Soulbringer Walkthrough :
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Walkthrough - FAQ/WalkthroughSoulbringer FAQ/Walkthrough Version 1.4, 1/28/2005 By Matt P Email: elementalizard@aol.com SOULBRINGER is copyright Infogrames, and is distributed by Interplay in the United States. Be sure to check that you have the most up-to-date version of this game by checking its site. All characters in this FAQ should be treated as the intellectual property of Infogrames. Please contact me if you desire to post this FAQ somewhere, or if you have any additions/comments. Soulbringer is a decent game that is easily acquirable at most Walmarts. You can get it with Planescape: Torment, for $10 US. The manual is included on the CD. What's new in v1.3- Added a number of small things and some strategies. Many thanks to all who have helped, especially Danny! TABLE OF CONTENTS: 0) Frequently asked questions 1) Tricks of the Trade 2) Stat analysis 3) Walkthrough 4) Spell analysis, book locations 5) Brief weapon discussion, the best armor 6) Herbs and what they do 7) Credits/miscellany STORY: The world has always had a big evil demon guy and the hero to stop him. Recently, the big evil demon guy returned and is tormenting the populace. Now where's the hero? Hm... I wonder. IMPORTANT GAME MYTHOLOGY: The Big evil demon guy's name is Skorn. Your hero is unnamed. Skorn corrupted the hearts of several men (the hexseekers- who seek you out and try to destroy you), and brought forth some of his fellow demons (the revenants). It is these revenants who are often causing major problems- one of them is the cause of the horrendous winter, another is attempting to enslave a town, one is locked away in another dimension (and you'll use the key to bring him back and kill him), and yet another is torturing souls by preventing them from going to the Well. Destroying the body of either a hexseeker or a revenant does not destroy the creature, it merely allows them to reform elsewhere, unless they are contained. Minor demons also abound (raals and others). The Well is the afterlife. Harbinger was the previous hero who tried to defeat Skorn and his demon allies, and Harbinger used the Hex to travel and, uh, fight evil. Kinkathra is the "first dragon," whose dream is that all life will be peaceful, and whose heart is an object of great power, said to be capable of containing the spirits of the Revenants. =====================FAQ============================ Q: I can't get Malkuth to revive the anvil guy! A: Talk with him about it, don't give it to him like you do the majority of your stuff. Q: I killed someone in the game, got some experience and a few minor items, but it doesn't mention that you're able to do so in the walkthrough. What gives? A: Yup, not everything is in this walkthrough. Many people can be killed, it's just not that heroic to do so. Oh well. Q: Where is *ITEM*? A: Its location is probably in the walkthrough, but if you don't see it at first, you may just be missing the little glowing star that surrounds it. Look hard, I know it's a game flaw. Q: How do I regenerate mana? A: Use a potion, or touch a Hex stone once you have access to the Hex. Q: How do I get the cheats to work? A: You don't. The cheats you see advertised on sites do not work. If you ask me about this, I will NOT respond to your emails. Q: Where are the hex stakes? A: Two are acquired from Malkuth. The others are in the church ruins, Thardolin Docks, and Deep desert. Refer to each of those locations for the exact locations. Q: How do I get my quest list to scroll down? A: From Thomas: there are two things that look like horseshoes on the right side of the quests on the top and bottom of the quest page, the one on the top has a circle under it that will move up or down depending on witch of the horseshoe things you click on. Q: Crap! I need to get back into Crux's manor? How? A: Without editing the game files, it's impossible. However, with editing the game files, this is what you need to do (from Hyland H. Capin Jr): In your walkthrough there is a part that mentions that if you fail to get the "rune of manipulations" it is lost forever, or you have to restart from a save before entering the manor or even start a new game. Because the door is shut and locked. This isn't completely true there is a way of getting back into the manor. However this involves editing the doors.s in the script folder, if one does overlook the rune and can't get back in. Steps to take to fix this: Be sure to make a back up of this file. 1.) Save and Quit Soulbringer. 2.) Use the find > files or folders from the Start Menu. 3.) Search for doors.s (default location is: "C:\Program Files\Soulbringer\data\script"). 4.) Right Click on doors.s and select properties under Attributes uncheck ReadOnly, Click Apply then click Ok. 5.) Having done step 4 Right Click on the doors.s in the find files & folders search select Open With and Choose Notepad. 6.) Change "VIG SetUpDoors-Intro FALSE" to "VIG SetUpDoors-Intro TRUE" (Without the quotes.) 7.) Locate // *** manorext *** Note: Only Changing the Closed or Locked values to Open is needed. // *** manorext *** IDoorOpen dlord_fr IDoorOpen dlord // *** manorint *** IDoorOpen dlib1 IDoorOpen dbed_2 IDoorOpen secdoor_1 IDoorOpen dlib_2 IDoorOpen dmeeting IDoorOpen dstore IDoorOpen dstore_1 IDoorOpen dkitch_1 IDoorOpen kitch_2 Save the changes made. Also Note that in order for these changes to take effect in the game you must let the Intro play. =============TRICKS OF THE TRADE===================== Here I will mention a few tricks that may be in hidden in the manual somewhere, but which are better stated up front. ARMOR- pick up the piece of armor and drag it over the doll to the left. This equips it, and you can see the increase in your defense. BAGS- bags expand your inventory, allowing you to carry much more stuff. You may even put bags into bags, up to four times (i.e., a bag in a bag in a bag in a bag in your backpack). FIGHTING- generally, attacks that are closer to the bottom of the list are superior to those you obtain earlier. Not always, but most of the time. Often, these attacks take more time to execute, so you must find a balance between hitting hard and hitting often. DIRECTIONS- note that, although your compass is quite useful, it can get you confused. If you line up your view behind your character, N and S on the compass will point in the correct direction, but E and W won't (they'll be reversed). Think about it and you'll see it makes sense. THE HIGHER GROUND- One of the more interesting things about combat with this game is the fact that where you're positioned actually matters. Strangely, having the higher ground often hurts you more than it helps, as you'll miss more often. You'll have to attack 'low' to hit with any consistency. Luckily, your enemies suffer from a similar problem. Be sure to exploit this. COMBOS- In my previous play through, I would have said to ignore combos. However, that has recently changed. Making an effective combo is difficult, but combos are often better than just clicking on something till it dies. The main difference in play style you have between these two options (combo and non-combo) is speed. Manual attacks are faster, but combo attacks also allow your character to defend and parry blows. A particularly effective combo I used early on was with the mace- endless looping underhand strikes. Many things fell quickly to this attack. Also, if you don't use combos, you won't get the full benefits of the combat skill. ---Insight from Gary Keeling: It also doesn't hurt to program a few spell combinations into the Combos. I have Shield and Haste looped into one Combo. However, if you do that, make sure you get off of that combo once it's cast, otherwise it'll keeping casting them round after round, wasting mana. It sure beats running around in circles running from your enemy while you're trying to scroll through all your spell books to find the right one in the middle of combat! EXPERIENCE (XP)- Generally, you'll get the majority of your xp at the beginning of the game from completing quests, and the majority at the end of the game from killing nasty creatures. Killing non-hostile creatures (including ones that can be made hostile- like the fey) costs you XP equal to what you would gain if you killed them when they are hostile. Sometimes, when you're leading an army, an enemy will kill a soldier of yours and you will lose xp. If you kill the enemy, you will gain the normal xp for killing it and the xp lost through the soldier's death. The maximum level is 41 by the manual, but I've only got up to 39, and that's with killing most everything bad that moves. THE SECULORUM- As you cast spells of a specific element, your seculorum is modifies. The seculorum is pictured on the character screen after you've gained access to the Hex. If you cast too many spells of a specific element, your seculorum becomes unbalance. This isn't always a bad thing, as you get certain perks with increasing focus. However, the counter side to this is that spells cast of opposing elements do significantly more damage. MISSILE WEAPONS- Generally, these things are useless. Few enemies stand still and let you pummel them from a distance, with one major exception. Generally, I sold most of my arrows, and sent the magic/special ones to the HEX. Eventually, when you get to the deep desert, these things can actually be useful in getting a hefty bit of XP, if you're willing to be patient. WEAPON QUALITY- Whenever you hit an enemy who has defenses against your specific attack, your weapon gets damage. Trying to hit a character wearing plate armor with a knife will generally just get you a broken knife. Some weapons always penetrate armor (like the pickaxe), and hence wear out very slowly. Two game-story critical weapons are indestructible- Messenger and Bloodmaster. CHAPTERS: Although not formal by any means, the main character undergoes a few changes as he fights and gets stronger. Most notable is the change in clothes, which is generally coupled with a change from subservience to arrogance. ===========================STAT ANALYSIS=============== STRENGTH: Determines how much damage you do and how much you can carry. At the beginning, you'll want to increase this regularly, so that you can use the heavier armor and kill things with greater ease. SPEED: Determines the quickness with which you attack in combat, and modifies your defense. Speed is an interesting stat that can be modified with large results. If you're fighting an enemy, the ratio of blows you get in compared to the number of blows he gets in is directly related to your respective speeds. If you're a lot faster than your enemy, you'll hit a whole lot more. Don't focus on this skill (never put all of your points in it), but always hold it in consideration. If you have a lot of points in this skill, you can get some very high armor classes. The increase of defense due to higher speed appears almost exponential. A speed of ~85 gave me ~1500 defense. COMBAT: Determines the attacking options available to you and your ability to block/parry blows in combat. If you don't use combos, then this skill isn't very useful to you and can be ignored in part. If you do use combos, then this skill is significantly more useful. You'll be able to block a lot of hits from enemies if this skill is high. HEALTH: Influences your health points (HP). This skill isn't bad, but compared to the benefits you get from other skills, don't focus on this one. You'll still suffer the same damage from blows, you'll just be able to last a bit longer in a fight if you've put a bunch of points in this skill. MAGIC: Influences your spell points (or mana points, SP), and your ability to cast spells. This skill is what sets you apart from your normal soldier. Each spell has a specific Magic skill requirement, and can't be cast unless you have enough skill. The bonus to SP is nice, but again, it'll just enable you to cast a few more spells before you have to drink a potion. Get this skill up to 50 BEFORE Chapter 5, or you'll be sorry. ====================WALKTHROUGH======================= General Guide Name of area Q: Quests available D: Directions to/from nearby locations Walkthrough for area **********CHAPTER 1, prissy boy clothed-hero************ NOTE: There are five "chapters" in this game, during each the hero gets a new outfit and a better attitude. Eastern River Q: Find Andrus, Drive off brigand. D: W to Madrigal town square, Madrigal sewers You start off with a strange dream, and soon awake at the docks, talking with the ferryman, Allis. You get a quest starting out, to find your uncle. Allis gives you some advice, and if you talk with him thoroughly, will give you a second quest, to kill a nearby bandit. He gives you a key so that you can enter his home (while he cowardly hides) once you've done the deed. In the nearby barrel you will find a fish, which is decent food. Another barrel has some worthless stones. ********************************************************** HINT: Food is good, and it heals you well. Try to always have some on hand, instead of relying on spells or expensive potions. Food is ranked: Apples (20 HP, 1 lb), Bread (35 HP, 2 lbs), Fish (50 HP, 2 lbs), Chicken (75 HP, 3 lbs), and Ham (100 HP, 4 lbs). Bread weighs the most for its restorative ability, but that doesn't mean you should ignore it. Always pick up food if an enemy drops some, but purchase it selectively. ********************************************************** You'll also find that you have some stat points to distribute if you go to your character screen. ********************************************************** HINT: At this point, you'll probably want to spread your points out evenly. You'll have one point left over, put it wherever you wish. I put it into magic. You'll be getting a few spells soon, and they require a base level of training to cast. The complete spell list can be found at the end of this FAQ. ********************************************************** Now press the dagger button. Use your weapon. This causes the hero to draw the weapon and use it. Nothing is in your way, so this doesn't really accomplish much, other than readying your weapon. ********************************************************** HINT: Whenever entering an area with potentially hostile enemies, always have a weapon readied, generally by this method. If you have a weapon preference, make sure you've got the weapon you want highlighted and equipped. This saves valuable time and may save your life. You will generally unequip a weapon after talking with a friendly person, so make sure you ready it afterwards. ********************************************************** Walk along the path. A bandit will soon grunt at you, and attack. Click on him to select him as your target, then attack him in kind. I found that the simple "cut" command works well against him. He dies quickly, and drops a knife, an apple and a scroll. The scroll has some interesting information, but is otherwise useless. Return to Allis Ham for your reward (25 XP, and a magic rune- the Rune of Knives). Save the rune, you'll use it later. There's not too much else to do around here, most of the other areas are closed to you except for Madrigal town square and the sewers. You should avoid the sewers for now, as the spider in there is quite strong and is better taken on later. Also, you will find several herbs and mushrooms along the riverside, take them. Herbs and mushrooms are quite common and you should gather all that you find. Most are useless, but some are very helpful. Also, be sure to check the barrels and crates for a few more minor goods. From henceforth I will not mention whether or not you can find herbs and minor items (you almost always can), and will generally only mention items of note. Enter Madrigal when you've picked up everything you want. Madrigal Town Square Q: Kill Brigands in Madrigal D: E to Eastern River, S to South Madrigal Square, N to Northern forest A cut scene occurs as soon as you enter this area. A rather nasty fellow accuses you of being a beggar and tells you to get lost. You'll want to speak with him again unfortunately (and he'll show up several more times later) at the Inn. Most everything else is closed. Find the guard captain. He gives you a quest to kill some brigands. Doing so gets you 30xp and 10 gold. You'll also see the Hex stone here, but can't do anything with it for a long while. Check the boxes in this area for a new weapon, the spade. It's ruined, so it's not really all that useful. Go south to the south square. If you head north, strange things will happen, and it's not a good idea. South Madrigal Square D: North to Madrigal Town Square, W to Madrigal Market This place has several brigands. You'll be attacked soon after entering. Walk slowly, and eventually you'll see a brigand dressed in red. He is quite difficult (cutting low works best, I've found), and you'll probably need to break off combat mid fight and run away to eat some food. Once dead, you can take his club and his brigand's cloak (the cloak provides 10 armor). The rest of the brigands here are pretty easy, and shouldn't give you much trouble. Once you've killed them all, don't bother healing yourself- you'll soon be automatically fully healed. As always, check all crates here. Madrigal Market D: E to South Madrigal Square Follow Barthelago as he enters the Inn. He's rude, as before. Once entering the Inn, you'll have another long cut scene as more people yak (do follow the story though). You'll then be given the chance to talk with everyone. Do so (especially with the Traveler, who's name is Chant), and leave once you've heard enough. Head back to the town square and go north to the Northern Woods. Northern Woods Q: Get 200 coins for Andrus D: S to Madrigal town square, W to Cavern, N to North Forest Tower Follow the path. You'll see a brigand. If you give chase, you'll find his buddies waiting for you (including a nasty red brigand). However, if you don't kill them now, you won't get another chance. They don't have much, though. Continue along the path, and eventually you'll find your Uncle's hut. Enter, and it'll be time for another cut scene. When finished, talk with your uncle about runes, and you'll get one. Use the book and you'll get your first batch of spells (the Book of Dreams). Pick up the book on the table, it's worth a fair bit of money (at this point in the game, anyway). Your uncle will also give you an annoying "Get me money" quest. When ready, go to sleep (the door is locked, so you can't go out and try your spells on those brigands, sorry). Go to sleep, and you'll heal completely. Head out the next day, and look around a bit more. The brigands have left, but their camp is still there. Take their food. There's a cave to the west, unfortunately it's a bit too tough for you just yet. Head back into Madrigal. Madrigal Town Square (revisited) Q: Rescue Farmers and Townsfolk, Defeat Brigand Leader, Bring Herbs D: E to Eastern River, S to South Madrigal Square, to Madrigal Market, N to Northern forest, W to Western Moors Things have finally opened up. I would recommend heading over to Elric's first, which is just east of the north entrance. Speak to Elric, and ask about work. You'll want to ask everyone you meet about work. Elric gives you three quests (two are official). Two have to do with the nearby mine. Both have rewards of 100 gold (how convenient...). The other has to do with the "demon papers." This is not an official quest, but you'll find some of these papers during your journeys. Sell them for a tidy profit. Sell the book you found in your uncle's cabin (on the balance of magic, or something). Elric will also identify your strange items, although that's a bit expensive just yet. Head west to the general store. You'll find Alfonse Getts, the storekeeper. Trade with him and try to purchase the superb compass (the mundane compass is pretty awful) and a bag. Bags expand your inventory greatly, allowing you to carry many more things. You just need one for now, and you may not have been able to carry all the items given to you, but now you can. You'll find more later. I'd recommend keeping at least 3 or 4 bags on you, this way you never get the "inventory full" message. Now head over to the alchemist's shop. Barthelago is mean to you as usual, but he will give you a quest to bring him some herbs. He will also identify all the herbs you're carrying for a few coins each. Sell him the useless ones. ********************************************************** HINT: I would strongly recommend keeping one of each herb in your inventory. This way, when you pick up a new herb or mushroom, it automatically gets identified and you're not left wondering what you have. This will also mark new, unidentified herbs for you. ********************************************************** Selling him an herb gets you 10xp. Now head south to South Madrigal Square. South Madrigal Square Q: Find Dove's Eggshells D: N to Madrigal Town Square, W to Madrigal Market, E to Eastern River Two buildings are opened here as well. Melissa is the seer, and will later get you some of the best armor in the game. Speak with her and she'll give you a rather peculiar quest to get some dove's eggshells. Doing so gets you 15xp and 25 gold. She'll also give you the first set of Demon Papers. I've never figured out the significance of her "seeing" skill, and as far as I can tell, it's just a waste of money. Enter the other open building in this region and you'll find Chant (the guy in the wolf hat). Search his crates to get some ham. He doesn't have much to say to you at the moment, but will shortly. Now head W to the market. Madrigal Market Q: Deliver package to Jake D: E to South Madrigal Square, W to Western Moors, N to Madrigal Town Square. Reenter the inn. Talk with the innkeeper. Ask for work. He'll give you a quest to deliver a package to Jake. It's a rather peculiar package, and you should take it to Elric, Barthelago (who gives you a discount on all his goods afterwards), Chant and Melissa in roughly that order. Afterwards, you'll probably want to head out to the Eastern River and speak with Hammer. Eastern River Q: Recover Diamond Ore for Hammer D: W to Madrigal town square, Madrigal sewers, Madrigal South Square The smith's shop is now open. Here you can repair all those beaten weapons and armor that you have. Hammer is a good guy. He gives you a quest to get some diamond ore. Doing so gets you 15xp and 10 gold per ingot. He also has some very nice items. Right now, you probably can't afford many of them, and you'll find some on dead bodies later, so don't try to get them all. Now that you've got a fair number of quests, head to the Western Moors. Western Moors D: E to Madrigal town Square, Madrigal Market, W to Sacred Grove, High Rock Pass, N to Jake's Estate, the Mines It is in this area that you are most likely going to give up and say hell with this game. This area is somewhat tedious, and often nasty. Two brigands types (easy and red) can be found here in abundance. The easy brigands are best killed with the club and it's third fighting option. The knife just doesn't cut it (pardon the pun). The red brigands are a might bit more difficult. One red brigand a little ways north of the town square entrance has a spear, one of the best weapons for you at this point. I killed him with fire bolt, and took to spear to get repaired at Hammer's. The brigands generally like to travel in packs of three, one red and two easy. The red generally attacks you first, so you can lead him away from his buddies and take him down on your own. Other brigands can be found near fires, these will actually talk to you (although mainly to threaten you). If you can, get the drop on them. Some red brigands carry bow and arrows, this is a great way to get a decent first hit in on these brigands. There are also many herbs and mushrooms to be found here, so be sure to look thoroughly. Above all, take your time. This area can be downright frustrating. You shouldn't need to buy any food any time soon, as all the brigands drop decent stuff. After you've cleared out the brigands to the best of your ability, you should find the dove. You've probably heard plenty of chirping as you've wandered this region. Follow it and you'll find the dove. Chase it as it flies away (it's not too hard, as it waits for you each time), and eventually it hits a door, opening it. This is the door to the Sacred Grove. When you're ready, head to the North. You'll see two brigands and a little girl. If you want a few cheap kills, approach slowly, and ready a bow and arrow. Shoot the brigands, they don't react until you talk with the little girl. Approach the little girl and a cut scene will take place in which the girl takes you to the entrance of the mines and tells you that her parents are in there. Before entering the mines, you may want to buy the following items: 1 scroll of banishing from Elric, and a pickaxe from Alfonse. Both will serve you well. Enter the mines when ready. Once you've cleared the mines, you can head over to Jake's Estate. Sacred Grove D: E to Western Moors. Inside you'll find a new Hex stone, and will hear a voice in your head. Continue to search, entering the small cave and you'll find a statue with which you can interact. Do so to get the dove eggshells. When you've got access to the Hex, be sure to come back and touch this stone. The Mines D: Exit to Western Moors. This area can be quite tough if you're unprepared. Most of the brigands here are pretty easy, but the rock beasts can be quite difficult. The best weapon to use against rock beasts is the pickaxe, if you have one. There are a few lying around this cave, however, to get to most of them, you will have to pass some of the rock beasts. This can hurt. After you enter, you'll see a mine cart and a small switch with arrows on it. Step on the direction you want the cart to go to get it to move. For now, move this cart away from the exit (up on the rough map below). You'll want to hug right. Several brigands attack you, but they're quite easy. Be on the lookout for diamond iron ingots, they're fairly common and a good source of cash. You'll see several farmers and townsfolk, they have been brainwashed by a strange pillar. Continue to Point B on the rough map below. This is the brigand leader. Either use your spear or pickaxe to bring him down. Heal as needed, and cast minor shield if you're getting beat up. He drops a suit of armor, a key, and a short sword. Pick up all of the items. Very close to here you will find several rock beasts. Be careful not to get swarmed. If you need a pickaxe, head up (on the map) then hug left. You'll find a couple. ================================= Geza steiner has the following hint regarding rockbeasts: To kill rockbeasts in the Mines there is another tricky way: you attack near to a mine cart switch where there is a mine cart, the beast attacks you, you activate the switch and run slowly on the railway in front of the beast, that the beast can follow, meanwhile the cart behind the beast has started, the speeds are so that the cart can catch up with the beast from behind and hit him and it costs you nothing. ================================= Otherwise, equip one rapidly, as you probably have a few rock beasts on your tail. Once you have the pickaxe, the rest of the level is pretty easy. Brigands die in one overhead strike with the pickaxe. Now head to the pillar. Once you've found it, head back towards the exit. You'll see that the mine cart you sent on its way at the beginning is being stopped by another mine cart. Head left (on the map), and you'll find a switch for another nearby mine cart. Send it right, and it'll bash into the obstacle cart and allow the first cart to proceed along and smash the pillar. This frees the townsfolk. Now, if you head back to the entrance, a farmer will stop you and give you a key (which you will use much later). You can head to the upper right, and you'll find the brigand leader's money and item stash. You can also head to the upper left and you'll see a hooded man. This hooded man is a Raal, a big badass demon. Trying to take him on in hand to hand combat is a BAD idea. However, if you did like I said you should, and bought a scroll of banishing, use it on the Raal. It dies pretty easily. Killing it gets you 200xp, a hood, and a saber. The saber is a better official weapon than anything else you'll be getting any time soon (the pickaxe still does dang well), so be sure to grab it. You'll see that the hooded man was hanging around a closed door. A cart is nearby- move it right with the switch. You can't open this door with your key, but if you head down from the door, you'll find another door. Use the slaver's key, and you can move a cart up with the switch. This cart smashes open the door. A rock beast is waiting for you. Kill it, and grab the skull. This is the skull of alchemy, and will serve you well once you get the hex. That's about it for here, be sure to get your 200 gold from Elric. People will like you more as well, now. Rough Map ±-----+ |S P | | B | | | +--E--+ Enter at E, go right and get to B (the brigand leader). The pillar which you must destroy is at P. The skull of alchemy and the hooded man are at S. After you've cleared out the mines, return whenever you will and brigands will now be mining. Kill them for some minor items. Farmer's Estate Q: Find the Guild. D: S to Western Moors, N to the Cavern Jake's Estate is very rewarding. Search the area around the estate for several herbs. If you get close to the entrance, Jake stops you and tells you to turn around slowly, and another cut scene results. You'll enter the building and continue to talk with him. Be careful what you say, then show and open the casket. I won't spoil the next bit of show. Jake will give you his key right before he disappears. A shadow is summoned- this guy can be tough. I cast minor shielding and used my pickaxe to take him out. You get a guild ring for this action, with some armor and a short sword. You'll need the guild ring later, but should be able to find a lot of them later with ease, so it's your choice if you want to pick it up. Search the home. You'll find plenty of scrolls and decent magic items (including the demon scrolls 2), and a magic tome. Get all that you can and then head north. This takes you to the Cavern. The Cavern D: S to Farmer's Estate, E to North Forest You may have already come here from the North Forest. You are strong enough to handle it now, hopefully. Enemies here include spiders and skeletons, and this can make it difficult to fight the enemies together. Spiders can only be hit by low blows (like with the spear or knife), whereas the skeletons are pretty fragile vs. the pickaxe. The spear would probably be the best route overall (at least until you kill the two spiders), as it also has a bashing attack. Numerous minor items may be found here, including several herbs and a few scrolls. There's also a nest of hornets here, they once killed me because I got too close. Stay away from the stalagmite as best you can and you'll be safe. Head to the west and you'll find a room with some shelves. On one shelf you'll find a key, and on another you'll find a cloak, and on the third, some gold. Definitely grab the key. If you're willing to spend some spell points, you can go fight a rather tough enemy right now. The reward is quite decent. If so, head to the north. You'll have to pass a few more stalagmites, and you'll come to a large room with a staircase with a dragon painted on it. Two skeletons attack you. Use your key from this cave on the door to get into the North Tower. North Tower D: S to the Cavern, North Forest There's one big nasty here. Continue up the stairs. If you head to the right, you'll have to fight the skeleton noble. I found that casting minor shield and using my pickaxe worked quite well, although I had to run off a bit more than halfway through and recast minor shield. It'll take a bit, but eventually the skeleton will fall. Pillage it's bones for a ring of health (+5 to health, get Elric to identify it for you if you want), a cap, a staff, and a key. There's also a rune (of arrows) in the skeleton's tomb. Be sure to grab it. Head to the west, and open the door. You'll see several dead bodies with some minor items. Collect all that you want, then head east to the room with the tomb. You'll see a door to the south. Use the key you got from the skeleton to open the door and leave. You'll find yourself in North Forest. North Forest Q: Find Temple of Shadows D: S to Madrigal town square, W to Cavern, N to North Forest Tower You should have plenty of money to pay your uncle with by now. Do so, and you'll get a Hex compass. The hex compass points to the nearest source of power. It can be used to supplement your other compass in case you get lost. Your uncle also gives you another quest, to find the temple of shadows, and will identify the book you got from Jake's estate as the book of trinkets. Head back to Madrigal. Elric gives you the same quest as your uncle did, and will identify some of your other items, and purchase some of the scrolls and useless books you've acquired. Hammer will also sell a few more decent items. I would recommend purchasing a mace from him, and the plate helm (lots of good defense). Buy some food from Alfonse if desired, and sell your excess herbs to Barthelago. Now it is time to head to High Rock Pass (W of the Western Moors) and Ravenscar. High Rock Pass D: W to Ravenscar, E to Western Moors This is a fairly straightforward area. Several brigands can be found here, including two red ones (which should no longer be any trouble). The brigands kill a townsperson, and then attack you. Avenge the townsfolk. You'll find several diamond iron ingots if you look. Continue west to Ravenscar. Ravenscar D: E to High Rock Pass, N to Path of Shadows, E to Cavern, W to Temple of Shadows This town is deserted of all life. Undead and gargoyles roam freely. I would suggest switching to the mace if you have one, or using the pickaxe. Undead fall easily to the mace, and gargoyles crumble under the pickaxe. The mace also works fairly well on gargoyles, so I would recommend using the mace as your weapon of choice for this area. The smash and underarm smash work quite well, and are probably the best way to kill these creatures. There are three main subsections to this area, two of which are connected. As you head west, you'll come up to a crossroads. If you head to the north, you'll find an abandoned town (abandoned by people, anyway). Search all of the buildings, and kill all undead who get in your way. You'll find several long swords as you go along, take them if you have room. Hammer will pay you a good bit of money for them, so if you don't get them all now, get them when you have access to the Hex. You'll also find two stairs that go to basements. Both lead to dead bodies. One basement also leads to a set of mail leggings (ruined), and a magic cloak (the ghost cloak- defends against spirit magic). Get Hammer to repair the leggings for some decent armor. In the other basement you'll find another set of dead bodies. You'll also find two books (one gives you a bit of information as to why there are so many recent dead bodies), including a Golden Grimoire (the book of medicines). You'll also find a mail vest, which is again in ruined shape. If you want to get them repaired now, I would suggest taking the "short cut." Follow your hex compass to the Hex stone, then head east. You'll find a small entrance that leads to the Cavern. There are several shelves here, many of which contain potions. You'll be able to go back to the North Forest through this route, and then to Hammer. To the SW you'll find the manor house. It's well guarded. Take your time and draw the enemies out one at a time if possible. You may be able to handle more, but it's easier this way. Enter the house. Before attempting the temple, you may want to purchase a few fireball scrolls from Elric. The bishop dies quickly to fire magic, and fireballs are the best thing available to you at the moment. When ready, head to the west to the Temple of shadows. You'll find another section of destroyed town, this one has a strange pillar in the center. Grab the rune (of trinkets), and you'll be attacked by a few undead. Continue west to a column area. You'll be attacked by a group of undead, just take your time. Remember that skeletons can run faster than zombies, so use this to your advantage. Or use your bow to fish them out one at a time. Once you enter the Temple, you'll complete the quest that your uncle gave you (50xp). You can kill all the undead in here as you desire, but you may want to hold entering the temple for just yet. Instead, head to the Sewers (to the north). A large batch of undead and gargoyles will impede your progress, just take it slow. Enter the keep. General map: T M X | | |K +--+--+--G | H E C T = temple, M = manor house, X = rune, K = Keep, G = Shadow gate, H = Hex symbol, C = Cavern Manor House Q: Free Elsbeth's spirit After you enter and take a couple of steps, a cut scene occurs in which a spirit asks you to destroy her body. Talk with her about things, and you'll be attacked by a group of gargoyles. Cast minor shield if necessary, and use either the mace or the pickaxe. Run off and heal if needed. They shouldn't be too tough. Once destroyed, search the house. You'll find a few potions, and a gemstone that fetches a pretty penny from Elric. Ravenscar keep This area is pretty much the sewer. It may be somewhat confusing, and it's quite dark. There are several spiders around here, so be sure to have the mace equipped so you can actually hit them. There are also a few zombies and skeletons down here, so be careful. You want to get to the south, as that is where Elsbeth's body is located. Open the door, and cast firebolt on the body (35xp, completes her quest). You can either go to the SW and enter the temple, or go to the temple the preferred way (head back out to Ravenscar and then go west). Temple of Shadows D: E to Ravenscar You may have already cleaned out all of the undead here, but if not, do so. The temple is pretty straightforward at this point, just continue west, killing monsters and getting a few herbs and potions. You'll eventually reach a strange fluffy teleporter. Step on it to get transferred to the main portion of the temple. I have made a quick table with a key that describes how you should go about getting to Bishop Mortan. Temple Map +-X | +-$ B | | +---+---+-A | | | +-$ | C | | +---+-G | | J EL+-D | F-+- | G-+-H | $ You start at A, there's a mace nearby. At B you'll find another mace and a trap, and at C you'll find a scroll. The $ signs represent areas you can go to and get a bit of money. At X you'll find a few potions and the exit to the sewers. J has a few more potions, and G has a long sword stuck on the wall. Head to D and grab the scroll of Motran and a key. You can use the key on L and get to E. E has several scrolls, Mortan's journal, and an arcane rune (cloak rune) and an arcane grimoire (book of arrows). F has a tomb with a traps- you can get the gem but will suffer about 100 damage. It's your choice. G and H have a mail hood and a scroll respectively. Once you've got everything you want, go up to the top of the level, get in the bubbly field and read the scroll of Mortan. You get transported to the final area. You'll find yourself at another crossroads. All of the rooms but west have potions. Once you've grabbed them, go west. You can grab four more potions by veering off you main path. Eventually, when you get too close, you'll get a cut scene where the Bishop summons 6 skeletons. He then fires a spell at you, but you can outrun it by going east. The skeletons will follow you, but they shouldn't be too hard for you anymore. Once you've destroyed them, go after Mortan. He has two spells as attacks, and will melee you if need be. Shoot him with fireballs if you have the scrolls from Elric, then go for firebolt. He should fall easily with some patience. He drops some nice items, including the staff of lore, a bunch of gold, and an arcane rune (of corpses). Cast Death's recollection on the bishop's corpse, and you'll get a bit of info and storyline (and some xp). Then grab the book on the stage. It's time to head back to Madrigal. Madrigal Town Square D: E to Eastern River, S to South Madrigal Square, to Madrigal Market, N to Northern forest, W to Western Moors As soon as you enter, you get to enjoy a cut scene which transfers you to the Hex (50xp) and full SP. Hex Q: Get the skull of alchemy, get the anvil of Horath, retrieve the heart of Kinkathra. As soon as you enter, you get accosted by Malkuth, a giant tree. He gives you some quests. If you have the book of Hades and the skull of alchemy, give them to him. This brings back Jaard the librarian and Caldor the alchemist. First go speak with Caldor. For this you get a potion, and can pick up some other items if desired. Caldor will give you a potion whenever you gain experience. Now go to Jaard and, if you have some books and their runes, you can place the books and get new spells. Whenever you get a new book and/or rune, be sure to come back and place it in your library. You'll get experience and some nice spells. If you want to maximize the bonuses you can get, place a book, get the experience, get a potion, then place another book, and again get your experience. There are several items lying about, be sure to pick them up. Go back and talk with Malkuth. Talk about items, and select "take" and grab the two hex stakes (and the potions, if you want). You now have nearly infinite inventory, and should never have to return to town to sell your items. You can use the "hex" symbol in your inventory menu to send things instantly to Malkuth from anywhere. You can also view your seculorum by going to the character screen. There's not too much variation with it just yet, but it's good to know. Now it's time to tell your uncle the good news. North Forest D: S to Madrigal town square, W to Cavern, N to North Forest Tower Prepare a weapon (pickaxe is good). Go to your uncle. Uh oh, he just got killed by Tamaran. Fortunately, Tamaran is pretty weak, since your uncle beat him up pretty well. Kill him, you don't really need any spells. Now cast death's recollection on him (make sure you have a hex stake!). Tamaran is actually kind of pitiful. End his life (25xp). Now cast death's recollection on your uncle. He tells you a bit more information (10xp). You've also been given a hint to go to the Path of Shadows. Head there after everything is fixed up and you've got enough food and healing items to manage. The next few areas can be somewhat tough. Oh, and Barthelago left, so you can't get any more potions or identify any more herbs. Head west. On your way, return to the sacred grove and activate the hex stone. You'll get experience and your spell points recharge. Continue through Ravenscar, and north to the Path of Shadows. You can activate the hex if you desire, but you may find it more advantageous to save it. Path of Shadows D: S to Ravenscar, N to Mercenary camp. Hm, a deserted path... seems suspicious. Indeed, as soon as you cross, you're attacked by two shadows. They have short swords, cured leather armor, and some rings (basically worthless). That's it for here, continue north. Mercenary Camp D: S to Path of Shadows, N to 7 Kings Barrows As you enter, your character decides to listen in on a few thugs. They talk a bit, and then you regain control of your character. I would suggest equipping your mace. Next, take very slow steps forward (North), and wait after each step. Mercenaries will decide to attack you. They can be quite tough, but you can be tougher. They drop some very nice items- pick them all up and send them to your hex. You'll get a hefty bit of gold and will be able to afford some of the niceties later on. Many also drop potions (mostly lesser heal, I believe). If you enter the mercenary camp proper, you'll get shot at by the thugs. You can respond quite well with fireball. Two blasts should be all that it takes. When you run out of spell points, go back to Ravenscar and touch the hex stone. I got an instant kill on one fellow by attacking him as he was changing weapons (from crossbow to long sword) with my pickaxe. I'm not sure if this can be repeated, or if it's just a fluke. Anyways, continue on, and be cautious. You don't want to get two mercenaries whacking you at the same time. In the center of the camp you'll find a pit full of rockbeasts. You can shoot at them, but it's not that worthwhile, mainly a waste of ammo or SP. When finished with this area, go north to the 7 Kings Barrows. ----A hint from KA107: I found a good trick to use on the mercenary camp is to sneak around to the left side. There is a narrow back entrance. They don't all run at you at once, and you can pick them off. This tactic also works for the church ruins. 7 Kings Barrows D: S to Mercenary Camp This is a rewarding area. You get the best boots in the game here, as well as several (3!) runes. There are seven barrows (tombs) here, but I found it difficult to map them out. I would suggest instead entering each tomb, searching it thoroughly (including killing the skeleton nobles and grabbing the boots of dashing, and the runes of medicines, breaths, and fears). The nobles generally drop long swords, send them to your hex so that you can resell them later. Once you've finished with a tomb, I'd recommend dropping an item in front of the entrance to mark the fact that the tomb is cleared. I prefer dropping poisonous or useless herbs and potions. Continue around, searching all the barrows you find. Eventually you'll find one with orange phoenix symbols on it. This is the barrow of Horath, the great king. Barrow of Horath Fortunately, this place isn't nearly as confusing as the temple of shadows. There's one crossroads here, and head straight for now. You'll find a body on a tomb, cast Death's recollection on it for some storyline. Then head up, and you'll see two skeleton mages get summoned. Fiddle with one of the pillars, and no more will be summoned. The skeletons aren't too tough, but do cast a nasty firebolt. Touch all of the pillars so that they turn blue, and avoid the center of the circle, or else you'll be badly hurt. Next, head back to the crossroads, and take either left or right path. Enter the room, and you'll find yourself in a rather strange place. Make it to the bubbly teleporter and take it. You'll see the anvil of Horath nearby. Prepare for a fight (equip either your mace or pickaxe), and pick it up. 4 gargoyles attack you, but shouldn't be difficult at this point. Head out and get back to the crossroads. Now attempt to exit (a cut scene ensues). Galgaros decides to stop you. He is very powerful, and you'll need to do something cheap to beat him. Walk back to the pillars spewing blue fumes, and maneuver yourself behind the circle. Galgaros will follow, but will step in the center of the rune and suffer ice damage. He dies fairly quickly. If he gets out of the center of the circle, position yourself so that he gets back into it. When he dies (300xp or so), fiddle with one of the pillars (don't bother casting death's recollection on him, Galgaros fled the body), and grab his stuff. You'll get firesword, a decent weapon, and some gold. Head back to the Hex. Hex First, get a potion from Caldor. Then give Malkuth the anvil, which brings back Crucibus. You can go get another potion if you desire. |
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