, you'll
find pyroroamers. These enemies aren't tough but are definitely obnoxious.
Hit them from a distance with a ranged attack. There's a body to the NE with
minor goodies. Head to the NW, kill more pyroroamers, then head to the SW.
Here you will find a static band and a key to Diwaniya's room under San Ru.
Head on back out.
Vlish Woods
Q: None
S: None
O: None
D: East to Southern Marsh, West to Dhonal Docks, South to Gatherer Camp,
North to Methane Swamp
$: None
Vlish roam these woods, as you might expect. They can be very dangerous
especially if they gang up on you. Keep your distance and use melee or acid
attacks. This is one area where the spell mental barrier can really help.
The most dangerous enemy is the spectral vlish in the SE. Kill it and it
will drop a vlish skin tunic. Its nest has a rat tail band. A bit north
of its nest is a secret supply cache with a few minor items. Other than
that, just proceed carefully and use the terrain to your advantage- hide and
let the vlish come to you.
Methane Swamp
Q: None
S: None
O: None
D: East to Roamer Marsh, West to Dhonal Docks, South to Vlish Woods,
North to Infested Pathway
$: None
Pyroroamers (unstable roamers) are the guardians of this place. Just stay
away from them and use ranged attacks. The third and final icy roamer can be
found here to the NE. The SW has some very tough pyroroamers. The NE has a
clawbug den, make sure they don't gang up on you and take them on one on one.
Otherwise use group attacks. In the nest, you'll find a ratskin shawl, a
decent cloak. Head west to Dhonal Docks.
Dhonal Docks
Q: Slay Rogues
S: Fire Shaping
O: None
D: East to Methane Swamp, South to Vlish Woods, Down to Krya’s Refuge,
Boat to Fort Wilton
$: None
This is the area that will get you off of Harmony Island. Head west, then
south. If you've done the gatherer's recover map quest, you'll get access
to a canister of Fire Shaping and several other nice minor items. Go speak
with Finn, who is guarding the docks. Finn has a quest for you- help her
kill some rogues that have been stalking her. There are three batches, and
she guides you to each. Kill each batch and the final batch has a vlish
which will drop a skein of wisdom (intelligence +1), a nice reward. The NE
has the very dangerous Krya's refuge which you probably shouldn't attempt
to complete before clearing out the isle. When you are ready to leave the
island, head here and go. If you helped the rebels, then Alwan leaves you
here. If you killed the rebels, Greta will leave you here (hint provided
by blackjack). The docks have some nice minor goods in them including
plate vambraces, a null wand, and herbs. Walter notes that:
Secondly, you note that if you give him the canister you can leave the
island at your leisure, but you can also leave at your leisure if you kill
lankan (diwaniya is so horrified he wants you off the island), so you
don't have to destroy the spawners to get to dhonal's island as a loyalist.
Infested Pathway
Q: None
S: None
O: None
D: South to Methane Swamp, North to Madness Mire
$: None
There's a supply cache immediately east of you, and some nearly bare bodies
west. Head north and you'll be attacked by some strange thahds. They may
explode when slain, so be warned. Head west, fight the turrets, roamers and
vlish, then head north. A battle alpha confronts you. Luckily, with high
leadership, you can convince it to help you. The thahds behind it attack
but with a battle alpha on your side, they shouldn't pose much of a problem.
Head through the door to the final area.
Madness Mire
Q: None
S: Create Artila
O: None
D: South to Infested Pathway, Down to Twin Mind Tunnels
$: None
Try to make your way immediately to the center of the map and go down the
stairs. Clearing the underside of this map will make your actions on the top
much less strenuous. Plus, the longer you stay up here, the more enemies are
spawned, and the more weakened you become. Once you've cleared the Twin Mind
Tunnels, this area is much easier. No longer will the atmosphere harm you,
and the spawners to the north are weakened. Their pylon buddies won't help
them much either, so slaughter them with ease. They drop nice crystals
on death. Also, you can access a canister of create artila behind the NW
spawner den. Behind the second spawner from the east there is a physician's
charm, which gives healing craft +1. You should have enough Healing craft
to use Diwaniya's book. Kill all of the pylons/spawners and head back to
Diwaniya.
Twin Mind Tunnels
Q: None
S: Healing Craft, Create Vlish
O: None
D: Up to Madness Mire
$: None
Your objective here is destroy the various pylons located at the perimeter
of the cave. Kill each pylon, and you'll eventually get access to the center
of the area. Vlish are strong against the pylons. There is a lot of
nice stuff for those who look for it here as well. There's a canister of
healing craft to the NE, the north has a shaped fiber cloak and a canister
of create vlish. The west has a rogue servile named Ven. He doesn't really
do much, so you can let him go. When you've destroyed the last pylon, head
to the center area. Two servant minds confront you. They heal each other
if their hitpoints are significantly different. Focus your attacks on both
if at all possible. You can weaken them with some leadership, just try
to command them. On death they drop a girdle of insight and fibrous shield.
Pillage the rest of their items for some mind nutrients. There's also
an acid baton here for you missile weapon users.
Krya's Refuge
Q: None
S: None
O: None
D: Up to Dhonal Docks
$: None
There's no one here until you decide to read the book near the center of
the map. Doing so gets you attacked by a swarm of shades. You must do
this three times to get clearance to go south of the book and face Krya and
his buddies. The shades can be tough especially with their devastating
ability to slow you. They get slightly harder each time you read the book.
When you kill the shrieking shade the first time, the shades stop generating.
Note that shades have a very low but non-zero chance of dropping the very
valuable Agent's cloak. I was very lucky and got one on my third
(pro-rebel) playthrough. Note that only pro-shaper players are
guaranteed an Agent's cloak. Head south, and you'll fight two sustained
shades. You can kill them despite their name- just hit them with enough
damage in one round to kill them. You'll also find an artila eye and
a roamer fang here. Head a bit north to face Krya, a very
powerful shade. He emits damaging freeze crystals every few rounds so
be careful! Vlish, when they hit, can really do a number on Krya since they
stun and slow him. Eventually you'll be able to take him down. Grab the
specter robe (probably the best robe yet if you didn't get an agent's robe),
the mandrake tincture, the crystalline fibers and the girdle of insight.
Then you'll find a few recipes: Ensnaring crystal (vlish tentacle +
gemstone), swarm crystal (mandrake tincture + gemstone but save those
mandrake tinctures!), and the creator's belt (perfected belt + blood poison
+ deep focus orb). Congratulations! You've just finished Harmony Isle.
Return as you see fit to sell off herbs and purchase training, but other
than that, you're ready to head to the largest and best island, Dhonal's
Island.
------------------------------Dhonal Island-------------------------------------
Fort Wilton
Q: Find a forge, Broken Shaping Vat, Hidden Rogue Serviles, Striped
Clawbug, Missing Crate, Close Purifying Vats, p, the
blacksmith wants you to find him a new magic anvil. There's one a long
distance away, so don't worry about this quest yet. Sestilia wants you to fix
a shaping vat for her. Grab an hammer and touch the vat- with adequate mech,
you'll get the option to fix it. You get some living tools in return.
There are stone blocks in her store, grab them. Philip will give you some
shaping gauntlets when you tell him about darkstone mine's anvil.
Heather has a lot of nice ingredients, but they're slightly expensive.
Captain Celeste wants your help with some rogue serviles, though they aren't
too easy to find. Vincenzio, the customs agent, will inspect you (you'll pass)
and will give you two quests- kill a striped clawbug (on another island) and
find a missing crate (nearby). For the crate you get 5 gems, and the clawbug
gets you an nearby door opened. When ready, head into the Inn. When you're
finished with the inn, head outside the Fort. Now if Greta/Alwan die, they
regenerate here at the Inn (yay!). Mooney, outside the fort on the SW side
will give you a quest to turn off the purification vats if you are pro-shaper.
Otherwise he just gives you a nasty look (but still trades). Lynn, on the NW
side is more helpful to the rebellious. She wants you to get her some shaper
notes, and will pay you for each. There is a shaper note quest for pro-shapers
as well, but it's in Dhonal's keep. The NE has a number of storage rooms,
one which has a mandrake tincture and ivory skull in it. Another one has a
shaped blade (strongest weapon yet) and another some dusty papers (part of
a quest). Caplan asks you to find some confused serviles in the woods (if
your opnions are slightly pro-rebel, less than 100- otherwise, no quest).
Finally, the NW silo sometimes has rats in it. One dropped a rat tail band
for me, but not every time.
Bulwark Inn.
Q: None
S: Research Papers
O: Commander Sobel (3)
D: Door to Fort Wilton
$: None
The commander is the main person you need to speak to, however, someone
else decides to distract you. Hoge summons several clawbugs, which you must
kill. Chase him and he'll continue to summon more clawbugs and eventually
will retreat and leave the area. You may be able to kill him, but it doesn't
do all that much to the story. When done, explore the inn. There's a room
with two recipes: wand of terror (stick + gemstone + vlish tentacle +
madness gem) and null wand (stick + gemstone + roamer fang + wiry moss).
Also in the room with the recipes is a dresser with a perfect drayk scale
and a black pearl talisman (great for shapers). You'll find the commander's
room with a master fort key in the dresser. Grab it. Also grab a teacup
from the SW, as well as a rolling pin. Grab the cake if you want, but don't
eat it. Then talk with Commander Sobel. He'll give you permission to leave.
Finally, there appears to be a secret quest with an individual who will
appear here and will ask you to retrieve the "Papers in the shed" that
someone in Holding Shed Row also asks you to retrieve. Do so and he will
unlock the door to the north (with the recipes). He will also appear in
Gull North Docks and give you an alternate quest as well. He asks for
the research notes that Morgan wants, and may have a reward. However, I have
not done this in any of my play throughs, so I don't fully know the details.
This info is from Walter. From Seletine: Komoa will have you retrieve the
same papers that Renko wants, and will allow you to further continue Komoa's
quests.
Holding Shed Row
Q: Papers in the shed
S: Quick Action
O: None
D: East to Fort Wilton, North to Storage Road
$: None
This place is fairly normal to begin with. No major enemies except for
some rats in the center building. Disarm the mine before fighting the rats.
When ready, head to the SW. Speak with Renko, he will give you a quest to
find his research notes which are in Fort Wilton. Doing so gets you a tiny
orb of mist. When you're done talking with him, head out, and the camp is
attacked. Help them fight off the rogues. After they attack, the NE is
opened up. Go there to fight some charged fyoras and a servile infiltrator.
They drop some clover boots, and are guarding some strange markings and a
canister of quick action.
South Dhonal Road
Q: Repair the Generator
S: None
O: Rema (3), Fight serviles (+2), Let them go (-2)
D: West to Storage Road, South to Fort Wilton, North to Purification Plant
$: None
A rogue servile gives you a message here. He wants you to repair the
monster generator. Obviously this is a rebellious act. Head to the SW to
kill some plants. In the very SW you'll find a strange bronze key. There are
vat boots to the NE, as well as an assortment of gems and jewelry. Watch out
for the leaky barrels, they will drain your health rapidly. That's
about all there is to this area. From Zeviz: Talk to the serviles to the
NE. Say goodbye, and you'll notice some strange behavior. Ask them how they
survive to further investigate them. These are the spies that Celeste is
worried about.
Storage Road
Q: None
S: Create Thahd.
O: None
D: East to South Dhonal Road, West to Ambush Bridge, South to Holding
Shed Row, North to Mountain Pass
$: None
To the SW you'll find some serviles. Direct them home to Fort Wilton. Some
less than helpful guards are NE. Head to the central woods area. The east
dome has a bunch of escaped artilas. They are guarding a girdle of endurance
and minor items. The SE dome has essence and healing pools. The west dome
has acid sprayers, a submission baton, and some demon bile. The N center
dome has a canister of create thahd and the crate the customs agent was
looking for. Note: Kaba will meet you here if you didn't find him at
South Dhonal Road.
Mountain Pass
Q: None
S: Create Fyora
O: None
D: West to Spharon’s Lands, South to Storage Road, North to Keep West Gate
$: None
As you march north, rabid roamers will spot you. Try to kill them before
they escape. This will keep you from being swarmed. When you're ready,
head to the NE. You'll fight clawbugs, cryoas, rogue serviles, and
plated artilas. Proceed steadily NE and you'll find a mage infiltrator.
Killing him gets you a coated cloak and blessed necklace. There is also a
canister of create fyora. The area to the NW is also now open for you
as well. Go and pull the lever to the west, this opens the door to the pass
and gives you entry to Dhonal's Keep, the largest city in the game. Zeviz
states that you can avoid a fight if you kill all of the roamers, up to the
point of getting to the guard quarters (though you may be attacked shortly
thereafter, though that's not guaranteed). Clear this area and return,
there will be a guard name Hullum here who wil give you a gem (from
Seletine and Walter).
Keep West Gate
Q: Curious Warehouse, Errand Boy
S: None
O: None
D: East to Dhonal’s Keep, West to Infiltrated Shore, South to Mountain Pass,
Boat to Fort Kentia, plus another boat if you've reached the
pro-shaper ending
$: Maeby
Finally! Civilization! There are a number of people here to talk to,
first go to speak with Maeby. She has a quest for you- check out her
warehouse. It is located to the SW. Go there, kill the spectral vlish, and
report back to her for a number of decent small items. To the SE is Gob, and
of interest to you thieves is his storage area. He has a lot of good items,
including a living knife, infiltrator cloak (an excellent item!), demon's bile,
and artila eye. Grab it all, then grab Koerner's blade to take care of another
upcoming quest. Speak with Gob to get the Errand Boy quest. This quest
requires you to get four items- stone blocks, a teacup, a rolling pin, and
a scalpel. The first three are in Fort Wilton or the Bulwark Inn (among other
places) and the scalpel can be found in Dhonal's Keep immediately east.
Bring him these items for a clawbug charm, +8% to poison resistance.
Gob is an odd fellow, and if you show him the Koerner's blade, he attacks.
He will tell you how to make a rod of defense (stick + gemstone + glaahk eye
+ shielding spores) if you say you ask him if he is selling anything, then
tell him to prove himself. You can also head back
directly to Greenwood Island from the docks here.
Dhonal's Keep
Q: Retrieve Glaahk Eye, See Strange Servile, Talk to Aenele, Jane's message
A Missing Book, Another Missing Book, Retrieve Blade
S: Fanjul (<=90), Gretchen, Magic Shaping, Healing Craft
O: Fanjul (3), Malaga Q (2)
D: West to Keep West Gate, South to South Keep, Door to Inner Keep
$: None
Golems roam the streets here, although they are not hostile. Talk to Fanjul
in the SW. She will train you if you tell her that shapers are cruel and are
rebellious. She has the best prices available. Fanjul will also tell you
how to enter the inner keep. Nearby is a rogue glaahk (in storage) which
you can kill for a glaahk eye (part of an upcoming quest). To the SE is a
magic school. Speak with Gretchen to buy new spells, as well as improve
your magic skills, and to improve Greta's attack to Searer. A bit north
is Hildegarde (and a scalpel) who wants you to retrieve a glaahk eye from
the glaahk to the SW. She gives you a rod of succor for your time. Malaga
wants you to talk to a strange servile who is located to the south. Helping
Malaga doesn't get you anything, but you can rob his closet for a Tinker
Necklace. Hubert wants you to talk with Aenele about letting him back into
the library. He'll tell you about the rod of alacrity (hasting spores +
strong creation tooth + stick + gemstone) if you're convincing enough. Jane
wants you to tell Lord Rahul that she wants to talk with him. You only get
XP for completion of that quest, although you do get a hint on how to proceed
with General Greiner. Talk with Aenele and with high leadership you can
convince her to let Hubert back into the library. She also wants you to
find a book, "Meeting the Sholai." Getting Hubert permission gets you
a madness gem, a book of Magic Shaping +1, and a recipe for purifying
elixir (demon bile + mandrake). Not too shabby for a quick quest.
Guardian Koerner is missing his sword- Gob stole it from him. Get it
back to get permission to enter the inner keep. When you return Aenele's
book to her, she opens a room with a book of healing craft in it. She
also wants you to find a book of "artila techniques" for her. Getting
it for her will get you 3 restoration pods and the infiltrator's ring
recipe. You may be able to disarm the golems by talking to the
servant mind located to the NW (from Walter), but must avoid its care-
taker.
South Keep
Q: Phasia's Metalworks
S: None
O: Cleo (3)
D: South to Purification Plant, North to Dhonal’s Keep
$: Cleo
The most important thing here is to the SW, Phasia (Torsten's father).
Tell him about his son, and he'll open a shed for you. With high lead
you can get him to give you some living tools. He also gives you a quest
to investigate his metalworks. There is no reward for completing that
quest, unfortunately. Search his house for ingredients and crystals,
including a glaahk eye. His shed has a stabilty bauble, a warmth ring,
and several non-magical bits of jewelry. It is relatively easy to turn
non-magical jewelry into magical jewelry, so you may want to hang on to the
jewelry, at least some portion of it. His other shed must be broken in to,
and has minor nice items. The scribe to the NW will mumble a lot of small
tidbits of info, including the recipe for a jeweled wand (perfect drayk
scale + spray crystal + gemstone + stick). Immediately south of the scribe is
a storeroom with a tribal fetish in a chest. South of Cleo is a storeroom
with a clawbug that splits into 4 more when killed. Near the center of
the map you will find Tor, the servile Malaga wants you to speak with.
It turns out he was approached by intelligent serviles as well.
That's about it for this area.
Inner Keep
Q: Investigate the Prisoner, Meet Greiner, Deliver Orders, Exterminate Rogues,
Assist Khyryk, Destroy Geneforge, Find Shaper Junk
S: Battle Magic, Lady Anjali (>=110 for best skills), Healing Craft,
Create Drayk
O: Lord Rahul- Dryss (-3 freed, +1 studied, +3 killed), -Kaba (+2), Anjali (3)
D: Door to Dhonal’s Keep
$: Sciolino (>=90)
This is the heart of the shaper government. If you are a rebel, be careful.
Immediately west of the entrance is a book of battle magic. Head north to find
Lord Rahul, a powerful guardian. He is willing to talk with you. Tell him
about your school, and he will give you a quest- investigate the prisoner in
cell 3. It's a large Drakon named Dryss. Talk to it and find out what it
knows. Report back to Rahul. Tell him what you think should be done with the
beast, then listen to him give you new instructions. He now wants you to find
General Greiner and see what is up with him. Once done, he will give you the
next set of instructions, to attack and destroy the rogues. For this he gives
you a charmed plate and a shining shield. Then he wants you to assist Khyryk.
Finally, he wants you to destroy the Geneforge. This ends the game as pro-
shaper for you. Lady Anjali will train you after you look at the drakon, she
increases all medium shaping skills. However, she will charge you more
than normal if you express pro-rebel views. This is countered by Fanjul
training for dirt cheap. The SE has a door to Dhonal's Keep that
is somewhat secret, and the NE has a number of good items, including a girdle
of life. Shaper Danell is in the N keep, she gives you a quest to find
shaper junk. You get money for each batch of shaper notes brought in,
and you get special items for 1)the shaping book from Greenwood (runed onyx),
2)Lankan's canister (ruby necklace), and 3)the golem notes (oozing blade).
The first time you talk to her you can get her to give you a shielding knife.
Sciolino is a guardian who wants you to find him an anvil (yes, this is the
second anvil quest on the island). Doing so gets you discounted prices on
his supplies. He will not sell to you if he suspects you sympathize with
the rebels. He will also buy things from you. He will upgrade Alwan's
sword for a few hundred gold, or you can get him to do it for free
if you have high leadership and are helping Rahul. Nearby these two people
is a book that increases your healing craft. When you're ready, I would
recommend checking the private rooms of Rahul and Anjali. If you have
permission from Rahul to take stuff, then you shouldn't have too many
problems, just go to the NW. In the NNW, you'll find a canister of create
drayk, a perfect drakon scale, and a charm of mental focus. In the WNW
you'll find an even better haul- a submission baton, wand of death,
infiltrator's cloak, transference robe, and near two glaahks, a bunch of
shaped lances, crystals, puresteel plate and a guardian claymore. The
guardian claymore is one of the best weapons in the game- not the most
damaging, but great increases to your stats. Shapers will love it. This
area is a great place to do some thieving, as well. Hide yourself then
send your creations out to pick up items. You can get a lot of shaper notes,
some mandrake and demon bile, and goblets. This is also true of Dhonal's
Keep proper- loot the library of notes.
Rebels: If you have Akhari's orb, as soon as you get close to Rahul it
will trigger and you'll be sent to Chadwick Prison. Get out, and come back
for him. He's hiding with his wife in the chambers to the NW. Kill them,
and head back to the Geneforge. Report on your success for the pro-rebel
ending. They drop a shaper true chitin and agent cloak (Aenele) and a
shaped breastplate and sword (Rahul).
Ambush Bridge
Q: None
S: None
O: Crin (-3 to go free, +1 to go to Fort Wilton, +3 if killed)
D: East to Storage Row, West to Acidic Valley, North to Spharon’s Lands
$: None
The bridge is about to fall- the soldiers nearby know it, and are scared.
As you approach the bridge, they start talking with you. With leadership
you can convince them to stay and fight. Bless and shield everyone, then
walk slightly across the bridge. You are attacked shortly. Kill the rogues
and the battle beast drops a shaped blade. The soldiers run off once a
majority of the rogues are dead. The NE has a shade guarding an ivory
band, and you'll also find the rogues that Caplan is curious about. You can
find out their story, then send them on their way, perhaps back to Fort
Wilton. To the SW you'll find the rogue nest, one has a singing rapier.
There's a Guardian roamer to the north guarding a null wand. Head on out.
Purification Plant
Q: None
S: None
O: None
D: South to South Dhonal Road, North to South Keep, Door to Inner Plant
$: None
This level is highly annoying, as the atmosphere constantly damages you.
Additionally, there are a number of annoying golems and poisonous pools that
impede you. Your best bet is to enter combat and explore slowly but steadily.
You should enter from the south, as that is the only way to accomplish anything
significant. Immediately east are vat chitin, vat boots, and crystalline
fibers. The fibers are ingredients. Head west and talk to the servant mind.
He will open the doors to you if you talk to it. If you want to take the
easy route, go along the perimeter of the level and get the key at the very
end of the map. Three golems block your path, though they are pretty easy
to avoid. The key is in a dresser. Nearby is a lever you can pull to open
the door. Head to the west door to get to the inner plant. When you've
turned off the power supply there, come back- there is no longer any acid
in the atmosphere, and the pools have turned off. The most useful item here
is an infiltrator vest to the SW. There are plenty of gems and other nice
minor items, so search the area thoroughly.
Inner Plant
Q: None
S: None
O: None
D: Door to Purification Plant
$: None
Acid pools block your path, as do lava pools. The easiest route for you is
to head down to the SE, take the path, kill the two golems, turn off the
pylons to the SW and NW, then take it easy and breathe. Head up to the NW,
and you'll see some non-hostile golems. Kill them while they are non-hostile,
as this will make your job easier. Head to the rooms they were guarding, and
grab a deep crystal, stunning blade, and some gems. Head back to the pool
area and search the body for a fyoraskin cloak, then head back to the main
plant. It's a lot safer now.
Spharon's Lands
Q: None
S: Dominate, Create Artila
O: None
D: East to Mountain Pass, West to Main Army Camp, South to Ambush Bridge,
Down to Blasted Lab
$: None
Spharon is a nutcase who has a lot of serviles in his employ. This is a
very rich area, well worth doing. Completing this area will enable you to
make your first artifact, and will win you several canisters. The serviles
here are tough, and may drop gold rings. Fire and vlish attacks both work
well. There's a rat that may drop a rat tail band near the center of the
map. Serviles to the north drop plate vambraces and a shaped belt. Two
canisters, one of dominate, the other of create artila can be found to the
NE. The servile master to the NW has a tribal fetish. Head to the NW to
go under this level. There's also a golem guarding a girdle of genius, a
mighty fine belt.
Blasted Lab
Q: None
S: Create Roamer, Acid Shower
O: None
D: Up to Spharon’s Lands
$: None
Like the top area, there's a lot of nasty serviles here. Luckily, nothing
has changed with them, so use the same tactics you used before to get rid of
them. Head to the far west where a dangerous crystal leaks poison, and
check the nearby chest for a projection band. There's a lot of crystals
around, grab them for some quick cash. Head to the NE to get some assistance
taking on Spharon. These serviles will help you if you have adequate
leadership. However, they are hostile unless you personally confront them.
Then head to the NW, and see Spharon. He's not a nice person. Kill his
serviles, then pound on him. When he gets really weak, he mocks you. Then
he heals himself. To kill him you must crush a crystal which he has hidden
in a yellow jar northwest. He drops a symbiotic cloak and reviving crystal
when he dies. The symbiotic cloak is one of the best cloaks in the game,
until (and if) you get the agent's cloak for shapers and agents. There are
mind nutrients in a dresser pretty close nearby. There are also two mandrake
tinctures nearby, as well as a deep focus orb, and canisters of create
roamer and acid shower. The deep focus orb will allow you to make your first
artifact, and you have a choice of two- either the creator's belt or the
crystalline shroud. The crystalline shroud will give you a bonus to your
AP (+2, allowing 2 attacks per round), whereas the creator belt makes your
creations significantly stronger and is great armor. Agents definitely
should go for the shroud, and shapers will like the belt. Guardians
will need to choose (though the shroud is probably best for them as well).
However, in order to make the shroud you will need a shaped breast plate.
There is one available in Darkstone Mines, but that is a long ways away.
You can buy one from Sciolino in the Inner Keep, but it's fairly expensive.
The belt is great for shapers, as it adds ~4 effective levels to your
creations. Whatever you decide, the nearest anvil is on Harmony Isle. The
anvil on this isle is a pain to get, and you'd probably like to make the
item now.
Acidic Valley
Q: None
S: Group Heal, Create Thahd, Create Clawbug, Intelligence, Endurance
O: None
D: East to Ambush Bridge, West to Ruined Mine Gates, North to Main Army Camp
$: None
Be sure to have a decent mechanics score before attempting this area. You
will get a lot of experience by disarming the sprayers as you roam this area.
The sprayers are extremely obnoxious if you do not turn them off as soon as
you approach them. Now is a good time to equip those +mech items- you may need
it. There's no shame in entering combat, hasting yourself, and running to
disarm each sprayer. This is almost necessary in the NW. The SW has a few
more sprayers, this time in close quarters indoors, and the very pleasant
infiltrator's shield. The NE has one of the best bonuses in the game. Make
sure you have at least 10 leadership (change from Zeviz), then explore the
tombs. Two tombs give special abilities- one improves your group heal
spell, the other improves your create thahd and clawbug. The best part
is when Thihn's ghost confronts you. With adequate leadership, you can
talk him into giving you a boon- +1 int, and +1 end. Get the specter robe
and corrupting baton which are nearby. This bonus is designed to reward
those who invest in leadership. Note that General Greiner will turn off
the sprayers if you ask him, but you'll miss out on a bunch of experience
(and a bunch of frustration for some).
Infiltrated Shore
Q: None
S: None
O: None
D: East to Keep West Gate, West to Northshore Bridge
$: None
West of the west gate of Dhonal's Keep, this area has rogues that can be
tamed with nearby spore boxes. They aren't that difficult, so you can fight
them just as easily. Head to the NW, there's a nice area with a bunch of
minor goodies, including a mica band. The spore boxes are at the perimeter
of the lake. Use them for some experience. There's a door to the SW here
that scares you. You'll return to it if you're a rebel, but otherwise it's
not important.
Northshore Bridge
Q: Patrols Gone Wild, Stringer's Shield
S: None
O: None
D: East to Infiltrated Shore, West to Mined Shore, Down to Main Army Camp
$: None
There's a body with steel items in the cubby immediately west. Head to the
SE to speak with Stringer. He has two quests for you- take care of the
rogues to the east, and retrieve his shield. There are several rogues
on the bridge (you can talk your way out really easily when you meet
them. They are easily persuaded to be good by shapers with decent leadership)
and killing them gets you good XP. He has lost a shaper's shield, and it can
be found on a rogue clawbug nest to the SE. Return it to him for a decent
bit of experience. Your destination is the locked area to the SW. You should
be able to enter with one of the rogue keys you found on a body earlier.
There is a hostile shade, two mines, and three treasure chests at the end.
One of the chests is impossibly trapped, but it doesn't hold anything anyway.
You can find a mandrake tincture here, as well as a key that takes you to
General Greiner's chambers.
Main Army Camp
Q: Get New Orders, Remove Interference
S: Create Vlish, Healing Craft
O: Anahad
D: East to Infiltrated Shore, West to Infested Mountain, South to Acidic
Valley
$: None
If you've been following this walkthrough, you'll be in a tunnel and will
soon find General Greiner. He is distracted. Tell him "Lord Rahul..." followed
by "try to inspect..." and "try to disrupt...", and finally command him to
help you. The shade is tough (mental barrier is useful here), but you
should be able to take him down with some effort. It drops a golden crystal
(the ultimate enhancement) when slain. Talk to Greiner to get the quest,
"Get new orders". Don't let Greiner die or the whole island will hate you.
There are other people and items of interest here, so
continue to explore. Head east, and you'll find an area full of contraband.
Also, the book "Meeting the sholai" is a bit south of the contraband room. In
the contraband room you'll find a canister of create vlish. Avon the
quartermaster will give you some living tools if you can convince him to do
so. Erika will give you a quest- to remove an interference that is preventing
her from using her creations to their fullest. Doing so gets you a lot of
experience and a point in healing craft.
If you haven't been following this walkthrough (for shame!) then you can
still enter Greiner's room with high leadership (12 is required- from Zeviz
and Contra).
Ruined Mine Gates
Q: Investigate the Mines
S: Strong Daze
O: None
D:East to Acidic Valley, West to Dhonal West Dock, South to Darkstone Mine
$: None
This is the entrance to one of the most fruitful areas on the island. Rose
immediately calls for you- follow her to get some info on the area and get
a quest- investigate the mines. Merely making it to the SW fulfills this
quest, which will get you a reviving crystal. A battle beta north of
Rose drops a sparkling wand when you kill it. Head west through the
clawbugs, and you'll find tools and some shaped gauntlets. Far to
the NW is a small house with a canister of Strong Daze. Head south to the
Darkstone Mine
Darkstone Mine
Q: None
S: Magic Shaping, Battle Shaping
O: None
D: South to Darkstone Core, North to Ruined Mine Gates
$: None
There is a golem immediately inside of the mines. It will answer some
of your questions. This area has some nasty golems to the SW, destroy
them if you can. A lot of areas are blocked off, but you can get the
stuff removed if you play your cards right. You'll find some essence
vambraces to the west, and four golems to the SW. If you turn off
the crystal the four golems are significantly weakened. Head to the
center, and you'll find some ingredients, in addition to some books
which increase your magic shaping and battle shaping. The NE has a number
of searing artila and vlish, take them out and continue your path south.
An inferno worm is to the far SE, it is very tough but can be beaten,
especially by melee attacks. When you've cleared this place, head back
NW to the anvil, and report to the two people who want to know about the
anvil. You can now also access a rod of succor.
Darkstone Core
Q: None
S: Mass Energize
O: None
D: North to Darkstone Mine
$: None
Charged Fyoras impede your progress here, but not by much.
However, you'll notice a new enemy as you proceed- drayks. They are tough,
and fire resistant. Most other attacks hurt them, though. Go to the SE, and
get near the dangerous crystals. You'll find a key here that you'll need
later. Here you'll find the recipe for the emerald chestguard (deep crystal +
perfected plate + demon claws). To the far SW, there is a captured golem.
Two bodies are behind the door, one has a submission baton, the other has a
student's belt and a shaped blade. The golem is pretty tough, but
can be beaten. Kill it for a golden crystal and blademaster charm (very nice).
There is also a can of purified essence here- it's an ingredient. In the
golem's room there is some demon's bile and the golem notes (give them to
shaper Danell for an oozing blade). If you can't take out the golem yet, come
back after gaining a few levels. It should be easier. I'll steal your toast
tells me that he just runs in as fast as he can and steals the items from
beneath the golem's nose. Whatever works! When ready, head up
north try to go west. You have two options, either unlock the door or go
through some dangerous territory. Make your way however you want to do it
and face a drayk, Hsssak. He doesn't much care for you. He has a servant
mind with him but DO NOT KILL IT. If you kill it, you can't get it to open
the mines up fully. You can convince the servile mind to not attack you
with 9 leadership. Kill the drayk, and it drops an armor band and a shaped
breast plate. Talk to the servant mind immediately afterwards and you'll
have to feed it. Get it to fix the area and you'll be able to access the
anvil. There's also a canister of mass energize right next to the drayk.
Infested Mountain
Q: None
S: Create Battle Alpha
O: None
D: East to Main Army Camp, South to Dhonal West Dock, North to Mined Shore
$: None
Time to start taking on the rogue horde on the western side of the island.
Captain Serrit is your aid for this map. Talk with her and get her to start
an attack. Join her, perhaps by blessing and shielding (or mass energizing)
the troops. Make your way through the battle alphas, glaahks and serviles
to the NW. Commander Shez is your main enemy. Shez drops a flaming blade
upon defeat, this weapon is the same class of weapons as the oozing blade.
There's also a batch of batons and a deadeye cloak in nearby containers.
Head to the SW, and kill the serviles here as well. They are guarding a
canister of create battle alpha, as well as minor goods. These are also
the serviles who are interfering Erika's control over her creations.
Report back to her after they are dead (immediately if you intend to be
a rebel!). There is a wand of alacrity (speed) to the NE.
Mined Shore
Q: None
S: None
O: None
D: East to Northshore Bridge, West to Searing Chambers, South to
Infested Mountain
$: None
Camille is a sapper to the SE. She is necessary for crossing this area.
First, you should probably clear the cubby immediately west. You have to do
this anyway, so go ahead and do it while Camille is out of the way of danger.
It's only a group of vlish and a submission turret, nothing awful. Go back
and tell Camille to get a move on it. Some leadership skill will be
required, though not much. She'll activate the spore box nearby,
which disarms some of the northern mines. Do this three times. There are
some tinkers gloves on the body near the final spore box. To the SW is a
twisted silver key.
Dhonal West Dock
Q: None
S: None
O: None
D: East to Ruined Mine Gates, West to Overgrown Road, Boat to Gull South Dock
$: None
The SE has several people who will help you, namely Captain Voth and his
warriors. Recruit them, and go kill the rogues. It's not too tough, especially
with their support. Try to make it to the NW. Mindcaster Belix may or may
not attack you while you're slaughtering the rogues. Belix is a nasty
servile mage, and upon death drops a girdle of might. When you've finished
this island, come back here to go to Gull Island.
Overgrown Road
Q: None
S: None
O: None
D: East to Dhonal West Dock, North to Creator’s Hall
$: None
Again, you can get help here, and it may not hurt, given that your enemies
are spawners. Get Captain Nyall to help you. Again, some points of
leadership may be necessary. There are three sets of enemies, kill them
and take their stuff. Phasia's metal works are to the NE. Most of the
individuals sent the first time have since become ghosts. Zerik is in the
northernmost room, and drops a spectral rapier when slain. Search the area
for Phasia's puresteel. You don't actually gare
crystals that awake nearby creatures, so be careful unless you're looking
for a fight (which you probably are, or at least that's what I'd assume).
There's a lot of shaper equipment here, as well. Grab it, you won't need to
hold on to it for too much longer. The NW has a canister of healing craft,
get it if you really want to. A maddened servile in the SE (behind bars)
drops a shaped shield when slain. A body east of the servile has a
transference robe, which you should sell. There's a mandrake tincture a bit
west of the servile, in a monster lair. In the bottom monster lair is a
canister of create glaahk, which enables you to make ur-glaahks if you use
it. Head out to the creator's hall.
Creator's Hall
Q: None
S: Steel Skin, Quick Action, Battle Magic.
O: None
D: West to Searing Chambers, South to Overgrown Road
$: None
Last area of the island. This is the area where you must go to choose
whom you intend to join- rebels or shapers. If you choose the shapers, you
still have one more chance to change your mind. However if you choose the
rebels, then you're pretty much stuck with that decision. Immediately south
of the east entrance is some unmelting ice, an ingredient. When ready, head
to the center room. The creator greets you. Talk to it, and then someone
else comes in. Erika, the other shaper (who you helped by clearing the
interference) will help you kill the creator, or will fight you if you try
to fix it. It you want to destroy the creator, go north to the control
panel and hurt the creator with a power surge. If you want to help it, go
to one of the machinery thingies to the SE and fix it. Doing so will cause
Erika to attack you. Don't do this if you want Rahul's help! Otherwise,
repair away. No matter what you do, there's no real reward one way or
another. North of the creator is a crystal woven chitin, a girdle of insight,
and a gruesome charm. There's also a canister of steel skin. Head to the
WNW for canisters of battle magic and quick action (agents will find the
battle magic canister very tempting. Remember- as long as you use less than
7 (6 or fewer) canisters, you're considered to be unaltered). Head south,
and face the rogues. They gang up on you, so stay back. Once destroyed,
head to the west to fight a drayk. No matter what you say, he is your enemy.
Take his money and gems. He also has a guardian stone and some samaritan
sandals. With that head back to Lord Rahul (if you killed the beast) or
head down to the docks (if you repaired it).
What to do in the meantime. Before heading to Gull Island, you may want
to return to Greenwood Island and complete the shaper's tests. They are
tough, but should be doable. Also, make/enhance your items at the anvil.
You will wish you had it available later. On your way back to Dhonal's
Island, sell off your herbs on Harmony. You may also be strong enough to kill
Diwaniya if you helped the rebels now. When ready, go to West Dhonal Docks
and to the next island. When you head to the docks, one of your NPC allies
may leave depending on your actions- Greta will leave if you kill the
creator, Alwan will leave if you repaired it.
------------------------------Gull Island---------------------------------------
Gull South Docks
Q: None
S: None
O: None
D: West to Cultist Woods, North to Beastkeeper Woods, Boat to Dhonal West Dock
$: None
Servile Looters "greet" you. You can fight them (mighty fine if you're
pro-shaper), or lie to them about Litalia. If Greta is with you, you can
have her talk to them as well. However you go about it, head out of the
docks, and Litalia says Hi. Depending on your actions, she threatens you
or she encourages you onward. Now that that's over, you can explore the
area. There really isn't too much major here, just explore thoroughly and
take what you want. Most interesting to you is to the NW, where you find a
vat with a rotghroth in it. Kill it for some pustulent vambraces and an
armor ring.
Cultist Woods
Q: None
S: Essence Orbs
O: None
D: East to Gull South Dock, North to Stonespire
$: None
Enemy serviles inhabit the area to the NE. Other serviles patrol the area,
you may become hostile towards them if you have used too many canisters.
If you haven't used many canisters, they are obnoxious but not immediately
hostile. That is one of the fees for being a canister-fiend. Inferno
worms can be found to the north, they are dangerous if you don't use a bit
of strategy (haste or daze should make killing them a cinch). Head to the
cultist camp, clearing out the serviles. They may drop platinum rings,
keep them as ingredients. The NE has a crowd of cultists, including the
nameless master. Kill him for a fibrous breastplate. Also in their hut
is a canister of essence orbs and some mandrake tincture.
Beastkeeper Woods
Q: None
S: None
O: None
D: West to Stonespire, South to Gull South Dock, North to The Maker’s Road
$: None
A relatively straight-forward area, kill the rogues that roam the woods.
The beastkeeper is near the center, kill him for a chilling band and
a stunning blade. Sychss the drayk guards the NE. He won't immediately
attack you, but if you into his cave he will. He summons some cryoas
for help. He doesn't have much that's good, other than a girdle of
avoidance and a polar fur coat.
Stonespire
Q: Find Shaper Equipment, Kill Khyryk (R), Clawbug Hunt, Find Lost
Journal, Find Loyalist Spy (R), Agent Hunt (R), Contact Khyryk (S),
Kill Khor's Deeps Shaper (S)
S: Create Drayk, Essence Armor, Major Heal, Kill, Minor Heal, Heal, Healing
Craft, Macallan, charisma
O: Elek (3), Corrie (3), Bailey Q (-3 once)
D: East to Beastkeeper Woods, West to Display Warren, South to Cultist
Woods, North to Gull North Docks
$: Sauza, Bailey
This is the main town for this island. Serviles have taken over and are
currently running the show. They aren't hostile unless you enter the
central building as a pro-shaper, or go to the hut to the SE. Most important
to you is Bailey. Bailey will FINALLY take all that shaper equipment you've
been saving. He gives you a lot of money for it too. It may count as a pro-
rebel action, but it's well worth it. There are a lot of canisters around
here, and if you are pro-shaper, the only way for you to get them is to
unlock the nearby doors. However, most can be bought if you are pro-rebel.
Corrie is a guard to the NE who betrayed the shapers. She will give you a
quest to kill 8 redshell clawbugs. She is also Phasia's daughter, though
that doesn't mean anything. Maker, to the SW sells good items especially
for crafting with an anvil. Morgan, an alchemists wants you to find his
lost journal. Doing so gets you a nice reward- healing craft, minor heal,
and heal improvements. You can also give the journal to someone else if
you are rebellious, but I will mention who later. Macallan is the final
person of importance here. She is a shaper, an agent, and can train
you in many skills and spells. She will train you even if you are a rebel.
Pro-shapers will find her help invaluable.
If Rebellious: Go to the center of the central building and talk with Elek.
Elek wants you to kill Khyryk, the shaper to the west. He will also sell
you two canisters for 1000 each, though with high leadership you can get
them for free. The two canisters are Create Drayk and essence armor.
Creek Blade wants you to find a loyalist spy. Amena Blade
tells you of the story of the serviles and will sell you two canisters for
2000 each. They are Major Heal and Kill. Find Macallan, as she is the
spy, Tell Creek blade for a second mission- to kill a shaper in the shaping
halls to the NNW. Doing so gets you an oozing belt, which if you didn't
have the creator's belt, would be a great item. When you have helped the
serviles by killing Khyryk, you get access to their western area. Inside
is a guardian cloak (the symbiotic cloak is better, in my opinion), and
a canister of charisma. You are told to head to the Isle of Spears, and
given some keys.
If Loyal: Shaper Agatha has one quest for you- to kill Master Hoge. Do
so for a cryoa fang charm (+3% CR, you're not missing much if you're a
rebel).
Gull North Docks
Q: None
S: None
O: None
D: East to The Maker’s Road, West to Crumbling Lab, South to Stonespire,
Boat to Spears East Docks once you've been to the Isle of Spears
$: None
Here you find rogues, as usual. These rogues cry out when slain, causing
more to come to their aid. Even so, they're not that tough. Eventually,
Azak the Shredder comes for you. When it screams, it can make your creations
run away in fear. Kill it for some thrusting gauntlets and a shaped shield.
Not much else to this level, just kill everything that moves.
Crumbling Lab
Q: Investigate shaper (S)
S: Kill
O: None
D: East to Gull North Docks, West to Khor’s Deeps, South to Display
Warrens, Down to Clawbug Infestation
$: None
This area is fairly odd. If you enter from the east and are a rebel,
kill the shaper Diamant to fulfill Creek Blade's mission. She drops an
empathy blade and warmth ring when you kill her. Otherwise, talk
with her for a quest to investigate a shaper nearby. Do so and she will
tell you about a hidden cache in Stonespire. Head west, and you'll find
a locked door with a rotghroth. Kill it and search the body for a grounded
vest (worth a lot!). Fight the shrubs and rats. The SW has some mind
nutrients. Grab them. When ready, head to the NE. Grab the key to the
east. There's a pool that will spit out creations when you get to a
specific location. Be careful, as they can sneak up on you. Search the
area near the pool for a journal half. Head west from here, to a room
with several levers. Pull them all, and you'll be attacked by the pool
again. Head to the NW and kill the creations. There's a canister of kill
here as well. Head to the SE and grab the copper key. Head to the SW
and fight the pool monsters again. Now you've got to fight a nasty drayk
who is infested with worms. However, the drayk's worms also have worms.
Kill them all, they can be nasty. The drayk drops a shaped breastplate
when it dies.
Display Warrens
Q: None
S: Major heal
O: Darian (Destroy her +2, Deal with Elek -5)
D: East to Stonespire, West to Breeding Caverns, North to Crumbling Lab,
Down to Clawbug Infestation
$: None
When you enter this area, if you have not joined the rebels, you will be
approached by Learned Darian, who will offer you one final chance to join
the rebels. If you haven't done it yet, don't bother, in my opinion. Play
the game a second time with a rebel shaper if you're curious about what
changes. This area has some very potent pylons that can really hurt you if
you're not careful. The best way to get through this level is to turn them
all off, one batch at a time. Head to the West first, avoiding the pylons.
Talk to the servant mind Stesha and have him turn off the pylons. Avoiding
the pylons now will avoid an annoying bug. With sufficient leadership, you
can convince Stesha to turn off the nearby pylons and give you info.
Mention Litalia's name to gain control. Head east, and hug the north wall.
Open the door and turn off the control panel, turning off the next few
pylons. Head north, and talk with