Siege of Avalon: Chapter 1 Walkthrough :
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Walkthrough - FAQ/Walkthrough===================================================================== Siege of Avalon ===================================================================== FAQ Version 1.2 Author: Sane Jake Email Disclaimer: DO NOT EMAIL ME IN REGARDS TO HOW TO CHEAT. YOU WILL BE IGNORED. AND MOCKED. Additionally, please note that I haven't had the game installed on my system for over a year. So if you have a problem not covered in the FAQ, chances are I won't be able to help much either. Oh, and to enter combat mode, hit the space bar. It's in the manual. And I'm really sick of getting emails asking why you can't seem to use weapons. Legal Disclaimer: No part of this FAQ may be published in whole or in part without oral or written approval by the author. This document copyrighted 2002-07-27, 2004-04-29. Siege of Avalon is copyright 1999-2001 by Digital Tome LP Texas USA. Wouldn't it be great if everyone was honest enough that we didn't need disclaimers like these? 1 Introduction 2 About this FAQ 3 General Advice 3.1.1 The Manual 3.1.2 Game Mechanics 3.1.3 Playing Advice 3.2 Combat Strategies 3.3 Stealth and Scouts 3.4 Mysticism 3.5 What is the Best Class? 3.6 NPC's 3.7 Stats 3.8 General Class Strategies 3.8.1 Squires - AKA "The Fighter" 3.8.2 Apprentices - AKA "The Mage" 3.8.3 Hunters - AKA "The Scout" 4 Customizing the Game - and Cheating 5 Spoiler-Free Chapter Help 5.1 Chapter One 5.1.1 General Tips 5.1.2 Key Characters and their Locations 5.1.3 Weapons and Armour of Note 5.1.4 Available Training 5.1.5 Spells of Note 5.1.6 Quest Check-List 5.2 Chapter Two 5.2.1 General Tips (How do I START Chapter 2??) 5.2.2 Key Characters and Locations 5.2.3 Weapons and Armour of Note 5.2.4 Available Training 5.2.5 Spells of Note 5.2.6 New NPC's 5.2.7 Quest Check List 5.3 Chapter Three 5.3.1 General Hints and Tips 5.3.2 Key Characters and Locations 5.3.3 Weapons and Armour of Note 5.3.4 Available Training 5.3.5 Spells of Note 5.3.6 New NPC's 5.3.7 Quest Check List 5.4 Chapter Four 5.4.1 General Hints and Tips 5.4.2 Key Characters and Locations 5.4.3 Weapons and Armour of Note 5.4.4 Available Training 5.4.5 Spells of Note 5.4.6 New NPC's 5.4.7 Quest Check List 5.5 Chapter Five 5.5.1 General Hints and Tips 5.5.2 Key Characters and Locations 5.5.3 Weapons and Armour of Note 5.5.4 Available Training 5.5.5 Spells of Note 5.5.6 New NPC's 5.5.7 Quest Check List 5.6 Chapter Six 5.6.1 General Hints and Tips 5.6.2 Key Characters and Locations 5.6.3 Weapons and Armour of Note 5.6.4 Available Training 5.6.5 Spells of Note 5.6.6 Final NPC 5.6.7 Quest Check List 6 Chapter Spoilers 6.1 Chapter One 6.1.1 Quick Q&A 6.1.2 Walkthrough 6.2 Chapter Two 6.2.1 Quick Q&A 6.2.2 Walkthrough 6.3 Chapter Three 6.3.1 Quick Q&A 6.3.2 Walkthrough 6.4 Chapter Four 6.4.1 Quick Q&A 6.4.2 Walkthrough 6.5 Chapter Five 6.5.1 Quick Q&A 6.5.2 Walkthrough 6.6 Chapter Six 6.6.1 Quick Q&A 6.6.2 Walkthrough 7 Fun Things to Try 8 Final Thoughts --------------------- 1 Introduction ===================== Siege of Avalon is a fair game for the price you pay - in my case, the anthology cost me $20 Canadian. (For you Americans - that's about $10) It attempts to mix Diablo-style combat with some of the RPG elements of Planescape: Torment or Baulder's Gate. The down-side is that it's plagued by poor controls, horrible NPC AI and a badly organized manual. The upside is that the game is really quite customizable and on the whole, not too badly written - especially if you snoop around the installed directories - and for the cost, it's a pretty decent game. The graphics are adequate but the sound is rather lacking. The designers have potential, but to me they seem pretty inexperienced. Enough with the review - you came to have your questions answered, right? ----------------------- 2 About this FAQ ======================= I've attempted to arrange this FAQ in a way to avoid spoilers without warning whenever possible. To do this, I've arranged the chapters so it gives general advice, hints and tips for each chapter, and then a spoiler-filled walkthrough with blatant answers to various problems. By "Weapons/Armour of Note", I mean weapons that you should either be on the look-out for. Some items are included because they have special advantages you might not expect. This FAQ provides walk-through as well as general strategies, but does NOT give you the fullest, most rewarding route through the game. There are a lot of side-stories and conversations that you can experience provided you have enough perception and charm, and if you really want to enjoy the game then explore on your own, using the FAQ when required. I'm also going to assume that you have all six chapters, and that you intend to play all six chapters regardless of your character class. You only have to complete 4 of the 6 chapters - 1,2, and then your class chapter, and then chapter 6. However, it's a lot harder to survive chapter 6 unless you have completed all the other chapters. This FAQ will also assume that you will perform all the quests during the walkthroughs - if you didn't do all the quests and then you can't seem to do something in chapter 6, it's because you skipped a chapter ormissed a previous quest. By all means, if you find an error, would like to make a suggestion for a new strategy, or even have game modification tricks you'd like to share, contact me. Flames will be ignored. ----------------------- 3 General Advice ======================= 3.1.1 The Manual =================== The manual is not well organized - some really important information is buried deep within and can slow down your game. Here are the tidbits that I dug out of it: * Don't worry about crowns - for the most part, you'll be finding, not buying, your gear. You automatically get any cash a character was carrying when you kill them. * It's not worth the effort lugging around extra armour to sell for just a handful of coins. You will need to have about 1,000 crowns by chapter six, but this won't be a problem. (Hint right from the manual) * Loot, loot, loot. Always check the corpse of an enemy, even if the enemy doesn't seem to normally carry gear. * Don't spend any points when creating your character. You can use your training points at ANY TIME, just by hitting 'C' and clicking on the adjustment arrows. Wait until you know your needs first. * Steal lots. No one cares. * To start Chapter Two, leave via the North-West exit in Outer Keep Level 1. 3.1.2 Game Mechanics ======================= * The class you choose at the beginning DOES make a difference; the final chapters have a few quests only available to characters of a specific class. It is possible to cheat to remove this class-specific aspect, but then you're ruining the point of your initial class choice anyway! * Black gear tends to have more advantages than any other colour. * Each quest is important not only for the Training Points it provides, but because of the good it does which may help later on. To get as many quests as possible within a chapter, make sure your Perception and Charm are high enough. It's a good idea to carry "In-Town" gear with you for just such an occasion. * Skills provide more value that attributes at the beginning of the game - once your skills start to get as expensive as your attributes, it's time to start building up your class-specific attributes. * Just because YOU can see an enemy doesn't mean your character can. If an enemy's Stealth skill is high enough, IT might get the drop on YOU. Watch out - enemies also get to make use of the Scout's Sniping Shot. * One quarter way into Chapter 6 you will cease to get Training Points. * NPC's silently get stronger as you do - you will receive not notification when their power increases. 3.1.3 Playing Advice ====================== * You'll need to familiarize yourself with the locations of several key characters. Basically, it's a good idea to note anyone who has more than a few lines to say, just in case. Otherwise you'll have to waste a lot of time running around looking for them. * Do not over specialize. It's to your advantage to partake in all the optional chapters, and each chapter has a specific theme (fighting, scouting, magic). You won't want to be just learning your trade you need when you enter a chapter. That's not to say you shouldn't concentrate on your strengths, but Combat, Stealth and Mysticism will ALL come in very handy. * Gear yourself appropriately for each situation. Don't be afraid to run - enemies may be able to run at the same speed, but at least they CAN'T CATCH YOU. Even very large groups are easy to evade - providing you either don't care about or don't have any NPC's (who tend to run around like idiots, getting trapped in corners no sane person would) * Save your Training Points for instructors. They will teach you special things at excellent costs and are always worth more than normal building. * Carry only the best gear. Don't get an item because it will fetch a good price unless it's small like a ring. Get an item because you think you'll have need of it. Just because a weapon has a unique name does not mean you should pick it up. * Store your gear somewhere in the chests while you don't need it. I highly recommend Outer Sanctum F2, because your starting room has lots of chests around it. 3.2 Combat Strategies ========================= I've found two combat strategies: Tank, and Hit-and-Run. In order to Tank, you must have sufficient combat skill and the Aura of Iron spell - and then just wear the heaviest armour you can. It's a simple strategy and it works on Chapter 3. It IS fun to be a Fighter-Tank, wading through hordes and simply ignoring their pathetic attempts to hurt you. Hit-and-Run is a little trickier but far safer and works even on large groups of enemies. Everyone must STOP in order to attack - and that's when you stand there, wait for them to get close, and then bolt - the enemy will have to stop and take a swing, which you've already moved out of range from. Then you fire with your ranged magic or spell. If you need to do this melee style, use the stand-and-attack (Hit shift while clicking) and you should start swinging as they guy gets close - hitting him as soon as he's in range, and then running before he returns the favour. If you don't hold shift while you click, your character is more likely to blunder over to your opponent rather than stop and shoot like he's supposed to. Even if you shift-click you're likely to just miss (because the controls are so awful it has problems realizing that you wanted to attack the enemy character - despite the fact that he's highlighted and your pointer was over him when you gave the command) but at least you won't be charging over to get wacked in the head. If your character gets stunned - you'll see him buckle from a blow - start clicking. When stunned you lose your target and you have to click again to get the idiot to do anything. Be sure to charge enemy archers! They get "snipe" damage on you and are fully capable of firing from off-screen. Once you get close enough to swing at them you're guaranteed that they can't snipe you anymore. When facing magical opponents, know thy enemy. Prepare by equipping the right gear for the situation, or get the surprise. Some enemies LOVE to cast Hold spells, and an unfortunate thing about this game is regardless of your mysticism skill, you will NEVER get any natural magical resistances. Hence, you must gear up appropriately. I've also found that the best way to deal with tracking spells is to run in a direction parallel to which the spell was travelling, and then run TOWARDS the caster. In other words, if the spell is heading right for you, run left or right initially, and as the spell arcs to chase you, then run towards the direction it came from. Most spells can't travel in such a tight arc. Finally, be aware that no one is invulnerable to ranged attacks - they will hit whatever gets in the way first, friend or foe. I've had enemies shoot each other down accidentally, and have hit my allies by accident as well. Thankfully your allies know the different between friendly fire and a personal assault and won't turn on you for a few accidental hits. 3.3 Stealth and Scouts ========================== Do NOT underestimate Stealth. In the game's documentation, it mentions that Stealth lets you move about unseen and get the surprise. What it does not mention is that attacking an unsuspecting enemy does dire damage. To be more specific: Fire upon an unsuspecting enemy and you will practically kill him instantly if your Stealth is high enough. This is MOST effective with ranged weapons, although melee weapons will work too (well, for Stealth 100). If your enemy does not spot you, he will just stand there - even if you're right in his face and hacking away. They don't even take evasive action. A high stealth skill will let you merrily trot along slaughtering powerful enemies just because they didn't see you coming. In effect, you are a sniper. Not ALL enemies can be snuck up on, unfortunately. Some can spot you even if you're not in view - very cheap considering you can't move the viewing plane farther - but sometimes even these enemies, should you be lucky enough to JUST bring them into view while sneaking, can be snuck up on and picked off sniper style. If you know you have a clear shot and that there is an enemy ahead of you, you can also fire blindly (shift-click) and hope to hit them - Sniping damage applies even on blind shots. To do blind fire, simply hold shift and move your pointer in the direction of the enemy and then click. Do this in several locations to spread your fire out, and you should eventually hit something. It's a lot of fun to wipe out an entire enemy camp and having them never know what hit them. Your character will ALWAYS be sneaking according to his adjusted skill - that is, Sneak is always on. When I say it's "Always On", I mean even if you run up to a guy and kill him in melee combat - you're STILL sneaking and his two buddies may STILL ignore you. A good stealth target would be about 40 to 50; when you activate the Shadow spell, you will become invisible to most enemies around you. That being said, you'll want enough mysticism to make the spell last long enough to be useful. As a side note, if you're going to be a scout, you will want to travel only with other scouts if you're going to play the role of a scout. Unless you can find a really hard NPC who can act as a good distraction, you're better off with scouts only. Let the other scouts act as back up if you're spotted. *** FINAL TECHNIQUE: SCOUT'S SURE-KILLING SNEAKY STRIKE *** This is a little technique I picked up near the end of writing this FAQ. When you initially cast Shadow, there are a few moments of invisibility that occur during which no one will be able to detect you, providing your Stealth abilities are high enough. During which time you will be allowed to make "Sniper Shots" on an enemy that's already seen you. You can use this technique - if you're fast enough - to your advantage. It works against the game's "End Boss", and it is this trick that finally evens the score for the Scout. 3.4 Mysticism ================= This single skill has the greatest range of effect. When you build your Mysticism, not only do you increase your Mana maximum, but you also increase the recharge rate and power of your spells, and decrease the power needed to cast them. No other skill effects as many attributes as Mysticism - naturally it's quite important. When you Mysticism is quite high (around 50) only the most powerful spells will drain it - weaker spells like Fireball can be tossed off rapid-fire without a thought. There's something just too satisfying tossing off attacks spells left, right, and centre and never worrying about running out of Mana. If you know there's a horde of enemies up ahead, trying blindly firing off a barrage of spells rapid-fire first in their general direction. I've slaughtered enemies and never been detected that way. Rapid-fire is not advisable with friendlies about. 3.5 What is the Best Class? =============================== The mage is the easiest class to clear the game with. Scouts can kill things with one hit and without worry of retaliation. Fighters are tanks on the battlefield. Mages just blast everything in their path. It's VERY easy to become a jack of all trades - especially if you complete all chapters. However, as far as the Chapter orders are concerned, Chapter 3 is for the Fighter, Chapter 4 is for a Scout, and Chapter 5 is for a Mage. I've found that there are times that you'll have to walk into things as a Fighter quite often in Chapter 2, so plan on heavy armour at some point. The Mage's biggest fear is MULTIPLE enemies. The mage can kill just about any single enemy, but being swarmed is very dangerous. The Fighter, due to his excellent combat skills and heavy armour, stands the best chance when swamped by a crowd. The scout, when things are good, doesn't have to worry about crowds as he can kill any number of enemies so long as they don't find him. As some enemies will ALWAYS find you, and hence you need something to fall back on -- and considering you won't have armour, magic is best. As a side note, the character who has the easiest time at the beginning is one who does not neglect magic. Stealth pays off, but it doesn't REALLY help until you're VERY good at it, and it needs the Shadow spell to be truly powerful. 3.6 NPC's ============= They're idiots. Don't get me wrong - they can be very useful. But the AI in this game is so horrid that their usefulness is really restricted to either scouts who snipe enemies who get too close, or support mages who run around wildly tossing healing and defensive spells on the party. Sometimes their sole purpose is just to take the heat off you. NPC's get stronger as you get stronger, and they don't have to be in the party in order to power up. A few characters don't do too badly with their AI - Phellic's Apprentice is one who does - Defensive Magic suits him just fine. Your character's brother Corvus is probably the only melee NPC I've ever encountered who really knew how to take care of himself - only available in the final chapter. However, don't count on NPC's to do the job during a fight. The designers showed very poor judgement when creating the game - enemy characters have far-reaching vision at time, but your NPC's won't. For example, you can sneak up on an enemy (accompanied by an NPC scout) You shoot at the enemy. Does your scout follow suit? No. He stands there. He won't react until the villain gets close - despite having "Ranged" AI. If you want a team effort, you have to switch between your character and your NPC's to manually make them shoot - and considering that your character has NO AI, it means if say, an enemy approaches your character, he will sit there like a lump whereas even the idiot NPC's would at least fight back or run away. It wouldn't be a problem if you were able to issue commands while the game is paused, but you can't. If it weren't for the fact that the enemy characters aren't that bright themselves, the game would be really very difficult. The designers have no excuse for these problems -- there are plenty of examples of better RPG controls out there. Like I said, NPC's are best used as back-up. The best way to use them is as a back-up plan - if someone nails you with a Hold spell, quickly swap to an NPC and keep fighting! Last but not least, remember that NPC's only act on their own if you're in COMBAT MODE. This can be easy to forget as a mage who maybe never enters combat mode as he just shoots down everyone with spells. The best NPC's are: Wyatt (by a -- pardon the pun -- long shot for most of the chapters) Phellic's Apprentice (he gets named in Chapter 5) Kalevi (basically a Wyatt clone) Amori (Has spells that you won't be able to get until near the end of Chapter 5) Corvus (Maybe it was because I was so powerful by Chapter 6, but I think it's just that being a legendary unstoppable force runs in the family bloodline ;) 3.7 Stats ============= What exactly do your stats do? Strength This stat is used to raise melee damage and to meet weapon requirements. Raising this stat is important to fighters as they will want to cause as much damage as possible per swing. If you're not interested in melee combat, then for the most part you'll only want enough strength to use weapons properly. Coordination This stat effects Attack, Defence, and Attack Speed as well as meeting gear requirements. Every ten points or so will speed your attack up. While it shouldn't be ignored (weapon use), this stat still has the least effects for what you pay for it. Constitution This stat effects how many HP you have and how quickly you heal, and also effects Mana maximum to a certain degree. Important to anyone. Perception This stat is used in conversations to unlock extra conversation paths and potentially extra TP. It may or may not have an effect on how easily you can spot enemy snipers. Charm This stat is also used in conversations as well as improving your barter. It's not a very important stat, although you will need to maintain it as the game progresses. Some conversation paths are only available to those with high charm. More often than not, the extra paths just stroke your ego a bit. Combat This stat effects your Attack and Defend skills - very important for melee fighters. Mysticism Probably the single most potent stat in the game, this effects the power of your spells, maximum Mana, and rate of recharge. Stealth This stat allows you to move undetected. Undetected attacks do snipe damage, often enough to kill in a single blow. If the stat (adjusted, usually) hits around 80-100 you'll actually be able to walk right up to enemies and attack them in melee combat without being detected. It looks REALLY odd to see a bunch of bozos stand around nonchalantly while some nutcase is swinging at them. Attack Recovery The lower this score is, the better as it means you can attack faster. Coordination has an effect on this stat. Hit Recovery The lower this score is, the better as it means you don't get stunned as long when hit. Restriction The lower the better. Take any training that lowers your Restriction as it means you'll be able to equip heavy armour and still fight without penalty. Healing Rate You constantly recover from damage - the higher this score is, the faster you regain your HP. Recharge Rate How quickly your Mana regenerates. 3.8 General Class Strategies ================================ 3.8.1 Squire - AKA "The Fighter" ----------------------------------- Priority Stats: Combat, Strength, Constitution Least Important: Stealth Fighters should not ignore Mysticism stats or skills - they will most certainly want to be able to heal themselves and use defensive spells. Their least important skill is Stealth - they will want to wake up enemies and beat them hand-to-hand. Scouts make EXCELLENT NPC's for fighters - their AI actually kicks in at close quarters, but most of the enemies are more concerned with killing the tank than going after the scouts. Should they decide to chase down a scout, chase THEM down and correct them with a few savage blows to the head. Always pick up any training that decreases your restriction - a fighter's power comes through his weapon and gear, and the lower your natural restriction, the better. Around Chapter 3, start building up your Stealth skill if you decide to do Chapter 4 - and during Chapter 4, concentrate on magic. 3.8.2 Apprentice - AKA "The Mage" ------------------------------------ Priority Stats: Mysticism, Constitution Least Important: Strength Mages have it easy; their one skill provides all the potency they need. Don't completely ignore Combat - that way your defence stays up when you're attacked, and Stealth is actually a good thing to work on a little as you can support it with your Shadow spell. Mages can handle ANY chapter their way, with the exception of Chapter 4 (you'll need SOME Stealth) - and be sure to build up your stats enough to use a hunting bow at least by Chapter 4. This is probably the easiest class to play in the game. which just shows how unbalanced magic is. 3.8.3 Hunter - AKA "The Scout" --------------------------------- Priority Stats: Stealth, Combat, Mysticism Least Important: Strength Scouts have a distinct advantage in some levels, and a decisive weakness in others. This is mostly due to poor game design and inconsistent detection of characters. Enemies can see you from various lengths away, but the PLAYER can only see up to half a screen length away. So it means that some enemies will detect you only because you can't shift the screen far enough to get a proper snipe shot off. Most of the scout's problems don't arise due to the character, but due to the lack of usability testing on the part of the designers: You can't move the screen. You can't make your party stay put just in case and scout ahead yourself. Which makes the NPC scout characters incredibly useful and the player scout a handicap. Why? You're allowed to send an NPC out ahead alone. But as a player, your party will mindless follow behind. So the ideal combination of scout/fighter doesn't work properly like it would if the player was the fighter. To top it all off, some enemies seem to spontaneously detect you. I've had enemy scouts snipe me down from outside the screen while other enemies in the area haven't clued in at all to my presence. That's right - closer enemies were unaware while enemies much farther away were. Despite all this, the scout is still pretty playable. It's just frustrating to have the character's potential lowered by design flaws. As a scout, plan to defeat enemies by either surprise or by using magic. Trying to take down enemies later in the game in melee combat without serious armour is just too risky. Later in the game you should become a ranger and get an item that will allow you to attack faster than anyone else, which is a significant advantage. -------------------------------------------- 4 Customizing the Game - and Cheating ============================================ **** DO NOT EMAIL ME ASKING FOR HELP ON CHEATING IN-GAME **** They are just ASKING for you to mess with the game. You can customize your looks, but look at the Resources directory - that's in the ArtLib folder. Audio, Conversations, Journal - you can mess with it ALL. Sound like fun? You bet it does! This is also the easiest way to cheat. All the .CNV files are text files - open them with a text editor and you can change the dialogue. With a little time and effort, you can prevent premature death, give yourself free Training Points - even change your attributes! (Constitution of 1000 is pretty interesting) I'm pretty sure that while you can't create Quests, you can change the entire feel of the game. You can even add additional conversation loops - experiment a bit. Don't do it until after you've beaten the game or you will spoil it. I'm sure the hardcore gamers won't cheat. NEW CHEAT --------- Sent in by: "Steve Payne" He says: First of I have just retrieved the ring from the tower, then returned to the South Gate lvl. 2 to see Elazar. Found out he's in infirmary. Then went downstairs to start talking to people. Generally, being a nosy blabbermouth. Anyway I stumbled on Grimbold in the main room off the hallway before Lucan. This is the loop. 1. Grimbold will hail you and congratulate you on the lich kill. 2. Say, "It's all in the wrist you see..." 3. Then he'll draw sword and motion for you to do the same do it. After you complete the little acting skit it dosn't really matter what you say but when you finish the conversation you will receive 4 TP every time you complete the conversation. ---------------------------------- 5 Spoiler-Free Chapter Help ================================== 5.1 Chapter One ==================== 5.1.1 General Tips -------------------- All Types: * Your Mysticism will be the single most useful skill for Chapter 1. While most normal enemies can be either slain in melee combat, or shot down with hit-and-run arrow tactics, enemies like archers and mages who who can attack at a distance will be difficult to overcome unless you have magic on your side. A well-placed Hold spell can be the difference between life and death. * Be sure to raise your Charm a little before you start selling off gear. * Take this chapter slowly until you get a feel of the combat and your character's abilities. * It is highly recommended that you kill each and every enemy character in all the Village areas. * Don't spend every last Training Point; try to keep some in reserve until you've learned all you can from the three instructors in the Chapter. Save a little before embarking on Chapter 2 - you will be introduced to three more instructors and you will want what they can teach. * Be sure to do SOMETHING about enemy archers first. They have a Stealth skill - if they sneak up on you, they can do GRAVE damage. Just because YOU can see them doesn't mean your character can. * It'd be a very good idea to power up your Mysticism a bit so your HOLD spell will last. You'll need it. * If you know there's a really obnoxious enemy up ahead, and you know that if you could actually advance the screen to SEE the bugger you'd be able to shoot him down, fire blindly. There are times when you can taken enemies down with lucky blind hits before they can retaliate. Warriors: * You will start out with all the attributes for the gear you'll get after you visit the Quartermaster. * If you really want to see the effects of your strength, switch to Combat mode and then hit 'C' to see your stats. * The Warrior has the second hardest path through this chapter, especially against any ranged opponents, if you plan to go entirely melee. It might be a good idea to find a bow and arrow at some time, or also use mage skills. Scouts: * Don't spend any Training Points until AFTER you've visited the Quartermaster. You may have to raise your Strength and Coordination so you can use your bow without penalty. * As Scouts must tread quietly - and hence wear light armour -- they should not skimp on their magic skills. They'll need the various spells to magically improve their defences when enemies can't be struck down with a single shot from a distance. * It's a sad fact that the Scout has the hardest time starting out in this game - you simply can't raise your Stealth skill high enough to be effective in enough time. Since the Shadow spell is taxing to cast at this point in the game and doesn't last very long, you can forget about getting in too many death-blows. You'll get to see Stealth's power in Chapter 2 at the earliest. * As a scout, you'll have to strike a balance between Combat (so you can hit enemies), Stealth (so you can shoot at them without worrying about retaliation - which is vital when facing other archers) and Magic (so you can use the Shadow spell effectively). * One variation of playing the scout could be to actually play him like more of a mage - concentrating on magic over stealth and using his archery abilities while waiting for Mana to recover. Don't ignore your Stealth skill completely. but just focus on it less. Mages: * Concentrate on your mage skills. By building on your magical skills, you'll be able to fry enemies with ease. You'll be mostly doing shoot-and-run tactics. If you're outnumbered and low on Mana, retreat. * A single enemy can be dealt with just by letting him chase you until your Mana builds enough to blast him again. You start with the poorest gear - look around for better armour. * There's an old, worn set of chain-mail in Outer Keep Level One near where the monks are - it's about as good as Leather Armour, although noisier. Better than nothing - which is what you'll start with. * Be advised that if you see an enemy archer, your best bet is to cast Hold on him; archers tend to move around quite a bit and they're therefore harder to target with spells. If you see an enemy archer combined with a foot soldier, run. Let the foot soldier chase you - the archer is less likely to. After the foot soldier is eliminated you can deal with the archer. If you MUST fight them both as once, be sure to Hold the archer first. * Mages should focus on their Mysticism and Constitution scores first - once you're satisfied with them you might want to build up your Combat to minimize melee damage, or Stealth so you don't have to deal with melee damage. Equip yourself appropriately - no point being trying to be sneaky while clanking about in heavy armour. 5.1.2 Key Characters and their Locations ------------------------------------------ Sir Roth (Chapter 1 Only) - Outer Keep L2, west most area (blocked off initially) Mudam - Outer Keep L2, farthest south eastern room. Can train you. You MUST visit him, it's part of the fixed path. Elarath - Outer Keep L2, North-west most room. Can train you. Highly advisable to meet and train with him. Madden - Outer Keep L2, in hallway. Bonnie - Outer Keep L1, near stairway. Anora - Outer Keep L1, Kitchen Friar Masses - Outer Keep L1, north most area Brother Mo - Outer Keep L1, east most area Pell(andrian) - Outer Bailey, east of north gate Freeman - Outer Bailey, north-eastern area Ladren - Outer Bailey (location changes) Can train you. Olon - Outer Bailey, east side. Penrith - Outer Bailey, near training grounds Lucan - South Gate L1, south east side. Elazar - South Gate L2, north Calum - South Gate L2, centre 5.1.3 Weapons and Armour of Note ----------------------------------- A brief note: I don't believe stun damage does actual DAMAGE, but improves the chances of actually making your opponent buckle and therefore slow him down considerably. 5.1.3.1 Fur-Lined Boots Piercing: 0-2%, Crushing: 0-3%, Cutting: 0-4% 5.1.3.2 Elven Leather Breeches These pants are not meant for warriors who NEED their strength and Constitution. Coordination +2, Stealth + 1, Attack Recovery -1, Hit Recovery -1, Perception +1, Strength -2, Constitution -2, Restriction +3 Piercing: 2-9%, Cutting: 2-9%, Magic: 2-6% 5.1.3.3 Black Boots of the Shadows Excellent gear for ANY class, but especially Scouts. Coordination +1, Stealth +5, Attack Recovery -1, Hit Recovery -1, Defence +2, Restriction -1 Piercing: 0-7%, Crushing: 0-6%, Cutting: 0-11% 5.1.3.4 Long Bow Better range than the Hunting Bow, but otherwise the same weapon. Sacrifice 1 Stealth while using it. 5.1.3.5 Common Long Sword (Fighter's starting weapon) Minimum Requirements: Strength 7, Coordination 10, Restriction 45 Attack Recovery: 14 Piercing 0-4, Crushing 1-6, Cutting 4-12 Total Potential: 5-22 damage. 5.1.3.6 Broad Sword Minimum Requirements: Strength 12, Coordination 10, Restriction 45 Attack Recovery: 16 Piercing 0-4, Crushing 1-6, Cutting 5-15 Total Potential: 6-25 damage 5.1.3.7 Axe of Confidence Minimum Requirements: Strength 13, Coordination 10, Restriction 45 Attack Recovery: 16 Stealth -3 Crushing 3-7, Cutting 6-13, Heat 3-7 Total Potential: 12-27 5.1.3.8 Officer's Sword You get this weapon for retrieving the Fine Steel Bars for Freeman and clearing out Village 3. While it may not do as much damage as the heavier arms, it is a very FAST weapon and well worth the trouble. Minimum Requirements: Strength 7, Coordination 10, Restriction 45 Attack Recovery: 7 Attack +5 Piercing 0-4, Crushing 1-4, Cutting 5-15 Total Potential: 6-23 5.1.3.9 Ogre's Club Very, very slow weapon requiring massive strength. While it can do a lot of damage, the fact that it's so slow doesn't make up for it in my opinion. Minimum Requirements: Strength 18, Coordination 10, Restriction 45 Attack Recovery: 23 Crushing 15-30, Stun 0-10 Total Potential: 15-30 5.1.4 Available Training --------------------------- Elarath Mage Craft (+1 Perception, +2 Mysticism, +2 Recharge Rate): 5 TP Basic Energy Management(+5 Mana): 3 TP Minor Meditation(+1 Recharge Rate): 3 TP Mudam Path Finding (+2 Coordination, -1 Restriction, +3 Stealth): 5 TP Basic Camouflage (+2 Stealth, -1 Restriction, +1 Perception): 3 TP Centre of Balance (+2 Defense, -2 Hit Recovery): 3 TP Field First Aid (+2 Hit Points, +1 Healing Rate): 2 TP Lucan Combat Breathing (+5 HP, +1 Heal Rate) - 3 TP. Weapon Balance (+2 Coordination) - 3 TP Armour Fitting (-2 Restriction) - 3 TP 5.1.5 Spells of Note ---------------------- All the spells you can learn, you can learn from Elerath except for Shadow. Heal - Enough said! Get it! Fireball: Does heat and crushing damage - a pretty standard spell and can do really heavy damage on lightly armoured enemies. Frost: While having an overall lower damage potential, it has a higher minimum damage and does only cold damage - which makes it effective against armoured foes. Hold: Should be cast against enemy mages and archers. Shadow: A fine spell for sneaky characters, and a must for Scouts - once your Stealth hits 100, you can run in front of most enemies and they won't notice you. Some enemies, as you will later discover, will detect you regardless, but casting Shadow when spotted may give you a few moments to prepare. 5.1.6 Quest Check-List ------------------------ Have you... Killed the Cellar Bugs? Retrieved the Rose and Letter? Found the Fine Steel? Cleared Village 3 of enemies? Found the Saphire Ring? Found the Key Ring? Recovered the Chalice? Got all the scrolls with strange writing? Recovered the Amulet? Killed every single enemy creature? (It's not a quest, just a good idea to do) 5.2 Chapter Two ==================== 5.2.1 General Tips (How do I START Chapter 2??) ------------------------------------------------- The Inner Bailey and Inner Keep Levels 1,2, and basement are now all open to you. To start the chapter, go past the northern guards in the Outer Keep Level 1. You will be warped to the Inner Keep, and Sir Roth's chambers. Sir Roth will move the battle room on Inner Keep L1 when this Chapter is complete. They mention how to start Chapter 2 very briefly in the manual, and it's hard to find that rather vital bit of info. Keep a look out for secret areas - there are a number of them. This chapter is pretty straightforward and the spoiler-free strategies are the same for just about all the classes. There is a lot of good gear in this chapter. Be sure to explore the Inner Bailey as well as the caves very thoroughly. Also be sure to report things to everyone - it's worth TP. You'll want at least 15 Perception and Charm for this Chapter. By Chapter 3, you'll need about 20 Perception/Charm. Don't forget that the adjusted stat does the trick. There are a fair number of extra conversation paths that don't do anything but respond to your stats, but some will reveal traitors which are good to kill for Training Points. You'll encounter three new types of enemies. Lurkers don't look too bright (they're not) and they don't seem that skilled (they're not) nor do they have much stamina but they ARE fast and strong so if they hit it will HURT. Just keep this thought in mind - there will be times when you're laughing at their lack of skill and then the next moment you're near death because they got lucky and hit you twice. Rock Golems are very sturdy creatures, but they're clumsy. If you're going to attack them, make the most out of your class - spells, snipe, or in melee, swarm him with the help of NPC's. Skeletons can basically be treated like human opponents - except they play dead. You can take advantage of this by shooting them before they get up. There are many NPC's available in this chapter - a sage's apprentice, an experienced knight, a broke but skilled scout, and the soldier the scout owes money to. You will want to take some NPC's with you - at this stage in the game you'll need some help to keep everyone off your back. The type of NPC's you take depends on how you like to overcome your enemies. I would most certainly take Wyatt if no-one else strictly due to his Stealth ability - it means he will dish out good damage while not being attacked. If you're a fighter, my recommendation is to take Phelic's Apprentice and Wyatt - the apprentice will rejuvenate you and Wyatt takes pot shots at unguarded enemy backs while you fight (and draw their attention AWAY from Wyatt so he can be at his most effective). If you're a mage, I would suggest recruiting a fighter to distract enemies while you and Wyatt shoot them down. Even a scout should take Wyatt along - but then you'll certainly want a melee character to flush them out with. You'd be surprised how effective it is just to keep moving while a ranged character fires at your opponent - just don't get too far away, or the enemy will attack the archer. While you're just out of arm's reach however, you're too tempting a target to pass up. If they DO go after the archer, a few good wacks usually gets their attention. If you're having trouble against the boss (Uh. do NOT attack the Lich - you have been warned) then I recommend building your mysticism skill a bit (around 20-25) and getting Wyatt. Cast Shadow on him and he can take down the boss in a matter of moments, as it does NOT have the "super detection ability" that the Shaman did. I do not suggest trying to fight the boss hand-to-hand unless you are a complete tank. If you really want to whip this level, get Wyatt and improve your Mysticism to the point where Shadow is effective. Let Wyatt sneak up and snipe-shot enemies for you. Except for the Lich, it works on everyone in this chapter. A final note (and this is mentioned in the manual) - you will not be able to help the Lurkers until Chapter 5. Quests often can't be completed once you pass the chapter they were assigned in, but this is the exception to the rule. 5.2.2 Key Characters and Locations ------------------------------------ Sir Caerleon - a new trainer, warrior tactics. Found in the North-East side of Inner Keep Level 2 near the L-shaped junction with the stairwell. Sir Olsa - North West side of Inner Keep Level 2, west of Sage Phelic. Sage Phelic - North-West most side of Inner Keep Level 2. King and Queen - Large room on the south side of Inner Keep Level 2. Ambassadar Lucius - next to King, east of his chambers. Inner Keep Level 2. Sir Dinadon - Southern bar of Inner Keep Level 2. NPC. Brother Larry - South-East area of Inner Keep Level 2. The door will be locked - after hitting the locked door, speak to Sir Roth for the key. Fester the Alchemist - East area in large room of Inner Keep Level 2. Sir Ither - North-West of King's room, Inner Keep Level 2. Simek - Inner Keep, Main Hall Maris - North East rooms, Inner Keep Level 1. Have at least 15 Perception before talking to him. Library - South West Side. Marcus is there. Wyatt, the scout - NPC. North East side of Inner Keep Level 1. Vasek, the soldier - NPC. North East side of Inner Keep Level 1. Joins if Wyatt is in the party. Esmond - East side of Inner Keep Level 1. Tracy - Far East side of Inner Keep Level 1. Neese - East of Main Hall, Inner Keep Level 1. Merchant Rayous - Inner Bailey, West side. Tristan - Inner Baily, North-East corner. Felious, the Necromancer - Basement of Inner Keep. Bones - Basement of Inner Keep, behind a hidden door. Talk to the necromancer first. 5.2.3 Weapons and Armour of Note ---------------------------------- There's some really fantastic gear in this chapter. 5.2.3.1 Splint Haubrek Stealth -3, Defence -1, Restriction +5 Piercing: 0-4%, Crushing: 0-5%, Cutting: 0-6% 5.2.3.2 Mace of Frozen Barbs Minimum Requirements: Strength 15, Coordination 13, Restriction 45 Attack Recovery: 15 Piercing: 2-4, Crushing: 6-13, Cold: 2-4, Stun: 6-13 Total Potential: 10-21 plus Stunning 5.2.3.3 Eleven Fine Long Bow Minimum Requirements: Strength 16, Coordination 12, Restriction 30 Attack Recovery: 17 Coordination +2, Stealth +2, Perception +2 5.2.3.4 Bracers of Defence Worn as gauntlets. Defence + 5 5.2.3.5 Mystic Claw Mainly used to bolster your magic as it's an otherwise unimpressive weapon. Minimum Requirements: Strength 1, Coordination 8, Restriction 45 Attack Recovery: 8 Mana: +30, Restriction -1 Piercing: 1-2, Cold: 0-2 Total Potential: 1-4 5.2.3.6 Fine Long Sword Minimum Requirements: Strength 7, Coordination 10, Restriction 45 Attack Recovery: 14 Piercing: 1-4, Crushing 1-7, Cutting: 5-13 Total Potential: 7-24 5.2.3.7 Black Pants of the Shadows Fantastic gear, especially for scouts and mages. Coordination +4, Constitution +2, Mysticism +3, Perception +1, Mana +10, Restriction +1 Piercing: 0-5%, Crushing: 0-7%, Cutting: 0-8% 5.2.3.8 Ahoul Leather Plate Kilt Good armour for an NPC, worn on either Leg 2 or Belt Hit Recovery -1, Stealth -5, Defence -3, Restriction +5 Piercing: 1-5%, Crushing 1-6%, Cutting 1-7%, Stun 1-4% 5.2.3.9 Fine Great Helm Hit Recovery -3, Stealth -3, Defence -2, Restriction +2 Piercing: 1-6%, Crushing 1-8%, Cutting 1-8%, Stun 1-5% 5.2.3.10 Fine Long Bow Minimum Requirements: Strength 16, Coordination 12, Restriction 30 Attack Recovery: 19 Stealth -1 5.2.3.11 Ruby Red Boots Reduces your restriction slightly. Restriction -2 Piercing 0-1%, Crushing 0-2%, Cutting 0-2% 5.2.3.12 Black Leather Gloves They give stat bonuses because they look cooler, I suppose. Coordination +2, Restriction +1 Piercing 0-3%, Crushing 0-4%, Cutting 0-4% 5.2.3.13 Sword of Ezra Minimum Requirements: Strength 7, Coordination 10, Restriction 45 Attack Recovery: 14 Attack +5 Piercing: 0-4, Crushing: 1-6, Cutting: 4-12 Total Potential: 5-22 5.2.3.14 Iron First of Oriam Minimum Requirements: Strength 15, Coordination 13, Restriction 45 Attack Recovery: 15 Stealth -3 Crushing: 6-13, Stun: 6-13 Total Potential: 6-13, plus stunning. 5.2.3.15 Ahoul Metal Pauldrons Worn on Chest 3, good for an NPC. Hit Recovery -1, Stealth -2, Defence -3, Restriction +6 Piercing: 1-6%, Crushing: 1-7%, Cutting: 1-8%, Stun 1-4% 5.2.3.16 Wizard's Braces Stealth -1, Hit Recovery -1, Defence -1, Restriction +1 Piercing: 0-2%, Crushing: 0-2%, Cutting: 2-4%, Heat: 2-6%, Cold: 2-6%, Electricity: 2-6%, Stun: 0-2% 5.2.3.17 Hands of Truth Tricky to find, worth the effort. Strength +1, Coordination +2, Constitution +1, Hit Points +5, Mana +15, Attack +1, Defence +1, Restriction +1 Piercing: 1-2%, Crushing 1-2%, Cutting 1-2%, Stun 2-4% 5.2.3.18 Open Black Cloak Notice that black items tend to have more bonuses. In this case, a small Stealth bonus. Worn on the Outer area. Stealth +1, Restriction +2 Piercing 0-2%, Crushing 0-4%, Cutting 0-5% 5.2.3.19 Fine Steel Greaves Worn on Legs. Stealth -5, Hit Recovery -1, Defence -3, Restriction +7 Piercing 1-6%, Cutting 0-8%, Crushing 1-8%, Stun 1-4% 5.2.3.20 Bauldazor's Razor _Quick_ and deadly. Minimum Requirements: Strength 7, Coordination 10, Restriction 45 Attack Recovery: 7 Attack +3, Coordination +5 Piercing 0-4, Crushing 1-6, Cutting 6-12 Total Potential: 7-22 5.2.3.21 Shield of Fortitude A great shield if you're a mage or fighter. Strength +4, Constitution +4, Stealth -4, Hit Recovery 1, Defence +1, Restriction +8 Piercing 1-6%, Crushing 1-6%, Cutting 1-6%, Stun 2-6% |
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Another Siege of Avalon: Chapter 1 Walkthrough :
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