Geneforge 4: Rebellion Walkthrough :
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Walkthrough - FAQ/WalkthroughGeneforge 4 FAQ/Walkthrough By Matt P Email: Elementalizard@aol.com Geneforge 4 and all names are copyright Spiderweb software, 2006, 2007. ----------------------------------------------------------------------------- ============================================================================= ----------------------------------------------------------------------------- Table of Contents 0. Quick Hints 1. Character Creation and Development -Classes -Statistics discussion -Creations -Resistances -Spell discussion 2. Construction Places -Recipes -Enhancements 3. Walkthrough 4. Teachers and trainers 5. Notable item list 6. End Note ============================================================================= 0. Quick Hints. What items should I hold on to? Fortunately, there are fewer collection quests in Geneforge 4 than in pretty much any other recent spiderweb game. There are infinite collection quests for: Melted Glass, Research Notes, and Swamp Herbs. With one or two exceptions that are easily answered, there is nothing else that people will ask for from you. Other items to hold on to are the recipe items: Mandrake Tincture Demon Bile 1-2 Shaped items of each type of armor Perfect fyora/drayk/drakon Scales (and some rings) Vlish tentacles, roamer fangs, artila eyes, eyebeast eyes Some Gemstones and herbs Glaahk Eyes and Roamer Fangs (other bits can be used elsewhere, but these are great for some high-level artifacts). Artifact ingredients: Blood Poison Crystalline Fibers Deep Focus Orb Essence-infused Skin Essence-infused Iron Pure Crystal Shard Purified Essence Solidified Flame Ur-Drakon Skin Unmelting Ice Should I hold off using a canister until I find a trainer? No. Unlike Geneforge 2, using canisters does not affect the extent you can train a skill. How many canisters can I use before getting bad effects? It changes with where you're at in the game. In general, you can only use about 1/6 of the canisters you encounter to get little effect. Above that point you'll start having problems controlling your temper, and will get you into some fights you could have talked your way out of. You will also have less good endings if you've used 15 or more canisters. Is it OK to steal? Stealing- it's not a crime if you don't get caught. Take anything that isn't bolted down if no one can see you and provided it's worth money (at least initially). Unfortunately (or fortunately) the "creation stealing" of Geneforge 3 no longer works. Try not to get caught very much or you might suffer from an instant-death, especially in plot-critical areas. Shaper or Rebel? Do them both. The game is entertaining enough to merit at least two play- throughs. In terms of powergaming, if you try to maximize your return from quests, you'll find that helping the shapers generally gets you better stuff and more $$. You really don't need to make the decision until the second-to- last area, so it doesn't hurt to play them both to get the good stuff. In fact, playing as a purist is NOT recommended as there are several penalties for purists, including a loss of several skill point opportunities and quests. The walkthrough below is moderately designed with a power-gamer in mind (as that's what I am to some extent), though I do try to present your options. Where are the five infiltrators? Agent Yngrid is in Western Burwood, Guardian Kantor is at Valeya Ruins, Shaper Krogstad is at Valeya Road, Shaper Horis is at West Poryphra Gate, and Guardian Dameron is at the Cultist Safehouse. Where is the puresteel? Sandros Mine, Thornton Ruins, Rivergate Keep, Valeya Ruins, Quessa-Uss. I'm a powergamer. What's the best route to ALL POWER? Play as a slightly pro-shaper PC. Shapers give better rewards and have cheaper training, in general. The easiest way to keep all of your options open is to repair Moseh but to kill Shaftoe/Eliza. That route alone will make the world of difference. ============================================================================= 1. Character Creation and Development Classes: Coming Soon! ----------------------------------------------------------------------------- Statistics: Statistics are the bulk of what makes up your character. Statistics affect the strength of your spells, your creations, and melee damage, determine how much damage your character can take and give out, and your success in dealing with traps and people. I divide statistics into five main sets- Major statistics, combat arts, spell casting, shaping, and "other." Major Statistics: Strength: Affects the amount of armor your character can carry, the damage your character does, and your character's stun resistance. This skill is not as critical as previous Geneforges, as your inventory is no longer counted against your encumbrance. Thus, you should only invest in it when you need to wield a bigger weapon or nicer armor. Each point of strength increases your to hit with melee weapons by 5%, and gives one more damage die. A total of about 12 points is all you will ever need to use the heaviest, big items. Dexterity: Affects your ability to dodge (5% increase per point), your attack position, your to hit % with missile weapons, and your acid resistance. Intelligence: Affects the mental resistance, energy and essence of your character. For any and all magic-users or creation-makers, this skill is essential and greatly affects your strength and longevity. It's no good to run out of spell points in that critical battle, or to not have enough essence to make the help necessary to survive. Nearly every character will want to invest in this skill so as to be able to act beyond melee weapons. Endurance: Affects HP and poison resistance. Unlike some of the earlier Geneforges, you get a large bonus to HP per point. It's worth adding a point to endurance here and there to increase your HP substantially. Otherwise, you'll be reloading a lot. Combat Arts Melee Weapons: Determines the damage and to hit % for hand-to-hand weapons like daggers and swords. Each point provides one more hit die and a 5% increase in your to hit %. Hit dies for weapons can be calculated by taking the higher number from a weapon and dividing it by the lower number. So a weapon that does 5-25 damage has a hit die of 25/5 = 5. Each point of melee weapons increases its damage range by this amount. So a weapon with 5-25 would increase in damage by 1-5 per point of melee weapons. Weapons tend to be weaker than spells in this game, but you never need to worry about running out of energy with melee weapons. If you're not playing a melee-focused character, you may want to wait off till you can buy some points in this skill from Captain Archibald. Missile Weapons: Determines the damage and to hit % for missile weapons. Most characters will find spells to be superior to missile weapons, but for characters with poor spellcasting abilities, you may want to use missile weapons to take out dangerous things like turrets and enemies that like to run away from you. Batons are very powerful in the late game, so consider buying some points in this skill from Captain Archibald for all characters, or investing earlier if you like this skill. Quick Action: Gives a chance to do two attacks in melee, and also makes you act faster in combat. Parry: Reduces physical damage, and gives a chance of completely avoiding all damage from a single attack (approximately 3% per point, depending on the strength of the enemy). Spell Casting Battle Magic: The main damaging spell class, battle magic is a potent school of magic whose spells include the lowly firebolt to powerful kill spells. As such, in general this spell class is mainly useful for those characters who intend to do damage with spells- those who don't want to depend on creations/missile weapons/other people to do their dirty work from far away. This school of magic tends not to be very essence-intensive, though several of the spells are energy-intensive (like ice spray). Increase this skill to access more spells and increase the damage die of those spells. Blessing Magic: The buffing spell class, this group includes shielding and blessing spells, as well as haste, spine shield, and a few multi-casting spells. For characters that use creations this spell group is among the most useful, and they will want to invest at least up to accessing Mass Energize. Increase this skill to access more spells and to increase their duration (and strength of effect for some). Mental Magic: The "other" spell class, this group includes a buffing spell, some debuffing spells, charm/stun spells, and the unlock spell. Solo characters will love the spells offered by this group, especially the "daze" family of spells. Getting enough points to use essence shackles is preferable for many characters, although it's not necessary. Spellcraft: Makes every spell you have more effective- a longer duration, greater damage, and stronger blessing. Very nice. Expensive for most characters, it is easiest to improve this by training with Burkes, and snatching the free points as they come. Essence charms augment this skill as well, and they can be very plentiful if you're vigilant. If you're playing as a shocktrooper or warrior, this skill is probably too expensive to invest skill points in outside of purchasing from Burkes. Otherwise, invest in this once you've maxed out the spells you want. Shaping Fire Shaping: Allows you to craft fyoras, cryoas, roamers, pyroroamers, drayks, cryodrayks, kyshakks, burning kyshakks, drakons, and ur-drakons. These creations are a versatile group with potent attacks, and 7 points will allow you to make everything. Don't buy more than 10 points, as the return diminishes substantially thereafter. You can also get several points from items. Battle Shaping: Allows you to craft thahds, unstable thahds, clawbugs, plated clawbugs, battle alphas, battle betas, rotghroths, corrupted rotghroth, war tralls, and shock tralls. These are your meatshields, able to take a lot of damage and give it out in kind. They are a melee-focused class (other than the tralls), which some players do not like. However, they can serve to take the heat off of you which is very useful. 7 points will allow you to make everything, and don't buy more than 10 points. You can also get several points from items. Magic Shaping: Allows you to craft artilas, plated artilas, vlish, charged vlish, glaahks, ur-glaahks, wingbolts, unstable wingbolts, gazers, and eyebeasts. These creations are generally fragile but very powerful. Many of their attacks have ancillary effects. As before, 7 points will allow you to make everything, and don't buy more than 10 points. You can also get several points from items. Healing Craft: Allows you to cast healing spells of all sorts. Generally a necessary group, this spell set is made very interesting by the inclusion of regenerative spells. You won't need to invest too many points in this skill as generally you'll find that spells much beyond banish affliction don't pack as big a bang for their buck. Miscellaneous Leadership: Leadership addresses your skill at talking to people, getting them to do what you want, and controlling creations. You will want 5-6 early in chapter 1, and 8-9 by mid-chapter 2 in order to do most everything. Beyond that, fewer points are required, and you should have enough equipment to augment your leadership (+2 in chapter 2) as required. Mechanics: Mechanics addresses how skilled you are at unlocking, disarming, and breaking things. Living tools aren't excessively rare in the game, but still you will want about 8 points by early-mid chapter 1, and up to 12 by early-mid chapter 2. Luck: Increases your resistances by a healthy portion (about 3% per point), increases your dodging ability by 2%, and your to hit by 2%. May influence the drop rates of enemies, though this effect is much more difficult to measure. I recommend investing two points in the beginning of the game, but holding off on further investment till you have enough skill points to cash them in elsewhere. ----------------------------------------------------------------------------- Creations: Coming Soon! Fire shaping: Fyora [8, 11] ----------------------------------------------------------------------------- Resistances: These determine the amount of damage you receive from a specific attack. In general, higher numbers are better. However, it's usually better having a single item with a massive bonus rather than several items with moderate bonuses given the way the game calculates damage. Resistances are affected by stats and armor/equipment. Below is a table of resistance bonuses given per point of a stat or of armor: Resistance Str Dex Int End Luck Armor (Bonus per point) FR +1/2 CR +1/2 ER +1/2 SR +5 +3 MR +5 +3 PR +5 +3 AR +5 +3 Note that Stun, Mental, Acid and Poison resistances give a chance to avoid damage completely, and are not damage-decreasing resistances. ----------------------------------------------------------------------------- Spells Battle: Firebolt: The staple of all mages, firebolt does fire damage and costs no essence. It's the ultimate spell to fall back on if you don't have a missile attack. It will serve you well for the full first chapter, and is good in later chapters when you run out of energy. Burning Spray Searer Ice Spray: The staple of mages in chapters 3-5, ice spray does cold damage and costs no essence. It's much more expensive than firebolt, but kills things quickly enough so as to not have to worry about that, usually. Lightning Aura: An odd new spell. This spell does energy damage to an opponent, and continues to damage them for the next few rounds. It's kind of similar to poison/acid in that respect, but does more damage. Essence Orbs Acid Shower Kill: Damages a single enemy with a very potent magic attack. This spell is very expensive to cast Aura of Flames Blessing: War Blessing: You gain a bonus of 20% to your to hit, and probably add four levels of damage with this spell. Its duration is determined by your spellcasting strength. Protection: With this spell, enemies are 10% less likely to hit you and the spell recipients. Essence Shield: Acts as a permanent (for a single map) bonus to armor and to HP. Very useful for solo characters, who don't have anything better to spend their essence on anyway. Those characters should cast this spell (or its higher level equivalent) on themselves every time they enter a hostile area. With this spell, the recipient gets a bonus of ~30-50 HP, and enemies are 30% less likely to hit you. If you're in a hostile area with an essence pool, cast this on everyone. Speed: A necessary spell, this one increases you AP by 50%, allowing you to attack twice, or to be stealth. This one is needed for every character. Spine Shield: Spine shield is THE spell that makes meatshields worthwhile. Cast this spell and all of your party now does damage when it gets hit. At a strong enough level, the damage is substantial and may even be higher than the damage taken. I have killed rotghroths with a few thahds and this spell. Even on your PC this spell is worthwhile for 1 on 1 fights. Definitely try to get and use this spell. Mass Energize: Casts a low level regenerate, haste, and war blessing on the recipients. Though not as effective as some other spells, these bonuses are still excellent. This is a very potent spell in the hands of shocktroopers. Steel Shield: If you're in a hostile area with an essence pool, cast this on everyone. Essence Armor: Casts a stronger version of essence shield on your character. Again, best for solo characters. If you're in a hostile area with an essence pool, cast this on everyone. Elemental Cloak Battle Roar Mental: Daze: Stuns low level enemies, preventing them from acting until they are attacked or until you 2-3 turns have passed. The staple of solo lifecrafters. Mental Barrier: Helps protect your characters from daze, terror, and charm spells and abilities. Useful for some circumstances. Wrack: Increases the damage done to an opponent. Unlock: Unlike previous games, the unlock spell is less critical than before. It still has its uses, but you can get by with lots of mechanics and living tools instead. In fact, that's somewhat preferred, as otherwise you'll lose out on a bit of exp. I've made it through the whole game with a shocktrooper, never once casting this spell. Terror: Does some damage and scares enemies. Scared enemies will either freeze in one spot or will run away. For mentally weak enemies, this spell is quite nice. It occasionally works on golems. Dominate: Takes over an enemy's mind, forcing it to fight on your side. Can't be used on shapers. Use it on strong foes to get a potent ally. Essence Shackles: A slowing spell. Highly useful on tough, one-on-one fights. Cast this a few times on an enemy, and they'll lose half of their turns, enabling you an effective doubling of your attacks. Coupled with speed, it's great. Strong Daze Charm Mass Madness: The cream of the crop for mental magic spells, this spell will charm weak enemies, daze stronger enemies, and slow even the strongest enemies. As such, it's great to cast when you're being swarmed (like in a few key shaper forts). It's quite expensive to cast, so you'll only get a few uses out of it before you have to flee. Healing Minor Heal: Cure Affliction: Removes some level of acid/poison on a character. Augmentation: Adds a healthy amount of HP to the target for as long as you stay on the map where the spell is cast. Adds ~60-80 HP. Only costs essence Heal: Regeneration: An impressive spell that's good to cast when you need to heal in between combat. This spell will heal you a few HP every round, which may be enough to keep you alive during combat. The essence cost for this spell is great for casting outside of combat when things are calm. Group Heal: Casts a heal spell on everyone in your party. Good for emergencies, but lower level heal spells are less expensive in general. Banish Affliction: Major Heal Aura of Cleansing: Mass Restore ============================================================================= 2. Construction places: Enchanted anvils are potent artifacts that allow you to modify your weapons and equipement significantly. You can also make some extremely powerful items on them. There are two anvil locations- Sandros Mine and Valeya Ruins (chapters 2 and 4, respectively). ----------------------------------------------------------------------------- Recipes: Crystals Beautiful Crystal + Gemstone = Icy Crystal Wiry Moss + Gemstone = Spray Crystal Vlish Tentacle + Gemstone = Ensnaring Fibers Gemstone + Mandrake Tincture = Swarm Crystal Gemstone + Eyebeast Eye + Beautiful Crystal = Madness Gem Wands (all require a Gemstone and a Stick) + Perfect Fyora Scale = Fiery Wand (firebolt) + Artila Eye + Saltweed = Discipline Wand (disruption?) + Vlish Tentacle + Madness Gem = Terror Wand (terror) Rings Gold Ring + Perfect Fyora Scale = Shielding Band Platinum Ring + Perfect Drayk Scale = Armor Band Platinum Ring + Perfect Drakon Scale = Impervious Band Artifacts (these items are among the most powerful available, though they are quite difficults to make. You can only make one of those denoted by *). Perfected Gauntlets + Blood Poison + Essence-Infused Skin = Gauntlets of Savagery Perfected Greaves + Crystalline Fibers + Solidified Flame = Flameweaver Greaves Perfected Greaves + Blood Poison + Essence-Infused Iron = Greaves of the Tyrant Perfected Belt + Deep Focus Orb + Unmelting Ice = Sunstone Belt* Perfected Belt + Unmelting Ice + Ur-Drakon Skin = Girdle of Succor* Perfected Boots + Ur-Drakon Skin + Deep Focus Orb = Shapemaster Boots* Perfected Cloak + Purified Essence + Essence-Infused Skin = Impervious Cape Perfected Cloak + Purified Essence + Pure Crystal Shard = Cloak of the Shadows Other Mandrake Tincture + Demon Bile = Purifying Elixir Shaped Armor + Purifying Elixir = Perfected Armor *** A perfected cloak is made from a shaped fiber cloak Gold Necklace + Purifying Elixir + Roghroth Fang = Talisman of Might Madness Gem + Demon's Bile + Rotghroth Fang + Glaahk Eye = Essence Charm ----------------------------------------------------------------------------- Enhancements: Item On Armor On Weapons Blessing Crystal ? Runed Amethyst +5 AR Acid Damage Charging Stone +5 CR Runed Ruby +5 FR Ivory Skull +10 TH (for all) Curses Opponent Tiny Orb of Mist +10 to dodge Runed Onyx +5 ER Slows Opponent Steel Spine damage attacker Bonus Physical Damage Ethereal Bindings +5 SR Vampiric Touch Golden Crystal +5 HER ============================================================================= 3. Walkthrough Name of Area Q: Quests available I: Items of Note S: Skills and spells available (If a character's name is provided, then he/ she is a trainer and will train a skill for gold) O: Opinions available (talking to these characters will influence your rebel/ shaper standing), or quests which change the opinion of rebels/shapers towards you. $: Merchants who will buy from you, notable items on sale Text description of level. ----------------------------------------------------------------------------- -------------------------CHAPTER 1. FORSAKEN LANDS--------------------------- You are a rebel, who will change the course of the war between rebels and shapers. You have full control over your path, able to choose aiding either the shapers or the rebels. For the most part, you can play as a middle-of- the-road character and won't have to finally choose till the last quarter of the game. This is recommended; a middle-of-the-road character in general will find better access to trainers, items, and rewards than pure shapers/rebels, with a few notable exceptions. The game is roughly divided into 5 chapters, each with major goals. Try not to initiate/complete a chapter without doing everything you want to do first. In the case of Chapter 1, don't escort the caravan until you've finished all the quests in the area. Southforge Docks Q: Tutorial Quests. I: Polar Fur Cloak The game starts with a fairly exciting introduction/tutorial. You are part of a group of characters who are trying to make it to the Geneforge. Greta, a powerful NPC from the first game is directing you and two other prospectives, Tyrol, a pompous lifecrafter, and Magda, a servile healer, to the geneforge. You are first told by Greta to go equip some items nearby (a dagger and a suit of chitin armor), and then to prepare yourself to get to the Geneforge. When ready, you then must run to the Geneforge. You are attacked early by a new creation, a kyshakk. Run along, and rob the nearby body for a few minor items and coins. Tyrol will probably die near here. For the first portion of the game, pick up anything you need to increase your total armor class, and anything that can be sold for money. Most items are worthless in this game (0 coins), so you won't be carrying everything. You'll want about 5000 coins before the end of the chapter (this is not required, but doesn't hurt). Follow Greta past the mines, talk to her, and then go grab the key from the chest. Get ready to run some more and tell Greta about it. Then head south. You get attacked by a War Trall this time. Magda will probably die. Continue south through the mines, and use the key on the box to the west to turn off the energy fields. You're done, and get 1000 experience for your trouble! There's a lovely crystal west of the door out of here, so grab it then follow Greta to Southforge for now. Come back after using the Geneforge, and explore the area. The most notable item you'll find is a polar fur cloak, an excellent cloak that increases your resistances. Southforge Citadel and Under Southforge Citadel Q: Tutorial Quest, Return to Greta, Burkle's Lock, Deathcap Mushrooms, Stop Master Thell, Calm the Fyora, Stolen Supplies, Dassa's Mines, Question Enemy, Deal w/Shaila, Escort Caravan, Find Northforge I: Girdle of Genius, Spidersilk Robe, Glaahk Eye, Grounded Robe S: Geneforge (+1 to Create Fyora, Firebolt, War Blessing, Minor Healing), Master Jared, Daze (can), Create Thahd (can) O: Master Jared $: Joakim, Masha (5 living tools) You're still in a tutorial as you successfully enter Southforge. Greta directs you to go west and use the Geneforge. You don't really have much of a choice, so go ahead and follow Pol. Use the stairs and grab the boots. Barstow will direct you to the Geneforge. Go and use it for a boost to four skills. Then head to the east, make a fyora, cast war blessing, and get ready for some easy fights with some worms. You can repair the pylon on the way for a bunch of experience and an immobile ally, but it requires some skill in mechanics. I'd recommend having 6 points, boosted to 8 by the end of the first chapter. Also, a leadership of 6 points will open up lots of nice things in the first chapter, so aim for that as well. The tutorial area is fairly straightforward, so proceed as you will. You'll find some ice crystals, regular crystals, and living tools if you do everything. Once you make it through the end doors, the tutorial is done and you get a new quest to go see Greta. Other quests are now available, as well. Master Jared is your immediate source of training. Jared trains magic and shaping abilities and has a decent price for his services. If you talk to him fully, he'll allow you to make your opinion known on the rebel vs. shaper debate. He gives you a quest as well, to unlock his southern door. Do so for a canister of Create Thahd and some experience. There are also two chests here that can be opened, though they require a mechanics score of about 12 to avoid their traps. Come back here after you've cleared a chapter or two and have a higher mechanics score (or enough HP to survive the traps). Inside is a girdle of genius (+2 int), an excellent item for any character. Dewan is a servile nearby who will sell you potions and give a quest to recover some deathcap mushrooms (curing, speed, and major healing spores as a reward). Do so before finishing the chapter or else you will lose this reward for this quest. Head down the stairs and continue to talk to everyone. Delma sells food but is otherwise unimportant (though you could grab all the stuff in the rooms and sell it). Joakim is a servile smith who will buy and sell with you, and who gives you a quest to stop Master Thell (steel sword, shield reward). Masha isn't too helpful but does have some living tools for sale, which are always a great thing to blow extra cash on (in times far in the future- though 1 or 2 if you really need them don't hurt). You can explore the rooms nearby Masha and grab some chain armor and a spidersilk robe. The robe is great for any character limited by encumbrance. Swarns watches over the creations and wants you to fix the fyora torchlight. Do so if you have a high leadership and calm it for some healing spores. Alternatively you can kill it for a weaker award. You can talk with the artila Greenfang and recruit it if you have a leadership of ~6. He's quite useful, but won't stay with you forever. However, he's a free creation that doesn't use up your essence. Captain Zakary has a small quest for you- to find out who is stealing the supplies. Go to Masha's store, and follow Egelend till he heads west, staying a healthy distance behind him. Do this BEFORE you try to take on Shaila or else Egelend dies before you can find out where he's hiding the supplies. Tell Captain Zakary for 150 coins. Head east to speak with Dassa, who has a quest for you- to disarm a mine trigger. You can either disarm each mine, staying as far away from the pink trigger as possible, or you can head to the north and hit the spore box. Do both for the maximum reward. Tell Dassa for some living tools. North are two doors, though the tougher door to unlock will be unlocked for you before this chapter is over, so don't waste living tools trying to open it. Finally, head to Greta. She gives you the next quest, to Question the Enemy. Follow Pol to the SE, and go up the stairs. Head to cell 2 and talk with Miranda. Miranda tries to recruit you, and also tells you where the shaper camp is if you have enough leadership and follow the correct dialogue path. Go back to Greta after figuring this out, and tell her its location for 50c. She gives you another quest, to deal with Shaila. You can now leave the Citadel. Once you've removed Shaila by whatever means, return to Southforge. The citadel has taken another attack by the shapers and several characters are now dead (like Egeland and the jail guard). Tell Greta you've removed Shaila to receive the key to Southforge. Then head and grab the few items in the locked room to the east. If you want you can go up to the jail cell area where Miranda was and kill the glaahk there. It will drop a very useful glaahk eye for you. The nearby servile is a bit easier to kill, and drops a grounded robe for you. Greta now wants you to escort the caravan through the cairn gates, so as to preserve the Geneforge. Accept her quest and most everyone in the town will disappear (with the exception of Masha, Joakim, and Delma). Greta also gives you papers to enter Illya Province. The caravan starts at Sinkhole Bridge. Citadel Gates Q: Splinterfang, Nola's Gold, Keeper Tycho, Help Dinitia, Find Shaper Camp I: Shielding Band When you leave the Citadel you're greeted by Captain Trianus, who gives you a series of quests and some advice. First he wants you to kill Splinterfang, a nasty artila. Do so for a healing pod and some speed spores. Splinterfang is to the west, behind a slew of worms and fyoras. Also to the NE is Nola, who wants you to retrieve a gold bar of hers. Do so for nothing (the gold bar is worth 75c, but the exp is probably better). Captain Trianus will also send out his thahds for you, but you probably shouldn't have him do so until after you kill all the creations on the map. Otherwise they'll steal your experience. Trianus continues to give you quests, including to kill Keeper Tycho (or drive him off and don't tell him) with a reward of a terror wand, to help Dinitia for a shielding band, and to find the shaper camp (shaped belt reward). I'd recommend investing two points in luck in this level so that you might find some nice stuff when creatures drop something. Crenshaw's Dell S: Burning Spray (can) Rogues abound here, but aren't horribly difficult. Just proceed slowly, hugging the corners of the map. Keeper Tycho will find you eventually, and will attack you. He directs nearby creations after you, kill them, and then start hitting him. Get his HP down a bit and he'll run, follow him and continue to beat him up till he pleads for mercy. At this point you can either kill him or let him go. You'll get a reward from the Shapers if you let him go, and nothing if you kill him (he doesn't drop anything), so from a munchkin perspective, let him live. Other than that, loot everything from things that move. There's a canister of burning spray available, if you want to use it. If you have a bit of luck you might find a fyoraskin cloak (the best cloak for a full chapter) from a random drop from a fyora, or the excellent thahdskin tunic from a thahd. Shardfield I: Perfect fyora scale, blessed bauble, lucky charm S: Cure affliction (can) Here you help Dinitia. She's immediate to the west/southwest. First I'd recommend clearing out the enemies in the area so that Dinitia doesn't steal any of your kills. Head to the southeast and kill the "burning fyora" for a perfect fyora scale, a recipe item. When ready, recruit Dinitia, and follow her around the area. She wigs out at the SE, where a path to a new area is found. Then she gives you a key to her chest which holds a blessed bauble. Head back to the central ruins and explore it. You'll find a canister of cure affliction, some recipes for crystals, and a lucky charm. Charms can be carried in your backpack and augment your statistics and resistances. There are several to be found or made throughout the game. Shaper Camp Q: Help Shaila, Forsaken Spy, Turn in Caravan I: Stability Bauble O: Crowley's quests. Throughout the game there are several locations that you will want to just barely investigate as the enemies there are too powerful for you. This is one of those locations. Head down to the area with the crates and you'll fulfill Trianus's quest. If you head down much further you'll find a glaahk and battle alpha waiting for you, these are too tough for you at the moment. As you head back, you encounter a shaper- General Crowley. Crowley corners you and requests a bit of your time. Go ahead and play nice, it won't hurt anything. If you have a decent leadership score you can even get a stability bauble out of him (which is better than a shielding bauble). He has a quest for you- to help Shaila. This quest is not inconsistent with Greta's quest as you can do them both, and you get a decent reward for it (a projection band), so you may want to do it if you're not playing as a hard-line rebel. He also wants you to rat out any lifecrafter spies in the area (Burkes specifically for 400c), but I'd save that for near the end of the chapter as Burkes can train you. After helping Shaila, Crowley gives you a final quest- to betray the Geneforge-carrying caravan. He won't give you a reward for this, but you will get a nice reward from Alwan in chapter 2 if you do it. Chickweed Bridge I: Vat Shoes, Student's Belt, S: Burkes, Protection (can), Mental Barrier (can) $: Coated Cloak, Perfect Fyora Scale This area is guarded by several tough battle alphas. You probably won't be able to kill them yet, but if you really want to do it, sneak to the center island, and use the control panel there. Set the mines to explode in a few seconds, then run off and wait for the mines to explode. Hopefully they'll take down the battle alphas. Also of major interest to you is the crazed drayk to the NE. Right now he's probably quite difficult for you, but if you have a bit of luck, blessings, and maybe even speed, you'll be able to take it down. It's guarding a student's belt (very nice), some vat shoes, and a canister of protection. The key individual here is lifecrafter Burkes, who can be convinced with a bit of effort to teach you a few useful things. Most important is the fact that he will teach you Spellcraft, which is a very valuable, expensive skill. Try to save up the necessary 2380 coins to buy this skill so as to become much more powerful. The other things he teaches you are also useful, but less necessary to learn (though augmentation is an excellent spell). You can easily reach Burkes by coming from Sinkhole Bridge. Burkes will also sell you some items if you have adequate leadership, including a coated cloak and a perfect fyora scale. His prices are utterly ridiculous though, so I'd skip it. Burkes's room holds a canister of mental barrier. Sinkhole Bridge Q: Rebel Rescue I: Stunning Blade, Carnelian Gloves O: Kill Rebels (pro-shaper) This is the northern bridge and where you will go to reach the caravan when it's time to leave this chapter. The important individual here is Foyle, who gives you a quest to go help some rebels. When ready, head to the NW. You'll find a weak battle alpha and it has a stunning blade on its body, so claim that. Also nearby behind some locked doors are the carnelian gloves which are excellent for magic casters. You'll find Serif, the rebel, hiding near the far NW. Talk with him and tell him to head on out (or kill him and his crew if you're so inclined). He'll give you a key to the nearby chest, then the rebels will all run out. Accompany them to the exit, killing the worms who get in your way. You'll get a healthy bit of experience for each rebel you save. Some nice minor items are inside the chest, so grab them. The caravan is to the SE. Talk with them and escort them. If you've already been here, you've probably cleared everything already and will just want to follow them and collect your experience when they leave. Therile Colony Q: Dumping Pits I: Venom Baton S: Mercedia, War Blessing (can) O: Master Thell $: Yves, Perfect Fyora Scale, Artila Eye Therile Colony holds some very nice items for you and some good quests. Immediately to the north of the central colony you will find Master Thell, who is bossing some serviles around. Command him to stop to complete Joakim's quest. This route may require some leadership. In his house you'll find some nice items, including a venom baton, which helps if you're playing a missile weapon character. A bit east is Yves, an alchemist who is fairly unfriendly. He will buy and sell with you, and has a few OK items at way-to- expensive prices. Skip it. He knows where some deathcap mushrooms are, so ask him about them to make him nervous. Then follow him, remaining a healthy distance away (like you did with Egeland), and you'll find his stash. If he sees you when he's uncovered his stash he'll attack, so watch out. Grab the herbs and items and use the bushes for some thorns. The final person of note (and arguably the most important person here) is Mercedia, a mage. She has a quest for you- to explore the dumping pits. She's also willing to teach you the spell Speed for very high prices if you have a bit of leadership. She'll sell you more after you do her quest (still at pretty high prices, though). Also, she'll unlock her room for you so that you can pillage her stuff (for a war blessing canister). Amongst her stuff are some recipes for wands, if you like them. Boiling Mudpits I: Reflecting Shield, Coated Cloak S: Minor Heal (can) Come here if you are mechanically inclined and are pursuing Shaila. This level is a moderately straight-forward area which leads you where you need to go. Disarm the mines as you go for continuous experience, and kill the few rogues present. Important items of note include a minor heal canister behind a set of double mines (mines both east and west), a coated cloak, and a reflecting shield. Walk carefully between the energy field emitters to use the control spore emitter and turn them all off, allowing you to grab the useful goods nearby. Once you make it to the NW, the area is cleared. Forsaken Docks I: Vat Chitin You should try this route if you're going after Shaila and are more inclined to fight your way through. This area has a specific set of rogues that guard the docks- a servile leader, some artilas, some fyoras, and some thahds. If you take out the servile first the others are a bit easier to kill as they act a bit stunned. There are minor valuables spread around the area, including a vat chitin. If you're escorting Shaila through here, help her make it to the docks. She'll be attacked by some roamers and other beasts, but they're not horribly difficult. If you have Greenfang he'll leave at this time. Boiling Caverns I: Swamp Pants, Shielding Knife S: Create Fyora (can) O: How you deal with Shaila Shaila is hiding here. If you're coming from the Forsaken Docks and are interested in continuing to fight, head to the NE. Shaila will challenge you to creation battle. Head north and kill her creations as she makes them and eventually she'll tire out. Then go through her nearby door. If you're coming from the Boiling Mudpits and are interested in continuing the Mechanics/Leadership route, open one of the nearby doors. At this point, you face Shaila. You have two options if you have the mission from General Crowley- to save her or to kill her. Saving her is a pro-shaper act, whereas killing her helps your standing with the rebels. If you choose to kill her, you may find that sabotaging her machinery helps significantly. It's near the south, and requires some mechanics skill to be successful. If you wait for her to sit on the platform, you may even be able to kill her without raising a blade. Otherwise, challenge her, and then beat her until she runs. Then, chase after her and kill her. She drops a shielding knife on death. Note that if you pursue this path, Greenfang leaves you immediately and attacks you. Otherwise, calm her down, and let her leave. Either way, once she's gone you can explore as much as you wish, and grab the swamp pants and create fyora canister. When done here, either escort her to the docks at the Forsaken Docks if she's alive, or head back for your reward from Greta if not. Note that near her NW room you'll find a spore box hidden behind a pillar. This happens fairly frequently in GF4, so be sure to check behind things if you see a door that doesn't seem to want to open for you. Spirefield I: Fyora Fang Charm, Girdle of Nimbleness You are either here with the caravan or solo. I'd recommend coming here first solo so as to avoid having to rush through the area. As a solo character, the most dangerous things here are the shapers near the east- center of the map. Watch out for them if you're not here with the caravan. There are two humans, two venom turrets, and a plated artila in the camp. Also, carefully check out the SW for a girdle of nimbleness, which you can take by invoking the wrath of a restless shade. Kill it as best you are able. There are several fyoras to the SE, and one of them drops a fyora fang charm on death (slight bonus to fire resistance). There are a few other rogues, but the most important thing is to the NE, the entrance to the dumping pits. If you're here with the caravan, accompany it through the shaper camp (it might be more fun for you to kill the shaper troops first, as they shouldn't present too much of a challenge, and take all the exp and loot for yourself (mostly minor goods). Escort them to the west, and kill the exploding roamers as they enter the map. Try not to let any of them kill the caravan members to maximize your exp. After about 10-20 of them, you'll be free to leave. Dumping Pits I: Blood Poison, Chilling Band S: Essence Shield (can) This area is best done with your character constantly in fight mode, as the atmosphere poisons you. If you have a hard time with the roamers here, skip this area as it will be too hard for you. Some pools are to the SE, use them to charge up. Then head west and go through the doors. Your first group of enemies are runed thahds, who will cast spells on your characters if hit in melee (cursing, slowing, and damage-returned). Next you'll fight some corrupted artila, who are a bit easier. There is a chest to the NW, but to get it you must be able to survive some nasty energy damage. Inside you'll find a discipline want and a blessing crystal. Continue east, and take out the spinecores. Destroy their buds first to prevent them from healing completely. Some healing crystals are provided for you to help you continue at the half-way point. You'll find a storage area behind a locked door, enter it and grab the blood poison, research notes, and other goods. Continue on, and you'll find a chilling band and some cryos worms. You'll find a canister of essence shield and some more worms, and a recipe for some powerful greaves (an artifact). The area you find the artifact recipe also has what Mercedia was looking for, and the exit. Head back to Mercedia afterwards to claim your reward. Cairn Gates Q: Find Safehouse I: Girdle of Insight, Shaped Boots, Coated Cloak S: Searer (can), Create Roamer (can) O: Caravan results You're most likely here with the caravan, and you probably shouldn't attempt this area prior to coming here with the storyline. The caravan waits for your word, but head north a bit first. You'll encounter a drakon (Warmaster Karikiss) who tells you that he destroyed most of the defense here for your caravan. If you have enough leadership, you can convince him to turn off the fields immediately north as well (the line "I have serviles..."). You can also head a bit east and go north, fighting a few rogues, and turn off the field yourself if you don't have the leadership. Next recruit your caravan and head to the center of the map. At this point you have a choice. If you are playing pro-rebel, continue to the center of the map, and you'll find the shaper-in-training Lethos. Kill him and take his girdle of insight. You can either escort the caravan or do this yourself, from what I gather. Then the caravan waits outside the western doors. Go south and pull the lever to let them through (receiving a healthy bit of experience). If you want to help the shapers, set the caravan to move, then when they are near the center of the map, light the signal fire to the N/NE. Some vlish come out of the water and slaughter the caravan. You can now get by Lethos without a fight if you want. Either way, you should now explore the area. To the NE are several mines that you can disarm and find a body with some shaped boots and a coated cloak on it. Head to the SW, and you'll find the remnants of the shaper army. Kill them (a few scouts and warriors) and take their stuff. You'll find an ironwood shield amongst their items, as well as two canisters- Searer and Create Roamer. Leave this area to get another quest, to find the safehouse. -------------------------CHAPTER 2. ILLYA PROVINCE--------------------------- Eastern Checkpoint Q: Find Sandia, Find Reiner, Uchitelle's Package I: Cryoa Claw Charm S: Wrack (can) O: Rutenberg's Quests $: Urbina You now have the test of truth- whether the shapers will believe your papers and allow you entry. Fortunately, the shaper looking at your papers is drunk and kind of stupid. Shaper Rutenberg lets you pass with no problems, and will give you two quests to find his serviles. With adequate leadership you can also get a blue spore baton out of Rutenberg. Urbina will trade with you as well, and you can convince her to lower her prices with a bit of leadership. She also gives you a quest to deliver a package to Utichelle. As you head north, you encounter Agent Miranda, who was locked up in Southforge. She burns your permission papers but is otherwise friendly. She wants you to travel to Dillame and speak with General Alwan. To the NW are some mines that are guarding a canister of wrack. Use the blue spore baton to destroy them and get your canister if you'd like. To the SW is a strange cubby that is occasionally occupied by a cryoa (leave this map and come back again if it's not there). Kill it for a Cryoa claw charm. The final thing of note is that there's a clawbug tunnel near the south exit, explore it for some nice goods (they belong to Urbina). Dillame Q: Stranded Rebels, Melted Glass, Pikkary Bandits, Turabi Gate, Meet Shorass, Fackler's Papers I: Infiltrator's Tunic, Tinker's Bauble, Gauntlets of Succor. S: Luck (Mayor Kirk), Create Clawbug (can) O: Barbaro, Fackler's Papers $: Gregory Dillame is the main hub of the area and should be your base of operations for the chapter. Drop off all your stuff here. There is a lot to do here, |
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