geneforge v geekiness, part one bee

Dec 22, 2008 02:02


( Part one ayy: Northwest terrestia -- the demo)
Part one bee: Northwest Terrestia -- beyond the demo
( Part ii: Southwest Terrestia --Storm Plains)
( Part iii: Southwest Terrestia -- Dera Reaches)

North Mera Road
n to whitespires
w to murkwood
s to northeast fen
e to Mera
cleared after dealing with Koski

quick overview: Head west, speak to the refugee leader for a quest, and head south to confront Koski the Brigand to clear the area and obtain access to Mera and the south. Clear mobs as desired.

nw REFUGEE CAMP MODELL is here; he wants help with Q: Koski: the Brigand, who is bothering travellers on the road to the south. You have two options: head directly south towards the BANDIT CROSSROAD to kill Koski and his rogue thahds, or pay Koski 5 coins and head east to convince Tasha to help you return to fight. Quest reward: access to treasure, including a living tool and some venom thorns.
ne The canister in the north building teaches ice spray.
e SERGEANT TASHA requests your papers of transit. With leadership 6 she can be convinced to send help against the brigands.

Mera
w to north mera road
s to mera fields
n to haria-kel
cleared immediately

quick overview: This town attached to Astoria's faction offers standard town fare: shopping, quest-giving, looting opportunities. Unlike Minallah, most folks *will* deal with you before you speak with their faction leader, so feel free to explore before heading north to Haria-Kel.

sw On entering Mera, SERGEANT SCHICK will give you Q: See Astoria. You'll find her in Haria-Kel, to the north.
He'll also give you a reward for completing the "Bounty: roamers" quest: 300 coins.

sw ABDERRA'S CORNER ABDERRA buys, sells goods including living tool, runed ruby, healing spores, essence pod, vlish tentacle, "slightly expensive."
s The traps in warehouse require mechanics between 9 and 12; one protects a vial of *demon's bile*.
center JUERGEN THE TAILOR JUERGEN, one of Rawal's minions, offers Q: Papers for Rawal, to find papers in the ruins of Helft. Reward: shaped fiber cloak. He also buys, and sells magical clothing, "extremely cheap."
center The bedroom behind Juergen's hides a perfect fyora scale.
center
center LEL'S WORKSHOP LEL asks a question to determine if you want to meet trakovites: note that your answer has no reputation effect. He also buys, and sells goods including venom thorns and healing pods, "slightly expensive."
nw THE MERA INN CLERISSA the inkeeper sells food, "exorbitant."
MODELL appears here if you've saved him on the Mera Road.
DENNA is skulking in the back corner of the inn: she'll offer you Q: Noxious Powders, to steal a vial of powder from Haria-Kel. Return with the vial to learn of your reward...
n HALL of APPEALS AGENT MICHELINE is an envoy of Councilor Shema. Give her your letter from Alhura to receive the reputation quest (+3/-2) Q: Info for Micheline. Reward: 400 coins, terror wand. After you've reported on the shadow road Micheline will also give you Q: the Trakovite Lair. Betraying the trakovites or lying about their existance is a reputation decision (+3/-2). Micheline also says she'll pay for evidence of trakovites: betraying Lel earns the reward: 500 coins and a runed amethyst. Note that this is a reputation decision (+3).
ne read the sign for Q: Bounty: Roamers: kill them, then report to Sgt Schick for your reward.
e MERA SMITHY has an essence pool.
DORGUM, the smith, offers Q: The Lost Anvil, to give him information about access to the blessed anvil in the ruins of Helft. He won't sell to you until he receives word from Astoria, at which point he sells arms and armour, "expensive." Return after visiting the Shadow road anvil for access to ring recipes and shaped arms and armour, "utterly ridiculous."

Haria-Kel
s to mera
cleared immediately

quick overview: Meet Astoria in her Hall to the northeast to witness an assassination attempt and recieve your next big quest series from the shaper of Mera-Tov.

sw CAPTAIN HERSZEN is here; after you've spoken with Astoria, he'll offer Q: Hunting Bennhold. (Begin in Murkwood, then head to the NW Fens to confront Crenshaw.) Reward: samaritan sandals.

SAGE QUOTHE'S LAB SAGE QUOTHE gives Q: Find Gorash-Kel, to sneak into the fens and spy on the unbound there. After you've completed Astoria's "Baston's Room" quest, he teaches spellcraft and battle, mental, and blessing magic, "exorbitant" until you complete his quest, at which point prices drop to "slightly expensive."
Quothe teaches battle spells through lightning aura, mental spells through terror, blessing spells thorugh thorny aura, and healing spells through group heal, "exorbitant," and teaches create fyora, create roamer, create thahd, create clawbug, create artila, and create vlish, "exorbitant." The reward for sneaking into Garash Kel are two resistance spores and radically lower training costs for everything he teaches.
When Quothe's pacing takes him to the south, you can sneakily rob the cabinets in the north of her lab, which include a glaahk eye, saltweed, and vials of powder for the Mera quest.
The second phase of the unbound quest series is Q: Kill an Unbound. Before leaving for the Storm Plains, hunt an unbound in one of the marsh regions where they roam, such as the northwest fen. Reward: wand of the inferno and two resortation spores. Quothe will then give you the third quest in the unbound series, Q: Free the Fen, to slaughter all the unbound in Gorash-Kel. Reward: grounding plate.
If you join Astoria's faction, Quothe will remove the control tool from your chest. Note that this lowers your endurance by 1.

ASTORIA'S HALL Agent Astoria awaits you here. In the middle of your first conversation with her, she will be attacked by an inept assassin named BASTON. She's more than capable of defending herself, but you can help her for fun, if you'd like. Speak with her after the assassination attempt to receive Q: Baston's Room, to examine his guest room to the south. Return after examining his room for quest reward: access to training.
She'll also give you the Assassin's Key, and send you on Q: Murkwood Assassin, to head to the Murkwood to investigate. (Reward: 300 coins.)
After dispatching the Murkwood infiltrators you'll receive Q: Kratoa-Kel, to speak with Guardian Makar, first in kratoa-kel, then in the kratoa stoneworks. Reward for dispatching Makar: ethereal seal.
Astoria's faction quests include Q: [Aid Dominic] and Q: Contact Tholoss; these can be done if you're not planning to join Astoria, but are required for admission to her cause. Dominic is in Penta; reward: 400 coins and a wand of terror. Tholoss is in Travald's Crypt, in the Storm Plains. Return after speaking with him for your reward: 500 coins, etheareal bindings, and a steel spine. Completion of this quest will also allow you to join Astoria's faction. Those joining Astoria will receive repository key G and Q: Astoria's Letters, to retrieve peace treaty communications from the Repository. Reward: 500 coins, an agent cloak, and a runed onyx. Astoria then assigns Q: Break the Line, to clear the Secret Access Route for the rebels. Head to the Southwest Wasteland to pursue this quest. Reward for clearing the tunnel: an impervious band, a tiny orb of mist, and 700 coins. She'll then give you a final task, Q: The Purity Agent, to sabotage Taygen's work in Kayar's Spire. Reward: 1000 coins, demon fang talisman, and a golden crystal. This leads to the endgame quest: Q: Go to the Council.

ne Members of Astoria's faction have access to mandrake tincture and a canister of kill in her back room.
e The canister teaches create fyora.
se MASHA of the Sholai is here.
se SERGEANT FLESCH bemoans his loss of a wily Ornk (Q: the Lost Ornk); begin this quest in western okavano, and finish it in okavano barrier. If you've let the Ornk go free, you can still collect the reward by convincing him you've killed it. Reward: shaped shield.
se BASTON'S ROOM reveals a half-burned note in the urn; return to Astoria after discovering it.

se traps require mechanics (9 or 10); they lead to the power spiral needed to disable the hot floor areas. This is really only useful to you if you join Ghaldring's radical rebel faction, at which point the corridors provide hiding places for you when you're stalking Astoria. There are more power spirals in center corridors which can be disabled after the southeast one.

Mera Fields
n to mera
e to western okavano
w to mera fens
s to kaz
cleared after killing twenty roamers

quick overview: Kill some roamers and visit a shady shop-owner.

n On entry you'll be met with a stream of frightened refugees fleeing rogue roamers; kill the roamers 'til there are no more. Beware of the "nesting roamers" clustered around nests in the ne, w, and south of the map: they call for help. It's easiest to clear nearby regular roamers before engaging them.
e STOLLEN'S SHOP buys, sells pods, venom and acid thorns, crafting mats, "expensive."
If you have leadership 4, for 400 coins he'll open the northern door to a canister which teaches thorny aura. For another 400 coins he'll open the southern door which grants access to a book of wand recipies and a vlish tentacle.
se Entering the woodsman's hut triggers a roamer attack; one of them drops a roamer fang.

Northeast Fen
n to north mera road
e to mera fields
s to helft ruins
cleared by walking from one exit to another.

quick overview: Clear the mines (and kill the artilas if desired) while avoiding the unbound one, whose presence is heralded by the ominous warning, "something has entered the fen." After clearing the main part of the map head to the northwest corner for goodies and a canister.

nw corner: Leave your pets behind for easist manœverability. In combat mode, hug the trees to the east of the first row of pylons to pass them, then run west between the two columns to reach the spore box hidden in the trees. Use the control to disable the second row of pylons and gain access to the herb village. (Use caution, as the first row of pylons will still be active, and walking through them will kill you.)
A rotghroth is on patrol in this village, and it's nasty for a level-15 or -16 character. Unless you're feeling especially invulnerable, I recommend you use the spore-box niche as a hiding place from which to make forays into the abandonned village, where you'll find swamp herbs, some treasures, and in the nw building wiry moss for Phipp's (testing halls) quest and a canister which teaches searer. The building contains a tinker's bauble.

se The ruined building contains saltweed and a blessing crystal.

Penta
n to murkwood
s to below nodye pass
e to west shadow road
cleared immediately

Quick overview: One of the two main servile settlements, Penta is led by Learned Dominic. Assuming the thought of independant serviles doesn't send you into a furious, murderous rage, you should seek out Dominic in his hall to receive his quests. (Even if you're moderately pro-shaper, completing Dominic's bandit quest will give you access to the Shadow Road for Rawal's (Isenwood Spire) quest.

ne On entering Penta, you'll meet GRETA heading out. This is a reputation encounter (+2/-2).
n ARANGO'S SHOP ARONGO buys, and sells many items including a living tool, misc. pods, healing spores, and bile-infused crystals, "expensive." He also seeks Q: Shaper Papers. Giving them to him will give you rebel reputation (-2).
n Traps in the storeroom require mechanics (>11), but in any case are removed upon completing quests for Dominic. One chest contains an ivory skull.
n The locked storeroom has swamp herbs, and a canister which teaches terror. Should you care to wait, Arongo will open the door after you've brought him enough shaper records.

nw DOMINIC'S HALL LEARNED DOMINIC tasks you with Q: Nodye Pass Tunnel and Q:The Fen Bandits. For the pass tunnel, head to Nodye Pass, and deal with Shress. For the bandits, head first to Murkwood, and then to the Northwest Fen, where you'll find and dispatch Crenshaw. Completing Dominic's quests help you with Astoria's faction.
se LOCKED STOREROOM The storeroom is opened after completing a quest for Dominic; it leads to the REFUGEE GROVE and to the eastern exit. LACEY is here. The small locked room to the north of the exit contains passage stones. Head east to the west shadow road and peek in to complete the first part of Rawal's quest.

Murkwood
e to north mera road
s to nw fen
w to penta
cleared immediately

quick overview: This area contains the conspirators Astoria is seeking and information leading to the fen bandit camp Dominic wants you to neutralize. Deal first with Emogene and her bandits, and then head into the northern cave to handle the conspirators.

s EMOGENE waits here, but runs north once she sees your Awesome Mightiness.
center Emogene can be talked into letting you pass without a fight (requires leadership 7.)
ne Even if you've talked your way past the bandits, entering this cave makes them hostile. (This causes the major problem that you'll have more treasure than you can carry in one trip; not, really, an awful problem to have.) In the cave you'll find a note from "Bennhold" describing the path which leads to the swamp bandit camp. You'll also find treasure, including swamp moss and a charging stone, and a canister which teaches group heal.

n Lurking Conspiritors inhabit the north-central cave; kill them and head east to find a self-destructing Shaper Assassin, who has not quite finished destroying a letter. Collect your loot, including the wiry moss in the trapped room, and report your success to Astoria in Haria-Kel.
nw The worst mines require mechanics 10; they lead to a side door near the lurking conspirators.

Northwest Fen
n to murkwood
e to ne fen
s to gorash-kel
cleared by travelling from north to south/west exits.

quick overview: After finishing the Murkwood area, come here to neutralize the swamp bandits. Beware the nasty unbound who prowls the south of this region: if you see it your first time through, run very quickly away. Before leaving for the Storm Plains, come back and kill the unbound to fulfill Quothe's quest.

nw Head west along the twisty wood-paths to find a concealed trail and bridge leading to Crenshaw's bandit camp, visible to those who've seen the Murkwood note. Kill swamp bandits, kill unstable roamers (preferably from a distance), kill artilas, and make your way to the back room of the south building to find CRENSHAW. He can be something of a handful for a teen-leveled character, and he wants to bargain: if you have leadership 5 he'll give you a "captain's shiv" in return for his life, if you don't want to fight him. Either way, dispatching Crenshaw satisfies Dominic's "Fen Bandits" quest.
s The south is swarming with artilas of various flavours.

Gorash-Kel
n to northwest fen
e to helft ruins
down to secret laboratory
cleared by killing all of the unbound

quick overview: your first glimpse of Gorash-Kel should be exactly that: a glimpse. Your first time here, leave your pets at the exit and run south in combat mode, peek into the fortress from the entranceway, and run back out. Report your glimpse back to Quothe in Haria-Kel. After receiving Quothe's "Free the Fen" quest, return to kill the unbound in the ruins. (This region becomes reasonable around character level 40; before that, it is extremely difficult.) Even then, you'll want to be careful that you fight the unbound one at a time and use the walls to your advantage: back the unbound against a wall to limit their ranged attacks.

sw The cyrodrayk nest contains a shaped shield and a steel spine; the canister behind the nest teaches elemental aura.
nw A nest contains the blademaster charm.
nw An unbound one drops ur-drakon skin and blasted greaves.
nw A nest contains ethereal bindings.
n A nest contains *mandrake tincture*.
n The canister behind the assault podlings teaches create glaahk.
w Behind the citadel you will find swamp herbs, wiry moss, and saltweed.

Kaz
n to mera fields
e to southwest okavano
s to infested crossroad
w to east shadow road
cleared in crossing

quick overview: The second servile-only town, Kaz is a taker community. Even if you're radically pro-rebel, they'll tolerate you briefly, but they don't like you.

s LABATON the shopkeeper gives you Q: Papers for Kaz, to bring him papers from southeastern Helft. Note that this is a reputation quest (-3). Reward: 200 coins, fine silk pantaloons.
Labaton also buys, and sells a living tool, spores, rings, an artila eye, and a runed amethyst, "(very expensive??)."
center BRYN leads the takers from the central building. He's not especially helpful unless you're working for Ghaldring, at which point he'll give you access to a secret tunnel into Haria-Kel.
n CELAA guards the western building; she'll offer Q: Rebels in the Swamp, to speak with Parl in southwest Okavano.
n The storeroom contains a shaped belt.
nw Pick the lock at the back of the western building to obtain entrance to the Shadow Road tunnel. The door and the trap require mechanics 7. Open the door, pass the trap, and in combat mode run south to the western exit, avoiding the serviles. Cross the border into east shadow road and peek in to complete Rawal's quest.

Helft Ruins
s to infested crossroads
n to northeast fen
w to gorash kel
cleared by killing ten vlish

quick overview: Avoiding the Unbound One who roams here, head south to obtain the Helft Papers for Juergen, Labaton, or Shaper Alexie. Clear the level with some vlish killing, and loot as desired.

ne Cautiously thread between pillars to use first the south spore box, then the eastern one. Continue south along the path, disabling mines as you go (requires mechanics 9.) Alternately, you could simply fight your way south down the main road -- you're going to kill vlish either way -- but that easternmost path provides a nice cover away from the roaming Unbound, and is worth doing if you've got the mechanical skill.

se The southeastern building is home to PHELERYSS, a drayk, who will attack you on sight if he catches you inside. If you prefer not to kill the lovely fierce drayk, stay out of his patrol path until you've spoken with him outside the building. With leadership 7, you can intimidate him into letting you in ("I will not kill you; I will control you.")
ABANDONED OFFICE In a desk in the southeastern room of the building you'll gain the Helft Papers the shapers and rebels are both seeking.
DRAYK LAIR Raiding the drayk lair will cause Pheleryss to become hostile, if he catches you. To avoid hostility, pull the cryoas with ranged attacks from the doorway of the central room, then sneak in when Pheleryss is away to loot and use the canister, which teaches Battle Aura.

center The augmented vlish drops a vlish tentacle.
nw The northwest building contains saltweed, swamp herbs, and wiry moss.

Below Nodye Pass
n to penta
e to northwest fen
s to north citadel pass
w to nodye pass
cleared by killing four maintenance vlish

quick overview: Kill the vlish and roamer patrols to clear the area, help the rebels in the northwest corner if you're a rebel-helping sort, and sell your swamp herbs to Aranov in the southwest.

nw FELIK and some stranded rebels are trapped in the northwest corner. After clearing patrols, speak with him and tell him the region is cleared: this is a reputation encounter (+3/-3). Accompany them east towards the exit, killing the roamers that spawn; one of the roamers drops a roamer fang. You'll recieve xp for each servile who escapes.
se There's a vlish tentacle and some nice clover boots in this building.
sw EAST PASS POST HOUSE ROWENA sells food, "slightly expensive;" sells living tool, pods, runed ruby, "exorbitant."
sw ARANOV'S SHOP ARANOV buys, sells living tool, pods, spores, arms, crystals, "exorbitant." He also gives 50 coins for each bunch of swamp herbs (Q: Aranov's Herbs.)

Nodye Pass
e to below nodye pass
cleared immediately

quick overview: Come here after speaking with Dominic in Penta. Head south, then west, hugging the southern wall, to find the concealed rebel tunnel. Kill (or evade) the fyoras, loot as desired, and then pull the lever to the north. In combat mode run north across the main road into the mined room. The southern mines require mechanics 9 to disable; the northern mines require mechanics 12. Deal with Shresss the drayk to complete Dominic's "Nodye Pass Tunnel" quest. You can leave the level by walking directly east down the main road, as long as you don't linger.

e CAPTAIN KELLEN asks for your papers, but you have nothing which will let you pass.
e ELRICA waits here.
nw The canister teaches shocking rain.
SHRESSS blocks the tunnel; you can choose to kill him or convince him to leave: pay him 600 coins for his years of rebel service, or 400 coins with leadership 5, or no money at all with leadership 8.

Southwest Okavano
w to kaz
n to western okavano
cleared by killing frek bonesplitter

quick overview: Some potentially-helpful serviles camp in the southeast corner; an encampment of battle alphas dominate the northwest.

se If you have spoken with Celaa in Kaz, you might be able to talk these serviles into helping you fight the battle alphas; if you approach the camp after killing Frek, it will be empty. PARL is here; he'll ask for a reputation opinion (+3/+1/-2).
nw Frek and his battle alphas are here; this is a straightforward battle, but beware the snarling beta, who calls yet more battle alphas into the fight.
n The building guarded by rats contains a charging stone and a canister of speed.

Western Okavano
w to mera fields
s to southwest okavano
e to okavano barrier
down to okavano sea caves
cleared by killing spawners

quick overview: Three spawners flood this area with oozing crawlers and oozing worms: kill them to clear the area. From the southern entrance, head west to kill the spawner, then southwest to find the ornk for Sgt Flesch in Hakia-Kel. From the hillock, head north through the center; in the northeast another spawner creates more oozing critters. The third spawner is in the northwest, as is the entrance to the elite dungeon, Okavano Sea Caves.

south center A spawner here generates oozing crawlers.
south A herd of ornks huddle on a southern hillock: talk to them until you find a mud-spattered one. Grab it and wipe the mud off: this is "the Lost Ornk." Unless you decide to kill him immediately, he'll flee to the Okavano barrier while his herd commits suicide on your blade.
sw Mines nearest the west exit require mechanics 12, but those further east require mechanics 14. The corpse amidst the mines holds a shielding trinket.
e Mines require mechanics 14.
ne A spawner here generates oozing worms and oozing crawlers. Beware the spraying shrubs in the ruined building nearby: engaging the shrubs, oozing crawlers, and spawner at the same time is unpleasant. The shrubs guard a runed amethyst among their loot.
nw The third spawner is here.
nw Behind the spawner in the northwest corner is the trapdoor entrance to the Okavano Sea Caves. Five rotghroths patrol here, but their patrol path is easily avoidable if you can disarm the area mines (requires mechanics 12.)

Okavano Sea Caves
up to western okavano
cleared by (killing the essence shades?)

quick overview: This is an (optional) difficult region which involves a lock-in: come prepared to use a fair complement of spores and other consumables. Walk a clockwise path to find the "master" in the center.

sw The ladder to western okavano is here. Beware: once you walk north and engage the shades, the door will lock behind you. Follow the shades north, killing artila and submissions turrets, until they stop in the north.
nw One of the plated artilas drops an artila eye.
n The shades will stop in the north to creepily intone "feeeed the master;" they'll then summon corrupting shades, then icetouch shades, then an essence spectre, then more shades. For some specs, this might be the most difficult of the battles: these undead are impervious to cold and poison. (If you have cryoas in your party, don't forget they have a non-cold melee bite attack.)
se The shades stop again in the southeast, this time summoning an essence wight, crumbling thahds, and oozing artilas, one of which drops an artila eye. Behind the sliding door you'll find essence and healing plants.
s Kill the spinecores before turning the corner to engage the essence shades. Leadership 9 can prevent essence shades from attacking [Randomizer]. Otherwise, buff well -- I recommend mindshield aura -- and kill all three shades, spreading your damage between them. (Multiple-target spells like shocking rain work well here.) The shades drop a gruesome charm. Killing the shades opens the exit doors and allows access to the center.
center GYLLARAN waits in the center room. Ignore the shades he spawns, and kill him. The room contains a steel spine and *solidified flame*.

Okavano Barrier
w to western okavano
n to trakovite haven
down to disposal vault (through se bunker)
cleared in crossing (?)

quick overview: Head north to reach Trakovite Haven, look south if you've been on an ornk chase, and head to the southeast for for the toughest dungeons in the game.

sw The ruined building has saltweed.
sw After having discovered the intelligent ornk in western okavano, query the herd in okavano barrier until you find one that speaks. Note that choosing whether or not to let it go is a reputation decision (+3/0/-3). Either way, report back to Captain Flesch in Haria-Kel.
center Getting too close to the central DIVIDING LINE causes PREYA to warn you away from the eastern REBEL CAMP.
ne The glaahk nest holds an ivory skull.
se The bunker, guarded by war tralls of various flavours, requires two access crystals (from Bennhold's Kee and Kayar's Spire) to enter. The TRAPDOOR leads to the Disposal Vault.

Trakovite Haven
s to okavano barrier
cleared immediately

quick overview: The trakovite home base offers shopping, training, and quests for pro-rebel characters. Litalia in the southeast offers the key quests for those wishing to join the trakovite faction.

n HAVEN MAIN ENTRYCARETAKER ELOISE will meet you and offer Q: Reinhart the Trakovite. Reinhart is in the Hatra Ruins. Reward: reimbursement of the 200 coins and a singing rapier. To Trakovites she'll also offer Q: Stubborn Lum. You'll find Lum in the Purity Workshop.
ne STORAGE DOCK RUMMUS buys, and sells living tools, bile-infused crystals, and various missiles and ammo, "expensive." He sells a few extra goods to trakovites, "pretty average."
ne MENDOA'S LABORATORY SAGE MENDOA
For non-trakovites teaches battle spells from ice spray through shocking rain, mental spells from wrack through dominate, blessing spells from speed through battle aura, and healing spells from heal through banish affliction, "slightly expensive." If you join the sect he will also sell pods and spores, "pretty average," and teach mass madness and battle roar, "expensive."
e essence pool
se LITALIA'S HALL LITALIA, leader of the trakovites, offers opportunities for reputation opinions (+2/0/-2) in her conversation. Claiming interest in becoming a trakovite will cause Litalia to open the central doors and offer the quest Q: The Trakovite Hunter, to lure Addison from Fort Defiance into the wilderness and kill him there. The only reward for this quest is increased rebel reputation (-2). Litalia will next give you Repository Key D and assign you Q: The Canister Cache, to destroy four canisters in the Foundry Repository. You may destroy them, or with leadership 10 use them and convince Litalia you've destroyed them. Again, there is no reward, but completion of this quest will allow you to join the Trakovites, should you wish to do so. If you join, Litalia will remove Rawal's control tool from your chest, and assign you to Q: Free the Shredbugs in the Secret Laboratory. Note that this quest involves speaking to Astoria, and thus is impossible to complete if you've left Astoria's faction.
se Litalia's bedroom contains nice treasure as well as a vlish tentacle and swamp herbs.
JESSTRES' CAVE JESSTRES the drayk wishes you to slay Q: The Traitor Toroth outside Gazaki-Uss.
center PARSEL'S ROOM Conversation with PARSEL offers reputation options (+2/0/-2).
AIKEN'S ROOM AIKEN

Infested Crossroad
e to kaz
n to helft ruins
w to south mera road
s to kratoa-kel
cleared by exiting to the south

quick overview: Kill clawbugs and head south to Kratoa-Kel, enlisting help if desired.

ne ABANDONED HOME The northeast building contains a blessing crystal, saltweed, and swamp herbs. In the back garden behind the house, a canister teaches regeneration aura.
sw The clawbug queen drops shaped boots.
se Another clawbug queen drops a clawbug charm.
nw SERGEANT HERNE and some beaten-up thahds can be convinced to help you head south. Even if you don't need help, clear the area then ask for aid: this conversation sequence leads to a reputation question (+3/-3). Accompany them south, killing the clawbugs which emerge from the center enclosure. You'll get experience for each thahd that escapes. (skill required: leadership 5)

Kratoa-Kel
n to infested crossroad
e to kratoa stoneworks (after speaking with makar)
down to kratoa stoneworks (after opened from stoneworks)
s to north storm plains (after clearing stoneworks)
cleared by clearing kratoa stoneworks

quick overview: Kratoa-Kel sports one quest, one excellent shop, and Guardian Makar, with whom you must speak to enter the stoneworks.

BARRAGAN'S SHOP BARRAGAN buys, and sells many goods including pods, spores, a shaped fiber cloak, a shaped blade, an acid baton, and ensnaring fibers, "slightly expensive." Note that his shop can be looted while he's at the southernmost point of his pacing. The trap behind his shop requires mechanics 10; the canister teaches daze (+2).
n The EMPTY INN contains a runed ruby.
w The jar behind the office building contains swamp herbs.
sw GUARDIAN MAKAR, commander of Kratoa-Kel, is here. He doesn't like you, but he will unseal the entrance to the stoneworks in the northeast. After speaking with him head north to SOMNI'S OFFICE; she'll give you a stoneworks key (requires leadership 7.)
e CUSTOMS OFFICE GLENNY asks you to retrieve a tome from Lerman's Pass (Q: Creations Ledger.) Reward: 1000 coins.

Kratoa Stoneworks
w to kratoa-kel
cleared by killing makar

quick overview: A largely clockwise path through this level leads you to a boss fight and some really nice loot.

Head north, then east, fighting or sneaking past golems as you go. (Golems are highly resistant to cold; as in the sea caves, don't forget that cryoas have a melee bite attack.)
ne Turn on the control machinery in the northeast to revive the servant golems, who will follow you. (Requires mechanics 7 and leadership 6.) Head back to the corridor and go south to the control panel at its end. Push the buttons to allow the doors to function properly.
Go back west towards the center, where the "dormant golems" will become hostile "guardian golems," easily dispatched with the help of your own golems, who unfortunately crumble after this battle. Head south.
center POWER CORE You'll find yourself locked into the power core. Use first the eastern control and then the southern (requires mechanics 6 as prompted, while occasionally trying the western lever. Eventually the western door will begin to open itself. (With mechanics 8 one can wedge the door shut, avoiding combat, but while this room contains guardian roamers it also provides a little space free from the damaging magic of the power core.) Kill the roamers and leave your pets here in safety, while you resume using the control panels, this time occasionally trying the southern lever. Eventually this door too will open, and you and your pets can head south to escape the core.
se Avoid the hot floor patches in the southeastern maze. Kill golems. The trap requiring mechanics (<12?) protects a runed onyx. The cell contains tinker's gloves.
sw Once again, you can use the control panel to awaken golem followers; these will stay with you through the boss fight.
sw The LADDER leads up to the customs office in kratoa-kel.
w The canister in the storeroom teaches create clawbug.
w In the GOLEM LABORATORY you'll have a let-me-reveal-my-evil-plans talk with Makar. Fight the Dark Golem first, and take control of him when the opportunity presents itself (requires leadership (<7); then kill Makar. He drops shaped breastplate and a flaming sword; his chest contains *demon's bile*. This satisfies Astoria's "Kratoa-Kel" quest.

South Mera Road
w to north citadel pass
n to gorash-kel
e to infested crossroads
s to lerman's pass
cleared by killing eight cryoa

quick overview: Roaming cryoa provide experience, and the brewery provides shopping oportunies.

nw The trap in the building requires mechanics (<10); it leads to the back of gorash-kel.
w WATSON in the outer building sells normal pods and spores, "expensive;" he doesn't like the rod in your chest, but with leadership 5 he'll let you in to see his wife. In the inner building, ENCHANTRESS SASA sells excellent pods and spores, "exorbitant." In a chest near Sasa you'll find *demon's bile*: it's marked "not yours," but this one theft won't make the couple hostile.

West Shadow Road
w to penta
s to middle shadow road
cleared by killing Ghess

quick overview: This region is *much* easier if you have obtained a passage stone and have leadership 8. The passage stone without leadership will prevent alarm worms from sounding, but will not suffice to calm the roving mobs of podlings and clawbugs. Leadership without the passage stone does nothing. Both will allow passage without fighting patrols. Clear and loot as desired, fight the drayk in the northeastern corner, and exit to the southeast.

sw corner Beware the spinecores.
center Patchwork gazers can be pulled one or two at a time.
e The hunter betas to the east are hostile even if everyone else has been pacified. Use the power spiral to shut off the betas' magical healing.
ne GHESS the drayk won't like you even if you're pro-rebel; if engaged, he becomes hostile. Kill him quickly: the ghosts he summons exude an icy aura which can easily take out fragile creatures. Ghess drops a perfect drayk scale.
ne The storeroom behind Ghess contains a canister which teaches create battle alpha, as well as a passage stone and a runed onyx.
se Exit to the middle shadow road.

East Shadow Road
e to kaz
w to middle shadow road
cleared immediately

quick overview: Littered with pylons, the East Shadow Road is one of two entrances to the Middle Shadow Road, and thus to the Secret Laboratory. The northeast holds the blessed anvil Dorhun is seeking. From the east entrance follow the path north to avoid the pylons. Explore the northeast rooms, use the sporebox, and dance your meandering way clockwise to use the rest of the sporeboxes.

ne The northeast rooms contain an ivory skull, saltweed, and a roamer fang in cupboards. There is also a blessed anvil here.
ne There is a sporebox near the entrance to the northeastern rooms. From here, head south down the path, and cautiously west between the pylon and the center wall.
sw Use the sporebox to turn off the northeast pylons.
w One can reach the west sporebox by hugging the eastern wall of the west corridor, then threading carefully southwest through the pillars. After using the sporebox head north hugging the west wall, and cut northeast through the northern spindle of pillars to reach the northwest spore box. This will shut down the entire western bank of pylons, allowing you to reach the western exit.
nw Head into the northwest storeroom, and exit via the room's eastern door. Head south on the path from this door to reach the last spore box.
center The nest behind the bilous rotghroth and writing rotworms holds captain's boots.
e The wardrobe on the east wall contains *demon's bile*; the canister teaches unlock.

Middle Shadow Road
n to west shadow road
s to east shadow road
w to secret laboratory
up to gorash-kel
cleared by killing 20 creatures or recalling them all to the center with the control panel

overview: There's very little reason to attempt this area before exploring the Storm Plains, except perhaps a strong desire to reach the mandrake tincture, pure quicksilver, and canister of create kyshakk in the attached secret laboratory. Alwan, Litalia, and Sage Taygen all assign faction-related tasks for the secret laboratory, so either way, there's a good chance you'll be back here later.

Patrols in this area are calmable if you are wearing a passage stone and have leadership 11, (although there seems to be a more complicated requirement set than this, because I've had this work and not work.??) If you don't have a passage stone and wish to obtain one here, head to the northeast corner to find one. Otherwise, head directly to the center to use the power spirals and the control panel there before heading west to the secret laboratory.

ne The dead servile is wearing a passage stone.
center CREATION CORE Use the power spirals to shut off the power in the creation core. This will cool some previously-heated floor panels, allowing access to a canister of strong daze. If the patrols have been calmed, you might use the control panel to return them to the center; if they are hostile, you might weaken them.
center The stairway leads up to a room deep inside Gorash-Kel.
w The little room to the southwest of the core contains an essence pool.

Secret Laboratory
e to middle shadow road
cleared by killing Pyhroviass

quick overview: Rotghroth and burning kyshakk patrols here are calmable with a passage stone and leadership 10. To the east find mandrake tincture and other crafting materials; factional quests can be completed in the southwest.

nw In a small lever-locked cell, CAPTAIN HOYT from Haria-Kel is prisoner here. Release him if you'd like, or ask him for help to fight the rebels (requires leadership 10.)
sw Serviles in the laboratory are hostile even to rebels, but swamp herbs and other treasures are lootable. The focusing crystal for Tayven is here. Servile mindcasters are easily charmed, and kill each other quite handily. PYHROVIASS works here: he wants to brag about his new creations before attempting to kill you. He drops vampiric breastplate. There are shaped gauntlets here.
sw Press the "release" switch on the control panel to release the shredbugs for Litalia's quest; press "emergency purge" to kill them.
sw One of the lever-locked storage rooms contains *pure quicksilver*; the other holds a canister of create kyshakk and an eyebeast eye.
e The trap requires mechanics (<12?); it guards a wardrobe containing saltweed, a perfect fyora scale, and *mandrake tincture*.
se The jar in the hallway contains swamp herbs.
se The lever-locked cell holds SILENIS and BRAWNE. They're unresponsive unless Hoyt is with you.

Lerman's Pass
n to south mera road
s to podling crossroads (after killing talis-eye)
cleared by killing Talis-Eye.

quick overview: The creation records for Glinny's quest are here, and are fetchable without killing the eyebeast who dominates this area. The eyebeast, Talis-Eye, is a difficult battle; killing him is one way to access the storm plains. (Kratoa-Kel is generally considered an easier access point to southwest terrestia.)

n Heading into the keep causes the door to lock behind you as you speak with TALIS-EYE. He'll threaten you, then flee to his northwest lair, sending waves of critters to intercept you.
sw Inside the building you'll meet the mind-controlled CAPTAIN BHARA, who on death drops a bronze pass key which will enable you to leave the keep. (He also drops a very nice oozing sword.) The bedroom contains shaped boots. (Mobs in this area are numerous, but for the most part not difficult: note, however that frostbitten worms aren't affected by frost, poison, magic, acid, or lightning.)
w TALIS-EYE waits in the northwest room of the building. (Trying to kill him before questing in the Storm Plains is probably a bad idea unless you're a battle shaper: you'll want at least third-level creations and/or the spell banish affliction.) Upon death he drops a puresteel belt and the iron pass key which allows access from Lerman's Pass to the Storm Plains. Behind him, the lever opens a room containing *unmelting ice* and a canister which teaches cleanse group.
center A cabinet in the room to the east of Talis-Eye contains the creation records for Glinny's (Kratoa-Kel) quest.
nw Past the posionous essence pools -- most easily passed in combat mode -- you'll find a withered unbound, who on dying drops a perfect drakon scale. Just south of him, the worm nest contains wiry moss.

Foundry Repository
w to foundry core east
cleared by accessing one of the vaults

quick overview: Come to the repository when directed to by one of the faction leaders, or after having liberated the key in Gazaki-Us. To avoid hostility, show your key to the golem guarding the entrance before heading in to the complex. Kill or avoid the patrolling patchworks as desired, and head to the center access control to insert the key matching the repository you seek to enter.

se The guardian control center allows you to weaken the patrolling rogues and to lower the distance at which they'll detect you.
center ACCESS CONTROL controls access to the various vaults of the repository. Insert your key or keys to open the associated vault(s). A chest contains the frozen blade.
center After pulling the levers in the eastern and western patchwork alcoves, the walls will open, allowing access to room containing the mental focus charm.
ne Bay C contains information about your background, recipes, and some treasure.
nw Vault G contains the peace treaty papers for Astoria's quest. A perfect drayk scale is also here.
nw Vault E Obtain the proto-fyora sample for Taygen here.
n The chest in the patchwork quarters contains *mandrake tincture*.
n Vault B contains a gooey unbound sample for Alwan.
ne Vault D contains the four cansiters Litalia wishes destroyed. They teach lighting aura, create drayk, group heal, and missile weapons. With leadership 10 you can use them and still fulfill the quest; otherwise, destroy them and return to Litalia.

( part ii: Southwest Terrestia -- Storm Plains)
( part iii: Southwest Terrestia -- Dera Reaches)

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