Posted July 24, 2022
Tutorial: it is crap. It gives you informations you can figure out yourself, while not giving you any information you want. The popups also stop the game, making you grinding your eeth.
Keys of note:
- TAB brings up the minimap. Pressing it again makes it the useful size and placement. You want this on to spot hidden rooms (action button gives access to them)
- unfortunately you can not make the mouse's roller moving the camera. This is stoopid.
- the mouse-roller rolls through your spells (even if you don't have one)
- rightclick to move, leftclick is attack, left-shift + leftclick is spell.
- X is to pick up items. This does interfere with moving, what is stoopid.
- I is the inverntory. While when you level up the L key will appear flashing, that's a one-time thing, you'll reach that menu through Inventory too.
- 1 is for the healing potion, 2 is for mana potion
WATCH OUT for saving pedestals. Oh, ye, you can't just save, because this game is stoopid. Now the pedestals' other problem is, they can block you from picking up loot.
Character creation: there is none. You can choose from 3(+1) pre-generated character.
Also, before you start adventuring, visit the shopkeeper, and sell ALL yur useless clothes. They are just encumberance. The character-models are not bad by the way...
Oh, and no, the archer does NOT start with a bow. I think there's a fixed drop for him in the first (and for a long while only) hidden room.
Oh, oh, and the Sorceress can not use these weapon classes:
- warhammer
- battle axe
- halberd
- bastard sword
- great sword
This is not STR-dependency, this is class-restriction.
Item-drops are random.
At the start you get 2 quests.
You can leave the inn through the door - I assume later areas will be there. Head to the cellar, and start bashing everything you can. There will be no repercussion.
Gold will be picked up if you walk close enough, the rest must be picked up with the action-button (X).
Do NOT use Recall-potions (accessible from the Pause Menu), unless your inventory is filled!
Your first ~miniboss are 3 spiders. they hit hard, so save before confronting them. Of course there's no save-spot nearby...
Gemstones are simply for sale.
You'll reach a point you can not advance further. You'll have to return to the Inn for the key to unlock the door.
You'll level up once up till this point either by already returning for quest-completion, or buy slaughtering monsters. This'll give you 1 skillpoint.
Oh, there's no roleplaying thing in this game.
Ranged enemies are a pain, because they tend to run away, and especialy when you have nothing but melee attacks (which you probably will use at this point, independent from character, but the fighter will gain no real alternative at all), they are a real pain.
And they'll appear in goups. Soon there'll be a bnch hiding behind crates. You'll be able to go around though, which the dwarf definitely should. This is a point where your character can loos exp: some enemies will try to walk into the steam of the steampipes, and defeat themselves.
You cann ot climb on the roofs (despite at one or two place you definitely should be), cann ot descend to that place (you'll know), and you might run into the miniboss here without warning - if you do, just run away, it'll stop chasing you eventualy.
Here if you reach the line of spearmen, there's a pushable cover. It cann ot be destroyed. Use it to get near them.
The orc (the miniboss) is not too much problem for the dwarf, but a pain for the sorceress. You'll want to use a healing potion or two here, so set the hotkeys.
There comes some platforming puzzles. They are independent from the core game, so whatever.
Then there'll come a big pool with a save-pillar in the middle covered with a bunch of archers. There's no trick just rush in.
When you reach the Bugbear Chieftain (I total thought these are orcs), you'll reach clvl 2, and gain +2 skillpoint. this means you'll have +3 skillpoint. For this though you have to fight the Rat God. For the dwarf it's straight melee, and the sorceress has enough space to cast her inferno (DiabloTM) effectively. The ranger has trouble though, his only real chance is to lure it to the entrance of the ally, jump to the other side of the crates, and shoot arrows from there. You guessed it: arrows are present in the game in enough supply to not have to regularly buy them, so you better spare them? Though given the limited view-distance, low damage, speed of the enemies, this feels like trying to use bow in Lionheart.
After beating it, go up to the town, and pick up the next quest. But before that, mention the problem between the Sorceress and the Bugbear Chief. That thing is simply too hugh for a 1 point Infrno (Burning Hand), so lure it to the alley with boxes, leaving only the small ones at the entrance. Hop in, and shoot your magic from there. You will be out of its reach, but can harm it. Still need like 3+ full manabar to deal with it, so quaff some potions.
A couple of steps further you'll find Ethan, so oyu can go up again, and pick up yet another quest, and some quest rewards.
There appears another character in the Inn, giviong you a quest to some orb.
In the starting room of Sewers lvl 2 there is a weapon-rack. The item you loot from it can stuck on the top of it, becoming inaccessible. UPDATE: ok, you can jump, and grab the item while you are in air.
Let's also mention here, oyu can only hit enemies who are at your ground-level. Water counts as floor for this instance, but you'll hit nothing if you are standing on a box, or terrace.
This area is filled with bigger monsters (initialy bugbears, then oozes and cubes), so save after every room, or something. Your goal is to click three switches, so eventualy you'll discover the whole complex (likely). Then you can descend to the Crypt, and that means even more stoopid design: a whole cinematic, and immediately gets attacked by some undead. After you died and reloaded, with this knowledge you won't go afk right after entering.
Here you'll soon gain another level, and you'll have to spend 1 stat-point. This is obligatory, you can not put it away for later.
Orb Glitch?
I could not reveal what this glitch exactly is, aside the obvious, but it seems if Jarek shows up (Ethan's companion in the Inn), and you can enter the Thieves Guil, it is avoided. Here is what to do to ensure progress:
1) destroy every single undead in the two levels of the Crypt.
2) save, when you reach the Orb's room. It'll be obvious (no enemies, the orb is in the middle, etc.)
3) get close to the Orb to activate the event
4) win the fight
5) collect any loot you want, then leave the room, and use a Recall Potion (the game did not allow me to use one inside the room)
6) speak with ETHAN first. You can sell your stuff to the shop before that and stuff, the point is, do NOT speak Jarek first. The barmaid also has some flavour-dialogue.
7) enter the Thieves Guild. The entrance is on Sewer Level 1, that "crack"o n the map you could not do anything with previously.
Now let's talk about the shop: it never refreshes. And there is no other shop in the game.
At this point, it becomes obsolate. You can buy the top equipment, and for the Crypt the scale mail stuff helps a good portion. The weapon-section of the shop is entirely useless, because you have a guaranteed find on Crypt Level 2, and that matches the best weapon of the shop in damage, deal pure physical damage instead elemental (the later can be resisted), AND is a blunt damage weapon, which means, it won't be resisted either unlike edged weapons which deal half damage to undead.
HOW TO FIGHT THE ORB:
--------------
Fight it melee. Well, definitely do not fight it with magic, it barely scratches it.
The mage can fight the Orb pretty easy with the Mace of Disruption found on the same level (Crypt 2), and use her starting spell on starting skill-level effectively against the waves of undead. You'll need like 10-20 potions each (lesser HP/MP), but it's a pretty safe run.
There is also an exit to the town near the entrance to Crypt Level 2.
The Dwarf has some serious trouble fighting gelatinous cubes - they hit very hard, especialy if you have no armor.
Another factor on the amrour front, the dwarf does not have the elf's charisma, thus the real difference here is, has to wait a bit more before buying all the scale armor's parts.
And yes, the dwarf will run out of "space" (encumberance) in the crypt, even if you spent your statpoint on STR.
The orb at least goes down adequately easy, though some undead type can hit like a mule (critical hit?).
The real miss here is similar to the first line-of-archers encounter. There the sorc obviously supposed to use her fireball, but lacks enough skillpoint to do so. Now against the orb's mobs using whirlwind sounds the skill the whole encounter got designed around, but again: not enough skillpoint.
For the Archer:
against the owlbears you better try to block, at least sometimes. I'm not confident in my blocking skills, but thi9s seems to be how it works:
- you can only block with a shield, or if you have improved block with a weapon
- you can not move while blocking
- you can only block the enemy in front of your character. Not from behind, not from sideways
- the enemy seems to be so fast, it'd need some points in faster weapon skill?
- owlbears seem to have a damage-pattern: the first strike always seems to be big, then 2 lesser strikes comes, then a big one again. But this is just guessing.
- you can not block condition brought by the attack (poison, chilling)
Cubes and oozes can be shot from a distance as they don't like to move in melee. They can actualy be shot from out of their sight!
Keys of note:
- TAB brings up the minimap. Pressing it again makes it the useful size and placement. You want this on to spot hidden rooms (action button gives access to them)
- unfortunately you can not make the mouse's roller moving the camera. This is stoopid.
- the mouse-roller rolls through your spells (even if you don't have one)
- rightclick to move, leftclick is attack, left-shift + leftclick is spell.
- X is to pick up items. This does interfere with moving, what is stoopid.
- I is the inverntory. While when you level up the L key will appear flashing, that's a one-time thing, you'll reach that menu through Inventory too.
- 1 is for the healing potion, 2 is for mana potion
WATCH OUT for saving pedestals. Oh, ye, you can't just save, because this game is stoopid. Now the pedestals' other problem is, they can block you from picking up loot.
Character creation: there is none. You can choose from 3(+1) pre-generated character.
Also, before you start adventuring, visit the shopkeeper, and sell ALL yur useless clothes. They are just encumberance. The character-models are not bad by the way...
Oh, and no, the archer does NOT start with a bow. I think there's a fixed drop for him in the first (and for a long while only) hidden room.
Oh, oh, and the Sorceress can not use these weapon classes:
- warhammer
- battle axe
- halberd
- bastard sword
- great sword
This is not STR-dependency, this is class-restriction.
Item-drops are random.
At the start you get 2 quests.
You can leave the inn through the door - I assume later areas will be there. Head to the cellar, and start bashing everything you can. There will be no repercussion.
Gold will be picked up if you walk close enough, the rest must be picked up with the action-button (X).
Do NOT use Recall-potions (accessible from the Pause Menu), unless your inventory is filled!
Your first ~miniboss are 3 spiders. they hit hard, so save before confronting them. Of course there's no save-spot nearby...
Gemstones are simply for sale.
You'll reach a point you can not advance further. You'll have to return to the Inn for the key to unlock the door.
You'll level up once up till this point either by already returning for quest-completion, or buy slaughtering monsters. This'll give you 1 skillpoint.
Oh, there's no roleplaying thing in this game.
Ranged enemies are a pain, because they tend to run away, and especialy when you have nothing but melee attacks (which you probably will use at this point, independent from character, but the fighter will gain no real alternative at all), they are a real pain.
And they'll appear in goups. Soon there'll be a bnch hiding behind crates. You'll be able to go around though, which the dwarf definitely should. This is a point where your character can loos exp: some enemies will try to walk into the steam of the steampipes, and defeat themselves.
You cann ot climb on the roofs (despite at one or two place you definitely should be), cann ot descend to that place (you'll know), and you might run into the miniboss here without warning - if you do, just run away, it'll stop chasing you eventualy.
Here if you reach the line of spearmen, there's a pushable cover. It cann ot be destroyed. Use it to get near them.
The orc (the miniboss) is not too much problem for the dwarf, but a pain for the sorceress. You'll want to use a healing potion or two here, so set the hotkeys.
There comes some platforming puzzles. They are independent from the core game, so whatever.
Then there'll come a big pool with a save-pillar in the middle covered with a bunch of archers. There's no trick just rush in.
When you reach the Bugbear Chieftain (I total thought these are orcs), you'll reach clvl 2, and gain +2 skillpoint. this means you'll have +3 skillpoint. For this though you have to fight the Rat God. For the dwarf it's straight melee, and the sorceress has enough space to cast her inferno (DiabloTM) effectively. The ranger has trouble though, his only real chance is to lure it to the entrance of the ally, jump to the other side of the crates, and shoot arrows from there. You guessed it: arrows are present in the game in enough supply to not have to regularly buy them, so you better spare them? Though given the limited view-distance, low damage, speed of the enemies, this feels like trying to use bow in Lionheart.
After beating it, go up to the town, and pick up the next quest. But before that, mention the problem between the Sorceress and the Bugbear Chief. That thing is simply too hugh for a 1 point Infrno (Burning Hand), so lure it to the alley with boxes, leaving only the small ones at the entrance. Hop in, and shoot your magic from there. You will be out of its reach, but can harm it. Still need like 3+ full manabar to deal with it, so quaff some potions.
A couple of steps further you'll find Ethan, so oyu can go up again, and pick up yet another quest, and some quest rewards.
There appears another character in the Inn, giviong you a quest to some orb.
In the starting room of Sewers lvl 2 there is a weapon-rack. The item you loot from it can stuck on the top of it, becoming inaccessible. UPDATE: ok, you can jump, and grab the item while you are in air.
Let's also mention here, oyu can only hit enemies who are at your ground-level. Water counts as floor for this instance, but you'll hit nothing if you are standing on a box, or terrace.
This area is filled with bigger monsters (initialy bugbears, then oozes and cubes), so save after every room, or something. Your goal is to click three switches, so eventualy you'll discover the whole complex (likely). Then you can descend to the Crypt, and that means even more stoopid design: a whole cinematic, and immediately gets attacked by some undead. After you died and reloaded, with this knowledge you won't go afk right after entering.
Here you'll soon gain another level, and you'll have to spend 1 stat-point. This is obligatory, you can not put it away for later.
Orb Glitch?
I could not reveal what this glitch exactly is, aside the obvious, but it seems if Jarek shows up (Ethan's companion in the Inn), and you can enter the Thieves Guil, it is avoided. Here is what to do to ensure progress:
1) destroy every single undead in the two levels of the Crypt.
2) save, when you reach the Orb's room. It'll be obvious (no enemies, the orb is in the middle, etc.)
3) get close to the Orb to activate the event
4) win the fight
5) collect any loot you want, then leave the room, and use a Recall Potion (the game did not allow me to use one inside the room)
6) speak with ETHAN first. You can sell your stuff to the shop before that and stuff, the point is, do NOT speak Jarek first. The barmaid also has some flavour-dialogue.
7) enter the Thieves Guild. The entrance is on Sewer Level 1, that "crack"o n the map you could not do anything with previously.
Now let's talk about the shop: it never refreshes. And there is no other shop in the game.
At this point, it becomes obsolate. You can buy the top equipment, and for the Crypt the scale mail stuff helps a good portion. The weapon-section of the shop is entirely useless, because you have a guaranteed find on Crypt Level 2, and that matches the best weapon of the shop in damage, deal pure physical damage instead elemental (the later can be resisted), AND is a blunt damage weapon, which means, it won't be resisted either unlike edged weapons which deal half damage to undead.
HOW TO FIGHT THE ORB:
--------------
Fight it melee. Well, definitely do not fight it with magic, it barely scratches it.
The mage can fight the Orb pretty easy with the Mace of Disruption found on the same level (Crypt 2), and use her starting spell on starting skill-level effectively against the waves of undead. You'll need like 10-20 potions each (lesser HP/MP), but it's a pretty safe run.
There is also an exit to the town near the entrance to Crypt Level 2.
The Dwarf has some serious trouble fighting gelatinous cubes - they hit very hard, especialy if you have no armor.
Another factor on the amrour front, the dwarf does not have the elf's charisma, thus the real difference here is, has to wait a bit more before buying all the scale armor's parts.
And yes, the dwarf will run out of "space" (encumberance) in the crypt, even if you spent your statpoint on STR.
The orb at least goes down adequately easy, though some undead type can hit like a mule (critical hit?).
The real miss here is similar to the first line-of-archers encounter. There the sorc obviously supposed to use her fireball, but lacks enough skillpoint to do so. Now against the orb's mobs using whirlwind sounds the skill the whole encounter got designed around, but again: not enough skillpoint.
For the Archer:
against the owlbears you better try to block, at least sometimes. I'm not confident in my blocking skills, but thi9s seems to be how it works:
- you can only block with a shield, or if you have improved block with a weapon
- you can not move while blocking
- you can only block the enemy in front of your character. Not from behind, not from sideways
- the enemy seems to be so fast, it'd need some points in faster weapon skill?
- owlbears seem to have a damage-pattern: the first strike always seems to be big, then 2 lesser strikes comes, then a big one again. But this is just guessing.
- you can not block condition brought by the attack (poison, chilling)
Cubes and oozes can be shot from a distance as they don't like to move in melee. They can actualy be shot from out of their sight!
Post edited July 27, 2022 by twillight