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#21 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() HINTS:
On Broken Seal 3 I found 2 unlockable doors. They seem to contain a corridor what would allow you to bypass the rune-requirements. I have no idea how to open them, or circumgo the puzzle. I've also found a Jade Key, for what I find no purpose. On the same level there are 2 plates seemingly without reason on the main corridors. They actually has a purpose: they stop working the gates which open periodically. The "Shortcut Passage" actually leads to the next level too. It contains some monsters, but otherwise not much of interrest. There is a trap though, what can be dectivated by the two pressure-plates besides it (requires 2 boulder or similar weight to be pressed). runes: they are onetime thingies, so do not waste them. +1 permanent skill equipment: they are bloody useful. Do NOT use them up immediatelly you find. Wait until the latest levels. Fighting tip: use weapons you have more from the same type. This way you will always have the "appropriate" weapon at hand. But to be honest I did not notice a difference between "right" and "resisted" weapons. Throwing bottles to walls nets you with broken glasses. The only reason keeping this in mind when you want to use poison-potions (made from emeralds). Those potions deal 2 hp/second poison damage to target (regular poison deals 1hp/second). Oh, and do NOT try to throw these potions on dogs, because it will just fly over their head. Fighting tip, equipment-management: You want as thin controllboard as possible, so you have maxium 3 row to work with (the upper ones). So for case of emergencies, keep there your "map", a jera potion, a poison-antidote (rune or potion), your bow, and a secondary weapon in case your used one will brake. Spells: I finally suffered some temprary endurance-loss. These points DO come back after a short period, so Restore sucks. Good to note, that during fatige with only endurance-loss I WAS slowed. Don't know if this is becuase of fatigue, or the oss of endurance. Magic Wall: use it purely for quest-purposes. Sight: this enlargens items, and only items. So this is actually cool - not that you wouldn't notice items normally, but still. And I didn' find out yet the enlarging-option (what according to the manual does the same). Fire Shield: the duration from the Bloodstone was short, but it is a useful spell. Still, worth only 1 memorisation. |
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#22 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() HINTS:
Remember the Underground Shortcut? It actually has a connection to BS1 too. Also, do you remember the start, where you could go northwest? You'd actually end up in BS2, what'd mean a lot of suckin' and backtracking. So just do things the "proper" way. The problem is, I have no idea how to solve the antidote-quest properly. To get the antidote for the lady in BS2 you need a golden key and a diamond to open the right door. THEN should you bring the antidote to the Lady, then meet Lars who'd attack you for possessing the mirror. The problem is, the golden key you need is on Lars himself! I think this is bad game-design. On BS2 I've encountered several bugs, so do everything as I say here: - when you are in the second circle (the one with switches and holes), drop only one rock into them! This is important as they can swallow all your rocks (don't ask how I figured this out). - when you reach the place with 2 switch and 2 tossable item. Push the RIGHT switch to activate a teleporter. Push the left switch to make it disappear. Push in the remained block. Now go forward. Do NOT enter the center-room yet! Go further, kill the mercernaries, use their key on the keyhole, pull the switch. NOW the plate at the center gets deactivated. (it is a trap what makes your life very hard, and seems to remain active if you don't do as I said) Also on BS2 NEVER put stones on the floor! They blend in the plates, and you'll never find them again. But just for the heck of it you'll need plenty of stones in this level, so prepare to visit earlier levels for leftover boulders. Armors: they DO break. The way they get ruined is, that they loose AC. But they never get below 1. At least that's my idea. The Odin rune: it works not like the manual says. It should rise/lower one of your stats (go for strenght! remember to save/load), AND additionally change the character's sex at random. In reality sex-change works as a third possibility besides lowering/rising a stat. |
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#23 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() To finish this year well, I looked after some of my questions, and backtracked the areas I've visited.
Now everything I've ever found are in nitty-bitty chests, and I have even more chests just for the heck of it! Now, the unknown hole in BG2 is told to require a messenger's pass! I've also found out that I looked over one of the runes, what can create items. So I'll do the antidote quest proper, and use that rune to create a golden key. How lucky I am for using multiply saves. Oh, let's mention secret doors too! Actually they are not "secret", just doors what requires kano-spell to open. But they tend to blend in the walls. But they are bloody obvious on the ingame map, so always check the areas. Last edited by twillight; 31-12-2010 at 08:35 PM. |
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#24 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Bad news: the Fehu rune can NOT transform itself into keys.
Good news: I created a character in case I want to start all this again, and the allocatable statpoints were between 58-115. So this time I made an almost perfect character! (Only lacking some endurance.) Then I went back playing, and packed my equipments until most chests were filled with the ame kind of items. Now I only need to carry chests around Also I found the magnifying option (it is in the Game-menu). It really provides constant Sight-spell effect. The secret of the missing gold key: In Beggining2 there is the door what opens only for a short period (so better have high agility and no encumbarence/fatigue, or you'll never pass). Before this door (but in the same room) is a golden key, what respawns. On the other side of the door are 3 spiders and 3 pressure-plates. Push the spider-corpses on the plates, and that way you'll be able to keep the key! (at least this is told here) I could not test this yet, but MAYBE this offers even unlimited gold keys! Now to not make a new post (feels a waste): On Energy Barrier 3 the order of the teleport-runes to use is: D X R. Answers at X: Borel, Abighael. The number of the eagle is 7. In the room with 12 plates and 2 boulders put the rock on 7 and 12 (= seven o'clock). Oh, and I remade with my "perfection" char. the Antechamber and Begginer One. Antechamber: required items: 0 NPC: Malachi, codeword: coins. Gives you a sack and 5 gold. exits: Begginer One, Broken Seal Two Puzzles aren't on this level, but you can find item. It is sugested to enter Broken Seal Two and meet spiders there first, as you can aquire the Cure Poison spell. Also if you want perfection note that spellcasting abilities CAN be rised without targets, but I doubt weapon skills can be rised the same way, so that's about wizardy maybe. Also when going for perfection choose polearm as basic weapon profession, as polearms are rare to come by. Not every weapon has a secndary attack mode. Secondary attacks deal higher damage (if hit lands), but ruins your weapon sooner (in a balanced way, so use whatever you feel comfortable). Begginer One: NPCs: Lagmane, Otto (gives spellscroll), Leander (sells nightsade per 1 gold), Isadore required items: 6 iron key, 4 iron token, 1 round key, 3 gold key exists: The Antechamber, Begginer Two Last edited by twillight; 02-01-2011 at 09:38 AM. Reason: data refreshed |
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#25 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Ok, I tried Energy Barrier One, but got lost. Still an interresting tip: at the beggining of the undead-zone is a teleporter activated by a pressure-plate. To enter the zone from the enterance of the level you have to push a tossable object into the teleporter, what ends up a couple of steps behind you. Now the trick is, that cou can make the undeads follow you, and teleport them into the tossable item. The ghouls will disappear from the game. (This means experience-loss of course.)
The thing is, I got confused here. All the rune-sites are optional, can be reached on foot. But there is a room to teleport in, where it seems I used the wron teleporter or something, and I could not figure out how to go there again, so I just restarted with my "perfection" character. Still it is fun. Oh, to start EB1 go around at the beggining, and when you run out of options use the teleporter at the enterance to get to the smith (his quest requires a mango, a sword skill book, a holy symbol (as codeword "cross" works too from th ex-priest, maybe "ankh" too) and a chalice), and / or the middle of the level. Then after you have the Silver Sword (unbreakable!) start to whck zombies. Now back on the walkthrough I started: Broken Seal Two: NPC: Syan, Honorah (gives mirror for antidote), Khemelm required items: 4 boulder, 3 rock, 1 gold key, 1 sun key (if I don't mention otherwise, all keys and items can be found on the discussed level), antidote (found in Bellow Broken Seal One) It is suggested to get the Broken Seal-part here, as the way to that nets you new gestures (after the first walk in this game I will not rely on parchments to learn spells). The antidote-quest can be left for later. exits: Underground Shortcut, The Antechamber, Broken Seal One, Broken Seal Three Begginer Two: NPCs: a nameless warrior, Horsa (she gives spell scroll) required items: 2 iron key, 2 cross key, 1 round key, gold key severa times (it respawns until you solve the puzzle) The Gold Key Puzzle: in the room with the door opening only for a short period is a gold key that respawns every time you go here, and used up at the next door. Now to get the key permanently kill the three spiders after the period-door, and toss them on the three preassure plates beyond the period-door. I also had to visit Horsa (switch used), and pushed a spider to a pressure-plate before the period-door. See, I don't know the exact requirement getting the gold key permanently, but this way it surely works: the door what required the gold key will remain open, and you'll have this extra gold key for later use (this will be required in the antidote-quest). Also maybe releasing the plates can and redoing this procedure MIGHT net you with even more gold keys (in case we'll somehow stuck). exits: Begginer One, Begginer Three Fehu rune can transform to these items: -Any Rune -Sack, Chest -Falchion, Scimitar, Broadsword, Claidhenih-mor -Morning Star, Flanged Mace, War Axe -Spear, Bardiche, Glaive -Throwing Knife, Bow -Buckler, Warboard, Shield, Great Shield -Nightshade, Nightshade Leftovers, Mango, Apple of Vigor, Apple Core -Ruby, Emerald, Amethyst -Gold Coin, Iron Token, Feather -Stone, Rock, Boulder, Broken Glass |
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#26 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Where was I? Ah:
Begginer Three: NPC: Shirvan (for 1 black pearl he gives you Raido, Sowelu, Wunja, Teiwaz), Althea (she gives full heal per gold), a nameless old man, Rowena required items: 1 iron token, 1 jade key, 3 gold key, 2 stone, 1 gold coin, 1 iron key Do NOT fall into the pit marked with a magic mouth, saying something like "the mighty can fall" as there is no way out from there. At the many teleporters choose (from the arriving position) left, right, up, right. The Raido rune brings you to a storeage area. exits: Caverns Bellow Begginer Three, Begginer Two, Broken Seal Five Caverns Bellow Begginer Three: required items: 1 gold key, 2 iron token exits: Begginer Three Broken Seal Five: required items: 1 boulder, 1 jade key NPCs: They are all parts of a big quest. Angus trusts you with a quest. Go to Augustus who sells you information for 1 gold (codeword: sword). Go to Darius and tell him the codeword - he turns hostile, so kill him. Get the two piece of the broken sword there, and bring them to Pandrake who repairs the sword. Bring the repaired sword to Angus. If you do not make the sword repaired you get: Dagaz, ruby, +1 strenght amulet. If the sword is repaired when you give it to Angus he gives: all the above + jera potion, figurine of resurrection, chest, shield +2AC. |
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#27 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Let's move further-reached the end of section one!
Broken Seal Four: NPC: Mistral, Conahl required items: 1 gold key, 1 jade key, 2 round key, 1 sun key, 3 boulder (but these can be repleaced by bodies) exits: Below Broken Seal Four, Broken Seal Five, Broken Seal Three Below Broken Seal Four: required items: 1 iron key, 1 white pearl Broken Seal Three: NPC: Tristan (sends you to free Dunstan. When you manage to do it ... I forgot to make note what rewards he gives), Alexus (heal per gold) required items: 1 jade key (oh yeah, I figured out how to open that door, and this was needed there), 1 gold key, 2 boulders (must be taken from the "circle of stones") exits: Below Broken Seal Three, Broken Seal Four, Broken Seal Two Below Broken Seal Three: NPC: Dunstan (bring him the prison key) required items: 1 round key, 4 iron key, prison key (from Broken Seal Three) Broken Seal One: NPC: Khamillia required items: 1 cross key, 1 gold (+1 more if you want to keep all area open), 1 sun key, 6 part of the broken seal (they must be placed into the ~hole in the southwest, marked with several magic mouthes; the pieces must be gathered in the Broken Seal levels) Fighting the Gazers: You only need the mirror in your hand if you want to fight melee (with onehanded weapons). But they can be killed from distance too (because I don't fight with magic, I experience sometimes weapon-sortage, so I sometimes use bow). Raido Rune useage: it brings you into a storeage area filled with spiders - and one of those drop a ruby (normally animals do not drop anything)! Need Gebo rune (or teleport spell casting) to get out. exits: Below Broken Seal One, Broken Seal Two, Energy Barrier Three Below Broken Seal One: NPC: Lars (bring him the mirror, and he'll attack you) required items: 1 jade key, 1 rock, 1 round key, 1 gold key (from Begginer Two), 1 diamond Now let me explain the Antidote-Quest. You get it in BS2. You come down here, open the doors with the gold key and the diamond, so you get access to the Antidote (it is a special item). Bring it to the girl to heal her, who gives you the mirror. Bring the mirror to Lars, who will attack you. When you finally kill him, he'll drop a Gold Key (what will be required much later). exits: Broken Seal One Underground Shortcut: required items: 2 rock, 2 boulder Raido Rune useage: it brings you into a hidden area where you have to fight and get some cool items (like an armor with 8 AC). The two teleporters has the same use, so don't bother too much. Gebbo Rune useage: remember that you can cast Teleport instead of using the rune. This brings you into a small storeage-area. exits: Broken Seal One, Broken Seal Two, Broken Seal Three Last edited by twillight; 03-01-2011 at 08:19 PM. Reason: info updated |
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#28 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Elemental Barrier Three:
NPC: Jake, Duncan (activates the three Elemental Spheres found int the Elemental Barrier Levels), Skulk required items: 2 round key, raido rune, gebbo rune (or teleport spell), thurisaz rune, 6 gold key, 1 sun key, 1 cross key This is a pretty streightforward level. The important thing is to cast the runes in the order told (listen magic mouths). In the room with lots of rolling balls and a magic mouth babbling about magic walls you have to cast magic walls in order to controll where the balls should roll. exits: Broken Seal One, Elemental Barrier One Elemental Barrier Two: NPC: Kern (for chalice + holy symbol + 5 gold he forges you the Silver Sword. Also gives codeword to Rhegad), Rhegad (codeword: symbol; gives holy symbol for Book of Swords), a wounded man (gives chalice for mango) required items: 1 night shade, 1 iron token, 1 sun key, 1 feather, gebbo rune (or 1 charge from the shield of teleportation - both must be carried from earlier levels! The shield is in Underground Shortcut. EDIT: actually rune can be droped by ghouls, but that requires you bring Book of Swords + Mango from previous levels, and anyway I suggest using the shield for no itemloss) This is a complicated level, so pay attention what does what. To start the level visit everything you can, but do NOT enter the ghoul-zone. They are not deadly, but you can't hram them without the Silver Sword, and if you get cornered, you're lost. After no more doors open enter the "shortcut" teleporter, where choose the "Smith" teleporter. It has two altering destination. Explore what you can, then you'll reach a room with a magic mouth what says you'll need a Gebo rune. Open the door of this room, BUT DO NOT ENTER. Use the teleporter beside the door, then enter the teleporter inside the room. Here you're mana will be drained, so that's why you need to cast Gebo from item. There you shall open the door with Kano, and activate the teleporter by perssing the pressure plate. Do not worry about the chest, you'll find it later. Activate the teleporter in the room with the switch. Enter THAT teleporter (otherwise you end up among the ghouls). Now as you have the Mango and the Book of Swords from the manadraining room you can go and make the smith forge your Silver Sword. Another puzzle I explain too: on the southeast corner there are two tossable item on plates. Remove them, and you'll notice one of the pressure plates they stood on is still pressed. Step on the other plate you just pushed the tossable item from to deactivate that plate. Now onthe other side of the room a new teleporter will appear what'll lead you to a Bag of Lightness! (BoL equally with a normal sack, but whatever you put in it, the weight of the sack will remain 0.5 kg) exits: Elemental Barrier Three, Elemental Barrier Two (to reach this exit you have to enter to the "shortcut" teleport at the enterance, cast a Kano towards the end of the manadraining hallway, and go through that corridor. I know no other way to cross to EB2) Last edited by twillight; 03-01-2011 at 11:34 AM. Reason: info corrected |
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#29 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() This will be a short one, but important info is coming!
1) I just questioned myself: why the heck do I wear footwear? It provides no adventages, just encumbers me!!! Well, it turned out that your speed is lowered if you're without any shoes, so wear them still. 2) Although there are male and female choice for the face, this isn't realising in the protagonist's body! Just try remove your bodyarmor, and take a look on the naked character 3) The Silver Sword is told to deal no damage to nonundead beings. It actually does. And the sword is unbreakable. So you can leave your bow behind (or more exactly in the Otherworld with the Gateway spell). And now: Energy Barrier Two: NPCs: Murc'met (when you talk to him he attacks you. This is unavoidable and a must), Nigel, T'oh required items: 1 jade key, 2 round key, 2 gold (see in Quest-section), 1 gold key, 2 stone (only one is on this level, so you have to bring another from some upper levels. Theoretically any two item can substitute these, boulder being the obvious choice, but boulders has weight, and maybe you'll need that later) Now this level is frustrating because of one-way teleporters. I hate those. You never know how many space you need in your inventory, how many weights you'll have tobear, what items you need to carry... anyway, choose the northern teleporter. That is simple and small. Both the northern and southern teleporters have to be activated EVERY TIME you want to enter them by a gold coin. See? Frustrating, especially if you choose the southern one first, from where yu CAN return before you complete all your tasks. Now choose the southern teleporter. It will have two section. In the first you have to use Magic Wall to press three pressure plates AT THE SAME TIME, AND run over the two other pressure plates DURING THAT TIME. This opens two dors and drains your mana what will run out anyway on this level even if you fight with weapons only (but at the end you'll find some nightsades, so I feel lucky and like the design). One of the new rooms has two teleporters, and you need the further one. Throw in two objects. I used stones as they are a) weights b) the magic mouth suggests that. It seems to be a bug that you need two, but oh well. Now comes a hugh room with many closed doors and pressure plates. Don't panic! First push the rolling ball to the west. It stops on a pressure-plate, and opens a door in the south with 4 harpies. The trick is, to weight down EVERY pressure-plates here. For that you'll need the rolling ball, a tossable item (in one of the rooms), and bodies. You heared right: you need to use bodies as weights, despite just recently gathering zillions of boulders. I think the designers just realised how a player thinks After all this you'll end up with three spheres. You have to go back to Energy Barrier Three, activate them (or at least the last one), then come back (say good bye to your mana, lol), and throw the spheres to the gates. The barriers act like walls in every aspect, except they disappear when you throw the right sphere to them. exits: Energy Barrier One, Blue Domain EDIT: In case you didn't realised yet, you should always carry Gold Coins with you in large amount (around 10). Although there are plenty, not every level has them, and I won't mention where I got the necesary amount. About use of Palimphet: If a swith / pressure plate opens a door, you can check that on your map (it'll be removed there and an unexplored passageway will be shown). Teleporters also appear in a less obvious way. Last edited by twillight; 04-01-2011 at 10:00 AM. Reason: info added |
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#30 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Blue domain:
NPCs: Rowena (he trusts youwith the quest to find the Staff of Summoning's shaft,whatwillrequire from youto travell another world, whatwill require you gathering the eight mage's Skull), Makabre (he gives you PLENTY of infos, like from what domain will you move from when you get the last knight-amulet, and that the Green Knight might be your ally), Subotai (gives the clue to remove your footwear when you go to talk with Korguz) required items: 2 round key, 1 cross key, 5 iron token, 1 empty potion, 1 rock, 1 broken glass (you have to carry this from another level OR break a perfectly good potion on a wall, but that'd be a waste of a perfectly good potion), 3 feather, 1 sun key The first quest will require items tossed into keyholes, the second some fights, and the third pressing down a pressure-plate - maybe withmagic wall? Well, it is much more safe to push in a body (why waste your mana when you don't have to, eh?). Then comes a hugh room where many can stuck. The rules are actually simple: there are a lot of switches,whatdo nothing when they are in the "left" position. When they are switched to the "right", they willcause some doors appearor disappear. All switches represent a room, and will remove change the position of all the doors of that room (being appearent, or making them disappear). The firstswitch to move is told by a magic mouth: the upper left. As we're not mathematical geniuses, do this: switch the upper left switch, then ever second switch clockwise (so if the upper left switch is #1, then switch #1, #3, #5, ...). In the middle there are 4 switches, do not touch them until you finish with the outer circle of switches. After that switch the upper two. This made all but one room open for me. The rooms opened this way are either empty, or contain a will-o-wisp. Enter this mini-maze, kill all the will-o-wisps, return to the switches, open the last room, go there and kill the remaining will-o-wisp (they can shoot some pathetic lightningbolt, just to mention). There are 3 crucial location besides the rooms: a teleporter to the Blue Knight (who attacks you on sight), a ladder to the Crossroad Cavern, and an exit to White Domain (it is Elemental Barrier Two you arrived from). For the fight of the Blue Knight: he is fast, and has zillion hp. So bring a jera potion and liquify spell, spare weaponry and many freeze spell to make you time for drinking and weapon-swapping. Wearing the Samurai Armor (found on this level) is also advisable for the duration of this fight (I keep armors on me until they reach 1 AC normally). |
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Thread | Thread Starter | Forum | Replies | Last Post |
Taaru - The Summoning Copy-Protection Answers | Taaru | Offers | 1 | 07-07-2009 11:26 AM |
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