NeverEnd
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NeverEnd (PC)
Walkthrough/FAQ
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June 24, 2007
Version 1.0
Written by: Dheu
Email: Dheuster@gmail.com
Use subject: NeverEndWalkthrough 1.0
Living Document: (read before emailing anyone)
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This is a living document. If you see any mistakes, or have
anything that you want to add, simply visit:
http://docs.google.com/Doc?id=dhgs89mq_1gv3z5z and fix/add it.
If you make additions/corrections, be certain to give yourself
credit in the Contributing Authors section at the end of the
walkthrough.
______________________________________Notes____________________________________
This Walkthrough\FAQ was also published at:
http://www.gamefaqs.com/
http://www.gamewinners.com/
http://www.cheatcc.com/
NeverEnd has KNOWN technical problems out of the box. You will have to install
the patch for the game in order to finish it. However, see "Bugs" below and
make sure you don't want to take advantage of any pre-patch bugs (infinite
money) before installing the patch.
Official 1.1 English Patch : 23.3 MB (24,524,723 bytes)
http://www.silverlinesoftware.com/media/neverend/neverend_usa_update7.exe
* Note that the English and European versions are different programs
and the patches are not compatible. The European version has a 1.2
patch, but it will break the game. So you will have to install 1.1 until
1.2 English comes out.
This FAQ looks best in a fixed-width font, such as Courier New.
NeverEnd is Copyright © 2006 by Mayhem Studios
I am not affiliated with Mayhem Studios or Dream Catcher Interactive Inc.
(North America Distributor) or anyone who had anything to do with the creation
of this game. This FAQ may be posted on any site. You may not charge for, or
in any way profit from this FAQ.
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Table of Contents:
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I. Introduction
II. General Game play
II.1 Display Modes
II.2 Combat
II.3 Money and Loot
II.4 Scrolls and Magic
II.5 Weapons
II.6 Attributes
III. Character Concept Strategies
IV. Leveling Guide
V. Fighting Strategies*
VI. Walkthrough Summaries
VI.1 Companions
VI.2 Merchants
VI.3 Trainers
Walkthrough
1. Chapter 1: Betrayed
2. Chapter 2: Tracks Leading North
2.1 Mildrew
2.2 Grenegar
2.3 Agath
3. Chapter 3: The Swamp
4. Chapter 4: Uthragon
5. Chapter 5: Dungeon
6. Chapter 6: Fellowship of the Dawners
7. Chapter 7: Final Confrontation
Frequently Asked Questions
Appendices
A. Weapon Attacks
B. Weapons
C. Armor
D. Spells and Runes : Quick Reference
E. Spells : Details
F. Bugs and Tricks
G. Editors\Trainers
Contributing Authors
Final Words....
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I. > > > > Introduction
-------------------------------------------------------------------------------
All your base are belong to us
------------------------------
NeverEnd was originally released in Europe in 2002. It was converted from
French to English for release in North America and hit store shelves in
roughly Dec of 2006.
A brief History of the Land
------------------------------
Several centuries ago, a evil dark mage named Enakhaan rose in power and
sought to conquer the lands of NeverEnd. The northern city of Uthragon
petitioned to the neighboring areas to join forces and fight back. Under the
leadership of a powerful wizard named Sarathaan, Enakhaan was defeated.
Following the war, Sarathaan left, leaving Uthragon under the leadership of
Hagar, a dwarf who commanded Uthragon's elite warriors during the war.
Eventually Hagar's lineage ended and Uthrgaon was left without a ruler.
During this time, the neighboring city of Mildrew and Grenegar seceded
from the northern union. Sarathaan recently returned to the throne to
help restore order to the kingdom.
During the war, not everyone helped Uthragon. Many creatures, including the
Faeries... decided they wanted nothing to do with the affairs of humans and
left the lands of NeverEnd through Magical Means.
As a result, the humans came to resent them. Today, Faeries and other human-
like creatures are tolerated, but are treated as second class citizens.
About Agavaen
------------------------------
In NeverEnd, you play the role of Agavaen, a winged faerie. Well former
winged faerie. Her past is left rather vague, but the game gives you enough
pieces to deduce that at some point in her past she hung out with the wrong
crowd. Agavaen's "crowd" was banished from Faerie society. It is possible
that the loss of Agavaen's wings were part of her specific sentence, but it
is never made clear.
It would also seem that banishing bad Faeries to the land of humans is a
common punishment in Faerie society. There are enough of them roaming the
land that humans have a special name for them: "Auren". NeverEnd has many,
not so nice Faeries running around... but most have wings which give away
their heritage.
Because Agavaen lacks wings, she looks a lot more human and is therefore
generally accepted. In fact many will fail to even notice that she is Auren.
(Occasionally the pointy ears give it away). Being a Faerie is akin to being
an Elf. Pointy ears, never age and a natural affinity with magic that most
humans do not possess.
It would appear that in her travels, Agavaen joined a group of thieves. And
that is where our game begins.
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II. > > > > General Game play
-------------------------------------------------------------------------------
The version I played (North American version) has horrible documentation. It
is one of the reasons I felt compelled to make this FAQ.
The only part of the game that had decent documentation was the in game user
screens (inventory, player stats). These are not covered here.
Starting the game
--------------------------------
If you try to start the game without a refresh set, the computer will ding
and nothing will happen.
Fix the sound
--------------------------------
The "default" Music Volume setting is so loud that at times you can't hear
the conversations. Go into the Sound options and decrease the Music volume to
just 1 above 0. I also recommend increasing the Sound and Speech volumes to
maximum and finally adjust your speakers. This makes the background a nice
quiet ambience that doesn't detract from the game.
Save a Lot:
-----------
The most important strategy in the game: Save often! Use F6. F6 quick saves
in a new slot so that you have a trail. The most important time to save is
anytime you enter Map Mode.
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II.1 > > > > Display Modes
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Like Many other games, NeverEnd has different Display Modes for different
aspects of the game: Combat, Area Exploration and World Exploration. *None of
the Display Modes allow you to control the camera angle.
Area Mode:
----------
You start the game off in Area Mode.
Area Mode places a 3D model of Agavaen on a large 2D image. It is used for
the majority of the game: exploring cities, camps, and major locations. The
pre-rendered scenes are very hi detail. This approach allows the game to
"feel" like a modern title, while still running on older machines. the
downside is that even when Agavaen is in a big city, she is often the only
person walking around or doing anything.
Area Mode does not support a mouse. The player must move Agavaen around the
screen using direction keys, however the game does allow you to customize
the direction keys when it starts.
When Agavaen approaches something of interest, an icon will appear above
her head indicating that you can hit the Action button to do something. The
icon may be one of several icons, but you can not change the icon. The icon
simply acts as feedback.
As Agavaen walks around, sometimes the background image will shift, but
normally it remains in place and waits for Agavaen to approach one of its
edges. There are some dead-end Areas where approaching the edge does
nothing, but MOST edges will teleport you to another image or area.
Time spent in Area mode reflects real time. As such, very rarely will you
be attacked by surprise. The authors did not want to discourage players
from walking around and exploring Areas.
Last but not least, in Area Mode you must find an inn to rest. *At
the beginning of the game there is an image of a tent in the camp which
will allow you to rest an infinite number of times. Think of it like a FREE
Inn.
Map Mode:
---------
Map Mode is 100% 3D and is used to explore the world (area between cities).
In this mode, you view Agavaen from a top down perspective. Unlike Area
Mode, Map Mode is only about 1/5 to scale. As a result, the model of
Agavaen, the Trees and any creatures that you see standing around in Map
Mode are about 5 times larger than their counterparts on the ground (Just
think of Agavaen as Godzilla walking around on a miniature set).
Time in map mode is also not to scale. A minute moving around the map is
about 6 hours of game time. Like Area Mode, when Agavaen approaches
something of interest, an icon will appear above her head indicating that
you can hit the Action button to do something.
The most important aspect of Map mode is the fact that you can be attacked
at random. See the Combat section below for more details. On average, you
will get attacked once about every 30 seconds while MOVING in Map Mode. The
exact amount of time between attacks varies randomly, but I don't believe I
ever sustained movement for more than 60 seconds without getting attacked.
(BTW, running in place is not movement. So when you get stuck on a rock or
bush, it doesn't count against you).
There are also non-random (or fixed) encounters in Map mode. These are
marked by the model of a creature standing on the Map. You can chose when
and if you want to engage in these. Again, the model is just a symbol, but
at least you know what creature you will be doing battle with if you
approach. Again, see the Combat section below for more information about
Encounters.
You can not switch to Map Mode at will. If you are in a city, you must find
the city Exit. If you are in Map Mode and approach a miniature city, the
game will switch you over to Area Mode for detailed exploration.
Combat Mode
-----------
Combat Mode is 3D, and views the action from a 45 degree angle. You cant
control the camera, but it does a good job of changing on its own from time
to time. The angle exposes a horizon, which is a pre-rendered image.
Unlike the other Modes, Combat is the only Display Mode that supports
mouse. That said; see the Combat section below for what the mouse is used
for.
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II.2 > > > > Combat
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Encounters:
-----------------------
There are two types of encounters in NeverEnd:
- Random Encounters:
Random encounters happen exclusively in Map Mode when traveling
between cities or searching for artifacts. These Generate 1 to 4
enemies that are leveled to your character. I highly recommend
reading the Leveling Guide for a more detailed discussion and a few
tips.
- Fixed Encounters:
Fixed encounters include any fights generated by the storyline, quests
or marked in Map Mode by the presence of a creature symbol. Unlike
Random Encounters, Fixed encounters are NOT leveled to your character.
They include a fixed number of creatures with a fixed level. These
encounters may pit you against an enemy that is more powerful than
you... or an easy kill.
When moving around in Map Mode, you will see Fixed Encounters marked by the
presence of a Creature Model. Most of these Fixed encounters are optional.
Some are markers for quests.
Issuing commands:
-----------------
Combat in NeverEnd is turn based. A bright blue circle will appear under
your character or your companion when it is their turn. There is a group of
icons in the bottom left corner which you can use if you wish, however I
don't recommend it.
A much easier strategy is to simply use the mouse. Click on the Enemy you
want your character to target. Left click will provide a list of physical
attack options (for fighters), right click will provide a list of available
spells (for magic users).
- Physical Attack Menu
Within the menu itself, there are 2 numbers under each Item. The first
number is the damage rating. This tells you the maximum damage that the
attack can produce on the target. The second number is the preparation
rating. This tells you how many "steps" it takes to prepare and execute
the attack. You will find that large weapons have higher preparation
ratings than small weapons.
The preparation rating never changes for a given physical attack,
However weapon skill and agility affect how quickly Agavaen can perform
physical "steps" with the chosen weapon.
- Magic Attack Menu:
Like the physical attack menu, you will see a list of items. Spells
List preparation rating. Hover over a spell and look at its description
to see how much damage it can do. Unlike physical attacks, spell
preparation ratings will decrease as your intelligence increases.
At the bottom of the Magic Menu are 3 small squares. When you hover the
mouse over these squares, the menu will change between offensive,
defensive and support spells. There are separate skill ratings for
each Spell Type.
Skill with a specific Spell type + intelligence affect how quickly
Agavaen can perform "steps" with the chosen spell type. Intelligence
and spell-type skill also govern how much damage the spells do. (See
"Attributes" below.
Notes:
The game does little filtering within your menus. Be careful not to heal
an enemy or attack an ally (or behead\deadlock yourself).
Choosing your attack:
---------------------
You know upfront how many hit points your enemies have. When possible, you
generally want to pick an attack that may kill your target enemy within the
next round. In other words, when your target is down on HP (say 5 HPs
left), you don't want to waste time executing high preparation attack to
finish them off. And don't forget about small weapons. I would often swap
to a small weapon to execute a quick finishing move.
CONSIDERING DEFENSE BONUS:
Some creatures have hides or hi agility that provide a degree of defense.
Other creatures (like humans) wear armor that provide defense.
In general, overcoming a creature's defense is a matter of subtraction.
If the enemy has a defense bonus of 100, then you need to use an attack
That can produce over 100 HPs of damage to hit the enemy. Otherwise, you
will "miss". Even if you use an attack that produces 120 HPs of damage,
you will only do 20 HPs of damage.
There are several ways to overcome Defense Bonuses. Magic attacks ignore
defense bonus all together. Some weapons attacks (all attacks with axes)
have "disruption", which means a percentage of damage done by the weapon
ignores the targets defense bonus. Finally, there is the "weaken" spell,
which lowers the creatures agility, thereby lowering their defense bonus.
However the catch with the weaken spell is that their agility is
transferred to endurance, so they actually gain HPs. (Now you can hit
them, but you have to do more damage).
Using Potions
-----------------
Using a potion is as simple as accessing your inventory on your turn and
clicking a potion. Agavaen will have a red and a blue circle under her
indicating that she is the target of her own action. You must hit the
"Action" key to continue the round.
Companions are the same, however the red "target" circle will appear under
Agavaen by default, so you must be sure to use the mouse and hover over the
companion before hitting the Action key, else Agavaen will drink the
potion.
* Note: it is a good idea to keep a staff handy. While casting a spell or
using a potion, equip the staff to increase your defense. Staffs that
provide additional magic resistance or agility bonuses are the best.
Death:
-----------------
The "Arise" spell can resurrect a companion during combat. However, if
combat ends and the companion is still dead, then death becomes permanent.
You wont gain access to "Arise" or the required runes to learn the spell
until you are well into the game. So save often, especially when wondering
around in Map Mode.
Agavaen can cast arise on companions but not vice versa.
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II.3 > > > > Money and Loot
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Loot
----
Loot in NeverEnd is almost entirely Random. Even Merchant inventories are
(mostly) randomized. There is only 1 LOOT type that is special and that is
the Spell Recipe. Spell Recipes are not part of the Random Loot
Generation system. I'm not certain if this was intentional or if it is a
bug.
Point is, spell recipes can only be gained by purchasing them in stores,
finding them in fixed locations (Map and Area Mode Containers) or by
completing quests that award a specific recipe as part of the loot.
The upside of this is that I can tell you in this walkthrough were every
single spell recipe can be found or purchased. Just search this
walkthrough for the name of the spell (see Appendix for a list of spells).
Money
-----
There are "optional" money makers in each city. Typically gambling based
number games which can yield small amounts of profit. They are basically
the only way to earn money without fighting or cheating. (See leveling
guide for why that is important).
Cheating
--------
When a game is as buggy as this one, it is really hard not to cheat.
Conveniently, most cities have at least 1 place where you can get all the
infinite money you want. *Infinite money bug was fixed with the 1.1 patch.
You may want to "delay" installing the patch if you are Interested in free
money.
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II.4 > > > > Scrolls and Magic
-------------------------------------------------------------------------------
Unlike other Games, the world of NeverEnd imposes no limits on how many
spells you can cast or memorize. You are limited only by your access to runes
(which replenish in merchant inventories throughout the game).
Scroll Types
------------
There are 2 types of Scrolls. "Spell Scrolls" are 1 shot spells. You read
them off and then they are added to your spell menu as a temporary spell
(you have 1/0 spells remaining). When you rest, you lose all temporary
spells.
The other type of Scroll is "Spell Recipe". When you activate a spell
recipe, you scribe the spell recipe into your spell book.
Q: Great... now I have a spell. So how do I increase the number of times I
can cast it.
A: The spell recipe lists a sequence of runes. Collect the runes and then
activate them in the order specified and you will gain the ability to
cast the spell one more time per day. There is no per-day limit on
how many spells you can learn. You are limited only by the supply of
runes and how many times you can re-add the spell to your spell book.
Example:
--------
At the beginning of the game, you start off with the Recipe and runes
necessary to learn Fire Shot and Healing.
Go to the inventory screen, hover over the "potion" icon and click the
Spell Recipe "healing". You will be taken to your spell listing and you
will see "healing" appear under your defensive spells. Note that it has
0/0 next to the spell and 2 blue square runes under the spell name.
Now go back to your inventory (hit the cancel button) and hover over the
"Scroll" icon. Notice you have 2 blue square runes. Click the blue runes
in your inventory twice (you should see them appear at the bottom of the
inventory screen). When both appear at the bottom of the screen, click
the "end rune"
Agavaen's model will do a little motion and you should see: "New Spell
Available: Healing" in the top left of the screen. You can now cast
"heal" once per day. Repeat these steps for the other Spell Recipe, "Fire
Shot". Be sure you click on the 2 red runes. If you mess up, restart the
game.
Favorite Spells
---------------
Ice Shot – Almost more important that doing damage is the fact that
it slows the enemy.
Moreno's Revenge – Lots of damage, single target
Inferno - Lots of damage, all targets.
Iron Skin - DEF + Magic Resistance \
Adamantite Skin - DEF + Magic Resistance \ Cast all 4 for big compound
Stone Skin - DEFENSE / bonuses
Spell Blockade - MAGIC RESISTANCE /
Weakness - "Cheap" spell for evening the odds
Cancellation - "Cheap" spell for getting out of deadlock
War Cry - Boost attack
Haste - cast faster (good first spell)
Deadlock - hold enemy
Calling of Death – most powerful "learnable" spell.
Healing - Necessary and "cheap"
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II.5 > > > > Weapons
-------------------------------------------------------------------------------
The game does NOT allow Agavaen to use a shield or fight with 2 weapons.
Also, higher strength is require to hold some larger 2 handed weapons, but
you can normally get the required strength through strength enhancing items
if you haven't invested in strength.
Damage:
-------
Weapon damage is increased by 2 factors:
1) Experience with the weapon:
On you character stats screen, in the bottom left corner is a list of
weapon types and your skill with each. *See "Weapon Skill" below for
more details.
2) Attributes:
When you hover over a weapon in your inventory screen, you will see a
Lot of numbers associated with it. Att = attack, Def = defense and then
There is S/A. This is the strength/agility ratio. These ratios are
applied to your stats to see how more damage you do with that specific
weapon.
Lets take an example:
A staff has an S/A of 50/50. This means that 50% of your additional
damage draws from your strength and 50% draws from your agility.
So the following stats would result in the same damage (with the
staff):
STR: 50 or STR: 10
AGI: 10 AGI: 50
With LIGHT weapons and some MEDIUM weapons, it doesn't matter where you
put your attributes: strength or agility, they do about the same amount
of additional damage. However, heavy weapons and most medium weapons
will take a penalty if your strength is substantially lower than your
agility.
Skill:
------
The game tracks your skill with each weapon type: Hammer, Axe, Short Sword,
Long Word, Axe and Dagger.
The game appears to increase your skill based on "Leveled Hit Points" of
damage with the specific weapon type. When you damage a creature, Leveled
Hit Points = amount of damage done multiplied by the level of the creature.
So doing 20 points of damage against a level 5 creature = 100 Leveled HPs
of Damage. On the other hand, doing 20 points of damage to a level
20 creature = 400 Leveled HPs of damage.
Each weapon type varies in the number of leveled HPs required to
gain skill. Light Weapons require the least leveled HPs and
Heavy Weapons require the most. (Actually, Attack Spells appear to
require the most, but that is not a physical skill).
*As your experience with a weapon grows, your character will also gain
additional attacks.
Weapon Defense
--------------
The previous section emphasized damage, however what wasn't addressed was
agilities other benefits: natural defense bonus and attack speed.
Short Swords and staffs provide additional defense akin to holding a
shield. If your character relies on spells and intelligence to do the
damage, then why not hold a weapon that adds a defense bonuses that isn't
negatively affected by an emphasis to agility. The result is a very hi
defense rating, which means you aren't hit as often and take less damage
when you are (physical attacks anyway).
The Agile Warrior concept relies on defense and long battles which tire his
larger opponents. That said, the agile warrior generally takes longer to
get through the game because of the long battle sequences.
-------------------------------------------------------------------------------
II.6 > > > > Attributes
-------------------------------------------------------------------------------
Strength:
---------
Strength primarily influences your damage. The game has no inventory limit,
so it has little other impact to the game. While I would love to tell you
that X attribute points = Y additional damage, the actual impact on damage
depends on a combination of the weapon you are holding and your experience
with the weapon.
* A higher strength is require to hold some larger 2 handed weapons, but
you can normally get the required strength through strength enhancing
items.
Agility:
--------
Agility affects 3 things. It affects damage with light weapons, it impacts
your natural defense rating and it affects how quickly you can execute
physical "steps" (and how quickly you can run from battles).
It is important to realize that "steps" do not equal seconds. If both
Agavaen and her companion begin executing a 30 step physical attack and
Agavaen has a higher agility, her 30 "steps" will complete faster than her
companions.
If your enemy is casting a spell, it will pit your agility against their
intelligence to determine which timer decreases faster.
Like strength, the amount of additional damage due to agility is determined
by the specific weapon and your proficiency with the weapon.
Endurance:
----------
Endurance affects hit points.
Each point of BASE Endurance that Agavaen has, she gains 6 HPs (on avg) to
her overall HPs. At the beginning of the game, you have a BASE endurance of
10, so you have 60 HPs.
Additionally, you gain 5 hit points for every level above 1. So at level 2
even if you commit nothing to endurance, you will still gain 5 hps.
Finally, there are endurance boosts by items. These do not follow the same
formula as BASE endurance. ITEM endurance adds 3 HPs for each point of
endurance. So boosting endurance by 30 points adds 90 HPs.
* NOTE: When you have to decide between 2 items, one with a HP boost and
another with an endurance boost, you can divide the HP boost by 3 to
see what it's equivalent endurance value would be.
Intelligence:
-------------
Intelligence governs all things magical: How powerful your spells are and
how quickly you cast them. Additionally, Intelligence makes no
differentiation between those points you assign during level up and those
added by the gear you wear. Because of this difference, it is actually
slightly more economical to invest a majority of leveling attributes into
other areas and rely on items for your Intelligence boost.
The most basic spell is fire shot (akin to magic missile in D&D). You will
have the spell recipe and runes for the spell when the game begins. The
damage done by fire shot is exactly your magic BASE damage.
BASE DAMAGE = Total Intelligence + 1/2 Spell Type Skill
So, if you have 100 Intelligence and 50 Attack Spell Skill, BASE = 125
Different spells will do different percentage multiplies of the BASE value.
(See appendix for full listing)
Remember this when you have to choose between an item that boosts
intelligence versus attack\defense spell skill.
Perception:
-----------
Perception indirectly affects damage by allowing physical attacks to avoid
the defense and protection provided by armor. It also Affects the ability
to land critical hits. Finally, some mini-games use perception to determine
how hard it is to control the target hair. Perception is most important for
dexterous/agile warrior concepts as frequent critical hits affectively
double the amount of damage done by the lighter weapons (allowing them to
compete with their heavier counterparts).
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III > > > > Character Concept Strategies
-------------------------------------------------------------------------------
Some personal thoughts and advice from someone who has played through the
game several times.
KEY ATTRIBUTES:
---------------
Strength based Fighter:
- Strength, Endurance, Agility
Agility based Fighter:
- Agility, Endurance, Perception
Magic user :
- Intelligence, Endurance
ATTRIBUTE COMPARISONS:
----------------------
Agility versus Endurance :
Adding points to Agility increases your defense. Adding points to
Endurance increases your HPs. Which is better? Defense rating doesn't
protect you from magic... So, between the two, Endurance is more valuable
as it provides a buffer against both magic and physical attacks.
Agility Versus Strength:
If you look, most weapons draw their damage from your strength. So as a
general rule, you should maintain more strength than agility, however you
don't want to neglect agility as it also determines how fast you can
execute your physical attacks. (and how fast you can run from and avoid
unwanted battles).
Strength, Endurance, Agility:
From the two arguments above, you would deduce that Str is most
important, Endurance is 2nd most important and agility falls somewhere
behind endurance.
Therefore, the ideal pure fighter concept:
Each 2 Level Ups :
Str +6
End +5
Agl +3
A NOTE ABOUT THE AGILE WARRIROR
-------------------------------
The idea of an "Agile Warrior" is a fighter than invests more into
Agility than Strength. I hate to say it, but NeverEnd really gives the
Agile warriors the shaft because it doesn't provide any good weapons for
them.
If you take a look at the weapon list, the best "agile" weapon is 25/75.
However, looking over the list, you will quickly notice that daggers are
the only weapon that gain more damage from Agility than Strength. Notice
how there aren't any Dagger Trainers in the game? That because daggers are
only good as finishing weapons... They really aren't meant to be a primary
weapon. They just don't do enough damage.
The next "light" weapon is the staff, which has 50/50. Meaning you
should keep your str and agility mostly balanced. By the time you move
on the short swords and long swords, you already are hard pressed to
find a weapon that utilizes a strong agility. Should you try to play
using dagger or short sword, you will need to invest in perception to
increase the number of critical hits.
Why are critical hits important. Why not simply rely on attack frequency?
- Because Enemies have a defense bonus that must be overcome. Large heavy
weapons may be slow, but they do enough damage to overcome the def bonus.
In the same period of time, an agile warrior may strike 4 times, but they
all "miss" because they aren't powerful enough to overcome the enemy
defense bonus.
What about the extra defense provided by the high agility?
- By the time you reach level 15, everyone will be casting spells that
ignore defense rating. Mid to late game, defense rating becomes a moot
point and killing your enemies quickly becomes the priority.
Ideal Agile fighter concept:
Each 2 Level Ups :
Str +3
Agl +3
End +5
Per +3
Pure Agile Fighters are fine. The problem arises when you try to make an
agility based Fighter\Mage. This is especially confusing because in other
games, (those based on AD&D rules), dexterous fighter mages are ideal.
Remember: This isn't AD&D. There is no penalty for heavily armored magic
users.
AGILITY BASED FIGHTER MAGES DO NOT WORK WELL IN NEVEREND.
They simply don't have the attributes to spare. Trying to add Intelligence
to the necessary mix spreads the attributes too thin to maintain an
effective character.
RECOMMENDATIONS
-------------------------------
As the game progresses, the more powerful monsters will be near impossible
to defeat without some use of both magic and steel. For example, Ghosts can
ONLY be hurt with Magic, no amount of defense can protect you from incoming
spells. And for at least 50% of the game, you wont be able to do enough
damage with magic alone to kill your enemies.
This is why I generally recommend a Fighter/Mage concept of some sort.
Fighter/Mages come in 3 flavors, none of which are agility based fighters:
Fighter/Mage : Fighter Centric *Favorite
------------------------------
Every 2 level ups Level 13 Level 21
Str +4 34 50
End +5 40 60
Agl +2 22 30
Int +3 28 40
Fighter Centric does most of their damage with a weapon. Spells are
mostly limited to healing, protection and support spells like holding
and weakening the enemy (and haste since the agility is low).
Fighter/Mage : Balanced
-----------------------
Every level up Level 13 Level 21
Str +2 34 50
End +2 34 50
Agl +1 22 30
Int +2 34 50
Balanced fighters\Mages are a good starting point. Most people will
eventually develop a "style" which leans towards mage or fighter. Once
you figure out what your style is, then you can allocate the points
accordingly to re-adjust. Often times style is dictated by what spells
you come across. IE: Fire Shot(s) alone wont win battles beyond level
6.
Fighter/Mage : Mage Centric
------------------------------
Every 4 level ups Level 13 Level 21
Str +5 25 35
End +9 37 55
Agl +3 19 25
Int +10 40 60
Mage Centric casts spells until the spells run out and only
then does she attack with a weapon.
Since 2/3 of these concepts involve more than 1 level up, you may
wonder where to put attributes first. Generally, get the endurance up
first and then worry about the rest.
These suggestions make no assumptions. If you planned on picking up the
THREE STATUES world quest for example (which provides +10 endurance, +5
agility and +5 Strength), you might shift and adjust points to account for
items you plan on getting.
-------------------------------------------------------------------------------
IV. > > > > Leveling Guide
-------------------------------------------------------------------------------
When I started playing NeverEnd, I quickly realized I could fight for hours
around the Camp and level my character up. The natural assumption was that
if I leveled up quickly and started off at a high level, that the rest of the
game would be easier. I was wrong.
Since the game's random encounters are leveled, Agavaen is normally fighting
creatures the same level as herself. When same-level encounters occur, it is
the person with the best gear\spells and skills that wins...
While the random encounters provided a source for infinite experience, only
progressing the game itself provides access to better merchants (gear) and
spells.
So if you play with a "level up as quickly as possible" mentality, it is easy
to corner yourself in situation where you are high level, stuck in the early
part of the game with crappy gear, crappy spells and poor skills. Meanwhile,
those leveled random encounters will be sending End Of Game Boss level
creatures at you. Makes playing the game very frustrating.
So how do you keep Agavaen Powerful?
1) Get your hands on the best Gear\Spells\Runes you can. This walkthrough
will help with that part. This of course means as you level up that your
gear becomes less and less "special". So...
2) Try to gain as little experience as possible while moving the game
forward. At least until Chapter 4. How do you do this? Simple: RUN. Run
from every single random encounter the game throws at you. Believe me, if
you do all the quests and fixed encounters in the game, there is more than
enough experience to
reach level 23 and beyond.
3) There is no carry limit and unlike other RPGs, you can re-equip during
battle without penalty. Therefore, I suggest keeping 3 outfits. One that
focuses on Strength, One that focuses on Agility and One that focuses on
Intelligence. Wear the agility outfit 90% of the time so that you can run
from random encounters. The OTHER set(s) should maximize your current
action during a fight: Getting ready to cast a spell? Put on all your
intelligence enhancing items. Getting ready to attack with a Hammer? Put
on all your strength enhancing items. Getting ready to attack with a Short
Sword\Staff? Put on str\agi enhancing items.
4) Pick a weapon and stick to it
Look at the appendix below. Decide up front what weapon you want to
specialize in and then ALWAYS fight with that weapon. Trying to maximize
ALL skills is very time consuming and unnecessary (unless you are writing
a walk-through).
5) Finally, take a moment every once in a while to improve your skills.
** ESPECIALLY IF YOU TRAVEL WITH COMPANIONS
How do you do this? There are several Fixed encounters in the game where
the boss will "heal" if you run away without killing him. Since you don't
get experience (or level up) unless you actually kill him, you can take
advantage of these places to boost your skills up above what they should
be for your level. Get in 10 to 20 fights with the boss without killing
him. While your level will be the same, your skills will look like someone
3 or 4 levels higher. Highly skilled low level players kick ass.
The first place with one of these repeatable fixed encounters is Grenegar.
See the side quest "Cleansing the Temple Ruins"
-------------------------------------------------------------------------------
V. > > > > Fighting Strategies
-------------------------------------------------------------------------------
Basic monster fighting strategies (ones that tend to work well against all
monsters) are in this section.
Basic strategies
----------------
- Choose the right Spell:
Attack : Most creatures have weaknesses or resistances to certain types
of offensive spells. Learn what works for each monster. Don't
waste time casting a spell that wont do much damage. For
example, "Mind Attack" works best on SMART creatures. Dumb
creatures tend to have a resistance because there isn't much
there to damage. ICE shot not only damages but slows a creature,
making it ideal for fast, agile enemies who attack often.
Defense: One on One versus Defense against a group:
1 on 1 Defense:
When playing 1 on 1, you can use spells like Soul Voyage and
Weaken as they target a specific creature. This is a common
practice in the earlier game as the protection spells are
harder to get a hold of.
1 versus Many:
When you strengthen Agavaen, it doesn't matter how many enemies
she is up against.
I found a good combo is Stone Skin followed by Iron Skin. The
defense bonuses compound on each other, making Agavaen very
hard to hit while also providing résistance to Fire and Ice
attacks.
General
In general, weakening enemies isn't as effective as
Strengthening Agavaen. You must "practice" however or your
Spell skill wont be high enough to get the spells off before
your enemies close in.
Tough Battle Tips:
------------------
- HIT AND RUN
Basically, you start the fight, do some damage and then run away and
rest.
Most "dumb" enemies will still be damaged when you return. I attribute
this phenomenon to the lack of their ability to cast healing spells. On
the other hand, I find that most "smart" creatures are healed when you
return.
Even if the enemy heals, if there are multiple enemies and you can kill
one of them before running, they will be gone when you return.
You can apply hit and run to about 50% of the fixed encounters in the
game.
- COMPOUND SPELL PROTECTIONS
Stone skin increases your defense by a percentage... Iron Skin and
Adamantite skin do the same. But they don't apply to your BASE, they
Apply to your CURRENT. So if you cast multiple spells (either the same or
mixed together) you get BIG bonuses.
-------------------------------------------------------------------------------
VI > > > > Walkthrough Summaries
-------------------------------------------------------------------------------
Each Chapter or sub section will contain the following:
- Exposition
- Companions
- Merchants
- Trainers
- Walk Through
- Side Quests
- Local Fixed Map Encounters
Some sections will also contain a Reference Map.
The Walkthrough generally focuses on what is necessary to finish the game and
nothing more. Most of the time you can hold off and do side quests after
finishing the Walk through for each chapter. Exceptions are noted in the
Walkthrough.
-------------------------------------------------------------------------------
VI.1 > > > > Companions
-------------------------------------------------------------------------------
This is a comprehensive list of all companions available in the game.
Unfortunately companions do not level up. Their fighting skill will improve,
and therefore the damage of their attacks will increase, however they will
never gain additional HPs.
Race Sex Lev HP Weapon Cost
Georgie Human M 1 40 Staff/Spear Free
Georgie is the thief that Agavaen was dancing with in the introduction.
Whatever their previous relationship, he doesn't appear all that
interested in Agavaen since the alcohol wore off. However, he is
pretty down to earth and if you treat him nicely, he will travel with
you for a while.
Grade: F He is the weakest traveling companion the game has to
offer. However, his aid is greatly appreciated in the first
battle.
Race Sex Lev HP Weapon Cost
Gawar Human M 5 120 Long Sword Free
Gawar is a hunter. He is in the area tracking a "beast" when Agavaen
arrives at Mildrew. He requests her aid in hunting down the animal.
Grade: C+ At level 5, Gawar is a superior fighter at the time you
Meet him, more than capable of fighting creatures his own
level. His grade is low mostly because of his unwillingness
to fight by your side outside his own quest.
Race Sex Lev HP Weapon Cost
Frij Human M 6 150 Short Sword 50gp
Frij is the son of the Inn Keeper in Grenegar. In order to gain him as
a companion, you must complete the LOVE TRIANGLE side quest as well as
Reworn Settlement Part 2.
Grade: B+ Frij is superior for his level. He has fast attacks and can
take on enemies twice his level when hasted. His hi agility
comes in handy for running away from battles. While he is a
great fighter, just having him in the party allows you to
avoid most confrontations all together.
Race Sex Lev HP Weapon Cost
Ciang Human M 6 120 Short Sword 300gp (Free)
Ciang is only available to evil players who break him and his fiance
up by lying to them about each other. Even though he asks for 300
gps, when I played the game never took the money from me.
Grade: B+ Ciang is very similar to Frij as a companion. Good agility
fight with 2 weapons. Slightly fewer HPs but makes up for
it with some spells (deadlock).
Race Sex Lev HP Weapon Cost
Ravik Human M 10 250 Short Sword Free
Ravik is only ranger in the area of Mildrew capable of navigating the
swamps.
Grade: C After all the effort you go through to get Ravik, he turns
out to be a wuss in combat. He has plenty of HPs, but cant
do very much damage.
Race Sex Lev HP Weapon Cost
Alzor Alsatian ? 5 100 Claws\Teeth Free
Alzor is Reworn's pet dog. You can pick him up near the Reworn
settlement and either use him as a traveling companion, return him or a
little of both.
Grade: D Because of the pre-requisites, by the time you get Alzor,
most monsters in the game can kill the dog with a single
blow. (it has no defense). Alzor is only useful if you have
focused on the Reworn Settle Side quests 100% since the
beginning of the game.
Race Sex Lev HP Weapon Cost
Fort Commander Human M 18 474 Two Handed Sword Free
Fort Commander is... well... the Fort Commander.
Grade: B- Good HPs and Good Armor, but his attacks are actually
Pretty weak for his Level. I'm sure they would improve, but
he only sticks around for 1 battle, so I guess we will
never know.
Race Sex Lev HP Weapon Cost
Faerie Amalia Faerie F 15 225 Magic Attacks 1250gps
You meet Amalia between the swamp and Uthragon. Unlike most Faeries who
attack you, Amalia seems lonely and seeks companionship. Preferably
with a fellow Auren. Amalia has no physical attacks.
Grade: C Her Lighting Discharge attack is just too weak. She only
has 3 and then she has to rest. And Im sorry, but 1250 is
just too much to pay for target fodder.
Race Sex Lev HP Weapon Cost
Lisa Human F 10 150 Staff Free
You save Lisa from the Faerie Tree. She remains in your party until
you return to Uthragon.
Grade: F She is a quest companion with low HPs and crappy attacks.
Race Sex Lev HP Weapon Cost
Scoundrel Scoundrel M 5 250 Staff/Spear Free
You run across the scoundrel while looking for an Uthragon
shopkeeper's lost shipment.
Grade: C- More usefull than the Faerie, but there are better
companion options when you meet him in the game.
Race Sex Lev HP Weapon Cost
Gareck Dwarf M 18 550 Axe Free
Gareck is a well connected Dwarf whom you meet in Uthragon. He agrees
to help Agavaen meet Sarathaan if she does a favor for him.
Grade: A Gareck has lots of Hit Points and Does lots of Damage. If
his Agility was a little better, he would be the best
companion in the game. (Not so good from running from
fights... but great at actually fighting).
Race Sex Lev HP Weapon Cost
Marcus Human M 20 500 Hammer Free
Marcus is possibly the last of the Mountain Folk. He joins with you
to take you to the Mountain Town. However, if you skip the Mountain
town you can land yourself a permanent travel companion.
Grade: A+ Best Fighting Companion in the Game. He is more agile than
Gareck and you can keep him around till the very end if you
don't care for the long sword. Ideal companion for magic
user concepts who need a fighter to draw attention.
-------------------------------------------------------------------------------
VI.2 > > > > Merchants
-------------------------------------------------------------------------------
Throughout the game you will meet merchants. As mentioned above, merchant
inventories are randomized and occasionally update. So when do they update?
The updates occur during level ups... however, Agavaen must gain a MINIMUM
amount of experience for an inventory update to happen. This means that early
on, you will generally have to level up 2, sometimes 3 times before
inventories update. However, in later levels (say beyond 14), every level up
will cause all inventories to update.
Most Merchants have "Specialties" (some have no specialty). If a Merchant has
a specialty, you will tend to find better quality items of that type at that
merchant. Specialties include Runes, Spells, Potions, Armor types, Weapon
Types, etc.
Quality of goods is determined by 2 things: Agavaen's level and the merchants
price cap. Each Merchant has a per-item price cap. No matter what level
Agavaen is, he wont sell gear over a certain price.
South of the swamp, you wont find a merchant with more than a 1500gp per item
price cap. North of the swamp, nearly all merchants have 4500+ gp price cap.
This causes a significant improvement in the quality of goods as you head
north. With the exception of Runes, there really is no point in buying south
of the swamp once you gain access to the northern areas. (Though there is
still a good reason to sell. See Arena Fights : Part 7).
At the beginning of each chapter, I will list all the Merchants for that
chapter along with their specialty type. Below is a summery of all Merchants:
Barkeep (Mildrew)
Type : General Store
Specialty : NONE
Price Cap : 1500
Shopkeeper (Mildrew)
Type : General Store
Specialty : NONE
Price Cap : 200
Blacksmith (Mildrew)
Type : Weapon Store
Specialty : NONE
Price Cap : 200
Arena Owner (Mildrew)
Type : Weapon Store
Specialty : Weapons (But inventory doesn't update).
Price Cap : 1000
Principal (Circus)
Type : Magic Store
Specialty : NONE
Price Cap : 200
Spell Recipes
- Fire Shot
- Weakness
- Healing
- Iron Skin
- Lightning Discharge
- Deadlock
Anxien (Grenegar)
Type : Magic Store
Specialty : Potions (Healing)
Price Cap : 500
Spell Recipes : - Crooked Mirror
- Soul Voyage
Donxian (Grenegar)
Type : Magic Store
Specialty : Runes
Price Cap : 1000
Spell Recipes : - Crooked Mirror
- Lightning Shot
Shopkeeper (Grenegar)
Type : Weapon Store
Specialty : Medium Armor, Light Weapons
Price Cap : 1000
Reworn (Reworn Settlement)
Type : General Store
Specialty : None (Inventory doesn't update).
Price Cap : 800
Rhiannon (Uthragon)
Type : General Store
Specialty : All
Price Cap : 4500+
General Merchant (Uthragon)
Type : General Store
Specialty : Weapons\Armor
Price Cap : 4500+
Xavier (Uthragon)
Type : Magic Store
Specialty : Runes\Spells
Price Cap : 4500+
Spell Recipes
- Meteor
- Ice Shot
- Dispel Spells
- Morena's Revenge
Inn Keeper (Uthragon)
Type : General Store
Specialty : None
Price Cap : 1000
Gareck (Uthragon)
Type : Weapon Store
Specialty : axes?
Price Cap : 3500
Healer (Uthragon)
Type : Magic Store
Specialty : Runes\Potions\Jewelry
Price Cap : 4500+
Spell Recipes
- Adamantite skin
- Advanced Healing
- Regeneration
Shop Keeper (Uthragon)
Type : General Store
Specialty : none
Price Cap : 500
Merchant (World Map, left of Cartographer)
Type : General Store
Specialty : Runes\Potions\Jewelry
Price Cap : 4500+
Spell Recipes
- Cancellation
- Iron Skin
- Mind Attack
-------------------------------------------------------------------------------
VI.3 > > > > Trainers
-------------------------------------------------------------------------------
Most Major Locations offer weapon Trainers which will add new attacks to your
arsenal of attack options. You will find a listing of these trainers at the
beginning of each chapter. Below is a summery of all Trainers:
Gawar: (Mildrew)
- Stitch : Long Sword : Min Skill : 24
- Meat Chopper : Long Sword : Min Skill : 30
- Double-Sided attack : Long Sword : Min Skill : 30
- Combo : Short Sword : Min Skill : 26
- Backstab : Short Sword : Min Skill : 30
Principal: (Circus)
- Crusher : Staff : Min Skill : 24
- Breath Taker : Staff : Min Skill : 29
Shopkeeper (Grenegar)
- Moonshine : Hammer : Min Skill : 20
- Gravediggers Right Hand : Hammer : Min Skill : 20
Reworn: (Reworn Settlement)
- CounterStrike : Staff : Min Skill : 50
- Meat-grinder : Axe : Min Skill : 30
- Tornado : Axe : Min Skill : 50
Rohel: (Uthragon)
- Offense : Long Sword : Min Skill : 42
- Legionary Attack : Short Sword : Min Skill : 35
- RoundAbout : Short Sword : Min Skill : 52
Marcus: (Uthragon)
- Deathbearer : Hammer : Min Skill : 40
Gareck:
- Massacre : Axe : Min Skill : 50
===============================================================================
< < < < < WALKTHROUGH > > > > >
===============================================================================
This walkthrough was written on my third time through the game. The first
time I played as a Fighter/Mage (Fighter Centric), the second time as an
Agile Warrior (Just to make sure the concept wasn't completely impossible)
and the last time as an evil pure Mage.
-------------------------------------------------------------------------------
1. > > > > Chapter 1: Betrayed
-------------------------------------------------------------------------------
Exposition:
-----------
The game starts off with a late night celebration. Agavaen's group
apparently had a very successful robbery: They intercepted a chest full
of treasure on its way from the city of Grenegar to the city of Mildrew.
That night, while everyone is asleep, 2 thieves grab the chest and make off
with it heading North. They also steal Agavaen's pendant necklace.
In the morning, Agavaen awakens, unaware of any problems other than the
fact that her necklace is missing.
Companions:
-----------
Race Sex Level HP Fast-Attack Power-Attack Cost
Georgie Human M 1 40 Stomach 10/30 Combo 15/45 0/Day
Georgie is the thief that Agavaen was dancing with in the introduction.
Whatever their previous relationship, he doesn't appear all that
interested in Agavaen since the alcohol wore off. However, he is pretty
down to earth and if you treat him nicely, he will travel with you for a
while.
Special Abilities: Georgie can heal himself by targeting himself with
"Eat the Chicken".
Grade: F He is the weakest traveling companion the game has to offer.
However, his aid is greatly appreciated in the first battle.
Notes: Georgie will leave the party when you get near Mildrew.
Walkthrough:
------------
- FIND OUT WHAT HAPPENED YESTERDAY
Go east to the camp fire. As Agavaen approaches Georgie, a conversation
will automatically start. She will ask Georgie how he slept and he will
respond saying not so good.
Note: With version 1.0, I found that if you don't ask Georgie where the
captain is, he may not join you in the fight against the captain.
This may make the fight harder, but will not prevent you from
picking Georgie up as a companion after the fight.
After talking to Georgie, you must now decide if you want to add spells to
your spell book. If you haven't already done so, be sure to visit the BUGS
section and read the Spell Learning Bug. Basically, if you wait and add the
spells while you are in battle, you will likely take an extra hit, but you
will keep the scrolls which will give you some extra money later.
My suggestion: If you decide to take the captain on alone, learn the spells
before the battle begins. If you decide to enlist Georgies help (By asking
about the captain in your conversation), then you can probably wait till
mid battle. See the "Scrolls and Magic" section on how to add a spell if
you don't know how.
Walk east and approach the captain:
The captain, tells you that Wulf and Dares took off with the chest of money
in the night. Unwilling to share responsibility for the groups misfortune,
he looks to place the blame on Agavaen. No matter what you say, a fight
will break out. However, your responses will influence your character
towards evil or good. *Responses vary. Georgie may or may not help you with
the fight, depending on your previous conversation.
Fixed Encounter:
Captain, Level 4 : 45/45
Fixed Loot:
Short Sword
After the battle, it is safe to assume that the band of thieves is no more.
Agavaen is left with no clear goals other than heading north to pursue the
bandits who stole the chest and her pendant.
Before leaving camp, be sure to rest and replenish you spells by using the
Tent near the western edge of the Camp area.
Side Quests:
------------
QUEST: Get Georgie to join your party
Following the battle with the Captain, walk west back to the
campfire and talk to Georgie. (assuming he is alive).
If you keep selecting option 1, you will eventually convince him
to escort you to Mildrew. Georgie will join your party.
Note: This is the only time in the game when you can pick Georgie
up as a companion. Once you leave the Camp Area, Georgie
will disappear, whether he escorts you to Mildrew or not.
Note: If Georgie helped you with the captain, be sure to rest
after picking Georgie up as he is likely still injured from
the fight.
QUEST: The mysterious wooden door
In the western most part of the CAMP is a tree with a wooden door.
This door is part of the Chapter 6 "Camp Key" side quest. Don't
concern yourself with it for now.
Local Map Fixed Encounters
--------------------------
I use a line of trees heading down the map as reference for both Mildrew
And Camp: If you look at the World Map, note that the letter "M" in Mildrew
overlaps a large tree. This is Tree-1. Just southwest of the "M" is another
large tree. This is Tree-2. In fact these large trees create a line all the
way through the Mildrew woods to the camp. With a large Tree just to the
west of Camp, that we will label Tree-7.
ENCOUNTER: RENEGADE GUARDING CHEST
Where:
Exit "Camp" from the West side. Head directly west and you
cant miss him. (Almost directly under Tree-7)
Fixed Encounter:
Renegade, Level 1 : HP 35
Loot:
Random
ENCOUNTER: WRETCHED AND RENEGADE GUARDING CHEST
Where:
Image a line between heading east from tree-6 intersecting
with a line coming south from the "o" in "Uthragon"
Fixed Encounter:
Wretched, Level 1 : HP 22
Renegade, Level 1 : HP 35
Fixed Loot: (Chest)
Spell Recipe : Dispel Spells
Random
ENCOUNTER: PACK OF WOLVES GUARDING CHEST
Where:
Almost directly under Tree-3
Fixed Encounter:
Wolf, Level 1 : HP 18
Wolf, Level 1 : HP 18
Wolf, Level 1 : HP 19
Fixed Loot: (Chest)
Spell Recipe : Weakness
ENCOUNTER: 2 RENEGADES AND A SCOUNDREL GUARDING CHEST
Where:
Image a line between tree-4 and tree-5 heading west,
Intersecting with a line coming from the first "t" in "Lost
City", heading South.
Fixed Encounter:
Renegade , Level 1 : HP 48
Renegade , Level 1 : HP 41
Scoundrel, Level 2 : HP 40
Fixed Loot: (Chest)
Spell Recipe : War Cry
ENCOUNTER: 2 MONKS ON THE ROAD
Where:
On the road between Camp and Mildrew (roughly half way)
Fixed Encounter:
Higher Monk, Level 4 : 35
Monk Apprentice, Level 1 : 25
Fixed Loot:
Assignment of the Dragon Order
Mysterious Rune
Random
** SEE QUEST : CHAPTER 2 : GETTING TO MILDREW
-------------------------------------------------------------------------------
2. > > > > Chapter 2: Tracks Leading North
-------------------------------------------------------------------------------
Exposition:
-----------
Agavaen heads north in search of the Bandits who stole her pendant and the
chest full of money.
Walkthrough:
------------
- GATHER INFORMATION & ALLIES
Talking with some city officials will net you some information on where the
Bandits went and what you need to pursue them. But even if you caught up to
them, what could you do?
Right now you need to increase your strength, however experience is only
one aspect of strength. You can also increase your strength by:
1) Finding Powerful Items
2) Finding some decent Spells
3) Finding some runes
4) Finding a traveling companion
Generally speaking most of Chapter 2 is just running around doing Quests
trying to get Gold and Experience. Be warned that you don't want to over do
it. (See Leveling Guide).
- GETTING TO MILDREW
Head north to Mildrew. Just north of CAMP you will see a fixed encounter on
the road marked by 2 monk models. [Save]
Fixed Encounter:
Higher Monk, Level 4 : 35
Monk Apprentice, Level 1 : 25
Fixed Loot:
Assignment of the Dragon Order
Mysterious Rune
[Other Random]
The monk battle is much easier with Georgie. Use your fire shot on the High
Level Monk and you should be fine. The fight yields some important loot: A
note and a special ancient rune. Reading the note will enable the "THREE
STATUES" Quests. These are multi-chapter quests that yield powerful new
abilities. (Highly recommended).
After the fight is over, hit the "up" key and head directly North (yes,
leave the path). In the middle of a field of grass, you will come upon a
free chest sitting out in the open. I recommend stopping by since it is on
the way.
Fixed Loot:
Spell Recipe: Cancellation
If you are following this walkthrough to the letter, then this will be your
first opportunity to take advantage of the Infinite Money Bug. (See Bugs
Below if you are interested).
Continue heading North, following the line of trees on your right.
Eventually you will see the road again. As soon as you do, Georgie will
take off. [Save: F6] (incase you get caught in a fight before reaching the
city gates)
-------------------------------------------------------------------------------
2.1 > > > > Mildrew
-------------------------------------------------------------------------------
Exposition:
-----------
Agavaen reaches Mildrew only to discover that the city is locked down (no
outside visitors allowed). She must find a way into the city and gather
information regarding the whereabouts of the bandits.
Companions:
-----------
Race Sex Level HP Fastest Attack Power Attack Cost
Gawar Human M 5 120 Thrust 24/25 Butterfly 37/40 0/Day
Gawar is a hunter. He is in the area tracking a "beast" when Agavaen
arrives at Mildrew. He requests her aid in hunting down the animal.
Grade: C+ At level 5, Gawar is a superior fighter at the time you meet
him, more than capable of fighting creatures his own level.
His grade is low mostly because of his unwillingness to
fight by your side outside his own quest.
Notes: I have from time to time seen Gawar appear in other mildrew
fights. Im not certain of the pattern that caused it, but I do
know I had installed the 1.1 patch when it happened.
Reference Map
-------------
MILDREW
###################################
# ############## #
# ## # # # #### #
# #@ # # H # BS # # # #
# ## ############## #### #
# ----------------\ C #
# ###### \-------------- #
# # # ############# / \ #
# # # # ### GA / \ WC #
# # # V # A# ---- | #
# # #M --\ ####### / | #
# ###### \------\ __/\ | #
# / \ {|} #
# ---/ | @WB {|} #
# / #######MT| | #
# RA # SH ###| | #
# RA #########/ | #
# | |--/ | #
# | ST \ \ =
# /---|--------------------------------- ] <- City Gate
# / TW | #### / =
# / | # # / #
# ######### | ###### # / # ###
# # ######## # / ### # # #
# # BR R#G / # # # #S#
# # ######## T # / # # # ###
# ######### | ######### / ### #
# D | / #
# \-------------/ #
# #
####################################
# : Wall TW : Twins BR : Bridge BS : Blacksmith
- : Road GA : Gambler D : Dog C : Gawar the Hunter
SH : Shop G : Guard ST : Statue {|} : bridge
S : Shed A : Arena MT : Meat @ : Well
T : Tavern M : Mayor H : Haunted R : Ravik's House
WB : WaterBoy WC : Woodcutter V : Villager
RA : Random Attack Area
Merchants:
-----------
Barkeep (T)
Type : General Store
Specialty : NONE
Price Cap : 1500
Notes : Has an infinite number of tents. Every time you re-
enter Mildrew, his tent inventory will update.
Shopkeeper (SH)
Type : General Store
Specialty : NONE
Price Cap : 200
Notes : Will sell for less if you compliment him
Blacksmith (BS)
Type : Weapon Store
Specialty : NONE
Price Cap : 200
Arena Owner (A)
Type : Weapon Store
Specialty : Weapons (But inventory doesn't update).
Price Cap : 1000
NOTES : Has some of the best weapons in Chapter 2, but
inventory never updates. Will purchase gear at
twice the price of all other merchants.
Principal (Circus)
Type : Magic Store
Specialty : NONE
Price Cap : 200
NOTES : Located in "Circus", just east of Mildrew.
Spell Recipes
- Fire Shot
- Weakness
- Healing
- Iron Skin
- Lightning Discharge
- Deadlock
Trainers:
-----------
Gawar:
Pre-Requisite : Side Quest: "Find the Beast"
Notes : Gawar disappears after you complete section 2.3
- Stitch : Long Sword : Min Skill : 24
- Meat Chopper : Long Sword : Min Skill : 30
- Double-Sided attack : Long Sword : Min Skill : 30
- Combo : Short Sword : Min Skill : 26
- Backstab : Short Sword : Min Skill : 30? **
** : Buggy: Asking about Backstab before you have the skill
permanently breaks the trainer. (You can't learn any other
moves without reverting to a previous save game). Don't ask
about it until you have the skill requirement. And I would
suggest making it the last move that your learn from Gawar,
just in case
Principal:
Pre-Requisite : Side Quest: "Help the Circus"
- Crusher : Staff : Min Skill : 24
- Breath Taker : Staff : Min Skill : 29
Walkthrough:
------------
- GAIN ENTRANCE TO MILDREW
You will find yourself in front of the city Gate. Talk to the Guard. No
matter what you say, you cant get him to let you in.
[Save]
Walk over to the shed(S) just left of the gate. Enter the shed and look
around.
You should find a crowbar which can be used to pry open a locked chest
within the shed. Use the "Take All" button to grab the contents, also
check the container next to the chest (use "Take All" again).
Fixed Loot:
Grenegar City Guard Badge
* I have read about a bug in which some users don't find the badge within
the chest. If this happens to you, reload your save game and try try
again. If all else fails, you may have to install the patch a little
early.
Return to the Guard and show him the badge. He will now let you into the
city, but insists on escorting you. This is just as well for now as it lets
you teleport to the main areas of interest.
* EVIL NOTE : Having a guard escort is actually pretty nice. But if you
want some extra evil points, you can leave the front
gate and approach Mildrew from the North\Western Side.
You will see a hole in the fence you can slip through, but
Doing so adds evil points. This will let you walk around
freely within the city.
- GATHERING INFO
Tell the Guard to take you to the Mayor(M).
* If you don't see "The Mayor" as an option when you talk to the guard,
simply go somewhere else first. This can happen if Agavaen levels up
during her conversation with the guard.
Talk to the Mayor about the bandits and tell him that you have heard
rumors about bandits and a haul of stolen loot.
(1,1)
He will confirm that they passed by the city. He also reveals that there
was more than just gold in that chest. Some sort of mysterious "precious
object" hmm....
Ask him about information concerning their movements. He will tell you they
were spotted north heading through the swamp, but "literally" disappeared.
He instructs you to go to the FOREST CAMP just north of Mildrew and talk to
the Guards there for more info.
At this point, you have all you need, but feel free to investigate the rest
of the conversation tree. I recommend asking about events in Mildrew. The
Mayor will talk about creatures spotted outside the city walls.
- TRACKS LEADING NORTH
Before Heading to the FOREST CAMP, you need to gear up and rest. Stop by
the Shop(SH) first. If you compliment the owner, he will buy gear at a
better price. Use the conversation options:
(2) "You really look good today!"
(3) "Of course, you think I'm lying?"
Sell anything you don't need to him. Check out his inventory, but you may
want to visit the Tavern before buying anything.
* Make sure to save at least 10 GP so that you can pay for a nights
rest at the tavern
When you are ready, tell the Guard you are leaving town. Outside the gate,
save the game [F6] before entering Map Mode (always save before entering
Map Mode, or immediately after entering Map Mode.). This will be the last
time I remind you.
Finding the FOREST CAMP is simple. Just follow the road north. Talk to the
guards, explore all the dialog options. You will discover that the bandits
disappeared. You will need to secure a guide to traverse the swamp if you
want to go looking for them.
- FINDING A GUIDE : PART 1 : THE SOURCE
Return to Mildrew and talk to the guard outside the gate. He will tell
you that while you were gone, the mayor opened the city gates to all
visitors, so you no longer need an escort. Ask the guard about a guide
and he will basically tell you good luck.
Just inside the city gate is a signpost. If Agavaen "uses" the sign post,
a dialog will appear allowing her to teleport directly to the main areas
of the city. Whether you walk or teleport, take Agavaen to the Shop (SH)
The shop owner reveals that he knows of a guide, but that the guide is in
"distress". For more information, the shop owner requires a "Favor". It
seems he is expecting a delivery from Grenegar that hasn't arrived. He
wants you to find out what happened.
* Agavaen will never "accept" this quest, nor is it added to her quest
log. Talking to the Shopkeeper just keeps bringing up the "What kind
of Favor?" question over and over again. I believe this is a game
bug, but thankfully not a show stopper.
If you don't have your weapon type of choice yet, be sure to stop by the
Blacksmith's house (BS) before leaving the city. He doesn't carry much
armor, but generally carries an assortment of basic weapons.
To go to the Blacksmith quickly, use the sign post outside the shop to
teleport to the "Town Square". Look for a building with a sign above the
door, rocking back and forth. That is the Blacksmith's shop.
NOTE: When you talk to the Blacksmith, the Game tries to corner you into
taking a quest from him by presenting you with limited responses.
You can pick up the "Reworn Settlement: Part 1" quest now if you
wish, however if you want to focus on finishing the Chapter Main
quest before taking on side quests, you can avoid the quest by
choosing the first response:
1) "I'm really not interested in your problems. But show me the
goods".
It sounds a little rude, but it has no evil affect on Agavaen's
character. You can still pick up the quest by talking to him
again later.
- FINDING A GUIDE : PART 2 : THE FAVOR
If you haven't done so yet, stop by the tavern(T) and rest. When you are
ready, exit out the main gate (You can use the sign post for fast travel).
Head East towards Grenegar. On this trip, I recommend running from any
fights to save your health\spell(s) for the fixed encounter.
Along the way, you will go "under" the CIRCUS. While not part of the main
quest, the circus Principal is your first chance to buy runes. Buying 2
fire runes (50 gp each) and adding another "Fire Shot" to your daily limit
will make the next Fixed Encounter much easier.
Roughly half way between the Circus and Grenegar, you will see the symbolic
marker of a dead man on the road and a Werewolf. [F6]. When you approach, a
battle begins:
Fixed Encounter:
Werewolf, Level 5 : HP 50
After the battle, approach the corpse and hit the use button:
Fixed Loot:
Dirk
Money
NOTE: While not required, if you have some extra cash it might be worth
finishing the trip to Grenegar to access the additional merchants.
The dead body marks the half way point. At the 75% point, there is
a merchant wagon on the road that sells more runes. And in Grenegar
itself, you can access the Shopkeeper that specializes in light
armor, light weapons and offers hammer training.
[F6], Turn Around and head back to Mildrew. Talk to the Shopkeeper:
?) "I've already met your servant"
You can be good and return the money, or you can be evil and keep it all.
The Shop Keeper will tell you that the Guides Name is Ravik and that he
is the local reeve's son.
definition of reeve: A high officer of local administration.
If you check your quest book, it says "Find out what happened to Ravik".
The Mayor(M) has the info you need.
The fastest way to the Mayor is to use the signpost outside the shop and
teleport to the Mayor. (You don't appear directly in front of the Mayor.
You must walk to the left).
Talk to the Mayor:
3) Concerning Ravik, the reeve's son
The Mayor will tell you that Ravik is possessed by a demon.
Off to the reeve's house(R). The fastest way is to use a signpost to
teleport "In front of the Tavern"(T). From the Tavern, walk south, off
the bottom of the Area Map. You will see a guard(G) standing in front of
the reeve's house.
Approach the guard
1) "I know Ravik has been possessed. And I know how to help him but I have
to see him first"
The guard will let you into the house. Head left and through the first
door. You will meet Ravik's mother:
3) You said there's someone who could help Ravik, who is it:
3) I'll go to him, just tell me where I can find him.
Raviks mother will tell you that a healer in Grenegar who goes by the name
of Anxien may be able to help her son. It would appear that all roads point
to Grenegar. She will give you her ring to aid you in your journey
Fixed Loot:
Ring of Ravik's Mother : Agility +4, Endurance +4
- PREPARE FOR GRENEGAR
The game will assume that you are somewhere between level 4 and level 6
when you arrive in Grenegar. You will find fixed encounters and side quests
much easier if you take the time to do some of the side quests available in
Mildrew. (Many don't even require combat).
Before moving on to section 2.2, I recommend doing as many Mildrew side
quests as you have time for. If you are in a rush, then I suggest the
following 3 as a minimum:
* Help the Circus
* Arena Fights Part 1
* Reworn Settlement: Part 1
"Help the Circus" is required for "Arena Fights Part 1". "Arena Fights Part
1" opens up access to the best merchant in chapter 2. "Reworn Settlement:
Part 1" is a pre-requisite for the very large (optional) section 2.5
below.
Side Quests:
------------
I have tried to order the side quests below from easiest to hardest. The
ordering is only a suggestion.
QUEST: Fetching a pair of (free) leather boots
Pre-Requisite : None
Recommended Min Level : None
Use any Signpost within Mildrew to teleport "In front of the
Tavern". You will see a Dog behind a fence across the street (D).
Approach the Dog and an action icon will appear.
Agavaen peers over the fence and noticed a pair of boots. However
The large dog is in the way. She needs something to distract the
dog.
Now Teleport to "The Shop". You can walk around the shop to the
back, where you will find a pale full of meat (MT). You may have to
action the pale more than once for Agavaen to pick the meat up. Now
return to the Dog (D).
With meat in hand, when she approached the dog, she will throw the
Meat and then jump over and grab the Leather Boots.
Fixed Loot:
Leather Boots (Def 4)
QUEST: Help the Circus
Pre-Requisite : None
Recommended Min Level : None
Use any Signpost within Mildrew to teleport to "The Shop". Enter and
You will see a Jester (Artist Bali) eating at one of the tables.
approach the jester and speak to Him. He will tell you that while
the circus was in town, someone stole the town's sacred golden
statue and that it showed up in one of the circus carts. Either
someone in the circus was trying to steal it, or someone was trying
to frame the circus.
1) "Hey, no offense, but you look like you belong to the circus"
2) "So you have no idea who the thief is?"
1) "Well, I could try. I rather like the Circus"
To solve the quest means questioning everyone in the circus and then
drawing your conclusion. While there is nothing to prevent the job
from being a team effort, the story developers didn't think that
deep. Assume that there is 1 bad guy who will lie when questioned.
Basically, once you have everyone's stories, the way you deduce the
bad guy is to assume that each person is lying 1 by 1 and see how
the other 3 stories match up.
While you are in the shop, speak to Bali again and ask what he was
doing the night of the robbery.
Bali says that Sam was sleeping in his tent. Does not claim to be in
the tent himself.
Now travel to the circus outside town (Feel free to run from any
Unwanted fights).
First talk to the Principal:
?) I heard that a golden statue was stolen from Mildrew. It's said
that one of you stole it.
You ask the principal what he was doing the night of the robbery and
he says he was sleeping in the tent with 1 other person, but he
doesn't know who.
To the Left of the Principal is Artist Nik. Speak to Nik and he says
that Bali was sleeping in the tent, but doesn't say that he was in
the tent.
To the Left of Artist Nik is Artist Sam. Speak to Sam and he was in
the tent with 1 person.
Assume Principal was lying:
Nik -> Bali in tent
Sam -> 2 people in tent and Sam was one of them.
Bali -> Sam was in tent.
* Bali backs Sams story, however Bali never claims to be in tent
which is inconsistent with Nik.
Assume Sam was lying:
Principal -> 2 people in tent and he was 1
Nik -> Bali was in tent with Principal
Bali -> Sam was in tent with Principal
* Nik and Bali's stories don't work out.
Assume Bali was lying:
Principal -> 2 people in tent and he was 1
Nik -> Bali was in tent with Principal
Sam -> Sam was in tent with Principal
* Nik and Sam's don't work out.
Assume Nik was lying:
Principal -> 2 people in tent and he was 1
Sam -> Sam was in tent with Principal
Bali -> Sam was in tent with Principal
* All the stories work out if you assume Nik is lying.
* EVIL NOTE : If you accuse the wrong person, they will
appear in Grenegar at the bridge and
create a distraction when you try to
shoot the slingshot. This prevents you
from being able to make money with the
sling shot or win the sling shot
championship. So if you feel like being
evil and accusing the wrong person, do
it AFTER you are finished with Grenegar.
Talk to the Principal and tell him you know who did it.
?) I know who....
1) It was Nik
1) I'm certain
The Principal will give you a letter to deliver to the Mayor.
Back to Mildrew, talk to the Mayor about the circus. He will give
you a piece of paper which allows the circus back into Mildrew.
Back to the Circus one more time to deliver the good news (Talk to
the Principal).
Fixed Loot:
Magic Sleeping Powder (Unusable on Intelligent Beings)
QUEST: Arena Fights : Part 1 : A secret in town
Pre-Requisite : "Help the Circus" or "Find the Beast"
Recommended Min Level : none
After completing either "Find the Beast" or "Help the Circus",
Marten the Gambler (GA) will appear at the Town Square. (You can use
any signpost in Mildrew to get to the Town Square). For 10 GP, he
will tell you about an illegal Arena in town and the password to get
in:
1) "What Money, Where?"
2) "What For?"
1) "Right, right. just take the money and start talking
Go to the Arena (A) (Walk left of Marten).
Enter and talk to the proprietor. He will emphasize that the Arena
is hush hush. He will also talk about a qualifying round. I don't
recommend fighting in the Arena till you are at least level 3. That
said... you can buy and sell from the Arena proprietor. Not only
does he sell the best weapons available at this point in the game,
but he will buy your gear for about 2 times the price of anyone in
all of Chapter 2.
QUEST: Food for the Woodcutters
Pre-Requisite : None
Recommended Min Level : None
Use any Signpost within Mildrew to teleport to "The Mayor". You will
find yourself on a map with a "Villager" (V) sitting on the ground
just to the right of the Mayor's signpost. Talk to him:
?) "Planning on sitting here all day?"
1) "What kind of duties?"
1) "I can handle that. Give me those things and I shall carry them
back to your brothers [Accept the quest]"
The Villager is basically Lazy and asks you to do his chores for
him. The woodcutters that you are to deliver the food to are NOT in
Mildrew. Rather, they are on the World Map:
If you look at the world map (using your "Map" key, or the picture
that came with the game), beneath the Circus is a line of trees that
separates the lands of Mildrew from the lands of Grenegar. There are
lots of inlets on the Mildrew side. If you use some imagination, you
can make out the shape of the number "3". In the upper inlet of the
3 are where the woodcutter brothers are located.
After delivering the food, return to Mildrew and talk the Villager
(V) to let him know you finished the quest.
QUEST: A wolf Problem
Pre-Requisite : Food for the Woodcutters
Recommended Min Level : 3
Return to the woodcutters that you delivered food to for the
Previous quest (or simply talk to them a second time while you are
still out there).
They will tell you they are having problems because of wolves in the
area disrupting their work. Once you accept the quest, the symbol of
2 wolfs will appear in the forest just west and north of the
woodcutters. Kill the wolves and return. (Speak to them)
Fixed Loot:
Heavy Bracelet
QUEST: Find the Beast
Pre-Requisite : None
Recommended Min Level : 2
When you approach Gawar (C), he will be busy practicing with his
sword. Talk to him. Gawar is hunting a beast and seems to think you
can help him find and kill it.
1) "How Can I Help You"
This quest is put on hold until you meet him outside the city gates.
Meet Gawar just outside the City gates (next to the shed (S)). Tell
him you are ready and he will join your party.
If you look at the World Map, note that the letter "M" in Mildrew
overlaps a large tree. This is Tree-1. Just southwest of the "M" is
another large tree. This is Tree-2. In fact these large trees create
a line all the way through the Mildrew woods to the camp. With a
large Tree just to the west of Camp, that we will label Tree-7
The beast is directly west of Tree-3 (imagine a line). However... it
is substantially west. Imagine another line going directly south
from the "h" in Agath... and that is where the beast can be found.
Run from any fights along the way. Save your HP and energy for the
fixed encounter. Also note that as you approach the beast, Gawar
will keep saying you are going to wrong way. Don't listen to him.
Finally, save [F6] before engaging. Gawar can generally handle the
beast, but if he gets deadlocked, the Beast may kill you before
Gawar kills it.
After the fight, accept the tusk (you can sell it for 100gp to the
barkeep)
Fixed Encounter:
Beast, Level 10 : HP 250
Spells: Deadlock
Fixed Loot:
Beast's tusk
You will likely be weak after the fight. I recommend saving before
heading back to town.
QUEST: Creature Infestation : Part 1 : The Werewolf
Pre-Requisite : None
Recommended Min Level : Level 3
Locate the Haunted House. (H). The closest signpost is the "Town
Square" signpost. The haunted house is the not so obvious door to
the left of the Blacksmith Shop.
When you enter the house, a werewolf will see you and attack.
Fixed Encounter:
Werewolf, Level 5 : HP 55
*Easy fight if you have 2 fire shots
QUEST: Arena Fights : Part 2 : Not to the death
Pre-Requisite : "Arena Fights : Part 1"
Recommended Min Level : 4
In the Arena, unless a fight is too the death, all you need to do is
get your opponent HP to less than 40 and they will yield. If you do
too much damage and kill them in a single blow, you will not only
lose, but you will never be allowed access to the Arena again. (well
until you reload).
For this part of the Arena Fights Quest, you must survive 2 battles.
The first battle is a "Qualification Round". You must defeat a low
level mutant in 30 seconds.
Fixed Encounter:
Renegade, Level 4 : HP 100
The Renegade is generally pretty easy. In fact, you are more likely
to accidentally kill the mutant than run out of time.
After the qualification round, you can fight "for real". This means
you can place a bet on yourself.
NOTES:
No matter what you do, or how much you bet, at the end of each
normal "Arena Fight" the owner of the Arena will tell you that
there is no one else to fight you and to come back later. The
Game seems to use the completion of quests as a gauge to decide
how much time has passed. In general, for the next fight to
become available, you need to complete at least 1 active quest.
Some parts have additional requirements.
The second fight is against 2 city guards. You can bet up to 1000gp
("All I have").
* I recommend going to the tavern and resting between the
qualifying round and your first real fight.
Fixed Encounter:
City Guard, Level 5 : HP 120
City Guard, Level 5 : HP 120
NOTE * DEF = defense. This is subtracted from physical attack
damage. So if you roll a 33, you will only do 8 damage.
It has no impact however on Magic.
The city guards can be tough at this point in the game. Once you run
Out of magic, I recommend using a dagger and the "Thieves Trick"
attack, which bypasses armor. Buying a Combat Knife from the
proprietor before the fight makes the fight easier.
Fixed Loot:
Up to 1000gps (however much you can bet).
QUEST: Finding the family Heirloom
Locate the Twins (TW). The closest signpost is the "In front of the
tavern" signpost. Head north from the Tavern.
You will see 2 brothers arguing about a knife which was recently
lost.
Talk to them and all they can do is point the blame at each other
for the fault.
1) Oh nothing really. Maybe I can find the dagger. Where did you
lose it?
1) Ok, you two can stop arguing. I will try to find it.
Take the road north to the Forest Camp. Enter and then leave the
Forest. Agavaen will appear on the map south of the Forest Camp when
you leave.
Head directly west. Shortly after you pass a wooden tower, you will
see a pack of wolves guarding the knife (a little south-west of the
tower)
Fixed Encounter:
Wolf, Level 3 : HP 25/25 : DEF 0 : ATT 20 : SPEED 15
Wolf, Level 3 : HP 25/25 : DEF 0 : ATT 20 : SPEED 15
Wolf, Level 3 : HP 25/25 : DEF 0 : ATT 20 : SPEED 15
Fixed Loot:
Twin's dagger
Return to the twins, save [F6] and return the dagger.
1) Is this your father's dagger?
You return the dagger and they reward you with... nothing. But they
keep arguing.
So why give them such a nice dagger? That is a good question. Most
notably, after you leave the map and come back they will be
"practicing" with it. You can try to beat them at what amounts to
random game of darts for 100gp a game. The dagger sells for 250gp,
I only won about 1 in 6 games, so it takes a while to get your
money's worth.
QUEST: Reworn Settlement: Part 1
Pre-Requisite : None
Recommended Min Level : 4
The 2 largest side quests in chapter 2 include the search for the
Blacksmiths Son (given in Mildrew) and delivery of a custom sword
(given in Grenegar). Both quests ultimately take you out to the
Reworn Settlement for their conclusion.
The road to the Reworn Settlement is blocked by a Level 22 giant.
To get past the giant, you need special sling pebbles only sold
in Grenegar. So, I decided to treat the 2 quests as 1 long multi-
part quest that starts in Mildrew. Since it does spawn multiple
sections, it is a good quest to end the sections with.
Talk to the Blacksmith (BS). You can get to his house by using any
sign in Mildrew.
?) What is it your so worried about?
The blacksmith tells you that his son has been missing for a few
days.
1) "Alright, I'm going to help you"
1) "Of course. I will do all I can to find him [Take Quest]"
1) "Where did your son like to play?"
If you check your quest log, you will see a quest about gathering
information from the villagers. You could walk around and talk to
everyone... but why do that when you have this?
Use the signpost outside the Blacksmith shop to teleport to
"The Gate". Walk through the gate (outside city walls) and talk to
the guard next to the shed:
1) Have you seen a lost child around here?
He will tell you he saw a large man in rusty armor take off with the
child, but no one in town would believe him (Why would they, he is a
member of the city guard after all... cough).
Head back into Mildrew and use a signpost to teleport to "The Shop"
walk inside and talk to the shop keeper.
?) "Have you seen the blacksmiths son lately?"
?) The guard mentioned a man in strange armor.
The shop keeper will recall that a neighbor named Reworn has been
known to wear strange armor. Your Quest log will update.
See "Reworn Settlement: Part 2" in section 2.2 for continuation of
this quest. (you can focus solely on this optional quest if you
desire).
Local Map Fixed Encounters
--------------------------
I use a line of trees heading down the map as reference for both Mildrew
And Camp: If you look at the World Map, note that the letter "M" in Mildrew
overlaps a large tree. This is Tree-1. Just southwest of the "M" is another
large tree. This is Tree-2. In fact these large trees create a line all the
way through the Mildrew woods to the camp. With a large Tree just to the
west of Camp, that we will label Tree-7.
ENCOUNTER: 2 SCOUNDRELS GUARDING CHEST
Where:
Image a line between tree-2 and tree-3 heading east,
intersecting with a line coming from the first "C" in
"Circus", heading South. You will see a small nook in the
trees. That is where they are.
Exit "Camp" from the West side. Head directly west and you
Cant miss him. (Almost directly under Tree-7)
Fixed Encounter:
Scoundrel, Level 2 : HP 43
Scoundrel, Level 2 : HP 40
Loot: (Chest)
No Scrolls (Random)
-------------------------------------------------------------------------------
2.2 > > > > Grenegar
-------------------------------------------------------------------------------
Exposition:
-----------
Agavaen needs a guide capable of navigating the swamps. Ravik, the only
man who can help her is bedridden. So Agavaen sets out for Grenegar in
search of a healer. She finds a city preparing for an important election.
Companions:
-----------
Race Sex Level HP Fastest Attack Power Attack
Frij Human M 6 150 Beheader 31/25 Scavenger 46/39
Race Sex Lev HP Weapon Cost
Frij Human M 6 150 Short Sword 50gp
Frij is the son of the Inn Keeper in Grenegar. In order to gain him as
a companion, you must complete the LOVE TRIANGLE side quest as well as
Reworn Settlement Part 2.
Grade: B+ Frij is superior for his level. He has fast attacks and can
take on enemies twice his level when hasted. His hi agility
comes in handy for running away from battles. While he is a
great fighter, just having him in the party allows you to
avoid most confrontations all together. He is THE must have
companion for Chapter 2.
While his attacks will improve, his HPs will not. Around
level 13 (roughly the time you start Chapter 3) Frij will
become obsolete and more trouble to keep alive than he is
worth.
Race Sex Lev HP Weapon Cost
Ciang Human M 6 120 Short Sword 300gp
Ciang is the other member of the LOVE TRIANGLE quest. If you are evil
and lie to him about his lover not wanting him, he will leave Grenegar.
You will find him on the path back to Mildrew near the Wagon Merchant
(Under a flag
Grade: B+ Ciang is very similar to Frij as a companion. Good agility
fight with 2 weapons. Slightly fewer HPs but makes up for
it with some spells (deadlock).
Reference Map
-------------
Grenegar
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