GENEFORGE 2 FAQ/WALKTHROUGH (version 1.4) by Matt P, Contact elementalizard@aol.com for information/comments on this FAQ. If I use your comments in this FAQ, you will be given full credit. Geneforge 2 and all names in this FAQ are copyright Spiderweb Software (www.spidweb.com) If you are playing the Windows version, be sure to update your game! You'll get a lot more bang for each level up if you do! Seletine has helped me finish the directions part of this FAQ, for which I am very grateful. TABLE OF CONTENTS 0. Quick question guide 1. Class Guide 2. Skill Guide 3. Creation Guide (incomplete) 4. Spell Guide 5. Strategies and Frequently asked questions 6. Walkthrough (incomplete) 7. Sect Guide (incomplete- Barzites still needed) 8. Skill and stat locations (incomplete) 9. Item Guide (incomplete) 10. Opinion Guide (from Publicly Displayed Name) 11. Thanks and Acknowledgements, version info 0. QUICK QUESTION GUIDE Q: Can I use the Geneforge? A: No. Q: Can I enter the NW room in Benerii-Uss Holding? A: No. Q: How do I get into Gazak-Uss? A: First talk with the hermit to the SW. This gets you into outer Gazak-Uss. Then collect 3 broken crystal pieces- this gets you into inner Gazak-Uss. Q: Where do I find ____? A: Check the Item Guide at the end of the FAQ. It has ingredient items, puresteel rings and broken crystal pieces. Otherwise, use ctrl + F to open up the Find box, and look for it that way. ----------------------------------------------------------------------- 1. CLASS GUIDE Guardian- the Warrior Class Basic Play- Guardians are good at giving and taking damage. They are pretty lousy at casting spells, but can still shape decently. Make one or two creations for assistance, maybe some sort of range attacker. Skill Focus- Melee skills should be your primary focus. Choose one shaping skill and stick with it. I'd suggest either magic or fire, as you're as good or better than most of the battle creations. You will want some spell skills, especially mental magic (5 is a good goal, although that will cost ~30 skill points. Blessing magic is also very useful. Ignore spellcraft, although maybe you could get a few points from a trainer. Increase strength and endurance, with some focus on intelligence (enough to cast a spell every now and then). A Guardian tip from Scales: Here's another small tidbit on playing as a Guardian. Spend all your initial points on parry and quick action. This maximizes the bonus Shanti gives you and makes the first half of the game really, really easy (I play on torment). Item Focus- Strong weapons, and heavy armor. Strength should be one of your focus skills, so heavy armor shouldn't be too much of a problem. Melee weapons should make up your main attack, although a baton or wand won't hurt. Difficulty- Have not tried this character as of yet. In Geneforge, Guardians were fairly easy at the beginning, but progressively became more difficult. Some on the spiderweb message boards report similar phenomena. HP (Hit Points)- 24 + 5/8 * End * (Level + 1) SP (Spell Points)- 6 + 1/2 * Int * (Level + 1) EP (Essence Points)- 6 + 3/4 * Int * (Level + 1) Agent- the Mage Class Basic Play- Agents are the spell slingers of the group. They get the most energy, and can cast spells for a long time before running out of energy. Essence is best saved for spells. I find a hit-and-run agent works best. Namely, strike an opponent hard, then run off and let his buddies come for you. Turrets and pylons should be fairly easy for an agent. Skill Focus- Magic and melee. I would suggest completely ignoring creation skills. At most, put one point in them, maybe into magic shaping so as to make glaahks when necessary. Strength and intelligence help improve your main areas of skill. Item Focus- Always use melee weapons. Use your spells for missile weapons. Firebolt will probably hit as often as a missile, and it barely costs a thing. Difficulty- Hard at the beginning, easier at the end. Going solo means you get all of the experience for yourself, which can add up. HP- 20 + 1/2 * End * (Level + 1) SP- 6 + 3/2 * Int * (Level + 1) EP- 6 + 3/4 * Int * (Level + 1) Shaper- the Conjuror class Basic Play- Your creations should do your fighting for you. You'll generally be too weak to take many hits, so stay off of the frontlines unless you're going in for a killing blow. Shapers are surprisingly skilled with melee attacks at higher levels, often getting to hit% similar to those of a battle alpha. Missile weapons are great at the start, but later you'll want to equip a stat-enhancing melee weapon, like the guardian claymore (+2 to creation's strength makes them significantly more powerful). Also, don't worry if you're weighed down at the beginning of the game. If you have ~5 AP, you're about as useful as a low-level shaper will be at that point. Additionally, you can always drop items at the beginning of your turn in combat (dropping items uses no AP), allowing for a unfettered second round. Skill Focus- Shaping skills and magic. Don't worry too much about melee skills, you'll find ample opportunity to increase them with a trainer early in the game. Intelligence should be your main primary stat, as you'll need a large pool of essence to make you creation army. Item Focus- Heavy armor is a bad idea. I'd stick with some sort of magical chitin, as basically if you're getting hurt, you're playing wrong. I like the crystal woven chitin, and used it for the majority of the game. Infiltrator items are nice at the beginning. However, once you get the emerald chestguard, definitely switch to it. +2 AP is well worth whatever problems come with it. Difficulty- Stays about average the whole way through the game. Create new creations when you get them to see how they perform, and maybe keep a few steady creations to fight with you through the whole game (like a cryoa, vlish, or searing artila). HP- 12 + 3/8 * End * (Level + 1) SP- 6 + Int * (Level + 1) EP- 6 + Int * (Level + 1) ----------------------------------------------------------------------- - 2. SKILL GUIDE Skill points are a valuable commodity, one which is all too small in number, especially when playing the Windows version. Ideally, the way you'll want to play is to train with a trainer, then increase a skill with skill points, then get a bonus from a quest or book. This is not always possible, especially when trainers for some of these skills are a LONG way from the start. This may be possible with melee skill trainers and perhaps spell skill trainers, although you'd have to aim for doing this at the start of the game. Primary stats: Strength: This skill affects your melee damage and chance to hit, as well as your carrying capacity. Guardians and Agents will both want a high score in this skill. Shapers will find it not as necessary, but still quite nice. I'd recommend trying for about 5 points in it overall. From Blueman00- for creations, this affects chance to hit (+5%) and damage. Dexterity: Affects your missile weapon chance to hit, helps increase your dodge %, and also helps you act faster in combat. I didn't find this skill to be nearly as necessary as some of the others. I waited till I purchased two points in this skill from Learned Guas before adding points to it. From Blueman00- for creations this affects chance to dodge by 5%, but does not affect chance to hit even for missile attacks. Intelligence: Necessary for everyone. Shapers and Agents especially need this skill, or else they'll be extremely limited. My shaper has around about 10 points in it, and still could use more. Higher energy and essence means more creations for shapers, and more spell casting for agents. Guardians still should not neglect this skill. Creations need 2 points to be controlled. More points increase spell points and some resistances. Endurance: Adds hit points and increases poison resistance. Very useful, for you may often find yourself dying in one hit without a few points in this skill. Get it up to about four before using any canisters or getting any quest rewards. Creations gain more HP and a few resistances from this stat. Combat skills Melee Weapons: Melee weapons are the most powerful in the end game mainly because of the bonuses they give. Shapers can neglect this until buying a few points from a trainer or two, but Agents and Guardians may not want to. Missile Weapons: Reaper batons are very powerful. Wands and crystals also use this skill to determine their to hit%. Nonetheless, it's easy to hold off till you get a few points from trainers before attempting to buy this skill with skill points. Quick Action: Occasionally gives you a second attack, and also helps you attack faster in combat. Very useful, especially since it's fairly ubiquitous- numerous trainers and quests will give you a few points in this skill. Parry: Extremely nice for guardians, who can really get high values in this skill. The ability to completely dodge a skill should not be overlooked. The rare chance of riposting shouldn't be a factor in getting this skill, however, as you'll probably only get a 5% chance at high levels. Magic Skills Battle Magic: Casting potent spells is the hallmark of the agent. Damage from a distance will save her some furious fights, especially with immobile enemies. Other classes won't find too much use for this skill, as missile weapons and melee weapons can generally do more damage relative to the investment in the skill. Mental Magic: Some extremely potent skills are part of the mental magic tree. It is highly recommended that ALL classes aim for at least five in this skill to get the all-important spell, mass daze. Agents should go even higher. Blessing Magic: A very useful branch for both shapers and agents. Aim for at least three points in this skill for all classes (even with guardians). Speed is extremely nice, especially when coupled with some AP-raising items. Five points for shapers will get them the spell mass energize, which is a great blessing. Spellcraft: Agents will be able to purchase a lot of points in this skill, and they should. Shapers can as well, and guardians will find it quite difficult to do the same. Nonetheless, agents will be spell slinging some great spells after getting this. There are a few other sources of this spell, don't neglect them. Fire Shaping: Shapers will want several points in all shaping skills. It's often advantageous to pick a specialty and increase that somewhat exclusively, but you'll probably want about seven in all these skills near the end of the game (with items). This way you can create everything. Fire shaping allows you to create fire creations, which are both good at melee and missile attacks. Seven points in this skill will let you create all of the creations. Battle Shaping: Battle creations are great at the start with thahds, and battle shaping never really loses its good graces. Clawbugs can do a great job, as can battle alphas. Again, aim for 7 with a shaper. Magic Shaping: Some of the most useful creations are magic creations. Again, aim for seven with a shaper. Healing Craft: All classes should invest a few points in this skill. Shapers should invest the most, as it's quite cheap for them, but agents and guardians shouldn't ignore it. However, agents probably don't need to get above 4 or 5 in this skill, after benefits from charms and such, as they will be fighting alone, generally speaking. Leadership: Very useful for getting good rewards and getting out of sticky situations. Aim for 10 with equipment by the time you're in the central Barzite lands. This means spending skill points to get about 6 or 7 pre-equipment. Mechanics: Similarly quite useful. Aim for about 12 after clearing the clockwork maze. Luck: A bit subtle, but still very nice. With adequate luck I was able to claim the roamertooth band, which helps fire shaping immensely. I wouldn't focus on this skill, as there are several items which add points to it (including boots and a LOT of charms), but put at least 1 point into it at the start. ----------------------------------------------------------------------- - 3. Creation Guide Guide: Name of creation (base essence cost, base essence cost +2 points of intelligence) [starting level]: description. A creation's level is determined by the starting level + skill in that creation + skill in the respective creation class (i.e. Fire, Magic, or Battle) + experience level gained. Creations gain +1 to all primary stats every two levels. Fire creations Fyora (8, 11) [0]: A faithful little lizard. The fyora is a staple creation capable of launching firebolts and also possessing a nasty bite. Cryoa (30, 39) [6]: Similar to the fyora, only it spits the ice spray spell. Roamer (15, 20) [7]: An acid-spitting dog-like reptile. Casts searer, just like an artila, but is a bit hardier and also has a decent bite. It costs a bit more as far as essence is concerned, however. Pyroroamer (12, 17) [3]: Exploding Kamikaze Roamers. May be useful in some situations, but generally just there for fun. Drayk (60, 75) [18] Cryodrayk (90, 111) [21] Drakon (150, 183) Ur-Drakon ():By the time you get this creation, you probably won't need it. Thahd (8, 11) [3]: These are your starting meatbags. They have no missile attack, but can take a lot of punishment. Having a few of these guys around can save your life. Agents may also find that making a whole bunch of these (using a shaper cloak or the fanged bracelet) with no intelligence provides an excellent set of meat shields. Thahd Shade (28, 35) [10] Clawbug (20, 27) [7]: A somewhat stronger battle creation, the clawbug hits harder and lasts longer than the thahd. Plated Clawbug (48, 59) [12]: The Plated Clawbug gets 2 AP per round, and, according to Stughalf, who kept his plated clawbug through the entire game, it did ~140 damage per hit, and with two attacks per round, that's not something to scoff at. Battle Alpha (50, 63) [15]: Nice big tanks. You'll find Plated Clawbugs to be somewhat more interesting, but they're still a fine creation. Battle Beta (80, 99) [19]: Even bigger tanks, and with a lot of strength. They are quite expensive though, and not as fun as some of the other creations. However, until I got the Ur-Glaahk, this guy hit harder than anything else in my party. Rotghroth (125, 152) [24]: Wow. I like these guys a lot- they can take a lot of damage, and have a strong attack as well. Their attack does acid damage, and they have a chance of a second attack per hit (like quick action with your shaper). They're a nice step up from Battle Betas. Rotdhizon (250, 303): By the time you get this creation, you probably won't need it. Artila (12, 17) [3]: A little worm that spits acid. It tends to run out of energy quickly at low levels, but is still extremely useful, especially since the acid attack lingers and continues to do damage after the creature is hit. Increase their dexterity for a 5% better chance to hit. They hit more often than your average fyora. Searing Artila (30, 39) [13]: An improvement on the artila, this worm has a lot more energy, and also better stats. They will probably never run out of energy in a fight- you'll either slay your enemy first, or they'll die in the process. Again, increase their dexterity to increase their chance to hit%. Alex states that they're inferior to Vlish, and I tend to agree, though they do seem to last a lot longer (more HP). Vlish (15, 20) [9]: A wonderful creation. These floating squids launch stunning bolts at an enemy that do a fair bit of damage and also immobilize the enemy. As such, they're quite useful, since stunning can really save your life especially when fighting tough beasts. Vlish also have a poisonous melee attack, which is especially useful when they run out of energy (From ThirdParty). Vlish hit very often, something very important to Geneforge (from Alex). Terror Vlish (45, 56) [15]: Also a great creation. The terror effect is superior to the stunning effect, as it's generally more likely to hit. However, they can't attack as frequently as regular vlish can, due to the high cost of the terror spell, and they tend to miss frequently (from Alex). Stughalf states that investing a few points into a terror vlish or leveling them up results in a very powerful combination. One thing that people do not like about this creation is the fact that terrified enemies run off, requiring you to chase them down. Vlish also have a poisonous melee attack, which is especially useful when they run out of energy (From ThirdParty) Glaahk (40, 51) [15]: wow. This creation has a strength similar to a battle alpha (so it hits as often), and it also frequently stuns the enemy. If you get two hits with a glaahk, expect the enemy to lose its next turn. These creations can't take the same amount of punishment as a battle creation, but can definitely hold their own. Ur-Glaahk (65, 80) [22]: wow. Wow again. My Ur-Glaahks have a to hit% on par with that of a battle beta, and stun with great frequency. They can take a fair bit of damage as well. I have two in my group, and few fourth-level beasts can stand up to them. Unfortunately, they're quite hard to get. The demonic depot holds the only glaahk canister in the game. Gazer ():a powerful ranged attacker. It's melee attack is weaker, but almost always terrifies the victim (from ThirdParty) Eyebeast ():the nastiest creation in the game by far. Its attacks do decent damage (~100 hp) to every creature in its sight, but more importantly they stun it. A single Eyebeast hit can be enough to make a creature miss a turn. However, by the time you get this creation, you probably won't need it. ----------------------------------------------------------------------- - 4. Spell Guide Battle Magic Firebolt- a staple spell for all classes. Firebolt is cheap and effective, and best of all, uses no essence. It won't do much damage, but it's very dependable. This spell can be parried. Fyoras use this spell. Acid Spray- a spell that drenches acid on an opponent. It can be quite useful for enemies with high parry, as they can not deflect this spell (but it can still miss). This spell uses essence, and also acts slowly, so it's not too useful except in certain circumstances. Searer- a damaging spell that also coats an enemy with acid. This spell can be quite potent, and is what artilas use. It doesn't cost much essence, so it may not be a bad choice for agents looking for an improvement over firebolt. Ice Spray- a strong spell similar to firebolt that does ice damage. Agents will find this to be an excellent replacement for firebolt when they get a substantial energy pool. Essence Orbs- the first multi-enemy spell, this spell is quite useful when fighting hordes of enemies. It fires a maximum of three energy balls at up to three enemies, with a strength similar to that of searer. It's fairly expensive, so don't use it against solo enemies. Acid Shower- covers all nearby enemies with acid. This is one of those hit and run spells, as acid takes a while to damage enemies. It has a high essence cost. Kill- a potent one-on-one spell. It's a significant improvement from ice spray, and will really toast an enemy. Its high cost prohibits it from becoming the main attack for most any class, except maybe a high- level agent (level 40 or more). Aura of Flames- similar to acid shower, this spell strikes all enemies with flames. This is an instant-hit spell, instead of a delayed attack spell like acid shower. It's very expensive, so after casting this a few times, you'll soon have to down some essence pods or go back to town. Mental Magic Daze- causes an enemy to stop attacking unless it is attacked or damaged. This spell is quite useful for preserving low level agents, but is greatly overshadowed by its big brother, strong daze. Still, potentially very useful. Mental Barrier- blocks mental attacks. Not very useful for agents, this spell prevents fear and domination. Agents won't have many creations and thus won't need this (they resist most attacks without much difficulty). Shapers and guardians may find it occasionally useful, but not frequently. Unlock- save those living tools! Get this spell, and those locks that require one or two living tools are no longer a worry. Casting this spell will save you a few living tools every now and then, allowing you to conserve them for later. Terror- a very nice spell. This spell has a high chance to hit, and is very useful when facing tough solo enemies. Cast it successfully, and a creation has a chance to either freeze in fear or run away like a coward. Well worth the investment. Dominate- similar to terror, except a bit less likely to hit successfully. I haven't used this much but it could be potentially quite useful. Strong Daze- probably the best spell in the game, so much so that I'd recommend even guardians attempt to get it. Stuns all nearby enemies, allowing you to attack them one at a time. Extremely useful when swarmed. My agent who was quite fast was able to take out many enemies by attacking them for two hits, then dazing afterwards. When used this way, this spell is something of a game-breaker, so don't do that unless you're really having a tough time. Charisma- adds a few points to leadership. A few points can make a difference, but by the time you get this spell, it may no longer be necessary. It may allow you to drop some leadership-raising items though, and use other items that increase your power. Mass Madness- can dominate, terrify or daze nearby enemies. Doesn't always work, and is fairly expensive. I prefer strong daze, though this spell sounds cool. Blessing Magic War Blessing- increases you and your creations to hit% by 20, and also makes them hit harder. Extremely worthwhile, and always cast before large combats. Protection- decreases damage taken by 1/5 for you and your creations, which can make the difference between life and death. Cast before all large combats if possible. Essence Shield- makes the target harder to hit. Lasts for the entire map. Its high essence cost makes is less useful for the shaper, but the agent can cast this spell once on a level and be happy. If you're ever on a tough level and happen to find an essence pool, take the time to give this to all of your creations, you won't regret it. Speed- hastens the target, giving it 25 or 50% more AP (depending on level). Mainly cast this on your main character to get the strategic upper hand in a fight. Guardians should try to get this spell, agents shouldn't go without it. Mass Energize- blesses and hastens you and your creations, and heals you slightly. Shapers will live by this spell. Agents won't really care. Guardians may want it, but it is kind of expensive in terms of skill points. Steel skin- a permanent shield, similar to essence shield. Essence Armor- a stronger version of essence shield, can be cast in addition to steel skin. Agents will want to cast both these spells at the start of a map if they're able. I do not know if the increasing of hit points works or not, though. Battle Roar- a stronger version of mass energize, shields and cures in addition to blesses, heals, and hastens. Not an easy spell to get, but still quite worthwhile. Healing Craft Minor Heal- restores some hit points. This will completely heal your standard shaper and mid-level agent. Always good to have around. Cure Effects- removes poison and acid from the target. Quite useful, and probably the last useful spell for the agent in this class (with the possible exception of heal). Augmentation- adds some health to the target. DougThompson has stated that this spell does work on your main character, and is a great way of helping out HP-poor characters. Only costs essence, so use it around an essence pool if you're going to use it. Heal- heals about double the damage of minor heal. Use it in combat, otherwise use minor heal as it costs the least. Group Heal- heals all of your characters, and you should use this spell whenever you have two or three creations that need healing. Remove Effects- Removes all bad effects except terror, as far as I can tell. Cure effects is still probably better. Major Heal- heals about three times better than minor heal. Useful in combat mainly, especially on those creations that have a lot of hit points. Mass Restore- acts as a cure all and heal all. Very potent, though expensive. Use only in combat. ----------------------------------------------------------------------- 5. FAQs and Strategies Q: How do trainers work? A: Trainers will train you up to two times in a given skill or stat. This is on top of whatever you have as your base skill. For instance, all classes start with a point in create fyora. Using a trainer will get you up to 3 in create fyora. However, if you get a point in create fyora elsewhere, like from a canister or as a quest reward, and the trainer will only train you one more time. Thus, it is in your best interest to get trained first before getting canisters and quest rewards, despite the high cost. This may not always be practical, especially for stats like strength, but just keep it in mind. Q: Should I use canisters? A: It'll make your life much easier if you do. However, it'll also make the ending less nice for you if you leave too soon or join the loyalists. The game can be beaten without canisters, though it isn't easy. Trainers and quests provide a lot of points. The end of this FAQ summarizes where you can get points in skills and from what sources. Q: What are Opinions? A: How you respond to a given question determines some of the sect options available to you. You have the option of being either pro- servile or pro-shaper. It should be fairly obvious which is which. The area's opinion of you changes if you do specific quests, talk to people, or join sects. Learned Darian can give you a one time bonus of automatically setting the island's opinion of you to some level. Publicly Displayed Name has provided an excellent opinion guide which can be found at the end of this FAQ. Q: When should I join a sect? A: It's up to you. Some sects will give you good early bonuses that can really help you get around. The Servants and the Awakened have similar benefits- you can really learn a lot of nice skills from them early. However, I'd strongly recommend not joining until you've seen all of the sects. Note that some sects require violence against other sects in order for you to join, thus preventing you from joining at a later time. Also, joining a sect may cause other sects to refuse to do business with you. I'd recommend attempting to clean out merchants before joining most sects. In addition, there are cheap trainers at the loyalists camp, and a few places are best for the unaligned (like Phariton's hall). Finally, seeing each sect gives you an idea of what belief you want to give a try. Q: Can I join multiple sects? A: I believe so. I've been able to go from Takers to Servants without any problem, so I believe you can do the same. I believe you could milk almost all of the sects of their good items if you don't complete their quests. Join the Awakened first, and get modified to use their potent magic, but don't do the Radiant college quest. Then join the Barzites, get all of their creations and canisters, and finish up as the Takers. Finally, try the unaligned route by killing everything that moves. You'll be quite powerful at the end of all of this. Q: How do I powergame the sects? A: First join the Servants. This is fairly easy with only 6 leadership. You'll get a number of decent creations from this, in addition to some high level spells. Then join the Awakened (praise some of the serviles or do their quests) and get altered to get the highest level spells, but don't do their Radiant College quest. Next join the Barzites (either by insulting serviles or Learned Darian. Get their canisters and train at the Radiant college, but stop before offending the Takers. Then join the Takers (if possible). Get their canisters. This is all hypothetical, but might be possible. Q: Should I make creations or let creations join me? A: Occasionally you will be presented with the option to let a creation join you. These are all unique creations, and have their advantages and disadvantages. Their advantages include not having to pay essence for a creation so that your ability to cast spells and make more creations in uninhibited, and the fact that you can claim them based only on your leadership, not on your shaping skill, allowing you to gain a high level creation without actually having to improve your skill. They can also be quite strong and interesting- serviles who cast spells or use batons, strong roamers, vlish, and battle alphas can all join. Their disadvantages include their uniqueness (they are one of a kind and count towards your four creation type limit), and they cannot be controlled in combat. This last one will be the deciding call for you. It's really not fun having a free-willed creation. In this case, the creation can do whatever it so pleases, including the most inopportune action possible. Imagine your shaper enters the room to fight the battle gamma, only to have the huge roamer follow behind, spitting at the battle gamma while blocking the doorway, preventing your ur-glaahks from entering. Or imagine you're trying to use a bit of stealth and get past some nasty pylons, only to have your abandoned vlish decide to follow behind, attacking them because it wants to. This is the main problem with joining creations. I found that as a shaper, I quickly grew tired of this nonsense when I had a slew of well-behaved creations who didn't do what the joined creations did. However, as an agent, I was happy for the help, and actually felt a bit sad when my huge roamer decided that pylon was annoying it a bit too much and was vaporized trying to release its aggression. So, as usual, it's up to you. Let a creation join if you want, but don't get too attached to it. ----------------------------------------------------------- Arguments to the contrary from Scales: 1. You can determine where you don't want them to go in combat. If there is a room with a door present, just place them in the room and close the door. For automatic ones, place them far enough away from the door. If there is no room, create a few low level fyoras or thahds, move the creature to a narrow enough corridor or some corner and block its path with your creations. 2. You can control the placement for the first round. Place the creation the desired distance away from place of combat and enter combat mode. It will have to run up to the point of contact. This generally keeps them from killing themselves by running up too close to the enemy. It's a lot of micromanagement, but I was able keep my huge roamer alive. It's now lvl. 36. ---------------------------------------------------------------- 6. WALKTHROUGH, Area by Area Area Name Q: Quests given S: Skills obtained through quests/books/canisters O: Opinions (who you can talk to so as to portray yourself as either pro-servile or pro-shaper $: Merchants with amount of money available for selling. D: Directions to attached maps Walkthrough for area. 1. Entry Valley Q: Locate Zakary and Barzahl S: One class-dependent boost O: none $: none D: N to Drypeak Gates, S to End game. Welcome to Geneforge 2. You start out in the tutorial region, the entry valley. Head south and you'll find your master, the agent Shanti. She will be accompanying you for these two levels, and will give you advice throughout the beginning of the game. To the south you'll find the exit from the valley, which is where you'll head when you've done as much as you're going to do. You'll also find a gemstone. Generally I will not tell you the location of every single item in an area, as that's quite tedious and not useful for someone who is a meticulous player, but I will a bit for now. Head a bit west and then south to fight a giant rat. Throughout the tutorial, you'll find some minor items that you should equip, mainly armor and weapons. Depending on your class, you may also want to equip melee weapons or missile weapons. Generally agents should stick with spells as a missile attack, and shapers should go missile all the way. A bit north of here is an abandoned potion shop, in which you can find a healing pod. Continue along the path, and Shanti tells you to check out a building to the south. Do so for an essence pod. Proceed onwards, and Shanti eventually tells you that she will teach you a skill. She teaches Guardians parry and quick action (+1 to both), Agents the spell daze, and Shapers get Create Artila. There are some thorns just east of Shanti. Head north to Drypeak gates. HINT: You'll be finding some iron bars through the tutorial. Keep these and do not sell them to any old merchant. In addition, you will want to keep all Shaper Equipment, Gemstones, emeralds, research notes, mined crystals, and a few other miscellaneous items. Generally, if it looks odd, don't sell it. A few items are very rare and valuable (like demon claws), if you sell these you'll regret it. 2. Drypeak Gates Q: none. S: War Blessing. O: none $: none D: S to Entry Valley, N to Drypeak There is a locked door just north. In addition, you'll fight a few fyoras. Most characters should have no trouble with the red lizards. If you do, then you may need to make a creation for support (although only shapers may be able to do this at this point). You'll also find several locked doors and some living tools. HINT: Living tools act as keys. You'll want to conserve them as best you can, especially when it comes to doors that don't need many to open. In this case, mark down somewhere that you've left a door unopened, and come back when you can later, with either a higher mechanics score, or the spell unlock. If you find a door with a lot of living tool requirements, chances are that there is a key somewhere on the level that will make your life much easier. This is the case for this level. If you come across a locked door, and have enough skill to open it with or without some living tools, you'll gain some experience. Along the way to Shanti, you'll find a locked door with some icy crystals inside. When you reach Shanti she'll be battling some creations, help her, and she tells you to find some means of getting into the northern ruins. Head east to fight some rats and check out their nest for a key. Use this key on the ruins and pull the lever to proceed to the next area. There are a few more locked doors here, it is up to you whether or not you want to use living tools to open them (if you don't need any living tools to open them, then by all means go ahead). They generally contain useful minor items. However, the door to the far west also contains a book which will teach the spell War blessing. HINT: It is not generally a good idea to learn every spell you can as soon as you find it. Waiting is generally better, as teachers will teach you 2 levels of spells and creations. If you have gained a spell or creation already from a canister, book or quest, then you can not learn 2 levels from the teacher. Therefore, wait to get the canister/reward/book until after you have maximized your skill from the teacher. This is such a case. Head north to Drypeak. Drypeak Q: Kill rogue creatures, Bring Iron bars, Bring Saltweed, Bring Wiry Moss, Rescue serviles from mine, find smart servile, find crystal cavern S: Cure effects (reward for rescue serviles quest), quick action (Crystal caverns quest) O: Keeper Thossila, Shanti (after meeting with Zakary) $: Allizar-1600, Zuniga-750, Elili-580 D: S to Drypeak Gates, E to Drypeak Warrens, N to Drypeak Mines, W to Drypeak Fields Shanti has a confrontation with guard. Try to answer the "our orders..." response. If not that, then I find it best to keep silent. She head off to meet with Zakary, and leaves you on your own. Time to explore some. You'll find several merchants here, as well as a number of quests. All of the merchants and Keeper Thossila give you quests. Zuniga is especially important, as he will buy your iron bars and give you experience and cash. The reward per bar is rather low, but it stays roughly constant (10 gold plus 6 xp). At later levels, when it's harder to get xp from killing things, he is a good source. Zuniga sells weapons, but most are useless as you'll find better just by wandering around. Allizar gives you the kill rogues quests, mainly he hopes you'll kill a warped thahd, old artila, and a fyora with a broken fang. Completion of this quest gets you a shielding band, a potent ring for someone with few creations (like an agent). Elili wants you to get her some saltweed from Sharon, who you'll encounter while exploring. Doing so gets you some pods and the second quest to bring her some wiry moss. Completion of this quest again results in pods and spores. Keeper Thossila gives you two quests: one to find some serviles in the mines, the other to investigate an intelligent servile. Talk to the serviles in the fields. You'll find one that seems significantly more intelligent than the rest. Threaten it, and it'll spill the beans. You can either turn it in, or if you have sufficient leadership, can lie to Thossila about there being no intelligent serviles. Both net you the same reward (experience). There are several buildings in this area with locked doors. Enter them when you want, and you'll find some good items (often iron bars). HINT: Theft is not a crime unless you get caught in this game. In some cases, closing the door to commit larceny will get you decent items and no problems with the local authorities. There are a few cases where you can not steal something without others knowing, but I will mention these as separate discussions. Takena is a guard near Elili. Talk with him and he'll give you the crystal caverns quest. Completion of this quest gets you one point in quick action. Finally, you'll find Zaph hiding to the SW. He tells you to speak with Barzahl, and is also hungry. I don't know if there are any consequences of feeding him. When you're ready head east. Drypeak Warrens Q: Search Drypeak Valley, Find source of rogues S: Create fyora, Daze, Tyallea (trainer) O: Zakary $: none D: W to Drypeak Head east and north to find Shanti and Zakary discussing things. Neither one seems happy with the other. They talk a bit, then Shanti storms off, telling you to explore the valley. First explore this region. There are some interesting items here, and most important is Tyallea, a trainer. He will train you in the first two spells of all spell classes, as well as creating fyoras, thahds, and artilas. Most of your money for the next few regions should go to getting his help. In addition, to the NE you'll find shaping platforms, with two artilas on them. They go rogue, and you have to kill them. The book here will improve your fyora creating skill, and if you complain to Tyallea about the attack, with sufficient leadership he'll teach you the spell daze for free. Finally, talk with Nova, a guardian, for a quest to find the source of rogues. You get no reward for completion of this quest other than experience. Head back into town and speak with Shanti. Drypeak Mines Q: none S: none O: none $: none. D: S to Drypeak, W to western mines. You'll find Zora, who will join you if you have sufficient leadership. Zora is not a good fighter, though, so don't expect him to last long. Most of the nearby doors are locked, but when open have iron bars and other minor goodies. There is a key in the western mines for you to use if you want to save some living tools. Some other doors to the NW have much tougher locks, and you may not be able to get them open any time soon. Again, come back with the key- they have mined crystals and iron bars. There are several wandering rogues in this region and you have two options on how to kill them. The first is to use your standard brute force. The second is to activate nearby pylons and gain their assistance. Pylons can be activated by first speaking with the Servant Mind. If you have sufficient leadership, you can trick him into telling you how to turn on the pylons. Check the barrel a bit west of him after doing this and you'll get the control key. (FROM SELETINE: If you check the barrel before talking with the mind, you won't find the key unless you have 2 points of luck or more.) Use this on the big nearby generators and you'll have help when you fight. (FROM SELETINE: you can also activate the pylons with adequate mechanics skill or with the spell unlock). However, if the pylon kills an enemy, then you do not get any experience. To the south you'll find the three serviles Thossila told you about. Accompany them to the S exit and they'll go home. Drypeak Fields Q: none S: none O: none $: none D: E to Drypeak, S to Infested woods, W to Crags, N to Shanti's Grove Not too much to do here. Del will give you some items if you have sufficient leadership, but otherwise won't help much. There are plenty of rogues wandering about, and a few decent items to the south, but other than that, this is mainly a interlude area. Infested Woods Q: none S: none O: none $: none D: N to Drypeak Fields This are has a number of patrolling rogues, who will run off to help if they spot you and you don't kill them. It's not too hard a region, but can be difficult for inexperienced players. To the NE you'll find an "old weathered artila", one of those needed for completion of the Kill the three rogues quest. Also, you'll find some wiry moss. Keep this, as it is an important ingredient and occasional quest item. You'll find a servile here who is quite uncooperative, I don't think you can do anything with it. South of the servile is a room with a nice ring, the projection band. Finally, to the far south, you'll find a spawner. These are dangerous creatures which make new creations every couple of turns. Killing one almost always gets you a few gemstones. This also completes the "find the source of the rogues" quest from Nora. Additionally, you can tell Shanti about this beast. Western Mines Q: none S: Searer O: Ciphar $: none D: E to Drypeak mines, W to Salt marshes, S to Sharon's Grove Straight to the west you'll find an iron key. This will help you to open some doors. The rogues here can be a lot harder than the rogues to the east, just as a warning. Again, you have the option of turning on nearby pylons, with the same caveat as before. To the N you'll find some particularly difficult rogues. However, if you're able, do try to take them out. You'll get a number of decent items, including a lucky charm, chain mail, an emerald, and some vat boots. You can head west and eventually will clear the mines. Ciphar is to the north, and is a warrior who will join you if you have enough leadership and gold. He is also in possession of the spell searer. It's up to you whether you want to learn it now. The nearest seller is a ways away. The Crags Q: Bring back servile. S: none. O: Braan $: Braan-720 D: N to Saltmarsh, W to Crystal Caverns, E to Sharon's grove, S to Drypeak Fields This are has numerous rogues, as usual. The main points of interest here are to the south, where there's the warped thahd (who drops a thahd skin tunic upon death), which should complete your kill rogues quest from Allizar. Also, there's a trap in the ruined building. If you or one of your creations attempt to enter the main room, you'll be attacked by a number of rogues. However, you still get some decent items. NW you'll find Braan, a townsperson. Braan doesn't do much, but complains about losing one of his serviles. The servile can be found in the crystal caverns. Bringing the servile back results in some xp as well as a new shopkeeper. It is probably a good idea to bring the servile back to Braan. This region is also the only means of getting to the crystal caverns, wherein you'll find a perfect crystal if you're careful. Finally, you'll also find an Abandoned Thahd in the NW. It needs leadership in order to be convinced to join, but it can act as another creation if you so desire. Crystal Caverns Q: none S: none O: none $: none D: E to the Crags This area has a number of ghosts roaming about. They will not become hostile unless you attempt to steal some of their crystals. It's worth doing, however, if you can beat them. The crystals fetch a pretty penny from most shops. Naturally, the more valuable the crystal, the harder the shades. You'll also find Braan's servile here. In addition, to the NW is a drayk who is holding a perfect crystal, one of Sharon's required ingredients. If you have adequate leadership, you can convince him to give it to you without a fight. Nonetheless, fighting is always and option. He has a number of good items lying around, and may also drop a draykskin tunic. Just keep it in mind. However, if you fight him, you'll also have to fight his shades, who can be quite troublesome for the unprepared. On my first playthrough, I found a pair of Carnelian gloves on a dead body in the "lovely shade" section. This has been confirmed by several readers, and are potent gloves that raise a few magic skills. Sharon's Grove Q: Sharon's book, Search Guarded Tunnel S: Create Clawbug, Spellcraft O: Sharon $: none D: W to Crags, N to Western mines, S to Drypeak Fields Sharon's grove is a neat area where you'll meet the shaper Sharon. Make your way to the center of the map, ignoring the creations (they won't attack). Sharon is a good ally, and will help direct you. Talk with her about saltweed, and she'll say there's some in her trash pit (to the NE, near the rats). She'll tell you her story, and say that you can have any of her items in her shaping chambers. There are a number of spores in her chambers. She also gives you two quests- one is to gain info on how to translate a book she's acquired (which won't be completed for some time), the other is to explore the guarded tunnel. Doing so nets you Sharon's bracelet. This odd item gains power from killing some creations she has stored to the east. The more creations you slay, the stronger the bracelet becomes. At the end you'll have to fight an experimental battle gamma, who will probably kick your butt. There are a few strategies for beating him. Agents surprisingly can beat him relatively early in the game by summoning a group of thahds to serve as fodder, and then blessing, shielding and hasting, followed by a large group attack. I was able to beat the gamma at level 14-16 using this method. This gives you access to Sharon's purified essence, one of the ingredients for her ring, along with lots of other nice small items. Speaking of which, Sharon will make you a very powerful ring if you bring her the following items: purified essence, a drayk tendon, and a perfect crystal. The end of this guide has the location of all of these objects. Her books are found to the south. You will probably want to wait on learning create clawbug, as you should first get some assistance from a trainer. The other book is the book she wants your help translating. You'll find the best translation at the Radiant College. Telling her this gets you a point in spellcraft. Finally, if you're ready to venture to the SE part of her chambers, you'll find a reaper turret with a number of valuable items, including a reaper baton and a shaper's robe (very useful for making creations). In addition, there's a shielding knife in a chamber just to the north. This is the best weapon you'll get for guardians and agents for a while, especially with its armor bonus. Saltmarsh Q: none S: none O: none $: none D: W to secret tunnel, S to the crags This area has a number of tougher rogues. Turrets are also fairly common. Finally, you'll meet your first hostile servile, Beka (who you can get past with adequate leadership). There are a number of minor goodies spread throughout the level. Most important are a grounded robe in a pot to the NW, and a venom baton nearby. This area mainly serves as a prelude to the underground tunnel. You may want to go back and report to Shanti- telling her of your experiences gets you experience. Secret Tunnel Q: none S: Essence shield O: none $: none D: E to saltmarsh, W to freegate Here you have two options of exploration- north is the mechanics route, west is the fighting route. Personally, I do both. The mines give good experience when disarmed, and the creations (mainly exploding roamers- with these, back off and kill them from a distance) drop good items. There is a maddened artila near the center of the map behind a locked door. Killing it gets you an artila skin tunic. Near the NW you'll find your first canister. Using this gives you a point of essence shield, a fairly useful spell, but will alter your End-game. You may also want to wait till you've bought the spell from a trainer as well. Nearby you'll also find a vat chitin, useful armor, albeit with low defense. Head out to freegate after reporting to Shanti (one last time) Freegate Q: none S: none O: none $: none D: E to secret tunnel, S to Clawbug canyon, W to experimental valley, N to Medab Road Entrance to this region completes the "explore valley" quest. As you proceed through this level, you'll be accosted by several serviles. They are quite violent, but you'll luckily receive assistance from some serviles from Medab. Once cleared, explore this region to get into a number of fights. Other than that, there's not much to this region. Medab Road Q: none S: none O: Loyd Blade $: none D: N to Medab, S to Freegate, E to Patrolled path, W to Infiltrator's Fort A number of rogues can be found here. Most importantly, you'll find two spawners here, one to the SE (which is also guarding a student's belt), and one to the west. These spawners are part of the quest given to you by Seli. Luckily the rogues they make aren't too annoying. You'll find a nice number of gemstones near the western spawner as well. Medab Q: Get Shaper Equipment, Get Zyan's package, Find 3 lost ornks, Bring strong healing spores, Find servile sickness cure, Clear Medab road, Help Medab troops, Find Dayna's book S: Create vlish, create artila, Carnelian (trainer) O: Carnelian, Learned Pinner, Dayna $: Medab inn- 230, Lora- 650, Zyan- 2300, Medab alchemist- 930 D: S to Medab Road, E to Eastern Medab, W to Medab West Bridge All right, this is the second large city you'll find. There are a bunch of quests for you to pick up. First and foremost, Lora will buy your shaper equipment for 30 coins each, in addition to some xp. In the same inn you can find a "letter to Rising", which you'll need for a later quest. Put it aside for now. Zyan, the alchemist, lost a package and wants you to retrieve it for her. Doing so (it's in the warren of the three) gets you two nice pods. Praw, to the east, has lost his three ornks and wants you to retrieve them. Doing so gets you a few nice items and experience (per ornk). Be careful as the ornks are easily slain. You can find a key to some of the guard doors nearby Praw in a dresser or pot. Carnelian is located to the NE, and is a shaper who is helping out the serviles. It seems as though the serviles are suffering from a nasty disease. She gives you a quest to bring some major healing spores to her (with a create artila reward), after which she gives you a quest to find a cure (which is in Taker lands). Finding the Taker cure will get you a lot of experience, and the Forbidden band (+1 to all primary stats), a great reward. She will also teach you the first 4 spells of all 4 categories, in addition to creating roamers and clawbugs, for a price. She also has a canister of create vlish in her room. Seli is a human near Learned Pinner's residence. Seli wants you to clear Medab Road of rogues (namely, killing the two spawners). Doing so nets you a bunch of gems. After doing this quest, Seli asks you to help out Medabs troops to the SW. Again, doing this gets you a bunch of gems, in addition to a wand. Dayna is a servile who was once an obeyer. She is ill, but asks you to find her the book "Paths of Fire." Doing so gets you experience. Finally, talking with Kashya will get you admittance to Learned Pinner. If you have enough leadership, you can get past her without problems. Learned Pinner is the leader of the Awakened, and will let you join if you so desire. You can get in the rooms behind her if you have enough living tools or have completed a few awakened quests. Inside you'll find Awakened info (special item), a shaped breastplate, a reaper baton, an agent robe, a coated cloak, shaped boots, and a lot of gold and gems. It's well worth exploring. Watch out for the mines, though, they'll kill you with ease. East Medab Q: none S: Brodus Blade (trainer) O: Ghree, Lorrick $: none D: W to Medab, S to Patrolled Path, E to Belik's crossing This is the suburbs of Medab. There's not too much here, although the buildings to the north have a number of packs of grain that are good for selling (you won't get much, but you'll have a bunch to sell). You can rob most of the houses here, except for Crillie. Crillie is a spy for Rising. You can kill him if you want, it won't affect anything. This is also one of the quests Pinner gives you. Probably most important to this area is Brodus Blade. This servile will improve your combat skills for money. Patrolled Path Q: none S: Strength, Create Roamer, Augmentation O: Twini $: none D: E to Stinking Marsh, W to Medab Road, N to East Medab This area is loaded with rogues, generally clawbugs and vlish. A nice reward can be found to the SW, where there are 2 books that teach create roamer and the spell augmentation. To the NE you'll find one of Praws Ornks, be careful with it as it'll gleefully rush off to its death. The servile Twini is here, who is the object of a Taker quest. Finally, to the NW you'll find a bunch of mines. I generally create a thahd and send it off to bust the mines and die for the greater good. At the end of the trapped path you'll find a pair of grounded boots and a canister of strength, both very useful. Belik's crossing Q: Kill Twini, Open shaper pots S: none O: none $: none D: W to East Medab, S to Stinking Marsh, N to Complex Gate Again, there are a number of rogues off of the main path. You'll also find a Taker spy here who wants your help killing the Servile Twini. Mekkan demands permission before he lets you cross, try to lie your way past. FROM SELETINE: Mekkan will also let you go past if you're Awakened, or if your opinions are pro-servile enough. Else, just go talk with Brodus Blade. There's no real difference in outcome. You'll find your way to an inn with the servile Belik inside. Talk with him and he'll ask your help in getting rid of some rogues to the west. Head west and fight the thahd shades. When you get to the ruins, open each pot to release a charged thahd. Kill them (one drops a thahd skin tunic), and return to Belik for some gems. Stinking Marsh Q: none S: none O: none $: none D: W to Patrolled Path, N to Belik's crossing, S to Crystal mines Here is a rather dangerous area. Exploding roamers about, be sure to kill them from a distance with either spells or missile weapons. You'll regret it otherwise. One of the main problems with this area are the shades to the NW. You'll have to fight ~5 shades, but once all of them are dead, you'll get a few items. The area will not clear till you head south and slay the spawner in the cave. In addition, the other two of Praw's ornks are here. Be very careful in returning them, as they'll gladly rush an exploding roamer, with nasty results. Also, to the SW is a dead body with a deadeye cloak on it. It's quite useful for shapers wielding batons. Crystal Mines Q: none S: none O: none $: none D: N to Stinking Marsh Head immediately to your east. There's a spawner here spewing out the explosive roamers. Kill it and you'll clear the Stinking Marsh level. You may want to wait before attempting the rest of this level. Shapers will find it more difficult than the other classes as they'll have to constantly heal their creations. This level is similar to those found in Geneforge 1 where damaging environments abounded. Basically, you'll be hurt by an energy field every few turns you're in this area. The best approach to these sorts of levels is to either go at it slowly in combat mode. There are plenty of crystals similar to those seen in the Crystal Caverns that, when touched, may drop decent crystals. Shades abound here, and readily attack without cause or provocation. The main enemy here is a drayk, he can be tough if you're unprepared. He will talk with you first, however. Killing him may result in a draykskin tunic. If you're here as part of the Awakened quest, you can chase him away by using leadership (From ThirdParty). The most important thing you can do here is loop around to the north and search a dead servile body for a basket of Black Crystal Powder, an ingredient for one of the items you'll be looking for later. If you're daring, you can head to the center of the map. You'll find several madness gems, and will also clear the level. One of the shades on this level also dropped a shade cloak (500 gold!), but this may not happen often. Complex Gates Q: none S: none O: none $: none D: S to Belik's crossing, E to Magus Complex, W to Power Station This area can be quite difficult. You'll probably want to take the stealthy route, to the west. The other option is to attack with full force the roamer/artila nest near the center of the map. Avoid the crystals to avoid being attacked, or walk next to them to encourage the roamers to come out. The roamers are guarding several decent items, including thrusting gauntlets (great for agents and guardians), wiry moss, and an ivory band. To the NE you'll find the entrance to the Magus complex. If you did Ty's "Kill Twini" quest, you'll find a feathered token here as well. If you're feeling up to it, you can attempt to take out the main batch of rogues. You'll find a rod of battle, some shaped boots, and if you're lucky (in terms of the skill), a roamertooth band (+2 to fire shaping!). Don't count on getting the band though. Magus Complex Q: Deactivate Power Station, Find Swofford's books (2) S: Create clawbug, heal, dominate, speed, Charye (trainer), Raeche (trainer) O: Loha $: none D: W to Complex gates, N to Complex Core This is the first of the large research complexes you'll be encountering. You're immediately stopped by a guard, who you can use your leadership skills to get past with ease. The servile Loha will ask you to deactivate the power core to the NW of the complex, and will give you info on the complex. Deactivating the power core gets you some gold. Swofford is a librarian who will speak with you about some books she's looking for, and you'll also find the book "Paths of Fire" to the NW. Returning "Runecasting" from the Radiant college gets you a rod of succor. Getting "Ember and Onyx" from Benerii-Uss entry gets you a fibrous shield. Nearby you'll also find a slate complex key. In the faculty rooms you'll find some decent items, including an infiltrator vest, which is useful to carry with you for special situations. Check the rooms to the south for four books which teach create clawbug, heal, speed, and dominate. There are two trainers here, Chareye and Raeche. One will teach you spells, the other will teach you shaping. Both have fairly high prices for unaligned, so if you can, you may want to hold off till the Upper Research Hall or Loyalist Encampment. Power Station Q: none S: none O: none $: none D: E to Complex gates, W to Golem Bridge, N to Experimental Chambers This area is full of rogues. Your main goal should be to get to the center of the map, and disarm the power core. First you will need to turn off the power spirals, which requires adequate mechanics skill. Once you have turned off enough of them, you'll receive a message along those lines. Then go to the main machinery and take the ring (a ring of the eye). This shuts down the power station permanently. There isn't too much else to do here. Golem Bridge Q: none S: none O: none $: none D: E to Power Station, W to Marsh Crossroads There's a golem on the middle of the bridge here. Your main objective is to get it to let you pass. You have a few options. First, you can talk with Septi to the NE, and get him to tell you the password (requires either high leadership or joining the Awakened). Your other obvious option is to destroy it. Finally, you can also talk with the golem and with high luck, guess the password. There are some raiders to the SE who need killing. Other than that, not too much can be found here. Medab West bridge Q: none S: none O: none $: none D: E to Medab, S to Infiltrator's fort, N to Hunted Fen Not so very much to do here. The guards let you pass without incident. To the west you'll find a storeroom with an awakened guard. You can lie to get past him and take his stuff. The thahd Grahg is the main enemy of this region. Kill him to clear the map. He drops an emerald and a thahd skin tunic. Continue east to fight some more thahds. You'll find a pair of shaped gauntlets along the way. Infiltrator fort Q: none S: Create Fyora, Essence Shield O: none $: none D: E to Medab Road, N to Medab West Bridge This is the subject of Seli's second quest. You can come in right away and grab a crystal woven chitin from the east, which is guarded by several vlish. Wandering around will get you in some fights, but nothing you can't handle if you take it slowly. If you get swarmed, retreat and try again. To the west is a room with an essence shield canister in it. It is guarded by some serviles. You can get a lot of help from the serviles if you talk to Alverny and have adequate leadership. They will definitely help when you want to take on the battle alphas. Remember that if you bless and shield your party, you'll also bless and shield the serviles. At the end of the path you'll have to fight a few serviles, but will get a physician's charm, and access to a canister of create fyora. A warning from PUBLICLY DISPLAYED NAME: There is an occasional Charged Artila hanging around. It's almost impossible to defeat using a demo party. Hunted Fen Q: none S: none O: none $: none D: E to Triola, W to Bandit Marshes, N to Fort Muck A relatively empty level. You'll find a bunch of rats who will attack frequently, but otherwise, the only thing of interest here is a ghost. Talk with the ghost. If you have a limb in your inventory, you can give it to him and get a shielding band in return. That's about it. Triola Q: Check Ellhrah's Tomb, Kill Bandit Leaders S: none O: Wald $: Maynard-3500, Mill-1600 D: N to Marsh Crossroads, W to Hunted Fen A bit of civilization in the marshes. Here you'll find a few more quests and merchants. Wald is a servile who roams the streets and will give you the Ellhrah quest. Completion of it (getting through the tomb) gets you experience alone. There's a building to the south inhabited by a hostile servile, kill him and take his stuff. Maynard is the smith to the SE, who will trade with you, and will also make you a shaped sword if you bring him an emerald, a steel sword, and some mandrake tincture. This is a potent weapon for guardians and agents, well worth equipping. Maynard also sells a steel sword, which is the nearest one accessible (there's also one in the bandit swamp). Griffith is a human soldier in the center of the map, and who will also give you a quest to kill the bandit leaders. Doing so gets you a lot of gold and a shaped belt. At the inn you'll be attacked by two hostile serviles. If you can, scare them away. You'll get more experience that way (but won't be able to loot their bodies, so it's sort of a tossup). Mill is the NE alchemist who will trade with you. Marsh Crossroads Q: Retrieve spores S: Ice spray O: none $: Lindian-850 D: S to Triola, E to Golem Bridge, W to Fort Muck This area has a number of dazed rats. They are generally not hostile unless you pick some spores from the bushes nearby. I'd suggest going ahead and doing so, the rats aren't too tough. Near the center of the map you'll find a group of raiders. If you have the Feathered Token, you can get past them without problems, otherwise you'll be attacked. Using the token or killing them both clear the level. To the SW you'll find a canister of ice spray guarded by three rats. Finally, and most importantly, Lindian is a servile to the NW who gives you a quest to retrieve some spores from him. At this point, this shouldn't be a problem. Give him some for some experience and access to his inventory. He will also make you a powerful shield if you bring him some purified essence, black crystal powder, and a flawless glaahk scale. The shield is definitely worth it. Again, locations of these items can be found at the end of this FAQ. Fort Muck Q: none S: none O: Herik Blade $: Chom (Awakened only)- 1370 D: N to Ellhrah's Tomb, W to Western Marshes, E to Marsh Crossroads Explore the extremities of this area before going center to the fort. You'll find Hawke to the NE, who will buy your gems and emeralds for less money than shops. This is good, though. Shops will run out of money much faster if you sell them your gems, and this guy never runs out of money. I'd recommend using him, if you're trying to get a lot of money. To the west you'll find a friendly rat. It dies easily, but it's still a good pet. Finally, head into the central fort. After you've explored a bit, the fort is attacked. Respond to the attack with prejudice (thahds, artilas, and battle alphas all go after you), and afterwards you'll find some strong healing spores (useful for Carnelian's quest). That's about it for this area. Western Marshes Q: none S: none O: none $: none D: E to Fort Muck, W to Northern pass, S to Bandit Marsh Numerous strong rogues abound here. Luckily, you can recruit a battle alpha to the NE. There's also a very strong battle alpha creature to the north of this friendly creation, when dead, it drops a mica band. Two batches of servile raiders can be found to the SW and NW. If you don't want to fight them, then you can show them the feather token, if you have it. The batch to the SW drops a pair of swamp boots when slain. Bandit Marsh Q: none S: none O: none $: none D: N to Western Marshes, E to Hunted Fen, S to Warren of the Three Rats are initially the only thing hostile here. There's a group of servile raiders in the center region of the map. Again, you can either make them complacent with the token or you can kill them. Killing them does result in a living knife, a nice item for a shaper. To the NE you'll find a group of ghosts guarding some good equipment (steel sword, shield, breast plate). Kill them and take their stuff. Finally, this is the entrance to the warren of the three, an object of one quest. Warren of the three Q: none S: Quick action, Create Thahd, Terror O: none $: none D: N to Bandit Marsh When you initially enter, you'll see a bunch of mines blocking your entrance. Head west, and you'll open a door. Head south and you'll be attacked by some mad serviles. Kill them, and continue to head south (SW corner). You'll find Eko blade, kill him and he drops a stability belt. Head to the SW, and you'll find Zyan's package. Head east from here and you'll get a quick action canister, search the boxes for a key. Head north from there, and use a disposable thahd to destroy the mines, and you'll find a nice batch of riches. From there, head to the SE section of the map. Again, more hostile serviles are determined to stop you. Quorn (who drops a reflecting shield) is the leader of this section. There's a book here that teaches terror if you have enough mental magic skill. On the altar is another key. Head to the center of the map, then use the keys to enter the final area. Again, more serviles block you, including several which can cast spells. Kill them, and eventually you'll take out Vizzedra, who drops a transference robe. Nearby you'll also find a canister of create thahd, and some info on what was going on. Also, be sure to take the focus orb from the pedestal, it's an ingredient for a nice item later on. Experimental Chambers Q: Slay Tuldaric S: Essence orbs, Strength, Endurance O: none $: none D: E to Complex core, S to Power station This is where the Awakened have got themselves into a bit of trouble. Search around, and you'll find the infernal specter who wants you to free him by slaying Tuldaric. If you're not going to join the Awakened, then you might as well at some point in the game. This gets you a point of strength and of Endurance. You'll also find a few grounded items (robe, boots), and a guardian cloak to the NW (very useful for guardians and agents). A few tough rogues guard this stuff (including a battle gamma and some strange vlish). Complex Core Q: none S: Firebolt O: Tuldaric $: none D: W to experimental chambers, S to Magus complex. First off, there's a coated cloak immediately to your east (assuming you entered from the south). This area is home to much of the awakened power, and is the object of every faction around. Tuldaric manages the shaping platform, and will not help you unless you're a member of the awakened. His chambers to the SE contain two golem guards, in addition to a crystalline plate, a canister of firebolt, a bonding knife, and an amber pass. You can use the amber pass to get into the shaping platform area and get a mandrake tincture. Xander to the NW will join you if you're a member of the Awakened, are at least level 14, and have at least 5 leadership (from Seletine). Look in the Awakened section of this FAQ for more info on alterations. Ellhrah's tomb Q: none S: none O: none $: none D: S to Western Marshes, N to Pit of the Bound This is a relatively annoying area, with few overall rewards. The servile Connaver wants to accompany you through the tomb, you can either let him (he is somewhat helpful), or tell him to hold still. Be forewarned that he will go rogue if you let him help you all the way. There are numerous ghosts spread out through this level. It's a fairly easy level, a loop of sorts. There are a healing and essence pools to the central south of the map. A bunch of mines halt your progress north, but there's a spore box just to the east of them (you need to go back south and around). Use it to stop the mines. More ghosts impede your progress, and when you finally make it to the end of the level, an inferno worm awaits you. It can be somewhat tough, so take care. Once dead, you can get to the pit of the bound, a very tough area with nice rewards. Clawbug Canyon Q: none S: none O: none $: none D: N to Freegate, W to Kss-Urg's valley There's a number of clawbugs that roam this valley. By this time they shouldn't be too difficult. The main points that may provide some difficulty are to the NW where a mommy clawbug doesn't like you approaching its nest, and to the east, where the main nest of clawbugs resides. The stinging clawbugs are quite tough in groups, and are lead by the queen clawbug. Killing her gets you a clawbug charm, but isn't easy. The best approach is to swarm her, and maybe to cast major daze. Finally, there's a door to the southeast. If you're doing the Taker's quest, you'll find the augmented drayk you've been looking for in here. You need to persuade him to go home. Seletine adds: The clawbugs here (except for the mommy clawbug and the ones in the nest to the east) will not attack you if you are a Barzite. However, the likelihood of this happening is slim unless you've gone through Taker lands first. Kss-Urg's valley Q: none S: create artila O: none $: none D: E to Clawbug Canyon, N to Experimental Canyon, W to Thahd Dumping Ground Cryoas patrol this region. In order to clear this level, you have to go speak with Kss-Urg, a drayk. He will give you safe passage for 1000 gold (!), or if you bluff your way out of it. Bluffing is by far better, naturally. The sources of the cryoas are two spawners nearby the drayk. Kill them, and pull the nearby levers. One opens up a room with a create artila canister. Other than that, nothing else really stands out about this level. Experimental Canyon Q: none S: Unlock O: none $: none D: S to Kss-Urg's Valley, E to Freegate, N to Upper research hall This area is best for those with high mechanics scores. Numerous annoying acid sprayers abound, and are bent on spraying you and your party with acid. I would suggest wearing any mechanics-buffing item you have (like infiltrator items), and disarming them as best you can. To the NE you'll find a canister of unlock, and to the SE are a grounded robe and iron breastplate. I would suggest avoiding the exit to the south, it's quite annoying and not very useful. Upper Research Hall Q: none S: Create Vlish, Kill, Elissia (trainer) O: none $: none D: W to Gheth Gates, S to Experimental Canyon Another annoying area, but with much better rewards this time. This area is somewhat difficult to give a good walkthrough to, as the numerous spore boxes really confuse things a bit. I would suggest heading immediately north, pulling all spore boxes you find along the way. This should disable all of the mines you come across. Make it up to the halls and you'll find Elissia, a shaper who is a loyalist (a relative rarity). If you have joined Zakary, you can purchase Create Drayk from her, as well as the first six healing spells, for cheap (FROM ALEX). She talks about evil in the mountains, and mentions that she's holding a canister (of create vlish, located in her bed chambers). Be sure to pull both spore boxes here, as they'll help immensely. To the NE you'll find a canister of Kill, you may not want to use it yet, as you can learn this spell from trainers elsewhere. South of the main research halls is a box with a puresteel ring in it, valuable for some quests. Loop around to the SW, again pulling all sporeboxes, and eventually you should be able to go to the NW (as well as exit). Here you'll find two submission turrets and a reaper turret; they are guarding a box with a quicksilver chain in it. Aside from that (and the numerous sets of shaper equipment present here), that's about all you need. Gheth Gates Q: none S: none O: none $: none D: E to Upper research halls, S to Gheth, N to Clockwork Maze, W to Guarded Gates At last, a bit of civilization! There are a number of nest around here, and Seletine informs me there lives a ghaahk nearby. There's a golem that roams around the north, it'll stop and bother you, if you lie to it you get a bunch of experience (much more than destroying it). Alternatively you can turn it off with a living tool, with the same result. Pripp is a loyal agent in the center of the map. She tells you about the loyalist encampment to the west. Head south to Gheth when done with this area. Gheth Q: Retrieve things for Finchy, Get escaped serviles S: none O: Dawn, Commander Brent $: Gheth smithy-3700, Gheth merchant-1800, Gheth merchant-2100 D: N to Gheth Gates, W to Guarded Grove, S to Thahd Dumping Grounds This is a satellite village to Rising (like Triola to Medab). It's filled with mostly friendly people, and gives you your first taste of the Barzites. There are several rich merchants willing to buy your stuff, if you've started to run out of sellers elsewhere. There are two notable quests here, the first is to retrieve things for Finchy, a servile in the inn (getting past the odd thahds is somewhat difficult, but doing so gets you some gems), and the other is to retrieve a servile for Dawn. The servile is hiding with Learned Darian. Completion of this quest only gets you experience. Commander Brent is in the SE, he isn't so helpful. However, you can approach the main hall from the back door (to the far east northeast), then head up north where you'll find a book describing some of what the Barzites are planning. Guarded Grove Q: none S: none O: none $: none D: E to Gheth Gates, S to Rising Bridge, N to Old Rising Bridge The single most important thing for you to do here is to check out the center of the map. Here you'll find the body of Shanti. Next you'll have to avenge her. To the SE you'll find a shielding knife, and to the SW a supply station. The area is mainly patrolled by rogues consisting of a vlish, two stinging clawbugs and two plated clawbugs. They can be tough. Mezrich is a servile to the NW who will help you if you're awakened and give you a quest, and is also the object of a Barzite quest. Seletine adds: The vlish and clawbugs here will not attack you if you are a Barzite. However, the likelihood of this happening is slim unless you've gone through Taker lands first. Rising Bridge Q: none S: none O: none $: none D: W to Darian's Sanctuary, N to Guarded Groves, S to South Rising Road This area has a number of battle alphas that roam about. Your main goal is to cross the bridge, which clears the map. If you want, you can go speak with Learned Darian, who asks you to kill the mad beta to the SW. The mad beta should be no more difficult than the experimental battle gamma in Sharon's grove (in fact, it should be much easier). There are healing and essence pools to the east, and all the alphas drop decent items. Darian's Sanctuary Q: Kill Battle Beta S: none O: Learned Darian $: Leaned Darian-2320 D: E to Rising Bridge This is the location of a very helpful servile. Darian will help you immensely in your travels. First off, she gives you a quest to kill the battle beta. Doing so gets you a shining shield, which gives +2 to leadership (especially useful in the clockwork maze). She will then sell you items, and has a fair bit of gold. By far the most important thing she can do for you is make some very potent armor. To do so, she needs a flawless glaahk scale, some demon's claws, and a cured battle gamma skin. Finally, she can also aid you in joining any sect you want. You can only do this once, however. There's also a coated cloak in her chambers. Finally, the servile named Friz will return to Gheth if you ask him, unless you're too loyal to the shapers (from 2Cautious). However, you have to have received this quest from Dawn, and need at least 4 leadership (from Seletine) Clockwork Maze Q: none S: Mechanics O: none $: none D: S to Gheth Gates This is THE area to be to get your mechanics skill increased. I would not recommend attempting this level unless you have 10 leadership (fortunately, both the infiltrator's cloak and shining shield can help). I would also recommend about 9 mechanics. It will save you a lot of heartache. Alternatively, you could take a bunch of living tools with you, but you may want to save them instead. The reason you need these is because of the golems that roam this level. They are quite tough to beat right now (and anyways, you can always come back later and kill them if that's your desire), and either disabling them or lying to them is the best way to get out of a fight. Doing both once gets you a fair bit of experience. This level is also covered with iron bars, so you'll quickly find yourself weighed down. Luckily there's only one enemy in this level, and you get a fair bit of advance warning before you need to fight it, so you can drop the items before so as to get unencumbered. To the west of this level you'll find a puresteel ring and an orange machine with a bunch of emeralds in it. To the north is a gray machine with some living tools. Also, be sure to turn on all of the golems you come across. They'll help you in your fight against the end enemy. When you've looted the area a fair bit and are ready to explore, check the NE. You'll find a drakon golem. If you've recruited the golems, this guy is a lot easier. When he's really hurt, you get an option to use a living tool on it. Do so. You'll get a whopping amount of XP for doing this. If you kill him normally you don't get the bunch of experience. Either way he drops an infiltrator charm, which adds 1 to both leadership and mechanics. You'll now have access to the shaper's chambers. Inside you'll find an incomplete golem, as well as a jar of demon bile, and a rogue Drayk tendon (an ingredient for Sharon's ring, which adds +3 to leadership, luck, and mechanics, and +2 to dexterity). Enter the west room and you'll find the shaper, in addition to a book that teaches you a point of mechanics and some tinker gloves (+2 to mechanics when worn). Combined (with Sharon's ring now designable), you'll get +7 to mechanics. Wow. You probably won't need any more than this except to open doors. Old Rising Bridge Q: none S: Dominate O: none $: none D: W to Loyalist Encampment, E to Guarded Groves Head to the south and you'll find a building. Enter it and you can get a canister with a point in dominate. Head back north to the bridge. The servile here will lower the bridge if your leadership is high enough or if you're a member of the Barzites. Else, you may have to use mechanics on the control panel. Head to the NW and you'll be attacked by a number of battle alphas. They can be pretty tough, and their leader (who is faster than all the rest) drops a girdle of endurance. A shaped shield can be found in their strewn supplies. There is also an abandoned vlish in the room east of their junk piles. It will join with adequate magic shaping skill (from Seletine). Head west to the loyalist encampment. Loyalist Encampment Q: Spying in Gheth S: Quick action, Kima (trainer) O: none $: none D: E to Old Rising Bridge, W to Mountain Base, S to Trapped Forest This is a loyalist encampment full of shapers loyal to the council. The guardian, Bunk, will speak with you and give you a quest to figure out what Gheth is doing (sneaking into their complex will let you know). Tell them to get a point in quick action after harassing the guardian. Kima, the agent, will probably be your best friend if you're unaligned. She sells spells and creations cheap, she will teach up to the sixth level spell in all classes and the second and third level creations (excluding drayks) in all classes. Macnulty the shaper will also talk with you and give you some advice. Head west to fight some creatures in vats. One of them is a glaahk which drops a perfect glaahk scale, an important ingredient in two recipes. There is also a dead body to the NW which has a pair of stability boots, a very nice set of items for all classes. Finally, there's a supply depot to the south. Note that if you come here if you've joined either the Takers or Barzites, the Loyalists will be hostile and will attempt to kill you. Just a warning from Seletine. Thahd Dumping Ground Q: none S: none O: none $: none D: N to Gheth, E to Kss-Urg's Valley You're probably here for Finchy's quest. Be warned, there are three dangerous types of thahds here. The first, the purple thahd, dazes you when you destroy it or when it attacks you. They aren't too tough for smart creations. The green thahds poison you when they explode/die. The blue thahds release painful energy at their deaths. Try to kill the thahds from a distance if you're able. Once you kill enough of them, the area clears. To the NE you'll find some nests with decent items. To the SW you'll find Finchy's home and will retrieve his submission baton from under his bed. The building to the north also has a farsight chitin inside. If you're a Barzite, the thahds here will not be hostile (except for those guarding the nests- from Seletine). South Rising Road Q: Get Mandrake Tincture S: Mass Energize O: Manny $: Manny-1900 D: E to Rising Bridge, W to Breeding Pits A little feud is taking place here. Manny, the servile alchemist to the NW, had his mandrake tincture stolen by Bernard, the shaper to the SE. In between are numerous thahds. Talk with Manny to get his quest. He won't sell to you until you complete it for him (and he gives you some potions as a reward). Any mandrake tincture found throughout the game will do (FROM SELETINE). The ur-glaahk east of Manny is guarding a chilling band, but can be tough. Go to the SE and speak with Bernard. You'll have to intimidate him to get the tincture back (which has a leadership requirement). Bernard will also make you a shaped breastplate if you get him 10 mined crystals, demon bile, and a steel breastplate. It's worth doing, as the shaped breastplate sells for much more than those items. Once you've done it, explore Bernard's chambers. You'll find an empathy blade (pretty crummy), and a canister of mass energize. Using it makes Bernard and all his pets angry, but that's not really much of a problem. Use it if you want, the threat posed by this punk is minimal. Mountain Base Q: none S: Quick Action, Create Ornk, Heal, Krogst- Trainer O: none $: none D: E to Loyalist Encampment, S to Rising North Gate, W to Creature Holding, N to Mountain Pass This area is fairly straightforward. I would mainly go this way to get to Rising the easy way. Krogst is a "guardian" who is patrolling the area. He is the object of Zoka's hurt Krogst quest, and can be quite tough. If you're a Barzite, you may not want to fight him immediately, as he is willing to train you in quick action for a cheap price. If you head to the west, you'll find a drayk. It's probably hostile. North of it is a room with a canister of heal, and north of that is a canister of create ornk (mainly as a joke). The pylons to the east are extremely difficult. The best way to deal with them is to turn them off. In order to do so, you'll have to move to the NE, and kill the plants. Enter the room here and you'll probably attack the serviles (unless you haven't used many canisters, in which case you can lie to get past them). Trigger the spore box and the pylons turn off. If you're a member of the Barzites then the pylons will be automatically turned off, and the serviles won't attack you even if you've used several canisters (from Seletine). Trapped Forest Q: none S: Strong Daze O: none $: none D: W to Rising North Gate, N to Loyalist Encampment This is your other option if you want to get to Rising North Gate. You should have a number of points in mechanics if you want to attempt this region. Acid sprayers, mines, and exploding crystals are some of the dangers you'll have to face in this area. First off, you should know that there are 3 inferno worms to the NW. They can really kick your butt if you're not careful. They're guarding an oozing belt, which may be worth your time (at least for the gold it's worth). To the SW is a small passage which gets you a rod of succor if you get through it. Most important is the building to the SE. Here you'll find a canister of strong daze, a puresteel ring, an infiltrator shield, and a patch of stones (FROM SELETINE: Selithra in Rising will take these from you if you're a Barzite). Rising North Gate Q: Hurt Krogst, Speak with Tiree S: Parry, Searer O: Zoka $: Learned Versa- 730, Lem- 615 D: N to Mountain Base, S to Rising, W to Radiant College, E to Trapped Forest This is the entrance to Rising. There's actually a fair bit to do here, including a few merchants and quests. There is also a canister of Parry to the west, hidden in a storeroom. Numerous other goodies are spread throughout the level. To the NW is Rior, a Taker who will give you a message. Also to the NE is a storeroom with a puresteel ring inside. Learned Versa, the servile alchemist, tells you that he can make potent healing concoctions if you bring him swamp spores, healing pods or spores, and an amphora of wine. Any amphora will do, and this will get you a restoration pod, extremely potent healing. If you are Awakened, Learned Versa is much more friendly. Zoka is a drunk, po'ed servile in the inn who will insinuate that should something bad happen to Krogst, then he'd be willing to help out the perpetrator. This quest is worth doing, and gets you a skein of wisdom (intelligence +1 charm). Degena, the innkeeper, asks for your help to speak with Tiree, who is in jail in Rising. Doing so will get her to open a room in the inn with a canister of searer. Rising Q: Kill Rogue Battle Alphas, Bring Letter, Get canisters S: Parry, Quick Action, Group Heal, Steel skin, Acid Shower, Terror, BARZITES: Strength, Intelligence, Dexterity, Endurance, Spellcraft x2, melee weapons x2 O: Trace, Selithra, Barzahl, Corin $: Rising Tools- 2870, Rising Clothes- 215, Blacksmith- 3450 D: N to Rising N Gate, S to Breeding Pits Ah, at last, one of the main areas in the game. Here you will find Barzahl, thus completing one of those long-kept quests. But first, check to the NE to find a pair of green boots (provide a +3 bonus to luck). Search all of the storerooms for some valuable goodies, all of which can be sold for some quick cash. You'll find the jail with Tiree to the SE, who will tell you to go back and speak with his wife. To the SW you'll find Trace, a pseudo-shaper, who will give you a quest to kill some rogue battle alphas (which you also did for Learned Darian, I believe). Doing so gets you a pair of puresteel boots (great for armor, but heavy), and the option to take another quest, to get a letter from Medab. You may have obtained it already, in which case, go back and give it to him for a wand of death. Troknan, a pseudo- guardian, will become hostile if you're not careful with talking with him (or deliberately want to get into a fight). If you encourage him to fight, then you won't get into any trouble for killing him. However, if you have any creations, they may go rogue in the process. This happens because of the strange brass rods stuck up around town. Corin is a shaper to the SW who will talk to you about canisters. He will let you use one whenever you bring him 20 mined crystals and a puresteel ring. Your other option is to just break in and steal them as you will. You won't be finding any other use for the puresteel rings, so it's not a bad thing to do it the lawful route (although you can sell the mined crystals for some minimal cash). The first set gets you a canister with a point in group heal, followed by one point of steel skin, a point in acid shower, and a point in terror. Also down this hall is a door that's considerably easier to open that will give you points in both quick action and parry. Head north from this region to find Shingle. There's a machine here that's giving off those vibes that allows for the control of creations. If you want, you can sabotage it. In order to do so, you'll have to go a bit to the east and push a nub (make sure Shingle isn't around to see you). Once this is done, turn off the machine (again, make sure Shingle doesn't see you). This will make a shaper's life much easier. When you're ready, head to see Barzahl. He will talk with you about GREAT THINGS. He's somewhat rude, as he's used a lot of canisters. Stanis, his right-hand man, killed your teacher. You owe him a debt of pain. Tell both Barzahl and Stanis such, and you'll be able to kill Stanis in the arena. Doing so gets you a steel breast plate and guardian cloak. Talk to Barzahl some more for information. You can give him the Medab notes for 1000 gold. If you want to join the Barzites, this is the man to speak to. If you decide to kill Barzahl, you'll find a shaper robe and an empathy blade, but will anger the entire town and Gheth as well. You will find help in the Drayks if you messed with Shingle's machine. Completion of two Barzite quests open up the doors to the west, allowing access to a number of canisters (FROM WAYLANDER). BARZITES: After joining Barzahl, you'll be given a magic badge. This badge opens up the doors to the west. You can immediately claim a reaper baton and a shaped blade, in addition to a canister of intelligence and of endurance. Not too shabby. In addition, Selithra will now give you a quest. Breeding Pits Q: none S: Parry, Dominate O: none $: none D: N to Rising, W to Road to Phariton, E to South Rising Road This area should not be hostile, unless you're enemies with the Barzites. Thot-tha is a gazer in charge of this area, and speaks with you a bit. He can be found to the NW. There's not too much of interest here (other than numerous goodies hidden throughout the storage facilities), other than two canisters to the west which contain parry and dominate. This is also the way you should go if you want to speak with Phariton. Approach this place with caution if you haven't been to Rising yet- the serviles will be hostile, although the Gazer will not (from Seletine) Radiant College Q: Find Mockli's book, Test Rotghroth, Fix College Power S: Create Battle Alpha, Protection, Endurance, Acid Shower, Fenen (trainer) O: Fenen $: Finn's Potions- 2456, Lacitus- 1728 D: E to Rising North Gates This is a rather fruitful area and also the subject of many quests. As you enter, Meena stops you (FROM SELETINE: Unless you've joined the Barzites). You can either lie to get in, or you can go to Barzahl and ask for permission. She will also give you a fair bit of information as to the layout of this place. Basically, avoid the NW unless you've joined Barzahl. To the SE you'll find a few nice items, including a steel breastplate, shaped gauntlets, and a reaper baton. West of the living quarters you'll find Mockli, a paranoid agent who has lost a book. It can be found to the NE, near some of the power crystals. Finding it gets you access to a room with the info Sharon is looking for as well as a book that teaches you how to create battle alphas. You'll also find Swofford's book Runecasting nearby. Further west you'll find Lark, in addition to several microscopes. Lark wants you to fix the college power. The offending control panel can be found to the north, in the harmful energy fields. Doing so gets you access to a room with canisters of endurance and acid shower, very nice. North of Lark is Fenen, a shaper who will train you in several spells and creations (including create Drayk, something the loyalists won't teach you if you're unaligned, although Phariton teaches it to you for less). He also wants you to test out a Rotghroth, a fierce variant of the battle alpha. Killing it gets you access to a canister of protection. If you're here to sabotage this place, you have three options. First is to kill the leaders of the college. The two leaders are Fenen (who, on death, drops a reflecting shield and a pair of specter boots), and Burham, located to the NW and guarded by golems, who on death drops a shaper's belt and a pair of quicksilver boots. You'll also find a puresteel ring. Your other alternatives are to sabotage the place by burning up the acid pool, and to steal the research (From ThirdParty). BARZITES: Burham will teach you a number of creation skills, including the top three, after you've retrieved the Awakened knowledge and are willing to be modified. Lacitus wants a conduit shard and will give you the very nice essence charm in exchange. You should still have one conduit shard left over if you want to change sects later. Road to Phariton Q: none S: Spellcraft O: none $: none D: W to Phariton's Hall, E to Breeding Pits This area can give you a lot of heartache if you don't take your time. I found the easiest way to complete this area is to enter combat mode, cast speed, then head to the SE section of the map. Use the control panel and all of the spirals turn off. Repeat for the NW section. In both cases, a lever is located behind the room which will open the door to the control panel. You can then force-attack the spirals and claim their gems as your own. This is one of those cases where it's really advantageous to have some glaahks fighting with you. To the south you'll find a canister of spellcraft, and in the center room you'll find a vat chitin and leaded shield. Make you way to Phariton. Phariton's Hall Q: Retrieve ingredients S: Melee Weapons, Quick Action, Endurance, Intelligence, Charisma O: none $: none D: E to Road to Phariton Here is the mad shaper, Phariton. As you enter you are accosted by some nasty serviles (very explosive). Head to the north and they'll go hostile, unless they don't see you (FROM SELETINE). Kill them from a distance. Once you enter the main hall, you'll be presented with three options. The first option is to go down a hall with a few pillars and a cryodrayk. This is quite easy and may not be a bad choice. The second option is to disarm a bunch of mines (which explode to reveal tough monsters), and the third is to fight a bunch of plants. Along the way you may run into Alpha Hryk, a battle beta. He wants you to release him and will submit if you have sufficient leadership. Be warned, however, that if you do Phariton will try to kill you as soon as he sees him. Don't do this unless you've gotten all you want out of Phariton. Eventually you'll make it to the SW. There's a lever hidden behind a pillar. Pull it and you'll get access to four canisters (all listed above, without Charisma). This is a hefty bonus. Head to the east towards Phariton, wading through some more nasty bushes, and you'll find Phariton. Phariton will help you if you're not aligned with any sect. He will teach you Create Drayk, something the loyalist agent won't do. In order to get him to do this you'll need a puresteel ring (one is hidden in his eastern rooms), a madness gem (common throughout), a pen and ink set (again, common), 10 mined crystals (again, common), and a cauldron (one can be found near the entrance of this level). Offering to do this gains you easier access to his chambers. Head east from Phariton and you'll find some purified essence (the second jar), a conduit shard (vital for three of the sect's quests), some mandrake tincture and saltweed. You'll also find a canister of charisma and a charming falchion. If you ever kill Phariton, you'll find a Shaper's boon ring, and a shaped blade. You can do this quite easily by waiting for him slowly and messing with his machines. Creation Holding Q: none S: none O: none $: none D: E to Mountain Base A drakon immediately confronts you. If you are a Barzite you shouldn't have any problems, else you'll need to lie to get out of this confrontation. To the NW is "Storage in Quantity," where cryoas, thahds, and searing artila attack as you proceed through the level. At the end you'll find holding cell C key. To the NE you'll find a toxic area and two oozebeast guards, as well as some vat boots and chitin. At the end of this area you'll find a stasis shield. To the SW (which is opened with holding cell C key), you'll find several evil bushes and the holding B key. In addition, you'll get a shielding band, charmed plate, and vat chitin. Finally, make your way to the SE, the exceptional creature holding area. To the west are four levers. Two are pulled relatively easily, and the other two need a key found in the first cell, and yield in order from W to E: A reaper spinecore, rats (which drop swamp boots and a ratskin shawl, in my game), a battle gamma, and an Ur-Glaahk, which drops a perfect glaahk scale. By this time you should have all of the ingredients for Lindian's excellent shield. Northern Pass Q: none S: none O: none $: none D: W to Infected Crossroads, S to Barrier of the Winds, N to Dead Pass, E to Western Marsh This is the easiest way to get into Taker lands. If you have a feather token (which can be obtained either from Ty's quest, joining the Awakened, or searching the area to the south), you'll have no problem whatsoever. If not, you can still head immediately to the north, disarming all the mines as you go along. If you go the pass route, you'll have to show off your pass to some of the Takers blocking you, but will otherwise have no problems. To the NE you'll find a body with an infiltrator cloak on it. Infected Crossroads Q: none S: Strength O: none $: none D: S to Hermit Crossroads, W to Zhass-Uss Outskirts, E to Northern Pass If you have entered this way from the east, immediately to your north you'll find a dying servile who gives you a vague warning. Head to your SE, and fight the creations that are spawned from a nearby spawner. Along the way you'll find a dead body with a shaped fiber cloak, in addition to a copper key. You'll also find a body near the center of the map with a vat chitin and boots, and a wand of inferno. Open the door with your copper key and you'll find another section of the map. To the north is an herb farm with several sets of swamp boots and some saltweed. Finally, to the NW is the Gazer who has been causing havoc in this region. It's quite hostile, but will talk briefly. Kill it and its minions (mass daze and some creations work wonders). You'll find a canister of strength, an iron key, and a sparkling wand. The iron key opens the gate to the west, allowing you to get out of there. Hermit Crossroads Q: none S: Krayoss, Learned Thani (trainers) O: none $: none D: E to Infected Crossroads, N to Zhass-Uss Outskirts, W to Infested Farmlands, S to Outer Gazak-Uss This area is not too tough. Near the center of the map are a bunch of drayks and cryodrayks. Generally one comes and bothers you to see if you have a feather token. It's a good idea to have one if you can in these regions to avoid fights. There are also two trainers here, Krayoss, the drakon, lives to the SE. You should immediately attempt to talk with the drakon as soon as you see it so as to calm it down and prevent it from attacking. Krayoss will train you in magical skills (battle- spellcraft), very useful for many classes. Learned Thani, to the SW will train you in combat skills (just like Brodus Blade), and will also tell you what you must do to get into Gazak-Uss. Gazak-Uss is the most difficult area in the game, but well worth the effort when you're ready. Essentially he tells you to look at both pillars to the south. Do so and go south- you'll be attacked by a rotghroth. Finally, if you head to the NE and fight all of the glaahks, eventually you'll reach a body with the spectral rapier on it. It's quite a nice item. Zhass-Uss Outskirts Q: Get wand of death S: Create Drayk O: Baer $: Bayor- 1470 D: W to Zhass-Uss, E to Infected Crossroads, N to Shath's Wastes, S to Hermit Crossroads Almost to Zhass-Uss. Here you'll find a few quests and another item maker. Symon, a human, will make wands for you if you bring 10 crystals, a stick, and some special ingredient. It's you're choice whether or not you want to do this- you may find it more profitable to sell these items instead. Bayor gives you a quest to get a wand of death (doing so gets you a girdle of leadership), and will trade with you. A hostile servile (Ilvner) patrols the west, threatening him results in a nice fight. To the south you'll find Aodare, a true shaper. He is engaged in a contest of wills with Syros. Not much you can do with him, but he will leave if you tell him you've slain Syros. You can kill him if you're a Taker, and he'll say he'll tattle on you if you've joined a sect but you're not a member of the Loyalists. To the SE you'll find an incubation chamber. If you go too far south, you'll be attacked by a drakon and a rotghroth. Killing them gives you access to a canister of create drayk. Finally to the NE you'll find a hostile servile cult. Killing them gets you a shining shield and an impervious band from the cult leader's body. A rod of succor is hidden in a dresser. Zhass-Uss Q: Spinecore Problem, Kill Melancon Eye S: Quick Action, Major heal, Essence Armor, Create Gazer, Create Rotghroth O: Syros, Issss-Ta $: Teresa- 1430, Bach- 2450, Scavenger's Alley- 911 D: E to Zhass-Uss Outskirts, N to Shade Patrol, W to Taker Toll Road, S to Infested Farmlands All right, the final major city. Here you'll find a number of merchants and the leader of the Takers, Syros. This city is not very welcoming, and many drayks will attack you if you wander into their homes (with no penalty for slaying them, it may not be a bad idea to pick a few fights). To the NE you'll find Igner who gives you the Spinecore Problem quest. Complete this quest and Igner will tell you to find Issss-Ta, who first greated you as you entered. This drayk wanders around, so it may be tough to find. The drayk gives you a corrupting baton as a reward. Also you'll find a canister of quick action and a reaper baton. Outside you'll find some wiry moss. You'll find Teresa to the NW, who will help you if you're Awakened. Far to the SW you'll find a canister of Major Heal in a locked building (a 7th level spell). To the NW are several locked storage sheds- rob them at your leisure. Finally, to the SE you'll find the Taker headquarters. Inside is Dhorass, a Drayk who gives you the Kill Melancon Eye quest. Killing Melancon will get you ~500 coins and a shaped sword. You'll also find Toivo (who doesn't help non-takers), and Syros. Syros will fill you in on the history of the Takers and is the person you'll want to speak with if you want to join them. You can give Syros your information on Medab for a deflection band as well. In the room behind him you can find a charm of mental focus, Tek's spectral dirk, some puresteel gauntlets, a quicksilver chain, and canisters of essence armor, create gazer, and create rotghroth. Doing this without having the key makes Syros and the whole town quite angry with you. Pit of the Bound Q: none S: Kill O: none $: none D: S to Ellhrah's Tomb This level is quite tricky, and may be dangerous. I would suggest not attempting it unless you're at least level 20, and probably closer to 30. You'll find a number of shades to the east of your entrance, they are not hostile unless you attack the bound one. You can go ahead and attack them without too much problems, if so desired. You'll also find a number of golems waiting for you- kill them at your leisure. In addition, near the center of the map (with the oozebeast) is a jar of demon's bile. An inferno worm guards the east path, the path you want to take. The NW area should be avoided. In the NE you'll find several ghosts who give you info when killed, Asher, a confused human who may attack you and drops a fibrous breastplate, and a bone key. Eventually you'll find the bound one. Kill his guards first (the battle betas shouldn't be too tough- they attack you one at a time), then speak with him. Try lying first to get some experience, then attack him to get some more. Killing him gets you a demon's claw and free access to his northern treasure room. You'll find a canister of kill within, as well as a conduit shard and a singing rapier. Western Pass Q: none S: none O: none $: none D: W to Icy Breeding Pit, N to Taker Toll Road, E to Pit of the Misfits, S to Mountain Base This is a somewhat difficult area. You'll need a decent mechanics skill to turn off all of the trapped crystals, but it's definitely worth your time. After disarming 3 platforms, you'll come across some pylons. Your other alternative to head immediately east after entering from the south and fighting the rotghroths. Note that if you have the fang token (there's one just to the west), the pylons won't attack you. The rotghroths are very powerful and will probably kill you and your party unless you take them on slowly. The reward for this is a shaped fiber cloak and a wand of death, both hidden among other decent items stashed away by the rotghroths. Icy Breeding Pit Q: none S: Aura of Flames O: none $: none D: E to Western Pass, N to Infested Pass This area is filled with cryoas and cryodrayks. If you are a Taker, the characters will not be hostile, because you will have the carved fang token (CONFIRMED BY SELETINE). If you're not a Taker, then you'll be swarmed by the cryoas and later by the cryodrayks. I found mass daze to be indispensable here. There is one canister here to the south (Aura of Flames), which the main leader of this place, Isserm, will tell you if you're a Taker and have adequate leadership. Otherwise, Isserm will probably be hostile. She can be quite tough, and is located to the NW. Killing her gets you access to her things including a gruesome charm and a fang token. The gruesome charm adds two to your dexterity and intelligence, and subtracts two from your endurance. It is probably worth keeping if you're a shaper or agent, but maybe not if you're a guardian. Nonetheless, you get more skill points than you lose. The fang token is the second level taker charm, after the feather token. This is the only way to obtain it without joining the Takers. Also in her supplies is a blood poison vial (ingredient for a potent item), some demon bile, and wiry moss. There's an exit north as well as a shaped breastplate to the NE. Infested Farmland Q: none S: none O: none $: none D: N to Zhass-Uss, S to Pit of the Misfits, E to Hermit Crossroads This is the location of Igner's spinecore problem. First off, there are some good items in the cryodrayks' houses to the NE and NW. The spinecores are found to the SW and SE. The ones to the SE are also guarding a puresteel shield, a shaped breastplate, and a rod of battle. They can be tough, and missile attacks are definitely the way to go. However, the ones to the SE don't need to be killed to complete Igner's spinecore quest, only the ones to the SW. This can save you a bit of effort (FROM SELETINE). Shath's Wastes Q: Test Creations S: Create Drakon O: none $: Shath- 318 D: S to Zhass-Uss Outskirts, E to Dead Pass, W to Shade Patrol An interesting area. If you have a fang token, you shouldn't have any problems from the creations present here, with a few notable exceptions. To the SW you'll find a sparkling wand, and heading to the NW reveals some healing and essence pools. You'll find Shath to the north, don't bother with him yet, but pull the nearby lever. This opens the doors to the central building. Head there, and slay the Ur- Drakon. Then turn off the four crystal pylons, then the control panel. This keeps your creations from going rogue in this area (and clears the level). Now go back and talk with Shath. Shath waxes philosophic with you (he's mainly a utilitarianist), and will help you if you help him. He requests that you test his creations and opens the door to creation number one, a drakon. You can either fight or attempt to reason with these beasties, both give the same result. You'll have to do this three times, fighting an eyebeast and a rotdhizon the other two times. After doing this, Shath will now sell you items (including another lucky charm), gives you access to a canister of create drakon, and will also make you a powerful belt if you bring him a demon claw, some blood poison, and a focus orb. You'll find your canister to the NE, along with two vats containing a vlish and a rotdhizon, a potent form of a rotghroth. Dead Pass Q: Honor the ghosts S: none O: none $: none D: S to Northern Pass, W to Shath's Wastes This is one of those areas where haste is extremely important. Try to enter from the west, and head immediately south (entering combat mode will make your life a lot easier as well as hasting yourself. Talk with the guardian ghost there, and he'll tell you that you need to pray at all of the pylons in order to placate the ghosts found on this level. Quickly do so- there are seven total. Two are west, one is NW, one is in the center, one is north, and two are SE. Once you've done this, go back and talk with the guardian (fending off the ghosts as best as you are able in the process). He tells you that you must fight him. Kill the guardian, and all the ghosts disappear (Hunter ghosts remain, though). He drops the guardian claymore, one of the best weapons in the game, and great even for shapers! Head to the NW to find several bodies, one of which has a grounding vest, a great item for selling. To the SE you'll find some shaped boots. Three hunter ghosts are waiting for you here around this level, kill them at your leisure. Head to the NE and open a tomb to get a Blademaster charm, and to be attacked by four ghosts. At the end of the tunnel is a larger tomb with a particularly nasty charm, the ancient idol. Make sure all of the enemies on this level are dead before taking this, you don't want to be fighting with this in your inventory. This item is the object of Toivo's quest, if you're interested in joining the Takers. Pit of the Misfits Q: Kill Syros S: none O: none $: none D: N to Infested Farmlands, W to Western Pass If you enter this level from the east, you'll have fewer problems. Frem will talk with you and if you lie to him, will send you to speak with Melancon eye (this nets you some exp as well), unless you're a Taker (FROM SELETINE). Melancon eye, a gazer, tells you his sob story, then asks you to slay Syros. Doing so causes all the items on this level to lose their "Not Yours" status. Of course, you can accomplish the exact same thing by killing everything on the level. This also fulfills Dhorass's quest. There are a lot of decent minor items spread throughout the level, including a servile cultist leader who owns a leader's sword, a nice weapon. To the SE is a rotghroth guarding a rod of succor, and to the NE is an unstable drakon with a number of gems. To the NW you'll find Heust Blade, who is a good companion (and will join if you're pro-servile, but not a Taker), and a few battle betas. Past the battle betas is a room with some nice items, including the extremely valuable Gloves of the Hammer. These are the best gloves for agents and guardians, and shapers might find them nice as well. Taker Toll Road Q: none S: Create Battle Alpha, Battle Roar O: Dryss $: none D: E to Zhass-Uss, N to Demonic Depot, W to Infested Pass, S to Western Pass If you have a fang token, most of this level is safe. Nonetheless, if you wander off the roads you'll be attack by some potent drayks. The most important things they're guarding are a girdle of genius (+2 int) to the SW (SW of the building, guarded by rats), some shaped gauntlets SW, and a canister of create battle alpha to the SE. You can speak with the drakon Dryss, who will inform you of some of the things found on this level, and who will also sell you a canister of battle roar for 1000 coins (I find it best to just unlock the door with living tools- it's to the west of Dryss). There's also a room to the N with a lever just behind the stone pillar. It opens the nearby room, which has an alarm that goes off if you enter, making Dryss angry with you. There's a lot of gold and gems in this room, so that's not necessarily a bad thing. Plus, if Dryss attacks you, you can kill him and thus clear the area (the only other way to clear the level is to be a Taker). The north is also the way you'll want to go to get to the Demonic Depot. Infested Pass Q: none S: none O: none $: none D: E to Taker Toll Road, N to Benerii-Uss Entry, S to Icy Breeding Pit This level is shaped like a giant Z. You start out at the bottom of the Z and must make your way through turrets, cryodrayks and battle alphas to the tip of the Z, where you'll find a set of spawners (and be sure to disarm the trapped crystals). You can get some thorns from the dead turrets by looping back around and taking them from their bloody remains. To the N you'll find a valuable area guarded by acid sprayers containing a puresteel blade, a shaped breastplate, and an icy pass key. If you head to the SW you'll also find Bhargeth's girdle on a grave. If you have the horn token (in other words, are a full-fledged member of the Takers), then nothing in this level will be hostile towards you. Demonic Depot Q: none S: Mass Madness, Create Glaahk, Mass Restore O: none $: none D: S to Taker Toll Road, N to Benerii-Uss Power A tough but fruitful area. Rotghroths populate this map, and can make your life a living hell if you're unprepared. Enter the west door after killing two of the beasties, then kill some more (these are of the spot-run-yell-attack variety) to the south and north. The NE area has healing and essence pools, in addition to a canister of mass madness. There's a lever here as well, pull it then head to the ENE. You'll find a room with two doors that go down when you approach. Pull the lever to activate them. A dead body is in the room to the N, it has a null wand, and the room to the south has a rotdhizon (which drops a puresteel plate. To the SW you'll find the reason this level is called the demonic depot. Two shades sit nearby, a shaper and a drakon. Talk with them both then kill them, it'll save you a lot of trouble later. When you're ready, take on the rotting demon. Since its two sources of power have been removed, it can't summon any help. Kill it and it will drop some claws of the demon. You'll find a puresteel blade on the body to the south as well as a key that opens the NW. The NW is home to another rotghroth, as well as two canisters of create glaahk and mass restore. Shade Patrol Q: none S: none O: none $: none D: S to Zhass-Uss, E to Shath's Wastes, W to Benerii-Uss Power You'll probably enter this area from the south or east, if so, your immediate goal should be to get to the NNW. Avoid the shades as best you can, though kill them if they start to overwhelm you. In the NNW you'll find the source of the shades- quickly turn off the two nearby crystals, and this will stop the endless supply. Now explore this place at your leisure. Nearby the shade generators is a mandrake tincture and a rod of succor. One of the shades dropped a specter robe in my playthrough, you may or may not be so lucky (500 gold at most shops). To the NW is a golem who will open the nearby door for you, but soon becomes hostile. To the NE is a dead body with some shaped boots, and in the central room of the level you'll find some pylons and tinker gloves. To the WSW are a number of inferno worms, they shouldn't be too much trouble at this point. Finally to the S is Jeek, an Awakened agent. She needs a major healing pod to talk with you, and gives you some information, unless you're a member of the Takers. Outer Gazak-Uss Q: none S: Learned Guas (trainer) O: none $: none D: N to Hermit Crossroads, E to Inner Gazak-Uss By far the hardest area in the game, Gazak-Uss is frightening (on par with the shaper crypt in Geneforge 1). Immediately as you enter, a mutated battle gamma and some rotghroths may confront you. Killing the battle gamma gets you its skin, an ingredient for the emerald breastplate. You may want to pop in here real fast then check on out, with the skin. This area is best approached after you've done most of the things you want to do in the game. When you're ready, head south of the entrance. You'll have to fight a number of rotghroths, as well as a rotdhizon, which drops a puresteel plate. To the NE is Hideki Eye, and his army of gazers and charmed serviles. He is quite tough, but I found that if you surround him, he won't use his aura of flames attack. Upon death he drops the belt of purity, an excellent item for those who do not use creations. To the SW are a bunch of drakons. Ossious is their leader. They have a number of good items, including a pair of quicksilver boots, and an essence chitin (+1 all shaper skills). To the SE you'll find Learned Guas, who is the Ultimate Trainer. He will train you in all skills but shaping (from strength to luck), so is a good person to pump up your dexterity with. You'll also find the entrance to Inner Gazak-Uss here, but will need to acquire three key parts before you can enter. Barrier of the Winds Q: AWAKENED quests are found at the end of this guide S: none O: none $: none D: N to Northern Pass You're here either because you're a member of the Awakened or because you want to mess with the poor serviles. There's not too much here for you as an unaligned shaper- and Agent robe can be found to the SE, as well as a number of shaping equipment, research notes, crystals, living tools, and other small goodies. Stay out of the NW unless you want to make the Awakened REALLY mad with you. There you'll find Learned Varkan, who will give you a batch of quests if you're Awakened. Otherwise, there's no real reason to bother the poor shmoes here, unless you want some experience and a few decent items. Benerii-Uss Entrance Q: none S: Create Gazer, Create Drakon, Create Rotghroth, Mass Restore O: none $: none D: N to Benerii-Uss Shaping, S to Infested Pass TAKERS: You'll have a fairly easy time here. You're greeted immediately by a Drayk, Pyre, who tells you that in order to proceed, you'll need a key. A key can be obtained from either Chryst Eye or Tessera Eye. Tessera Eye will drain your endurance for the key, so this is obviously not the way to go. Tessera will also give you a very powerful blade, the puresteel soulblade, in exchange for some of your strength and dexterity. It's your choice. The sword is marginally more powerful than the guardian's blade, I would say, but the cost is very high. You'll want to make your way over to Chryst Eye. Chryst Eye is quite hostile, but will help you willingly provided you have high leadership. Threaten him, then be honest, and he'll give you the key. Your other option is to engage him in hand-to-hand combat. The level will NOT go hostile if you do this, so don't worry about it. When you've got a key, go north to Benerii-Uss Shaping, talking the battle creatures out of a fight with sufficient leadership. ALL OTHERS: Rhakkus patrols this region. He may talk with you before attacking, but maybe not. Interestingly enough, I killed Rhakkus and Zhass-Uss was still peaceful towards me. Who knows? You'll find a number of Drayks and two gazers waiting for you here. Be careful and take your time. Servile researchers are south, and they can cast spells (and are also guarding a puresteel belt). You'll find a number of canisters to the NE (the top 3 creations and mass restore), but you'll need to pull four levers in order to open them. To the south you'll find Tessera eye, who is torturing a servile. Kill it and you'll claim a key, as well as a lucky charm and a fyora fang charm. There's also a lever here which will open a canister door. To the SW you'll find the book, Ember and Onyx, which is what Swofford had you look for way back in the Magus complex. Chryst Eye is in the SW corner, and is also hostile. Kill it (maybe claim a key if you haven't killed Tessera), claim the Tek's spectral dirk, and pull the nearby lever. Head north from here and you'll find the drayk apartments, as well as another lever and a living knife. To the NE are several potion ingredients, which may potentially be useful, although probably not. To the north are two rotghroths guarding a stasis shield and the fourth lever for the canister room. To the north are several cryodrayks, some quicksilver chitin, and a pair of shaped gauntlets. You'll have to get past the battle creations to the NW, but they shouldn't be excessively tough at this point in the game. Note that the Takers do not become hostile if you kill Rhakkus, only if you clear this level by violence. Benerii-Uss Shaping Q: TAKER quests are found at the end of this guide S: Battle Roar, Create Gazer, Essence Armor, Kill O: none $: none D: S to Benerii-Uss Entry, N to Benerii-Uss Holding, E to Geneforge TAKERS: You are greeted by a battle gamma. You'll find Rhakkus to the west. Rhakkus will modify you, enabling you to cast the highest level spells and make the nastiest creations. You'll have to submit to the process, though, which may be a bit unnerving. Once modified, speak with Salgurdar to train for cash. Rhakkus will also tell you he needs a conduit shard to complete work on the Geneforge. Salgurdar will also let you use two canisters if you've stolen the Awakened and Barzite Research. These two canisters are Create Gazer and Essence Armor. ALL OTHERS: As before, all drayks and serviles are hostile on this level. You'll find a group of battle gammas to the NE, they are guarding a shaped blade and the lever that opens a passage to the Geneforge. Near the central east you'll find a puresteel ring and some boots, and also the very important cure for the Serviles (finally finishing Carnelian's quest). You'll also find some grounded and vat boots to the S, and to the SW a broken crystal piece (part of the Gazak-Uss key) and a canister of battle roar. Where Rhakkus would have been (and near the cryodrayk Salgurdar) you'll find a chest with a glowing red key. To the north is an ur-Drakon who pops out of a vat- kill it to get free access to an impervious band. I avoided the NW, as I didn't see any real benefit to looking around. Joseph says that ignoring this area is a BAD idea, as he found a canister of kill (Seletine confirms this) as well as two levers that enable non-Takers to get Create Gazer and Essence Armor. Benerii-Uss Power Q: none S: Aura of Flames, Major Heal, Create Rotghroth O: none $: none D: E to Shade Patrol, W to Benerii-Uss Holding, S to Demonic Depot TAKERS: Not too much here. You may be able to enter this area with little difficulty as a Taker, but no other major benefits can be found other than a few nice canisters. ALL OTHERS: Head immediately to the NE. You'll find a servant mind here, make sure you have a high leadership score (perhaps cast charisma), and talk with it. Convince it to open up the doors and turn off the patrolling golems. The patrolling golems are the most dangerous out here, but the regular golems can still put up a good fight. Immediately south of the servant mind are the most tough golems, if you can take these out then you shouldn't have any problems. There's a door to the north that will open if you pull the lever in the room immediately south of it. Inside you'll find two healing and essence pools and a body with an infiltrator cloak and vest on it. To the east is a room with a canister of aura of flames, and south of that are several grounded items (the vests are worth a lot of money). To the SE you'll find some stability boots, puresteel gauntlets, and a shaped breastplate. Near the center of the map is a damaging crystal area, and a canister of major heal. Finally, to the NW is a canister of create Rotghroth. This is the third canister available for you meaning that you Benerii-Uss Holding Q: TAKER quests are found at the end of this guide S: Charisma, Mass Madness O: none $: none D: W to Benerii-Uss Shaping, E to Benerii-Uss Power, S to Geneforge TAKERS: Akkat is present in this region. He sends you on the quest to pick up a Drayk. Bringing it back gets you a key to the Geneforge. ALL OTHERS: This is a rather tough area. You'll want to slay Akkat if at all possible. The best way to do this is to recruit the help of Zekzai Eye. Zekzai Eye and some of his gazer friends can be found near the center of the map. Killing Akkat gets you a puresteel charm and a geneforge key. A bit west of Akkat you'll find a canister of mass madness. You'll find some Rotghroths to the SE along with a crystal woven chain and a canister of charisma. West of Zekzai eye and company is an enraged soul, who needs to be put down. He drops a spectral rapier upon death. The most difficult area is found to the NW. Therein you will find a few drakons, some ur-drakons, a gazer and an eyebeast. You'll also find a shield, the Agent's shelter, a fourth lucky charm, and the second broken crystal piece. Nearby is a guarded door that you'll hear about in the endgame. Not much you can do with it except wait for Geneforge 3. Geneforge Q: TAKER quests are found at the end of this guide S: Firebolt, Create Drakon, Dexterity, Strength, Spellcraft O: none $: none D: W to Benerii-Uss Shaping, N to Benerii-Uss Holding TAKERS: Don't come here unless you have permission. This is the final place you need to be. Your goal is to find Easss, the drakon. Find him and talk with him. He tells you to place the conduit shard, then go back to speak with. At last, the Geneforge is complete. Easss summons up Akkat and Rhakkus, then they prepare to use the Geneforge. Akkat decides he wants to be a drakon, and messes up their plans. It's now your job to kill him. You can recruit Easss if you have adequate leadership. Once Akkat is dead, Easss uses the Geneforge, and sends you back to Syros. ALL OTHERS: You're probably here to destroy the Geneforge or Easss. It's not really that difficult. A canister of firebolt and the third broken crystal piece can be found to the east. You'll find a few dangerous golems nearby, these are by far and away the biggest threats on the level. In the southern golem room, use the control panel and you'll open a room to the NW (through the pylons) with a canister of dexterity and strength. Use the northern control panel to turn off grid defenses, this makes some of the nearby areas much easier to take care of. South are a bunch of spawners that generate battle betas, ur- glaahks, and charged artilas. Head to the SE to the Triad quarters. Here you'll find a leaders sword, reaper baton, charmed plate, and a canister of create drakon (the third accessible canister of this type. Finally, head to the west. You'll find some essence and healing pools (use this opportunity to cast some potent spells like stoneskin or essence armor), then head a bit north. You'll find a canister of spellcraft, and Easss, with his Rotdhizon guard. He'll talk a bit, then he'll attack. You can convince him not to attack and instead to use the Geneforge if you have adequate leadership (must be pretty high), and in the process you can kill him without fighting by going through the grid defenses, turning on the machines as you progress from east to west. Get Easss to use it, then throw the switch. It should kill him (from Taeweil). Once you kill Easss, you get his gauntlets. Now you can destroy the Geneforge if you so desire. You CAN NOT use the Geneforge, unlike Geneforge 1, as you're not a Drayk or Drakon. In order to destroy the Geneforge you'll have to throw in the gloves. Run right after you do this, or you'll be hurting. Destroying the Geneforge gives you a fair bit of experience. Inner Gazak-Uss Q: none S: Create Drakon, Create Gazer, Create Rotghroth O: none $: none D: W to Outer Gazak-Uss I have discussed this place last as it is the most difficult. In order to get in you must have found the three key pieces. However, if you clear this level you'll get a lot of great items. FROM ThirdParty- Inner Gazak-Uss: the monsters here roam around, which means they can come upon you unexpectedly. Be careful: wandering eyebeasts can ruin your day, no matter how powerful you are, if they come up from behind while you're fighting something lese (I was attacking the Rotghroth Spawner when three eyebeasts and an Ur-Drakon hit me--ouch). Highlights: canisters of Create Drakon, Create Gazer, and Create Rotghroth can be found on the west side of the map (go out the back door of the building there). I got some gazerskin boots from an eyebeast in the northeast corner, not sure if it will always drop them or not. Killing the Slime Lord in the southwest corner amid the acid pools gets you Putrified Guantlets. The boss of the level is the Drakon Lord in the southeast (who's supported by two Ur-Drakons and two eyebeasts, and drops an Omnicharm and the excellent Victor's Boon shield). ----------------------------------------------------------------------- 7. GENEFORGE 2 SECTS: Awakened Basic Philosophy and How to Join: Serviles are living, intelligent beings, and creating them is really awful. More laws need to be placed on shaping, and serviles need to be recognized as independent beings. In order to join you'll need to have a generally pro-servile opinion. Compliment serviles, don't tell them to be happy as slaves, etc. Additional minor quests: Griffith in Triola wants you to send a Message to Fort Muck. Doing so gets you a second quest, a Message for Triola. Both quests get you minor experience. Teresa in Zhass-Uss asks you to find her friend Jeek. Doing so gets you some exp. Mezrich in Guarded Groves asks you to determine the defenses of Medab. Doing so gets you some experience. Benefits: Merchants: Chom in Fort Muck has 1370 gold. Several doors will now be open for you, and merchants won't charge you so much. The door behind Learned Pinner will be unlocked, allowing you free access to their supplies (which can be helpful if you join early). In addition, the Shapers and Mages in the Magus complex will sell you higher level spells and shaping skills. Alterations: Go to the Complex core, and get Tuldaric's aid in altering you. Get altered in the SW room. You can now purchase the top eight spells from him. Learned Pinner: Find the Medab Spy. Fairly straightforward. Go to east Medab and talk with Crillie. Either scare him away or kill him, both result in the same thing. This quest can be avoided with some leadership. Learned Pinner: Kill spy Drayk In the Crystal Mines there's a drayk who's causing a fair bit of problems. Kill him. You can now join the Awakened. Learned Pinner: Destroy the Radiant College The Radiant College is a large threat to the Awakened. You need to stop them. You have two options- either kill the two heads of research, or sabotage the facility. Do either, and this quest will be complete. Pinner will let in on the big secret of the Awakened, the Barrier of the Winds, and also gives you a key for easy access to this area. Learned Varkan: Remove Loose Drakon The first quest at the Barrier of the Winds is to remove a loose Drakon. The drakon can be found to the south, and will gladly leave if you have enough leadership. This is a fairly easy quest. Learned Varkan: Bring back Marjan Learned Varkan will then send you on a retrieval mission for a servile named Marjan. Marjan can be found in Gheth. Try to convince him to join you. He'll ask you to figure out what the Barzites are doing in northern Gheth. Do so for some minor exp. If you kill him or do something else foolish like that, I believe he has some notes stored in a barrel to the SW. Return with Marjan in your group to the Barrier of the Winds and he'll leave your party reluctantly. Learned Varkan: Get a Conduit Shard A perennial favorite among the sects, conduit shards are actually not too hard to find. One can be acquired in the Pit of the Bound and another is in Phariton's Hall. Either one works, and essentially completes this quest once you. Once done, Varkan tells you to go speak with Pinner. Learned Pinner: Slay the Drayk Leaders This is the last Awakened quest. It seems as though the Takers have gotten too big for their britches. They want you to kill the three Taker leaders: Akkat, Rhakkus, and Easss. Look in the Benerii section of this FAQ for their locations and general strategies. Once done, Pinner tells you to head home. Do so, and you'll get the Awakened ending. Takers: Basic Philosophy and How to Join: Shapers have long been very cruel to their creations, both serviles and Drayks. Drayks are in fact outlawed, and any that exist must be destroyed. Naturally, this seems pretty wrong if you're a drayk. In addition, in order to Take Our Free, the drayk Takers are seeking to perfect themselves and make themselves unstoppable. They will do this at any cost. Additional minor quests: Amena blade asks you to clear out the cultist in Zhass-Uss Outskirts. Doing so gets you some spores. Benefits: Standard cost reductions. Also, immediately a key that will open the room behind Syros, allowing you to plunder as you will. Also, most importantly, a feather token, a fang token, and a horn token with time. All give you easy access through Taker lands and make it a lot easier to speak with Takers in general. Finally, access to a lot of nice canisters. Alterations: Rhakkus will alter you, Salgurdar will teach you the top creations and spells in each category. Very potent. Toivo: Retrieve artifact. In the Dead Pass you'll find a particularly nasty charm, the ancient idol. It subtracts two from all of your primary skills. Toivo wants it for some odd reason. Amena Blade: Slay a Leader Amena sends you as an assassin to kill one of the leaders of the sects. Either Zakary, Pinner, or Barzahl will do. She gives you some advice on killing Barzahl. Zakary is probably the most difficult one to fight of these characters, especially since you can really raise hell in Rising by messing with the equipment. Also, Zakary is the only one you won't piss off in the process of doing the Taker quests, so it's always good to have a second option available. You now have the option to join the Takers. Syros: Steal Awakened Knowledge Once you've taken your oath, you immediately get a lot of nice items. Syros then sends you on your way to steal the Awakened research. Head to the Complex Core and take the items you find therein. The book you're looking for is near the center of the map. Most of the Awakened will be hostile after this, so be sure you've done all you want to with them. Kill Tuldaric in the process for a free +1 to strength and dexterity from the infernal shade in the experimental halls. Return, and Syros gives you the horn token and tells you that you can now visit Benerii-Uss (except for the Geneforge). Syros: Attack Radiant College Syros doesn't just want you to steal the Barzite's research, he also wants you to kill everyone inside. Killing Burham and Fenen is enough, as is sabotaging the college (instructions are earlier in the FAQ). Get the notes nearby Burham and that's it for this quest. Syros then sends you to speak with the leaders of Benerii-Uss for further quests. Rhakkus: Retrieve Conduit Shard Again, a perennial favorite. You have a few options, the Pit of the Bound and Phariton's Hall. Akkat: Retrieve augmented Drayk An augmented drayk ran away from the Takers because it didn't want to be chopped up. You'll find the Drayk in the clawbug canyon, and will need to have a high leadership to convince it to join you. Alternatively, you can kill it, but you'll need to collect its heart. Returing it to Akkat fulfills this quest. (FROM SELETINE: If in fighting the Drayk, you get its health down below 50%, it will submit to you). Once collected you'll be given a key to enter the Geneforge. Do so when you're ready. Easss: Slay Akkat Once everything is in place, Akkat decides he's tired of being a simple drayk and jumps into the geneforge. He survives and must be slain. Do so and the others get a chance to use the Geneforge. When Easss has used it, return to Syros and then go home. Servants Basic Philosophy and How to Join: Shapers have been shaping for several centuries. They know what works and what does, how best to cope and survive. Abuse of shaper power should be punished immediately. The shapers give you great power at the price of obedience. Look at the havoc caused by careless shaping in these hills- ruined natural environments, rogues everywhere, uncontrolled shaping of humans, dangerous creations. This is too much. Joining the Servants is quite easy if you haven't killed any of them. I believe they'll always be an option, and the unaligned are very much the same as these. In order to join with ease, talk down to serviles. I think you can even join without doing this, although you must have adequate leadership. Zakary is the one to talk with if you want to do this. Additional minor quests: None, as far as I can tell. Unaligned get all of the same quests available to them. Benefits: FAST skills. You get access to a lot of potent skills early in the game as a Servant/Loyalist, including the third tier creations in the Drypeak Warrens, Upper Research Halls and Loyalist Encampment. You'll get some OK items in exchange for completion of the quests, in addition to some cheap skills from some servants, but that's about it. Alterations: None. Alterating oneself is a thing that rogue shapers do. Zakary: Destroy the Magus Complex Those no-good Awakened are at it again. Sabotage their complex. Reward: thrusting gauntlets. Zakary: Destroy Radiant College. This is the main source of the evil canisters. Destroy it. Reward: Quicksilver chitin. Zakary: Slay the Taker Leaders. These are the most dangerous characters out there. Kill them. Reward: Servant ending. Barzites Basic Philosophy and How to Join: Knowledge is power. Forbidden knowledge is great power. Mankind is meant to be perfect, and the use of canisters will enable this ends. Plus, who doesn't want to completely kick all of your enemy's butts? The best way to join the Barzites is to talk down to serviles. Serviles should know their place as our creations. Additional minor quests: Selithra wants you to get some stones from the trapped forest. Commander Brent will ask you to remove Elissia in the Upper Research Hall. Doing so will get you a pair of dodging boots (from Shau Kojiru). Benefits: A number of canisters which can only be accessed by Barzites, as well as the top creations and spells after being modified. In addition, a potent charm is available as the result of a quest. Alterations: After stealing the Awakened knowledge, Burham will alter you, allowing you to cast the highest level spells and otherwise be a nuisance. Barzahl: Slay Medab spy In the Guarded Grove (where you found Shanti's body), you'll find a servile to the NW. Kill it or tell it to leave. Doing so gets you some of Barzahl's trust. This quest can be avoided with some leadership. Barzahl: Destroy Loyalist Encampment The Loyalist Encampment has been a thorn in Barzahl's side for a while. You can get some help from the Radiant College in doing this quest, they'll lend you a drakon for assistance. Completion of this quest will get you some more of Barzahl's trust, and can be avoided with a lot more leadership. Barzahl: Steal Awakened knowledge Once you've taken the oath, Barzahl sends you on this quest. It is similar to the Taker's quest, and will get you in trouble with the Awakened. Slay Tuldaric while you're at it then go talk with the infernal shade for a nice little stat bonus. Doing this quest will allow you to be modified by the Barzites. Barzahl: Kill Zakary Time to remove the competition, the apprentice becomes the master, and all that jazz. You can get some help from the Radiant college if you have adequate leadership Barzahl: Destroy the Geneforge The Geneforge is a huge threat. It's time to remove it. Completion of this quest gets you the Barzite ending. Unaligned Basic Philosophy and How to Join: OK. This valley is full of nutcases. Serviles who think that they deserve equal rights because they've got minds and consciences, but will quickly turn around and do much worse than the shapers ever do just because they think they should. Crazed serviles and Drayks who think that annihilation of their enemies will suddenly make them better than everyone else. Humans who think that power should come quickly and don't even bother to take a step back and see what they are doing. And a traitorous shaper who let it all go on under his eye, when he should have been doing something about it. He's no better than the rest. Unaligned is the easiest path to play, as no one starts off mad at you. They aren't very powerful as they don't get the help of some sects, but they can still completely destroy the enemies of the council. This is an especially easy path to play for those sociopaths among you. Killing everyone in the game will essentially give you this ending. Zakary isn't much further from this ending, but the best people to talk to are those in the loyalist encampment. Additional minor quests: None. Benefits: None, really, other than not maddening any of the other sects. Thus you can speak and trade with them without problem. Alterations: None, obviously. Of course, canisters are always available. There are two things that you are told to do if you want to join the "Unaligned." The first is to kill Barzahl, the second is to kill the three Taker leaders. Doing this gets you the unaligned ending. Not much else to it. ---------------------------------------------------------------------- 8. SKILLS: Locations of quests/rewards- these do not alter you in any way, but will decrease the amount you can learn from a trainer (Q), Canisters- these do alter you, but may still be worth using (Can) and trainers- can only train twice in a skill, unless you've added skill points to purchase it (T): Strength: Learned Guas (T)- Outer Gazak-Uss, Patrolled Path (Can), Infected Crossroads (Can), Infernal Shade (Q)- Experimental Chambers, Geneforge (Can) Dexterity: Learned Guas (T)- Outer Gazak-Uss, Geneforge (Can) Intelligence: Learned Guas (T)- Outer Gazak-Uss, Phariton's Hall (Can), Rising (Can) Endurance: Learned Guas (T)- Outer Gazak-Uss, Radiant College (Can), Phariton's Hall (Can), Infernal Shade (Q)- Experimental Chambers, Rising (Can) Melee Weapons: Learned Guas (T)- Outer Gazak-Uss, Learned Thani (T)- Hermit Crossroads, Brodus Blade (T)- East Medab, Phariton's hall (Can) Missile Weapons: Learned Guas (T)- Outer Gazak-Uss, Learned Thani (T)- Hermit Crossroads, Brodus Blade (T)- East Medab Quick Action: Learned Guas (T)- Outer Gazak-Uss, Learned Thani (T)- Hermit Crossroads, Brodus Blade (T)- East Medab, Krogst (T)- Mountain Base, Drypeak (Q), Warren of the Three (Can), Loyalist Encampment (Q), Rising (Can), Phariton's Hall (Can), Zhass-Uss (Can), Entry Valley (guardians only) Parry: Learned Guas (T)- Outer Gazak-Uss, Learned Thani (T)- Hermit Crossroads, Brodus Blade (T)- East Medab, Rising North Gate (Can), Rising (Can), Breeding Pits (Can), Entry Valley (guardians only) Battle Magic: Learned Guas (T)- Outer Gazak-Uss, Krayoss (T)- Hermit Crossroads, Mental Magic: Learned Guas (T)- Outer Gazak-Uss, Krayoss (T)- Hermit Crossroads, Blessing Magic: Learned Guas (T)- Outer Gazak-Uss, Krayoss (T)- Hermit Crossroads, Spellcraft: Learned Guas (T)- Outer Gazak-Uss, Krayoss (T)- Hermit Crossroads, Sharon's Grove (Q), Road to Phariton (Can), Geneforge (Can) Fire Shaping: None Battle Shaping: None Magic Shaping: None Healing Craft: None Leadership: Learned Guas (T)- Outer Gazak-Uss, Mechanics: Learned Guas (T)- Outer Gazak-Uss, Clockwork Maze (Q) Luck: Learned Guas (T)- Outer Gazak-Uss, Create Fyora: Tyallea (T)- Drypeak Warrens, Fenen (T)-Radiant College, Drypeak Warrens (Q), Infiltrator Fort (can) Create Roamer- Carnelian (T)- Medab, Fenen (T)-Radiant College, Patrolled Path (Q) Create Drayk- Elissia (T)- Upper Research Halls, Phariton (T)- Phariton's Hall, Fenen (T)-Radiant College, Zhass-Uss Outskirts (Can) Create Drakon- Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Shath's Wastes (Can), Benerii-Uss Entry (Can), Geneforge (Can) Create Thahd: Tyallea (T)- Drypeak Warrens, Fenen (T)-Radiant College, Warren of the Three (Can) Create Clawbug: Carnelian (T)- Medab, Fenen (T)-Radiant College, Sharon's Grove (Q), Magus Complex (Q) Create Battle Alpha- Fenen (T)- Radiant College, Phariton (T)- Phariton's Hall, Fenen (T)-Radiant College, Radiant College (Q), Taker Toll Road (Can) Create Rotghroth- Burham (T)- Radiant College, Salgurdar (T)-Benerii- Uss Shaping, Zhass-Uss (Can), Benerii-Uss Entry (Can), Benerii-Uss Power (Can) Create Artila: Tyallea (T)- Drypeak Warrens, Entry Valley (shapers only), Fenen (T)-Radiant College, Medab (Q), Kss-Urg's Valley (Can) Create Vlish: Fenen (T)-Radiant College, Medab (Can), Upper Research Hall (Can) Create Glaahk: Fenen (T)- Radiant College, Phariton (T)- Phariton's Hall, Demonic Depot (Can) Create Gazer: Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Zhass-Uss (Can), Benerii-Uss Entry (Can), Benerii-Uss Shaping (Can). Firebolt: Tyallea (T)- Drypeak Warrens, Carnelian (T)- Medab, Complex Core (Can), Geneforge (Can) Acid Spray: Tyallea (T)- Drypeak Warrens, Carnelian (T)- Medab, Searer: Carnelian (T)- Medab, Western Mines (Q), Rising North Gate (Can) Ice Spray- Carnelian (T)- Medab, Marsh Crossroads (Can) Essence Orbs: Experimental Chambers (Q) Acid Shower- Rising (Can), Radiant College (Can) Kill- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Upper Research Hall (Can), Pit of the Bound (Can) Aura of Flames- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, icy breeding pit (Can) Daze: Tyallea (T)- Drypeak Warrens, Drypeak Warrens (Q), Entry Valley (agents only), Carnelian (T)- Medab Mental Barrier: Tyallea (T)- Drypeak Warrens, Carnelian (T)- Medab Unlock: Carnelian (T)- Medab, Experimental Canyon (Can) Terror: Carnelian (T)- Medab, Warren of the Three (Q), Rising (Can) Dominate- Magus Complex (Q), Old Rising Bridge (Can), Breeding Pits (Can) Strong Daze- Trapped Forest (Can) Charisma- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Phariton's Hall (Can) Mass Madness- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Demonic Depot (Can) War Blessing: Tyallea (T)- Drypeak Warrens, Carnelian (T)- Medab, Drypeak Gates (Q) Protection: Tyallea (T)- Drypeak Warrens, Carnelian (T)- Medab, Radiant College (Can) Essence Shield: Carnelian (T)- Medab, Secret Tunnel (Can), Infiltrator Fort (Can) Speed: Carnelian (T)- Medab, Magus Complex (Q) Mass Energize- South Rising Road (Can) Steel skin- Rising (Can) Essence Armor- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Zhass-Uss (Can), Benerii- Uss Shaping (Can) Battle Roar- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Taker Toll Road (Can) Minor Heal: Tyallea (T)- Drypeak Warrens, Carnelian (T)- Medab, Cure Effects: Tyallea (T)- Drypeak Warrens, Carnelian (T)- Medab, Drypeak (Q) Augmentation: Carnelian (T)- Medab, Patrolled Path (Q) Heal: Carnelian (T)- Medab, Magus Complex (Q), Mountain Base (Q) Group Heal: Rising (Can) Remove Effects: Major Heal- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Zhass-Uss (Can) Mass Restore- Tuldaric (T)- Complex Core, Burham (T)- Radiant College, Salgurdar (T)-Benerii-Uss Shaping, Demonic Depot (Can), Benerii-Uss Entrance (Can) ----------------------------------------------------------------------- - 9. Item guide Ingredient locations: These are the locations of the super-rare items that are necessary for the most powerful equipment. Purified Essence: Sharon's Grove, Phariton's Hall Drayk Tendon: Clockwork Maze Perfect Crystal: Crystal Caverns Perfect Glaahk Scale: Loyalist Encampment, Creation Holding Cured Battle Gamma Skin: Outer Gazak-Uss Demons Claws: Pit of the Bound, Demonic Depot Black Crystal Powder: Crystal Mines Blood Poison: Icy Breeding Pit Focus Orb: Warren of the Three Broken Crystal Pieces: These are the three pieces of the key needed to enter Inner Gazak-Uss. They are found in Benerii-Uss Holding (NW), Benerii-Uss Shaping (SW), and the Geneforge (E). Puresteel Rings: Upper Research Hall, Clockwork Maze, Trapped Forest, Rising North Gate, Radiant College, Phariton's Hall, Benerii-Uss Shaping Charms: Lucky: Western Mines, Shath's Wastes, Benerii-Uss Entry, Benerii-Uss Holding Physician's: Infiltrator Fort Clawbug's: Clawbug Canyon Infiltrator's: Clockwork Maze Mental Focus: Zhass-Uss Gruesome: Icy Breeding Pits Blademaster: Dead Pass Ancient Idol: Dead Pass Puresteel: Benerii-Uss Holding Fyora Fang: Benerii-Uss Entry Essence: Radiant College Skein of Wisdom: Rising North Gate Omnicharm: Inner Gazak-Uss ----------------------------------------------------------------------- - 10. Opinion Guide from Publicly Displayed Name Schrodinger, I have some more info on the pro-shaper or pro-servile opinions you can give. + is pro-shaper - is pro-servile You begin with +100 points. In Drypeak: Opinion to Shanti is ñ3 points. Opinion to Keeper Thossila is ñ3 points. Reporting Senecia/lying about it to Keeper Thossila is ñ5 points. In Drypeak Warrens: Opinion to Zakary is ñ3 points. Joining the Servants is +10 points. Sabotaging the Magus Complex is +5 points. Sabotaging the Radiant College is +10 points. Killing the Taker Leaders is +10 points. Joining the Servants requires at least 105 points or 6 Leadership. In The Crags: Opinion to Braan is ñ3 points. In Western Mines: Opinion to Ciphar is ñ3 points. In Sharon's Grove: Opinion to Sharon is ñ3 points. In Crystal Caverns: Bringing back Braan's servile/letting it escape is ñ5 points. In Medab Road: Opinion to Loyd is ñ3 points. In Patrolled Path: Opinion to Twinin is ñ3 points. In Medab: Opinion to Learned Pinner is ñ3 points. Telling Learned Pinner that you have no interest in joining a bunch of creations like the Awakened is +3 points. Joining the Awakened is -10 points. Completing Seli's first quest (destroy Medab Road spawners) is -3 points. Completing Seli's second quest (raid Infiltrator's Fort) is -5 points. Opinion to Carnelian is ñ3 points. Opinion to Dayna is ñ3 points. You cannot give an opinion to Kashya. Joining the Awakened requires less than 95 points. In East Medab: Opinion to Ghree is ñ3 points. Opinion to Lorrick is ñ3 points. In Magus Complex: Opinion to Loha is ñ3 points. In Power Core: Opinion to Tuldaric is ñ3 points. In Triola: Opinion to Wald is ñ3 points. In Fort Muck: Opinion to Herik Blade is ñ3 points. In Gheth: Opinion to Brent is ñ4 points. Opinion to Dawn is ñ3 points. Turning in an escaped servile to Dawn is +5 points. In Darian's Sanctuary: Opinion to Darian is ñ3 points. Asking Darian to tell everyone that you are pro-servile sets your point score at 90. Asking Darian to tell everyone that you are pro-shaper sets your point score at 110. In South Rising Road: Opinion to Manny is worth ñ3 points. In Rising: Joining the Barzites is +10 points. Opinion to Trace is ñ5 points. Opinion to Selithra is ñ5 points. You cannot give an opinion to Corin. Joining the Barzites requires at least 105 points or 10 Leadership. In Rising North Gate: Opinion to Zoka is ñ3 points. In Radiant College: Opinion to Fenen is ñ3 points. In Zhass-Uss Outskirts: Opinion to Baer is ñ5 points. Giving Bayor a Wand of Death is -3 points. In Zhass-Uss: Opinion to Syros is ñ6 points. Joining the Takers is -10 points. Slaying Melancon Eye for Dhorass is -3 points. Opinion to Issss-Ta is ñ3 points. Killing the Spinecores for Igner is -3 points. Joining the Takers requires your [Points - Leadership] to be less than 80. In Taker Toll Road: Opinion to Dryss is ñ4 points. Alright some more info: (for these, I am not counting minor changes, such as new conversation options) In Drypeak: Allizar and Elili will raise their prices if your point score is less than 86. In Belik's Crossing: Mekkan will let you pass without Brodus Blade's permission if your [Points - Leadership] is less than 86. In Marsh Crossroads: Lindian will raise his prices if your point score is greater than 109. In Pit of Misfits: Heust Blade will join you only if your point score is less than 100. I believe that is all. ----------------------------------------------------------------------- - 11. Thanks and Acknowledgements Thanks go out to Gamefaqs for hosting this guide, Spiderweb Software for making this entertaining and great game, my parents and all others who have helped raise me. Version info: 0.8 Preliminary FAQ done. This is mainly to "stake my claim" for the Geneforge 2 FAQ, and to provide a fair bit of info for those who need it. 0.9 Updates from Seletine (typos and clarifications, and answered questions), Alex and Waylander, all from the Spiderweb Software Message Boards. I am also in the process of making it pretty as well. 1.0 Many updates and typo fixes from Seletine (apologies!) and from Blackjack. In addition, Blackjack has provided an item list which I will incorporate into this FAQ. Stughalf and Alex have provided some of their opinions on some creations as well. Publicly Displayed Name has given me some info on the Barzites and a special warning for the Infiltrator fort. He also provided the excellent opinion guide at the end of this FAQ. Taeweil gave some info on the Geneforge and how to use the power grid. ThirdParty gave some good info on creations and a few changes with some of the walkthrough. DougThompson clarified some things on the spell Augmentation. 1.1 A lot of helpful updates from Seletine- the "D:" section of the walkthrough should now be complete. In addition, I added some minor info on Inner Gazak-Uss from ThirdParty (ThirdParty has provided more info, but I haven't yet completed that area, and feel as though I'll go through it on my own, but I'm still quite grateful for all assistance). Scales added a few arguments and a bit of tips on the guardians. 1.2 I have added the location of the Carnelian Gloves, which was sent in by several readers. In addition, I've added a number of small corrections from Seletine. 1.3 I've added some items from Blueman00, joevnvdvc. In addition, this FAQ is pretty much finished. 1.4 Finally got a new version out. Lots of info from Seletine (as always) and ThirdParty, and many others who have helped along the way. Is this the last update? Probably not, but it's sure close.