Eschalon: Book I Walkthrough :
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Walkthrough - FAQEschalon: Book I Complete FAQ by soybostero93 Date: 20/02/2010 Size: 115051 bytes Written in Notepad in 1024x768. If you want to find something in the guide, do this: type the number it has in the Index in the "Find" dialog box. This uncomplete FAQ is currently approved for use in these sites only: ¤ GameFAQs ¤ Neoseeker ¤ Super Cheats ¤ CheatBook.de If you want to use it in your site, just email me asking permission. WARNING: This partial guide is full of spoilers. If you don't like spoilers, then close this window immediately. If you don't mind getting spoiled, go on reading. NOTE: This FAQ is based in the 1.04 version of the game. If you have an older version, you could find some minor differences between the game and the text. If you find something I didn't update to the 1.04 version, please email me and I'll do my best to correct it. INDEX 1. INTRODUCTION, HINTS 1.1. INTRODUCTION 1.2. HINTS 1.3. MY REVIEW 2. GAMEPLAY ELEMENTS 2.1. SKILLS 2.2. HIT POINTS 2.3. MANA POINTS 2.4. TOHIT ABILITY 2.5. ATTACK 2.6. ARMOR RATING 2.7. DAMAGE REDUCTION 2.8. RESISTANCE 2.9. QUICK TRAVEL 2.10. MIXING 2.11. TRAPS 2.12. CURSES 2.13. WELLS 2.14. CAMPING 3. HISTORY 4. CUSTOMIZING YOUR CHARACTER 4.1. ATTRIBUTES 4.2. ORIGINS 4.3. AXIOMS 4.4. CLASSES 5. MAIN QUEST 5.1. THE AWAKENING 5.2. CRYPT AMULET 5.3. THE QUEEN 5.4. THE END 6. SIDE QUESTS 6.1. HEAVY DUTY 6.2. MARSH CLEANING 7. ENDINGS 7.1. GOOD 7.2. BAD 7.3. DEATH 7.4. DESTROYER 8. WEAPONS 8.1. DEMON OIL I 8.2. DEMON OIL II 8.3. DEMON OIL III 8.4. DIVINE ORE GREAT SWORD 8.5. EXECUTIONER 8.6. FLASK OF INCINERATOR FUEL 8.7. SKULLSPLITTER 9. ENEMIES 9.1. ACID GRUBB 9.2. BLOODSIPPER 9.3. DIMENSIONAL EYE 9.4. DIRACHNID 9.5. FANGED SALAMANDER 9.6. FUNGAL SLIME 9.7. GOBLIN ARCHER 9.8. GOBLIN BOMBTHUG 9.9. GOBLIN HACKER 9.10. GOBLIN WARLORD 9.11. HIVE DRONE 9.12. HIVE QUEEN 9.13. NOXIMANDER 9.14. POLTERGEIST 9.15. RAPTOR 9.16. SHADOWMIRK ACOLYTE 9.17. SPIRE GUARD 9.18. TAURAX 9.19. THUG 9.20. WALKING CORPSE 10. PLACES 10.1. ARIDELL 10.2. BORDERTOWN 10.3. CAMP THORNDIKE 10.4. CROSSROADS OF THAERMORE 10.5. ELDERHOLLOW 10.6. EVERSLEEP CEMETERY & FAMILY CRYPT 10.7. FATHER MICHAEL'S COTTAGE 10.8. GIANT'S VILLAGE 10.9. GOBLIN CITADEL 10.10. GREAT TANGLETREE FOREST 10.11. GRIMMHOLD 10.12. LAKE ATRIA & LILITH'S HOUSE 10.13. LONELOFT 10.14. LOST BAY LIGHTHOUSE 10.15. MONUMENT TO OOLASEPH 10.16. OUTPOST AT BURNING SANDS 10.17. RAMI OASIS 10.18. SALAMANDER PIT 10.19. SALTED COAST 10.20. SHADOWMIRK 10.21. SOUTHERN GATE 10.22. TANGLETREE OSSUARY 10.23. TELEPORTER ROOM 10.24. UNDERGROUND REPOSITORY 10.25. VELA 10.26. WHISTLING CAVE 11. LIGHT & HEAVY ARMOR 11.1. ADAMANTINE CHEST PLATE 12. NON-PLAYER CHARACTERS 12.1. EERU 12.2. ELEANOR 12.3. GRAMUK 12.4. GRUZZ 12.5. LILITH 12.6. OMAR 13. SPELLS 13.1. BLESS 14. AMULETS AND RINGS 14.1. ANKH 14.2. BLOODLUST AMULET 14.3. BONESPLITTER'S CHARM 14.4. DEADEYE PENDANT 14.5. DIRE RABBIT'S FOOT 14.6. EVIL AMULET 14.7. GRAVEDIGGER'S AMULET 15. ITEMS 15.1. ARROW 15.2. BANDAGES 15.3. CHRONOMETER 15.4. CRUX OF AGES 15.5. EMPTY FLASK 15.6. FEMUR 15.7. LANTERN 15.8. LOCK PICK 15.9. MAP OF THAERMORE 15.10. SKULL 15.11. TORCH 15.12. WIDGET 16. ESCHALON: BOOK II 16.1. FEATURE LIST 17. MISCELLANEOUS JUNK 17.1. CREDITS 17.2. THANKS 17.3. CONTACT 17.4. USEFUL LINKS +----------------------+ |+--------------------+| ||1 || ||INTRODUCTION & HINTS|| |+--------------------+| +----------------------+ +-----------------+ |1.1. INTRODUCTION| +-----------------+ Eschalon: Book I is an old-school turn-based CRPG taking place in the region of Thaermore, which belongs to a fictional country named Eschalon. The land is befouled with all kinds of monsters and it will be your job to clear it, as you try to discover who (or what) you are. +----------+ |1.2. HINTS| +----------+ GAMEPLAY TIPS: If you want to play the game a bit better, then read. ¤ If during a fight you just click your mouse continuously on your enemy you won't last very long. This is a turn-based RPG. You can attack, drink a potion or cast a spell. Decide well which action you will do. Also remember that changing your equipment doesn't waste a turn. ¤ Remember that merchants buy high and sell low, unless you have great Mercantile skill. AREAS TO AVOID UNLESS YOU HAVE GOOD EQUIPMENT: Thaermore is no piece of cake. There are some very tricky spots. Here they are. ¤ Baron's Thicket. It's full of Raptors, and they are pretty nasty. ¤ Crakamir. It's very, very dangerous. There are lots of Goblins, Acid Grubbs and Taurax. ¤ The Marshes of Boradan, in the eastern tip of Northeast Thaermore. There are around 15 Fungal Slimes. ¤ The back entrance, Spider Chamber, bone storage and Proving chamber of Shadowmirk. ¤ Vela. It's full of all kinds of Goblins and there is a Taurax too. ¤ Grimmhold's Maintenance Level. It's now Goblin land, and there are more Goblins that in the ground level. LANDSCAPES WORTH SEEING In the past, humans were more careful about the environment. Here you have some very beautiful examples of it. ¤ The lighthouse top. It has a great view and it's an impressive experience, during day and also night (I prefer daytime), and the music makes it even better. ¤ Aridell's eastern coast at night, behind the tavern, just south of the blacksmith. It is a really beautiful view. ¤ The Ossuary entrance at night (where Quick Travel is activated for it), obviously with a torch. ¤ Vela at night. It's just fascinating, but in daytime I don't like it very much. Remember to keep a torch on. ¤ The Salted Coast at night. Anybody knows that sea at night is fascinating. Just don't forget to have a torch with you. ¤ The Gulf of Madria, at daytime. Go through the outpost and go outside at the southeast corner to see it. Beware of Taurax. ¤ Lorus of Eastleaf's tomb, in Tangletree Ossuary, without the Poltergeist. ¤ The Loneloft ruins at night, after clearing them from Taurax and other creatures. ¤ Any area of Great Tangletree Forest at nighttime. The glow worms make it a great experience. Just be sure there are no Hive Drones and you have a torch. ENEMY WEAKNESSES Enemies aren't perfect. Here you can read about their weak spots: ¤ When Goblin Bombthugs die, they can damage nearby units, too. ¤ When Acid Grubbs die, their splash damage units next to it. ¤ Thugs and Goblins will sometimes drop treasure. AVOID SURPRISES When you thought it was all said an done... ¤ When you are in Tangletree Ossuary, beware when opening coffins or sarcophaguses. Some contain enemies, most are walking corpses and skeletons. ¤ Be careful when exploring the Goblin Citadel. There is a well there which is diseased with Fleshrot. ¤ In the Goblin Citadel avoid like hell touching the golden statue. If you do, it will call you "infidel", you will be cursed, the area around it will burn, and around four hackers will appear. It seems Goblins worship Satan. ¤ In the Mysterious Cave, some powder kegs will explode on you when you get next to them. ¤ In Whistling Cave, in the circular part where you hear bats, don't touch the thing in the centre. It's infested with Bloodsippers. ¤ There's a small pathway in Northeast Thaermore, between two signs that say "Save time! Quick route to Aridell" in the western tip and "Avoid swamps! Shortcut this way to Darkford" in the eastern tip. Avoid it unless you have to go through it to find Mary's husband. As soon as you get the advice "The air seems strangely still" turn back. If you don't, you will be ambushed by Vidar the Knife and his band of thugs. ¤ In the lighthouse top, beware if you pull the lever. When you get down to the outpost, you will encounter around twelve Goblins of all kinds who, obviously, want you dead. You can avoid it by pulling the lever, doing Quick Travel at the lighthouse top and not entering the outpost again. ¤ Inside the Goblin Citadel, while you work your way through the first floor, you should notice two open gates with press tiles under them. If you step on them, the gate will close on you and you'll die (or be hurt with 350 damage). Fortunately, you can operate both of them with nearby levers to avoid this (the second gate lever is past the gate, so you'll have to attack it with an arrow or a spell). ¤ In Blackwater Region, in the northeast corner, there is a narrow passage between some rocks. Don't go through there if you made the shady character's quest to kill Lilith or you'll be ambushed by him and three Barrea Mercenaries who will all want to kill you no matter your response. +-------------------+ |+-----------------+| ||2 || ||GAMEPLAY ELEMENTS|| |+-----------------+| +-------------------+ +-----------+ |2.1. SKILLS| +-----------+ Skills allow your character to do more things, like mixing or drawing maps. It also helps him to make them better. Skills can be raised up to 5 points per level (when you start the game and each time you level up). ALCHEMY: Alchemy is the skill of mixing. You don't need any alchemy skill for Healing Elixirs, Mana Potions, Cat's Eyes and Keensight, but the rest of potions and imbuing need at least 5 skill points. You can enhance your Alchemy skill by wearing the Brewmaster's Ring, reading the "The Art of Brewing" book or talking to Gamfari in Bordertown. CARTOGRAPHY: The Cartography skill allows you to use the automap in the right. The automap won't work until you have one skill point, and you will only be able to show walls. As your Cartography skill increases, you'll be able to map terrain, paths in detail, doors, objects, NPCs and enemies. You can enhance this skill by wearing the Compass, the Scout's Sandals, reading "Mapping Your World" or by talking to Garrett after giving him back his sextant. DODGE: This is a rather nice skill. It gives you a chance (1% per level) to dodge an enemy attack, avoiding damage and getting him off-balance for one round, giving 50% more ToHit Ability for that round. It's advised to have it from the beginning, as it can make the game a bit easier. HIDE IN SHADOWS: Night is dark. You know that. An you can try to make the best out of it with this skill. It allows to not be detected by nearby NPCs and enemies. If you use a torch or lantern, cast a spell that produces light or attack, you'll be discovered. If you are hidden, you'll see "Hidden in Shadow" in the game panel. LORE: This skill is pretty useless when you have the Lore spell, as they do exactly the same; and if you don't have any Lore skill nor the Lore spell, you can pay a merchant so they tell you what the object is. MERCANTILE: In the beginning of the game, merchants will sell you products at twice its real market price, and will buy them at half. The more Mercantile skill, you have, the smaller the breach is. At a very outstanding skill level, you can make money from merchants by buying and selling them the same item. MOVE SILENTLY: This skill allows you to pass undetected near a NPC or enemy (it's a sort of Hide in Shadows that works for daylight too). You'll be silent no matter your skill if there's no one near. If you stand still, better. When no one is hearing you, you'll see "Silent" in the game panel. PICK LOCKS: With this skill and a lockpick, you'll be able to open locks with no further effort. Some complex locks will need a higher skill to break. But beware: locks aren't yours to pick, so if someone sees you prepare to fight. SKULLDUGGERY: The skill of traps: discovering traps and disarming traps. The discovering chance is also helped by your Spot Hidden skill, and the disarming chance is affected by your Concentration. +---------------+ |2.2. HIT POINTS| +---------------+ Hit Points are the main essence of the game. If you run out of them, you die. There are eight items which can restore Hit Points: ¤ Bandages (5 HP) ¤ Bread (1 HP) ¤ Dried Meat (5 HP) ¤ Healing Elixir I (15 HP) ¤ Healing Elixir II (40 HP) ¤ Healing Elixir III (90 HP) ¤ Salted Fish (3 HP) ¤ Tuber (1 HP) You can also heal yourself by drinking the water of some wells (the only two I remember by now are the ones in Blackwater and Aridell). Also, the Divine Heal spell will let you recover Hit Points at expense of your Mana. You can increase your maximum Hit Points by wearing the Ankh (10 HP), the Blessed Rope Belt of the Healer (5 HP), the Ivory Amulet (5 HP), the Ring of the Harbinger (20 HP) or the Ring of Vigor (5 HP). You can also increase it by getting more Endurance and/or Strength. You also get free extra Hit Points when you level up. If your Hit Points are below 15, the meter will flash and you'll hear a continuous heartbeat. +----------------+ |2.3. MANA POINTS| +----------------+ Mana Points are your arcane energies. They are required to cast spells. There are four items which can restore Mana Points: ¤ Apple (2 MP) ¤ Mana Potion I (15 MP) ¤ Mana Potion II (40 MP) ¤ Mana Potion III (90 MP) You can also restore yourself by drinking the water of some wells. You can increase your maximum Mana Points by wearing the Blessed Rope Belt of the Healer (5 MP), the Mana Cache Amulet (20 MP), the Ring of Magi (20 MP) or the Ring of Sparks (5 MP). You can also increase it by getting more Perception (it also increases the regeneration rate, Meditation helps here too). You also get free extra Mana Points when you level up (Magick Users get free Mana Points according with their Intelligence, Healers get free Mana Points according with their Wisdom). +------------------+ |2.4. TOHIT ABILITY| +------------------+ Your ToHit Ability determines the possibility you will have to strike the enemy when you attack. You can enhance your ToHit Ability by adding points to your Dexterity and getting more skilled with the type of weapon you are currently wielding (Unarmed Combat if you are fighting empty-handed). +-----------+ |2.5. ATTACK| +-----------+ Your Attack rating lets you know how much attack can you deliver when you strike your enemy. As the final damage roll is calculated randomly, this number shows the maximum damage you can deliver with one attack (without modifiers such as Critical Hits or Savage Attacks). You can raise your maximum damage by getting more skilled with the type of weapon you are currently wielding (Unarmed Combat if you are fighting empty-handed) and adding points to your Speed. +-----------------+ |2.6. ARMOR RATING| +-----------------+ The Armor Rating is your main defensive help. The higher your Armor Rating is, the better you'll be at avoiding enemy attacks: higher Armor Rating means less enemy ToHit probability. Almost every equipment item (excluding weapons) has some Armor Rating, which will translate into your character whn you equip them. There are some non-equipment items which can boost your Armor Rating: ¤ Amulet of Greater Protection (+5 AR) ¤ Amulet of Protection (+2 AR) ¤ Ankh (+1 AR) You can raise your Armor Rating by adding points to your Dexterity and Speed. +---------------------+ |2.7. DAMAGE REDUCTION| +---------------------+ The more skilled you are with the armor you're wearing, the greater your Damage Reduction will be. Damage Reduction is measured in percentage, and it represents the chance you have to halve the damage you receive when an enemy attacks you. +---------------+ |2.8. RESISTANCE| +---------------+ Resistance helps you cancel some kinds of attacks based on the percentage of Resistance you have to that kind of attack. There are four Resistance kinds: ¤ Elements (lets you cancel fire, cold and air attacks). ¤ Toxins (lets you avoid being poisoned). ¤ Magick (lets you cancel magic attacks). ¤ Disease (lets you avoid catching a disease). You can increase your Element Resistance by adding points to your Meditation skill or to your Endurance and Intelligence. You can increase your Toxin resistance by wearing the Bitter Naga Amulet (+20%), adding points to your Survival skill or to your Strength and Endurance. You can increase your Magic resistance by adding points to your Meditation skill or your Perception and Endurance. You can increase your Disease resistance by adding points to your Survival skill or to your Endurance or Wisdom. +-----------------+ |2.9. QUICK TRAVEL| +-----------------+ With Quick Travel you can instantly travel to any place you've previously unlocked. The places you can Quick Travel to are: ¤ Aridell. ¤ Bordertown. ¤ Grimmhold's East Entrance. ¤ Grimmhold's West Entrance. ¤ Blackwater. ¤ Vela. ¤ Loneloft's ruins. ¤ Tangletree Ossuary's entrance. You can't Quick Travel if: ¤ You are in Crakamir (but you can Quick Travel in the lighthouse top). ¤ You have the Ceramic Crucible with you. ¤ You are inside a dungeon. ¤ There are enemies near you. ¤ You are overburdened (carrying more weight than allowed). ¤ You are poisoned. To unlock Aridell and Bordertown, touch their respective entrance signs. To unlock both entrances of Grimmhold, Blackwater, Vela and Loneloft, touch the obelisks. To unlock the Ossuary, touch the marker between the two lights. +------------+ |2.10. MIXING| +------------+ You can mix different components to obtain another item. You will need at least five Alchemy skill points for most mixes. You'll need a vessel, a reagent and a reactant. Three different things can happen if you try to mix something: ¤ If you chose the components well and have the required Alchemy skill for it, the reagent and reactant will be lost and the vessel will be replaced by the new component. ¤ If you chose the components well but don't have the required Alchemy skill, all components will be lost and the potion will fizzle. ¤ If you chose incompatible components, all of them will be lost and you will suffer an explosion, which can damage you with up to 20 Hit Points. +-----------+ |2.11. TRAPS| +-----------+ Traps are hidden things which damage you when you activate them. Traps can be activated by: ¤ If the trap is inside a floor tile, it's activated when you step on it. ¤ If the trap is inside a chest, it's activated when you open (or try to open) that chest. Traps can be found and disarmed before they activate. The Spot Hidden skill and the Perception attribute help to find traps, while the Skullduggery skill and the Concentration and Dexterity attributes help to disarm them. If you fail to disarm a trap it will usually be triggered. ¤ Festering Stew: This trap releases a small green cloud which will disease you if your resistance points aren't high enough. +------------+ |2.12. CURSES| +------------+ Curses reduce all your attributes by half and stop your HP and MP restore ability until they are removed. They can be removed by talking with a cleric or priest or with the "Dehex" spell. The higher your Wisdom is, the less chance you will be cursed, but you can get Cursed more easily if you are Virtuous. An Atheistic character cannot get Cursed. +-----------+ |2.13. WELLS| +-----------+ Wells can be found almost everywhere. When you touch them, you'll get a dialog box: "There is a rope going down the well. Pull it up?". If you click "Yes" one of these things will happen: ¤ You'll find a bucket in bad state and won't drink it. ¤ You'll drink some refreshing water and heal yourself a bit, also sometimes you will restore Mana Points. ¤ You'll be infested with a disease. ¤ You'll disturb a group of enemies, which will attack you. ¤ There is only one case of this: a well in Bordertown contains 14 gold pieces (the game says someone made wishes). +-------------+ |2.14. CAMPING| +-------------+ You can find a good place to camp and rest. When you camp, you will put a tent and start sleeping. Time will advance rapidly, and Hit Points and Mana Points will be regained faster. Unfortunately, if you camp long enough, some enemy (or enemies) will pass by and awake you (and obviously, you'll have to deal with them). You can't camp if: ¤ There isn't enough space to put your tent. ¤ There are NPCs near you. ¤ There are enemies near you. ¤ You are poisoned. +---------+ |+-------+| ||3 || ||HISTORY|| |+-------+| +---------+ Thaermore is one of the five provinces of Eschalon. It features a lush forest called Tangletree, a coastal area (The Salted Coast) two great rifts into the land (Eastern Rift and Crakamir Rift), some mountains and a sort of desert in the southwest (Crakamir) that is occupied with Goblins. All of these things combine together to form a very varied and beautiful landscape. Thaermore is ruled by a Chancellor who is replaced by his descendant when he dies. +----------------------------+ |+--------------------------+| ||4 || ||CUSTOMIZING YOUR CHARACTER|| |+--------------------------+| +----------------------------+ +---------------+ |4.1. ATTRIBUTES| +---------------+ +------------+ |4.2. ORIGINS| +------------+ +-----------+ |4.3. AXIOMS| +-----------+ Your character's Axiom describes his basic belief system, which imposes certain advantages and disadvantages to your character. ATHEISTIC: The Atheistic has their mind grounded in observable truths. They simply do not believe in any higher spiritual power or superstitions. Pros: They are immune to the effects of Curses. Cons: They are immune to the effects of Blessings and healing from an altruistic cleric or priest. NEFARIOUS: A person of Nefarious faith lives a life of self-indulgence and corruption. By promoting wickedness in this life, they are ensured continued debauchery in the afterlife. Pros: They have a 5% of delivering 'Malice Damage' with the use of savage and cruel combat techniques which double the damage dealt. Together with a Critical Hit, the damage is triplied. Cons: They are immune to the effects of healing from an altruistic cleric or priest. +------------+ |4.4. CLASSES| +------------+ +------------+ |+----------+| ||5 || ||MAIN QUEST|| |+----------+| +------------+ +------------------+ |5.1. THE AWAKENING| +------------------+-------------------------+ |Difficulty: Very easy | |Objective: Get to Maddock's house in Aridell| +--------------------------------------------+ As soon as you gain control of the player, you'll find out you're standing in an abandoned house in a location you don't know anything about. Well, you don't know anything at all, it seems you lost your memory. Open the chest next to you, grab the dagger and the sealed note, and read it, it will say that you must go find a man named Maddock in Aridell. Then go to the yard of the house, south of it. Examine the barrel and grab the two torches. Then go to the tree stump to find four potions, a random item based on the class you chose and some leather sandals. Equip the sandals, and: If you chose Ranger or Fighter, equip the bows and arrows or the sword as the primary weapon and (if you want) the dagger as the secondary one. Else, equip the dagger as the primary weapon. Then exit the house. A Fanged Salamander will be waiting for you in some ruins. Kill it. Continue north until your path is blocked by a building. Turn east and exit the city. You'll come to a cross. Follow the sign directions You'll come across two Salamanders. Kill them and cross the bridge. When you get to the city, touch the city sign to activate Aridell in the Quick Travel menu. You'll see two locked houses. Go to the first unlocked and talk to Eleanor. She will tell you where Maddock is and give you access to her "A History of Thaermore" book, which is inside a drawer (it's not the entire book, just a part. We don't know what has happened to the rest of the book). You can also check the ingame year in her desk. When you did everything you had to do, exit and go south. If you want and/or need healing, you can talk to the priest (beware, if you chose an axiom that doesn't support healing, he won't heal you but you'll have to pay anyways). Then go further south until you reach a little house. Go in and talk to Maddock. When you finish talking open the chest to grab the 2nd sealed note and 300 gold pieces. Read the note. You can rest here, buy more weapons, armor, etc. +----------------+ |5.2 CRYPT AMULET| +----------------+----------------------------------------------------------+ |Difficulty: Hard | |Objective: Recover an amulet from a sarcophagus in a crypt in Eversleep | | Cemetery and take it to Lilith, a woman who lives in Tangletree| | Forest. She will tell you what it is and what to do next. | +---------------------------------------------------------------------------+ This mission consists of two parts. You can skip one if you want, but the mission will be very harder if you do. If you want to do this the hard and short way, just go from Aridell all the way west to Elderhollow (you'll come across some Salamanders, but if you invested well the gold, they won't be a threat) and go north. Don't go to Grimmhold, go a bit east and then keep going north. You'll eventually come to North Parish. As soon as you get to North Parish, turn left and follow the path to the cemetery. You'll come across three Bloodsippers. When you kill them, (you should also see an opened casket) go to the northwest tip of the cemetery to find the crypt. Looks small, doesn't it? Well, it's big, but now it's not something to worry about. The only thing to worry about now is opening the crypt door, as it's locked. You have two options: bash it with a weapon or try to lockpick it. But there is a method to get the key to it: Instead of going to Elderhollow, go north when you exit Aridell. You'll come to North Parish. Turn right and go north until you find a house. Enter the house and talk to Leurik, who is the cemetery director. Now you have three different methods to get the key: 1) Steal it from him (it's in a locked drawer in his bedroom, smash it or lock pick it to open it). 2) He can give it to you for 200 gold. 3) He will trade it to you in exchange of a favour: you must clear his basement of Salamanders. If you will do this. have some torches and good equipment, as it's a very dark place and there are around nine Salamanders (you'll face four or five of them as soon as you go downstairs). When you broke the door, lockpicked it or opened it with the key; it's time to enter the crypt. As soon as you get downstairs, you will be in a small hallway. Walk along it and you will come to a small area with four different ways. Two of them are closed and one is the one you came from, so go west. Don't even try to wait for the crypt attendant, as the sign there recommends you. He will never come. --MISSING PART-- --MISSING PART-- When you get the amulet, you must take it to Lilith. Exit the crypt (you can use the emergency exit instead of going all the way around) and now you have to get to Lilith's house in the "heart of the woods". You have three paths you can take to get there: ¤ The easiest one is exiting the cemetery, going south at the first cross and then west as soon as you get to South Parish. You'll come to Grimmhold East Entrance. If you have opened the gates or you are going to open them now, go on reading. If you didn't, go to the next bullet. Well, after you pass Grimmhold, ending up in the west entrance in Tangletree, go west. Then, you'll have two different choices: you can go northwest, across some swamps with Fungal Slimes, or southwest, through a gap in the forest. When you can't walk west any more, go north. You'll enter Northern Tangletree Forest. As soon as you get to a cross, go northeast. You should see a lake (Lake Atria). Go north until you get to Lilith's house. If you didn't open Grimmhold yet, you have two choices: ¤ The shortest route is: exit from the cemetery and keep going north until you get to Northeast Thaermore. Then go farther north until you get to sea and go west. You'll come to the Barrier Range Region. When you get to Bordertown, go south and then west. When you get to a cross, go south. Keep going south until you get to a cross with two choices: south and northeast. Go northeast all the way until you get to a lake. Go north to find Lilith's house. ¤ Else, go south as soon as you get out from the cemetery. When you get to the Salted Coast, go west and cross the bridge. Get north to Central Tangletree Forest. Go west, and when you reach the western tip (almost at the limit with Western Tanglewood) go all the way north. You'll get to Northern Tanglewood. Go northeast at the first cross and follow the path until you get to Lake Atria. Walk a bit north and you'll get to Lilith's home. When you get to Lilith's house talk to her. You can also treaten her, but she will fight back (don't do this unless you have all the information you need. Also, beware, she is strong). +--------------+ |5.3. THE QUEEN| +--------------+---------------------------------------------------------------+ |Difficulty: Hard | |Objective: Kill the Hive Queen for Lilith to finally tell you what she knows | | about the amulet. You must bring her the Queen's stinger as proof | | of your actions. | +------------------------------------------------------------------------------+ So, Lilith wants a favor. Well, we have no choice but to comply with her. Once you finish talking to her, Quick Travel to Grimmhold West. If you didn't activate Grimmhold West, go southwest and then south until you get to Central Tangletree Forest. Go all the way east and then south at the limit of the map. Well, when you get to Grimmhold West start going south. Turn west. Follow the path to the east, go south and then east. You should come to a small entrance to a cave near the rift. This is the Whistling Cave. Go in. +------------+ |5.4. THE END| +------------+-----------------------------------------------------------------+ |Difficulty: Very hard | |Objective: Kill Gramuk (or give him the Crux of Ages) and take the Crux of | | Ages to Bastion Spire (or kill the Chancellor and his elite guard)| +------------------------------------------------------------------------------+ This is the most important quest in the game. The last one. The one that decides how does the game end. I'll cover all the choices you have during this quest. When you get to the Citadel's second floor, you'll face a chamber with some Giant Arachnids. Kill them and go on. You'll see a maze with 3 Taurax inside it. Beware if you get trapped with 2 of them between you. Past the maze there is a big hall where you'll find Gramuk. Talk to him. You can accept his offer (you give him the Crux of Ages and he gives you 83510 gold). I assume you don't accept it. If you don't attack him by surprise, he will summon 4 Giant Arachnids into the battlefield. Before talking or attacking him, do all the spells you can and drink all the potions you have. Gramuk isn't very hard to beat, but he has a somewhat powerful cold spell. And when you thought you killed Gramuk and everything was over, he turns into a Dirachnid. Damn. This is where the spells and potions get in action. They can turn an otherwise unavoidable defeat into an heroic victory. If you gave the Crux to Gramuk instead of killing him, stop reading. You are the worst traitor of humankind. Now Goblins will take over all of Thaermore because of your greed. If you killed Gramuk, go on. When you killed the Dirachnid, grab the key and open the middle door. Go through the portal to get to Bastion Spire. Put the Crux of Ages on the pedestal. Then, open the portcullis and go through the hallway, turn right at the end of it and talk to the Chancellor (or kill him and all his 16 Spire Guards who appear afterwards). +-------------+ |+-----------+| ||6 || ||SIDE QUESTS|| |+-----------+| +-------------+ +---------------+ |6.1. HEAVY DUTY| +---------------+------------------------------+ |Difficulty: Hard | |Objective: Deliver a 70-pounds heavy crucible| |Rewards: 600 gold pieces | +----------------------------------------------+ To start this quest, talk to Erik in the Bordertown "blacksmith". Then you will be given access to a chest that contains the ceramic crucible which has to be delivered. Looks easy: delivering an object from one point to another, and also because Bordertown and Blackwater are both on the Quick Travel menu. Well, it's not that easy. First, the crucible weighs 70 pounds, so you'll have to sacrifice some items and/or equipment so you can carry it (a good idea is to store your most valuable things in some chests). And also, if you have the crucible with you, you CAN'T Quick Travel. Well, as soon as you get the crucible get out from the town and do one of these paths: The easiest is going south, entering Northern Tanglewood, then going south to Central Tanglewood, then go all the way west, going through the Crossroads of Thaermore (Western Tanglewood) and finally arriving into Blackwater. There is a similar method, but a bit harder: instead of going to Central Tangletree, go to Baron's Thicket (beware of Raptors), then to Vela or Western Tanglewood and then to Blackwater. Another path is: Instead of going south, go east to Northeast Thaermore, south to North Parish, and when you get to South Parish, go west to Grimmhold. If you have the gates open, you can just pass through Grimmhold and go all the way west. If you didn't open the gates yet, do this: Instead of going west to Grimmhold, go south, then west along the Salted Coast and then through the southern part of Tangletree Forest. You'll end in the Crakamir Rift. Just go into the northwest corner of the map (beware of Taurax near the Loneloft ruins) and you'll get to Blackwater. When you get to Blackwater, pay the gate tax if you have to (you could use the southwest entrance, but it doesn't work, the lever just doesn't do anything) and find the metal shop. Then talk to Gunther and it's all over. +-------------------+ |6.2. MARSH CLEANING| +-------------------+-------------------------------------+ |Difficulty: Medium | |Objective: Clear the Marshes of Boradan of Fungal Slimes| |Rewards: 300 gold pieces | +---------------------------------------------------------+ In Bordertown, talk to boatman Philip and accept the quest. This is a short mission, but not very easy. Well, after accepting the quest go east to Northeast Thaermore, and there go past the swamps. You'll end up in the Marshes of Boradan where you'll have to clear it from Fungal Slimes. There are around 15 of them, along with a dead body, and another one south of that area. When you cleared them all, Quick Travel to Bordertown (if you didn't get the Quick Travel yet, just go west from the swamps until you get to it) and talk again to Philip to finish. +---------+ |+-------+| ||7 || ||ENDINGS|| |+-------+| +---------+ +---------+ |7.1. GOOD| +---------+ You'll obtain this ending if you kill Gramuk, the Dirachnid, place the Crux on the pedestal and talk to the Chancellor. In this ending, you spend three days in Bastion Spire explaining how you obtained the Crux; but the council doesn't officially recognize you as the man that recovered it, taking in mind how would citizens react at the truth. Instead, you are given a small reward and ordered to don't say anything. It's officially proclaimed that the Orakur were defeated and the Crux was recovered by the Commonwealth Guard. Then you buy a small piece of land in northeast Thaermore and build a cottage. You start having nightmares. +--------+ |7.2. BAD| +--------+ You can obtain this ending if you accept Gramuk's offer for the Crux and flee from Thaermore. You buy a farm overlooking Thaermore (you're now outside it) and watch the skies there turn dark. In the local tavern people talk that the Goblins continue to overtake the lands of Thaermore, killing every human they see and taking down Blackwater and Bastion Spire. The Chancellor has disappeared. Yet, no one suspects nothing about your role in Thaermore's downfall. For now, life is good. +----------+ |7.3. DEATH| +----------+ Obviously, you obtain this ending if you die. You'll see a message: "You have died." and a text that varies. This could be perhaps considered another bad ending, but the sequence isn't the same. +--------------+ |7.4. DESTROYER| +--------------+ This is far the hardest to get ending. To get it, you must kill Gramuk, the Dirachnid, put the Crux if you want (it's not necessary), and then kill the Chancellor and all the Spire Guards that appear. You'll then receive a message indicating you achieved the Destroyer ending. You buy a farm overlooking Thaermore (you're now outside it) and watch the skies there turn dark. In the local tavern people talk that the Goblins continue to overtake the lands of Thaermore, killing every human they see and taking down Blackwater and Bastion Spire. The Chancellor has disappeared. Yet, no one suspects nothing about your role in Thaermore's downfall. For now, life is good. +---------+ |+-------+| ||8 || ||WEAPONS|| |+-------+| +---------+ BLUDGEONING WEAPONS: Weapons like maces, hammers, etc. meant for destroying things rather than lives, but they are useful for both. BOWS: Bows are one of the weapons, along with thrown and explosive ones, who can be fired from a distance. You need to equip arrows as quiver to fire. CLEAVING WEAPONS: Weapons like machetes, axes, etc. that can cut open wounds through both materials and flesh. SHORT BLADED WEAPONS: Weapons like daggers, knives, etc. that are very light both in weight and damage. They are almost useless against objects. SWORDS: Swords are pretty powerful and somewhat easy to get, but they are easily broken when you try to destroy an object with it. THROWN WEAPONS: Weapons like rocks, darts, etc. that can be fired from far away and are lost when thrown. EXPLOSIVE WEAPONS: They are thrown weapons, and ingame they appear like that, but there is one difference: when they crash to the ground they set on fire the surrounding ground. The only explosive weapons are the three Demon Oils and the Flask of Incinerator Fuel. +----------------+ |8.1. DEMON OIL I| +----------------+--------+ |Type: Thrown, Explosive| |Damage: 10 points | |Weight: 0,3 pounds | |Value: 30 gold pieces | +-------------------------+ The Demon Oil I is a multi-purpose thrown weapon that explodes and creates fire. It can be used to hurt powerful enemies, create walls of fire and destroy doors and chests. It's not very cheap but very effective. It has three more powerful versions: Demon Oil II, Demon Oil III and (it's not a Demon Oil but behaves like it) the great Flask of Incinerator Fuel, one of the best weapons in the game. +-----------------+ |8.2. DEMON OIL II| +-----------------+-------+ |Type: Thrown, Explosive| |Damage: 20 points | |Weight: 0,3 pounds | |Value: 60 gold pieces | +-------------------------+ The Demon Oil II is a medium version. It's not as powerful as the Demon Oil III, but does more damage and has more splash that the Demon Oil I. It's a fairly good weapon. +------------------+ |8.3. DEMON OIL III| +------------------+------+ |Type: Thrown, Explosive| |Damage: 30 points | |Weight: 0,3 pounds | |Value: 120 gold pieces | +-------------------------+ This is the ultimate version of the Demon Oil, with more damage and splash than ever! Though it's very expensive, it's worth it. It has three times more damage than the standard Demon Oil and a great splash. Though it's a very good thrown weapon, it's just a shadow of the Flask of Incinerator Fuel. +---------------------------+ |8.4. DIVINE ORE GREAT SWORD| +------------------------+--+ |Type: Sword | |Damage: 10 points | |Weight: 12 pounds | |Value: 2700 gold pieces| +------------------------+ The Divine Ore is the best sword in the game and the non-thrown weapon that deals the best damage. Of course that it has a downside (you won't find a perfect weapon): it can only be gotten in one way, and it's hard: you have to kill Lilith, take the amulet and, when you go to the Underground Repository, open vault number 15. The prize is yours. And if you're unskilled in swords, you can sell it for a very big price. +----------------+ |8.5. EXECUTIONER| +----------------+-------+ |Type: Cleaving | |Damage: 9 points | |Weight: 6 pounds | |Value: 2500 gold pieces| +------------------------+ The Executioner is the best cleaving weapon in the game. It weight surprises, as it's very light for its offensive capabilities. You can find it in the end of Mysterious Cave, in a chest guarded by some Barrea Mercenaries who made bunkered inside the cave, God knows why. +------------------------------+ |8.6. FLASK OF INCINERATOR FUEL| +-------------------------+----+ |Type: Thrown, Explosive| |Damage: Unknown | |Weight: 0,3 pounds | |Value: 400 gold pieces | +-------------------------+ This is the ultimate weapon of the game. It's twice better than the Demon Oil 3. It has a HUGE explosion range and deals GREAT damage, though the game doesn't tell you how much. There is only one way to obtain it: go to the crypt in Eversleep Cemetery, talk to Hesham and accept his mission. When you bring him 10 Hive Larvae, he will hand over one of these as a reward. He says that he will use it to incinerate bodies faster, but he believes you'll find some creative use to it, and you will. Use it wisely, as he only gives you one bottle and it's the only one you get in the entire game. You could keep it to fight the Dirachnid in the Goblin Citadel. +------------------+ |8.7. SKULLSPLITTER| +------------------+-----+ |Type: Bludgeoning | |Damage: 9 points | |Weight: 8 pounds | |Value: 2500 gold pieces| +------------------------+ The Skullsplitter is the best bludgeoning weapon you'll see in the entire game. You may think that, as it's the best weapon of the type, it's hard to get. Well, you're right. It's in a chest with a sliding lock in the Goblin Citadel. Damn. When you get to the chest, set the slider lock to 66 (thank you Gruzz) and claim your prize. Then, start skullsplitting (you can try it inside the Citadel). +---------+ |+-------+| ||9 || ||ENEMIES|| |+-------+| +---------+ +-------+ |SPECIAL| +-------+ ACID SPLASH: When the enemy dies, it releases a splash of acid that damages nearby enemies by 10-20 points. It can also destroy a piece of equipment if you are next to it when it dies. CURSE: When the enemy attacks, it can curse you. DISEASE: When the enemy attacks, it can disease you. EXPLOSION: When the enemy dies, it explodes, damaging everything that's near it. FLIGHT: The enemy flies, so it can't be lured into traps. IMMUNE TO ELEMENTS: The enemy is immune to standard weapons. It can only be attacked by special arrows or enhanced weapons. RANGED ATTACK: The enemy can attack from long range. The range the enemy can attack varies between enemies. PARALYZING: When the enemy attacks, it can paralyze you for some turns. While you are paralyzed, you can't move or attack. POISON: When the enemy attacks, it can poison you. SPELL ATTACK: The enemy attacks from long range with a spell. The kind of spell spell varies between enemies. TREASURE: When killed, the enemy often (or always) drops a bag with some items inside it. +---------------+ |9.1. ACID GRUBB| +---------------+------------------------------+ |Hit Points: 70 | |Armor Rating: 24 | |ToHit Ability: 25 | |Damage: 12 | |Elemental Resistance: 20 | |Toxins Resistance: 0 | |Magical Resistance: 50 | |Disease Resistance: 0 | |Experience: 160 | |Appearance: Browny green caterpillar| +----------------+-----------------------------+ |SPECIAL | | X Acid splash | | - Curse | | - Disease | | - Explosion | | - Flight | | - Ranged attack| | - Paralyzing | | - Poison | | - Spell attack | | - Treasure | +----------------+ An Acid Grubb is a strange caterpillar. There are lots of them in Crakamir, but almost none in the rest of Thaermore. When it dies, it splashes acid around it. If an enemy is next to the Acid Grubb when it dies, the enemy will receive between 10 and 20 damage points. Also, if you are right next to it when you kill it, there is a small chance that the splash will hit you in a body part and destroy the equipment you have for that body part. They are a bit slow, so you can run from them. +----------------+ |9.2. BLOODSIPPER| +----------------+------------+ |Hit Points: 17 | |Armor Rating: 8 | |ToHit Ability: 7 | |Damage: 4 | |Elemental Resistance: 0 | |Toxins Resistance: 0 | |Magical Resistance: 10 | |Disease Resistance: 0 | |Experience: 25 | |Appearance: Tan bat| +----------------+------------+ |SPECIAL | | - Acid splash | | - Curse | | - Disease | | - Explosion | | X Flight | | - Ranged attack| | - Paralyzing | | - Poison | | - Spell attack | | - Treasure | +----------------+ The Bloodsipper is a tan-colour bat. It obviously flies. You'll find lots of these in the beginning of the game, and almost none in the end. At the very beginning, they can be tricky, specially in groups. When you get more advanced in the game, they will fall easily. +--------------------+ |9.3. DIMENSIONAL EYE| +--------------------+-------------+ |Hit Points: 80 | |Armor Rating: 25 | |ToHit Ability: 25 | |Damage: 12 | |Elemental Resistance: 30 | |Toxins Resistance: 15 | |Magical Resistance: 100 | |Disease Resistance: 100 | |Experience: 250 | |Appearance: Floating eye| +----------------+-----------------+ |SPECIAL | | - Acid splash | | - Curse | | - Disease | | - Explosion | | X Flight | | X Ranged attack| | - Paralyzing | | - Poison | | X Spell attack | | - Treasure | +----------------+ The Dimensional Eye can give you a very bad headache if you aren't prepared for it. It attacks with a powerful spell. Fortunately, you won't face this enemies very much, there are only four in Thaermore: one near Shadowmirk's back door, two in a filthy dungeon cell in the Underground Repository, and another one in a square area inside the Outpost at Burning Sands. +--------------+ |9.4. DIRACHNID| +--------------+---------------------------+ |Hit Points: 250 | |Armor Rating: 30 | |ToHit Ability: 29 | |Damage: 20 | |Elemental Resistance: 30 | |Toxins Resistance: 100 | |Magical Resistance: 75 | |Disease Resistance: 100 | |Experience: 2500 | |Appearance: Immense black spider| +----------------+-------------------------+ |SPECIAL | | - Acid splash | | - Curse | | - Disease | | - Explosion | | - Flight | | - Ranged attack| | X Paralyzing | | - Poison | | - Spell attack | | X Treasure | +----------------+ The Dirachnid is the most powerful enemy in all the game along with the Spire Guard. It's the creature Gramuk transforms into when he dies, fortunately this will be the only time you'll face one of these. Its bite's not only powerful: it can paralyze you, so arrows work wonders here. When you kill it, it'll drop the Silver Key to open the door that leads to the portal to Bastion Spire. +----------------------+ |9.5. FANGED SALAMANDER| +----------------------+---------+ |Hit Points: 9 | |Armor Rating: 4 | |ToHit Ability: 4 | |Damage: 3 | |Elemental Resistance: 0 | |Toxins Resistance: 20 | |Magical Resistance: 5 | |Disease Resistance: 0 | |Experience: 8 | |Appearance: Red lizard| +----------------+---------------+ |SPECIAL | | - Acid splash | | - Curse | | - Disease | | - Explosion | | - Flight | | - Ranged attack| |
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Another Eschalon: Book I Walkthrough :
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