5/2/2020 Geneforge 2 Cheats
This page contains Cheats for Geneforge 2 organized by sections for PC. This game has 'Role-Playing Third-Person' as genre, made by Spiderweb Software, released on Oct 19, 2003. If you can't find a hint or secret in our list, then please check this page periodically for the latest updates. I may do the rest of the series, after peeking into G2, and seeing that it was slightly more complicated than I thought. Because G2 ends the same place it begins, it was also very easy to test. I can finally put to rest the debate over the Loyalist and Non-Aligned endings. They have significant t.
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KNOW SOMETHING WE DON'T?You can submit new cheats for this game and help our users gain an edge.
Page 1GENEFORGE 2FAQ/WALKTHROUGH (version 1.5) by Matt P,Contact [email protected] 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 copyrightSpiderweb 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, forwhich I am very grateful.TABLE OF CONTENTS0. Quick question guide1. Class Guide2.
Skill Guide3. Creation Guide (incomplete)4. Spell Guide5. Strategies and Frequently asked questions6. 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 info0. QUICK QUESTION GUIDEQ: 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 outerGazak-Uss. Then collect 3 broken crystal pieces- this gets you intoinner Gazak-Uss.Q: Where do I find ?A: Check the Item Guide at the end of the FAQ. It has ingredientitems, puresteel rings and broken crystal pieces.
Otherwise, use ctrl+ F to open up the Find box, and look for it that way.-1. CLASS GUIDEGuardian- the Warrior ClassBasic Play- Guardians are good at giving and taking damage. They arepretty lousy at casting spells, but can still shape decently.
Make oneor two creations for assistance, maybe some sort of range attacker.Skill Focus- Melee skills should be your primary focus. Choose oneshaping skill and stick with it. I'd suggest either magic or fire, asyou're as good or better than most of the battle creations. You willwant some spell skills, especially mental magic (5 is a good goal,although that will cost 30 skill points.
Blessing magic is also veryuseful. Ignore spellcraft, although maybe you could get a few pointsfrom a trainer.
Increase strength and endurance, with some focus onintelligence (enough to cast a spell every now and then). A Guardiantip from Scales: Here's another small tidbit on playing as a Guardian.Spend all your initial points on parry and quick action.
This maximizesthe 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 oneof your focus skills, so heavy armor shouldn't be too much of aproblem. Melee weapons should make up your main attack, although abaton 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 becamemore difficult. Some on the spiderweb message boards report similarphenomena.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 ClassBasic Play- Agents are the spell slingers of the group. They get themost energy, and can cast spells for a long time before running out ofenergy. Essence is best saved for spells. I find a hit-and-run agentworks best.
Namely, strike an opponent hard, then run off and let hisbuddies come for you. Turrets and pylons should be fairly easy for anagent.Skill Focus- Magic and melee. I would suggest completely ignoringcreation skills. At most, put one point in them, maybe into magicshaping so as to make glaahks when necessary.
Strength andintelligence help improve your main areas of skill.Item Focus- Always use melee weapons. Use your spells for missileweapons. Firebolt will probably hit as often as a missile, and itbarely costs a thing.Difficulty- Hard at the beginning, easier at the end. Going solomeans 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 classBasic Play- Your creations should do your fighting for you. You'llgenerally be too weak to take many hits, so stay off of the frontlinesunless you're going in for a killing blow. Shapers are surprisinglyskilled with melee attacks at higher levels, often getting to hit%similar to those of a battle alpha.
Missile weapons are great at thestart, but later you'll want to equip a stat-enhancing melee weapon,like the guardian claymore (+2 to creation's strength makes themsignificantly more powerful). Also, don't worry if you're weighed downat the beginning of the game. If you have 5 AP, you're about asuseful as a low-level shaper will be at that point.
Additionally, youcan always drop items at the beginning of your turn in combat (droppingitems uses no AP), allowing for a unfettered second round.Skill Focus- Shaping skills and magic. Don't worry too much aboutmelee skills, you'll find ample opportunity to increase them with atrainer early in the game. Intelligence should be your main primarystat, 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 ofmagical chitin, as basically if you're getting hurt, you're playingwrong. I like the crystal woven chitin, and used it for the majorityof the game.
Infiltrator items are nice at the beginning. However,once you get the emerald chestguard, definitely switch to it. +2 AP iswell 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, andmaybe keep a few steady creations to fight with you through the wholegame (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 GUIDESkill points are a valuable commodity, one which is all too small innumber, especially when playing the Windows version. Ideally, the wayyou'll want to play is to train with a trainer, then increase a skillwith skill points, then get a bonus from a quest or book. This is notalways possible, especially when trainers for some of these skills area LONG way from the start. This may be possible with melee skilltrainers and perhaps spell skill trainers, although you'd have to aimfor doing this at the start of the game.Primary stats:Strength: This skill affects your melee damage and chance to hit, aswell as your carrying capacity. Guardians and Agents will both want ahigh score in this skill. Shapers will find it not as necessary, butstill quite nice.
I'd recommend trying for about 5 points in itoverall. From Blueman00- for creations, this affects chance to hit(+5%) and damage.Dexterity: Affects your missile weapon chance to hit, helps increaseyour dodge%, and also helps you act faster in combat.
I didn't findthis skill to be nearly as necessary as some of the others. I waitedtill I purchased two points in this skill from Learned Guas beforeadding points to it. From Blueman00- for creations this affects chanceto dodge by 5%, but does not affect chance to hit even for missileattacks.Intelligence: Necessary for everyone.
Shapers and Agents especiallyneed this skill, or else they'll be extremely limited. My shaper hasaround about 10 points in it, and still could use more.
Higher energyand essence means more creations for shapers, and more spell castingfor agents. Guardians still should not neglect this skill. Creationsneed 2 points to be controlled.
More points increase spell points andsome resistances.Endurance: Adds hit points and increases poison resistance. Veryuseful, for you may often find yourself dying in one hit without a fewpoints in this skill. Get it up to about four before using anycanisters or getting any quest rewards. Creations gain more HP and afew resistances from this stat.Combat skillsMelee Weapons: Melee weapons are the most powerful in the end gamemainly because of the bonuses they give.
Shapers can neglect thisuntil buying a few points from a trainer or two, but Agents andGuardians may not want to.Missile Weapons: Reaper batons are very powerful. Wands and crystalsalso use this skill to determine their to hit%. Nonetheless, it's easyto hold off till you get a few points from trainers before attemptingto buy this skill with skill points.Quick Action: Occasionally gives you a second attack, and also helpsyou attack faster in combat. Very useful, especially since it's fairlyubiquitous- numerous trainers and quests will give you a few points inthis skill.Parry: Extremely nice for guardians, who can really get high valuesin this skill. The ability to completely dodge a skill should not beoverlooked. The rare chance of riposting shouldn't be a factor ingetting this skill, however, as you'll probably only get a 5% chance athigh levels.Magic SkillsBattle Magic: Casting potent spells is the hallmark of the agent.Damage from a distance will save her some furious fights, especiallywith immobile enemies. Other classes won't find too much use for thisskill, as missile weapons and melee weapons can generally do moredamage relative to the investment in the skill.Mental Magic: Some extremely potent skills are part of the mentalmagic tree.
It is highly recommended that ALL classes aim for at leastfive in this skill to get the all-important spell, mass daze. Agentsshould 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 withguardians). Speed is extremely nice, especially when coupled with someAP-raising items. Five points for shapers will get them the spell massenergize, which is a great blessing.Spellcraft: Agents will be able to purchase a lot of points in thisskill, and they should. Shapers can as well, and guardians will findit quite difficult to do the same. Nonetheless, agents will be spellslinging some great spells after getting this. There are a few othersources 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 somewhatexclusively, but you'll probably want about seven in all these skillsnear the end of the game (with items).
This way you can createeverything. Fire shaping allows you to create fire creations, whichare both good at melee and missile attacks. Seven points in this skillwill 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 doa 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, butagents and guardians shouldn't ignore it. However, agents probablydon't need to get above 4 or 5 in this skill, after benefits fromcharms and such, as they will be fighting alone, generally speaking.Leadership: Very useful for getting good rewards and getting out ofsticky situations. Aim for 10 with equipment by the time you're in thecentral Barzite lands. This means spending skill points to get about 6or 7 pre-equipment.Mechanics: Similarly quite useful.
Aim for about 12 after clearingthe clockwork maze.Luck: A bit subtle, but still very nice. With adequate luck I wasable to claim the roamertooth band, which helps fire shaping immensely.I wouldn't focus on this skill, as there are several items which addpoints to it (including boots and a LOT of charms), but put at least 1point into it at the start.-3. Creation GuideNote that Blueman's FAQ does an excellent job discussing creations.I refer you to that guide if you have any questions.Guide:Name of creation (base essence cost, base essence cost +2 points ofintelligence) starting level: description.
A creation's level isdetermined by the starting level + skill in that creation + skill inthe respective creation class (i.e. Fire, Magic, or Battle) +experience level gained. Creations gain +1 to all primary stats everytwo levels.Fire creationsFyora (8, 11) 0: A faithful little lizard. The fyora is a staplecreation capable of launching firebolts and also possessing a nastybite.Cryoa (30, 39) 6: Similar to the fyora, only it spits the ice sprayspell.Roamer (15, 20) 7: An acid-spitting dog-like reptile. Castssearer, just like an artila, but is a bit hardier and also has a decentbite. It costs a bit more as far as essence is concerned, however.Pyroroamer (12, 17) 3: Exploding Kamikaze Roamers. May be usefulin some situations, but generally just there for fun.Drayk (60, 75) 18Cryodrayk (90, 111) 21Drakon (150, 183) 26Ur-Drakon (300, 363) 30:By the time you get this creation, youprobably won't need it.Thahd (8, 11) 3: These are your starting meatbags.
They have nomissile attack, but can take a lot of punishment. Having a few ofthese guys around can save your life. Agents may also find that makinga 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) 10Clawbug (20, 27) 7: A somewhat stronger battle creation, theclawbug 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 theentire game, it did 140 damage per hit, and with two attacks perround, that's not something to scoff at.Battle Alpha (50, 63) 15: Nice big tanks. You'll find PlatedClawbugs to be somewhat more interesting, but they're still a finecreation.Battle Beta (80, 99) 19: Even bigger tanks, and with a lot ofstrength. They are quite expensive though, and not as fun as some ofthe other creations. However, until I got the Ur-Glaahk, this guy hitharder than anything else in my party.Rotghroth (125, 152) 24: Wow.
I like these guys a lot- they cantake a lot of damage, and have a strong attack as well. Their attackdoes 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 fromBattle Betas.Rotdhizon (250, 303) 28: By the time you get this creation, youprobably won't need it.Artila (12, 17) 3: A little worm that spits acid. It tends to runout of energy quickly at low levels, but is still extremely useful,especially since the acid attack lingers and continues to do damageafter the creature is hit.
Increase their dexterity for a 5% betterchance to hit. They hit more often than your average fyora.Searing Artila (30, 39) 13: An improvement on the artila, this wormhas a lot more energy, and also better stats. They will probably neverrun out of energy in a fight- you'll either slay your enemy first, orthey'll die in the process. Again, increase their dexterity toincrease their chance to hit%. Alex states that they're inferior toVlish, 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 squidslaunch stunning bolts at an enemy that do a fair bit of damage and alsoimmobilize the enemy. As such, they're quite useful, since stunningcan really save your life especially when fighting tough beasts.
Vlishalso have a poisonous melee attack, which is especially useful whenthey 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 effectis superior to the stunning effect, as it's generally more likely tohit.
However, they can't attack as frequently as regular vlish can,due to the high cost of the terror spell, and they tend to missfrequently (from Alex). Stughalf states that investing a few pointsinto a terror vlish or leveling them up results in a very powerfulcombination.
One thing that people do not like about this creation isthe fact that terrified enemies run off, requiring you to chase themdown. Vlish also have a poisonous melee attack, which is especiallyuseful when they run out of energy (From ThirdParty)Glaahk (40, 51) 15: wow. This creation has a strength similar to abattle alpha (so it hits as often), and it also frequently stuns theenemy. If you get two hits with a glaahk, expect the enemy to lose itsnext turn. These creations can't take the same amount of punishment asa battle creation, but can definitely hold their own.Ur-Glaahk (65, 80) 22: wow. My Ur-Glaahks have a tohit% 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 glaahkcanister in the game.Gazer (125, 152) 24:a powerful ranged attacker. It's melee attackis weaker, but almost always terrifies the victim (from ThirdParty)Eyebeast (250, 303) 28: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 enoughto make a creature miss a turn. However, by the time you get thiscreation, you probably won't need it.-4.
Spell GuideBattle MagicFirebolt- a staple spell for all classes. Firebolt is cheap andeffective, 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 thisspell.Acid Spray- a spell that drenches acid on an opponent. It can bequite useful for enemies with high parry, as they can not deflect thisspell (but it can still miss).
This spell uses essence, and also actsslowly, so it's not too useful except in certain circumstances.Searer- a damaging spell that also coats an enemy with acid. Thisspell can be quite potent, and is what artilas use. It doesn't costmuch essence, so it may not be a bad choice for agents looking for animprovement 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 whenthey get a substantial energy pool.Essence Orbs- the first multi-enemy spell, this spell is quite usefulwhen fighting hordes of enemies. It fires a maximum of three energyballs at up to three enemies, with a strength similar to that ofsearer. It's fairly expensive, so don't use it against solo enemies.Acid Shower- covers all nearby enemies with acid.
This is one ofthose hit and run spells, as acid takes a while to damage enemies. Ithas a high essence cost.Kill- a potent one-on-one spell. It's a significant improvement fromice spray, and will really toast an enemy.
Its high cost prohibits itfrom 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 allenemies with flames. This is an instant-hit spell, instead of adelayed attack spell like acid shower. It's very expensive, so aftercasting this a few times, you'll soon have to down some essence pods orgo back to town.Mental MagicDaze- causes an enemy to stop attacking unless it is attacked ordamaged. 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 manycreations and thus won't need this (they resist most attacks withoutmuch difficulty). Shapers and guardians may find it occasionallyuseful, but not frequently.Unlock- save those living tools! Get this spell, and those locksthat require one or two living tools are no longer a worry. Castingthis 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, andis 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 acoward. Well worth the investment.Dominate- similar to terror, except a bit less likely to hitsuccessfully. I haven't used this much but it could be potentiallyquite useful.Strong Daze- probably the best spell in the game, so much so that I'drecommend even guardians attempt to get it. Stuns all nearby enemies,allowing you to attack them one at a time. Extremely useful whenswarmed. My agent who was quite fast was able to take out many enemiesby attacking them for two hits, then dazing afterwards. When used thisway, this spell is something of a game-breaker, so don't do that unlessyou're really having a tough time.Charisma- adds a few points to leadership.
A few points can make adifference, but by the time you get this spell, it may no longer benecessary. It may allow you to drop some leadership-raising itemsthough, and use other items that increase your power.Mass Madness- can dominate, terrify or daze nearby enemies. Doesn'talways work, and is fairly expensive. I prefer strong daze, thoughthis spell sounds cool.Blessing MagicWar Blessing- increases you and your creations to hit% by 20, andalso makes them hit harder. Extremely worthwhile, and always castbefore 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 alllarge combats if possible.Essence Shield- makes the target harder to hit. Lasts for the entiremap. Its high essence cost makes is less useful for the shaper, butthe agent can cast this spell once on a level and be happy. If you'reever on a tough level and happen to find an essence pool, take the timeto give this to all of your creations, you won't regret it.Speed- hastens the target, giving it 25 or 50% more AP (depending onlevel).
Mainly cast this on your main character to get the strategicupper hand in a fight. Guardians should try to get this spell, agentsshouldn't go without it.Mass Energize- blesses and hastens you and your creations, and healsyou slightly. Shapers will live by this spell. Agents won't reallycare.
Guardians may want it, but it is kind of expensive in terms ofskill points.Steel skin- a permanent shield, similar to essence shield.Essence Armor- a stronger version of essence shield, can be cast inaddition to steel skin. Agents will want to cast both these spells atthe start of a map if they're able. I do not know if the increasing ofhit points works or not, though.Battle Roar- a stronger version of mass energize, shields and curesin addition to blesses, heals, and hastens. Not an easy spell to get,but still quite worthwhile.Healing CraftMinor Heal- restores some hit points. This will completely heal yourstandard 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 (withthe possible exception of heal).Augmentation- adds some health to the target.
DougThompson hasstated that this spell does work on your main character, and is a greatway of helping out HP-poor characters. Only costs essence, so use itaround 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 thisspell whenever you have two or three creations that need healing.Remove Effects- Removes all bad effects except terror, as far as Ican tell. Cure effects is still probably better.Major Heal- heals about three times better than minor heal. Usefulin combat mainly, especially on those creations that have a lot of hitpoints.Mass Restore- acts as a cure all and heal all. Very potent, thoughexpensive. Use only in combat.-5.
FAQs and StrategiesQ: 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 willget you up to 3 in create fyora.
However, if you get a point in createfyora elsewhere, like from a canister or as a quest reward, and thetrainer will only train you one more time. Thus, it is in your bestinterest to get trained first before getting canisters and questrewards, 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 alsomake the ending less nice for you if you leave too soon or join theloyalists. The game can be beaten without canisters, though it isn'teasy.
Trainers and quests provide a lot of points. The end of thisFAQ summarizes where you can get points in skills and from whatsources.Q: What are Opinions?A: How you respond to a given question determines some of the sectoptions 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 topeople, or join sects. Learned Darian can give you a one time bonus ofautomatically setting the island's opinion of you to some level.Publicly Displayed Name has provided an excellent opinion guide whichcan 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 thatcan really help you get around. The Servants and the Awakened havesimilar benefits- you can really learn a lot of nice skills from themearly. However, I'd strongly recommend not joining until you've seenall of the sects.
Note that some sects require violence against othersects in order for you to join, thus preventing you from joining at alater time. Also, joining a sect may cause other sects to refuse to dobusiness with you. I'd recommend attempting to clean out merchantsbefore joining most sects.
In addition, there are cheap trainers atthe loyalists camp, and a few places are best for the unaligned (likePhariton's hall). Finally, seeing each sect gives you an idea of whatbelief 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 withoutany problem, so I believe you can do the same. I believe you couldmilk almost all of the sects of their good items if you don't completetheir quests. Join the Awakened first, and get modified to use theirpotent magic, but don't do the Radiant college quest.
Then join theBarzites, get all of their creations and canisters, and finish up asthe Takers. Finally, try the unaligned route by killing everythingthat 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 6leadership. You'll get a number of decent creations from this, inaddition to some high level spells. Then join the Awakened (praisesome of the serviles or do their quests) and get altered to get thehighest level spells, but don't do their Radiant College quest.
Nextjoin the Barzites (either by insulting serviles or Learned Darian. Gettheir canisters and train at the Radiant college, but stop beforeoffending the Takers. Then join the Takers (if possible).
Get theircanisters. 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 creationjoin you. These are all unique creations, and have their advantagesand disadvantages.
Their advantages include not having to pay essencefor a creation so that your ability to cast spells and make morecreations in uninhibited, and the fact that you can claim them basedonly on your leadership, not on your shaping skill, allowing you togain a high level creation without actually having to improve yourskill. They can also be quite strong and interesting- serviles whocast spells or use batons, strong roamers, vlish, and battle alphas canall join. Their disadvantages include their uniqueness (they are oneof a kind and count towards your four creation type limit), and theycannot be controlled in combat. This last one will be the decidingcall for you.
It's really not fun having a free-willed creation. Inthis case, the creation can do whatever it so pleases, including themost inopportune action possible.
Imagine your shaper enters the roomto fight the battle gamma, only to have the huge roamer follow behind,spitting at the battle gamma while blocking the doorway, preventingyour ur-glaahks from entering. Or imagine you're trying to use a bitof stealth and get past some nasty pylons, only to have your abandonedvlish decide to follow behind, attacking them because it wants to.This is the main problem with joining creations. I found that as ashaper, I quickly grew tired of this nonsense when I had a slew ofwell-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 bitsad when my huge roamer decided that pylon was annoying it a bit toomuch 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 tooattached to it.-Arguments to the contrary from Scales:1. You can determine where you don't want them to go in combat.
Ifthere is a room with a door present, just place them in the room andclose the door. For automatic ones, place them far enough away from thedoor. 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 blockits path with your creations.2. You can control the placement for the first round. Place thecreation the desired distance away from place of combat and entercombat mode. It will have to run up to the point of contact.
Thisgenerally keeps them from killing themselves by running up too close tothe enemy.It's a lot of micromanagement, but I was able keep my huge roameralive. It's now lvl. WALKTHROUGH, Area by AreaArea NameQ: Quests givenS: Skills obtained through quests/books/canistersO: Opinions (who you can talk to so as to portray yourself as eitherpro-servile or pro-shaper$: Merchants with amount of money available for selling.D: Directions to attached mapsWalkthrough for area.1. Entry ValleyQ: Locate Zakary and BarzahlS: One class-dependent boostO: none$: noneD: N to Drypeak Gates, S to End game.Welcome to Geneforge 2. You start out in the tutorial region, theentry valley. Head south and you'll find your master, the agentShanti. She will be accompanying you for these two levels, and willgive you advice throughout the beginning of the game.
To the southyou'll find the exit from the valley, which is where you'll head whenyou've done as much as you're going to do. You'll also find agemstone.
Generally I will not tell you the location of every singleitem in an area, as that's quite tedious and not useful for someone whois a meticulous player, but I will a bit for now. Head a bit west andthen south to fight a giant rat.
Throughout the tutorial, you'll findsome minor items that you should equip, mainly armor and weapons.Depending on your class, you may also want to equip melee weapons ormissile weapons. Generally agents should stick with spells as amissile attack, and shapers should go missile all the way. A bit northof here is an abandoned potion shop, in which you can find a healingpod. Continue along the path, and Shanti tells you to check out abuilding to the south. Do so for an essence pod. Proceed onwards, andShanti eventually tells you that she will teach you a skill.
Sheteaches Guardians parry and quick action (+1 to both), Agents the spelldaze, and Shapers get Create Artila. There are some thorns just eastof Shanti. Head north to Drypeak gates.HINT: You'll be finding some iron bars through the tutorial. Keepthese and do not sell them to any old merchant. In addition, you willwant to keep all Shaper Equipment, Gemstones, emeralds, research notes,mined crystals, and a few other miscellaneous items. Generally, if itlooks odd, don't sell it. A few items are very rare and valuable (likedemon claws), if you sell these you'll regret it.2.
Drypeak GatesQ: none.S: War Blessing.O: none$: noneD: S to Entry Valley, N to DrypeakThere is a locked door just north. In addition, you'll fight a fewfyoras.
Most characters should have no trouble with the red lizards.If you do, then you may need to make a creation for support (althoughonly shapers may be able to do this at this point). You'll also findseveral locked doors and some living tools.HINT: Living tools act as keys. You'll want to conserve them as bestyou can, especially when it comes to doors that don't need many toopen. In this case, mark down somewhere that you've left a doorunopened, and come back when you can later, with either a highermechanics score, or the spell unlock.
If you find a door with a lot ofliving tool requirements, chances are that there is a key somewhere onthe level that will make your life much easier. This is the case forthis level.If you come across a locked door, and have enough skill to open it withor without some living tools, you'll gain some experience.
Along theway 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, andshe 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. Usethis 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 notyou want to use living tools to open them (if you don't need any livingtools to open them, then by all means go ahead). They generallycontain useful minor items. However, the door to the far west alsocontains a book which will teach the spell War blessing.HINT: It is not generally a good idea to learn every spell you can assoon as you find it. Waiting is generally better, as teachers willteach you 2 levels of spells and creations.
If you have gained a spellor creation already from a canister, book or quest, then you can notlearn 2 levels from the teacher. Therefore, wait to get thecanister/reward/book until after you have maximized your skill from theteacher. This is such a case.Head north to Drypeak.DrypeakQ: Kill rogue creatures, Bring Iron bars, Bring Saltweed, Bring WiryMoss, Rescue serviles from mine, find smart servile, find crystalcavernS: 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-580D: S to Drypeak Gates, E to Drypeak Warrens, N to Drypeak Mines, W toDrypeak FieldsShanti has a confrontation with guard. Try to answer the 'ourorders.' 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 toexplore some. You'll find several merchants here, as well as a numberof quests. All of the merchants and Keeper Thossila give you quests.Zuniga is especially important, as he will buy your iron bars and giveyou experience and cash. The reward per bar is rather low, but itstays roughly constant (10 gold plus 6 xp). At later levels, when it'sharder to get xp from killing things, he is a good source. Zunigasells weapons, but most are useless as you'll find better just bywandering around.
Allizar gives you the kill rogues quests, mainly hehopes you'll kill a warped thahd, old artila, and a fyora with a brokenfang. Completion of this quest gets you a shielding band, a potentring for someone with few creations (like an agent). Elili wants youto get her some saltweed from Sharon, who you'll encounter whileexploring. Doing so gets you some pods and the second quest to bringher some wiry moss. Completion of this quest again results in pods andspores. Keeper Thossila gives you two quests: one to find someserviles in the mines, the other to investigate an intelligent servile.Talk to the serviles in the fields.
You'll find one that seemssignificantly more intelligent than the rest. Threaten it, and it'llspill the beans. You can either turn it in, or if you have sufficientleadership, can lie to Thossila about there being no intelligentserviles. Both net you the same reward (experience).
There areseveral buildings in this area with locked doors. Enter them when youwant, and you'll find some good items (often iron bars).HINT: Theft is not a crime unless you get caught in this game. In somecases, closing the door to commit larceny will get you decent items andno problems with the local authorities.
There are a few cases whereyou can not steal something without others knowing, but I will mentionthese as separate discussions.Takena is a guard near Elili. Talk with him and he'll give you thecrystal caverns quest. Completion of this quest gets you one point inquick action. Finally, you'll find Zaph hiding to the SW. He tellsyou to speak with Barzahl, and is also hungry.
I don't know if thereare any consequences of feeding him. When you're ready head east.Drypeak WarrensQ: Search Drypeak Valley, Find source of roguesS: Create fyora, Daze, Tyallea (trainer)O: Zakary$: noneD: W to DrypeakHead east and north to find Shanti and Zakary discussing things.Neither one seems happy with the other. They talk a bit, then Shantistorms off, telling you to explore the valley. First explore thisregion. There are some interesting items here, and most important isTyallea, a trainer. He will train you in the first two spells of allspell classes, as well as creating fyoras, thahds, and artilas. Mostof your money for the next few regions should go to getting his help.In addition, to the NE you'll find shaping platforms, with two artilason them.
They go rogue, and you have to kill them. The book here willimprove your fyora creating skill, and if you complain to Tyallea aboutthe attack, with sufficient leadership he'll teach you the spell dazefor free. Finally, talk with Nova, a guardian, for a quest to find thesource of rogues. You get no reward for completion of this quest otherthan experience. Head back into town and speak with Shanti.Drypeak MinesQ: noneS: noneO: none$: none.D: S to Drypeak, W to western mines.You'll find Zora, who will join you if you have sufficientleadership.
Zora is not a good fighter, though, so don't expect him tolast long. Most of the nearby doors are locked, but when open haveiron bars and other minor goodies.
There is a key in the western minesfor you to use if you want to save some living tools. Some other doorsto the NW have much tougher locks, and you may not be able to get themopen any time soon. Again, come back with the key- they have minedcrystals and iron bars. There are several wandering rogues in thisregion and you have two options on how to kill them.
The first is touse your standard brute force. The second is to activate nearby pylonsand gain their assistance. Pylons can be activated by first speakingwith the Servant Mind. If you have sufficient leadership, you cantrick him into telling you how to turn on the pylons. Check the barrela 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.) Usethis on the big nearby generators and you'll have help when you fight.(FROM SELETINE: you can also activate the pylons with adequatemechanics skill or with the spell unlock). However, if the pylon killsan enemy, then you do not get any experience.
To the south you'll findthe three serviles Thossila told you about. Accompany them to the Sexit and they'll go home.Drypeak FieldsQ: noneS: noneO: none$: noneD: E to Drypeak, S to Infested woods, W to Crags, N to Shanti's GroveNot too much to do here. Del will give you some items if you havesufficient leadership, but otherwise won't help much. There are plentyof rogues wandering about, and a few decent items to the south, butother than that, this is mainly a interlude area.Infested WoodsQ: noneS: noneO: none$: noneD: N to Drypeak FieldsThis are has a number of patrolling rogues, who will run off to helpif 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 findan 'old weathered artila', one of those needed for completion of theKill the three rogues quest. Also, you'll find some wiry moss.
Keepthis, as it is an important ingredient and occasional quest item.You'll find a servile here who is quite uncooperative, I don't thinkyou can do anything with it. South of the servile is a room with anice ring, the projection band. Finally, to the far south, you'll finda spawner. These are dangerous creatures which make new creationsevery couple of turns.
Killing one almost always gets you a fewgemstones. This also completes the 'find the source of the rogues'quest from Nora. Additionally, you can tell Shanti about this beast.Western MinesQ: noneS: SearerO: Ciphar$: noneD: E to Drypeak mines, W to Salt marshes, S to Sharon's GroveStraight to the west you'll find an iron key.
This will help you toopen some doors. The rogues here can be a lot harder than the roguesto the east, just as a warning. Again, you have the option of turningon nearby pylons, with the same caveat as before.
To the N you'll findsome particularly difficult rogues. However, if you're able, do try totake them out. You'll get a number of decent items, including a luckycharm, chain mail, an emerald, and some vat boots. You can head westand eventually will clear the mines. Ciphar is to the north, and is awarrior who will join you if you have enough leadership and gold.
Heis also in possession of the spell searer. It's up to you whether youwant to learn it now. The nearest seller is a ways away.The CragsQ: Bring back servile.S: none.O: Braan$: Braan-720D: N to Saltmarsh, W to Crystal Caverns, E to Sharon's grove, S toDrypeak FieldsThis are has numerous rogues, as usual. The main points of interesthere are to the south, where there's the warped thahd (who drops athahd skin tunic upon death), which should complete your kill roguesquest from Allizar. Also, there's a trap in the ruined building. Ifyou or one of your creations attempt to enter the main room, you'll beattacked by a number of rogues.
However, you still get some decentitems. NW you'll find Braan, a townsperson. Braan doesn't do much,but complains about losing one of his serviles. The servile can befound in the crystal caverns. Bringing the servile back results insome xp as well as a new shopkeeper. It is probably a good idea tobring the servile back to Braan. This region is also the only means ofgetting to the crystal caverns, wherein you'll find a perfect crystalif you're careful.
Finally, you'll also find an Abandoned Thahd in theNW. It needs leadership in order to be convinced to join, but it canact as another creation if you so desire.Crystal CavernsQ: noneS: noneO: none$: noneD: E to the CragsThis area has a number of ghosts roaming about. They will not becomehostile unless you attempt to steal some of their crystals. It's worthdoing, however, if you can beat them.
The crystals fetch a prettypenny from most shops. Naturally, the more valuable the crystal, theharder the shades. You'll also find Braan's servile here. Inaddition, to the NW is a drayk who is holding a perfect crystal, one ofSharon's required ingredients.
If you have adequate leadership, youcan convince him to give it to you without a fight. Nonetheless,fighting is always and option. He has a number of good items lyingaround, and may also drop a draykskin tunic. Just keep it in mind.However, if you fight him, you'll also have to fight his shades, whocan be quite troublesome for the unprepared.
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On my first playthrough,I found a pair of Carnelian gloves on a dead body in the 'lovely shade'section. This has been confirmed by several readers, and are potentgloves that raise a few magic skills.Sharon's GroveQ: Sharon's book, Search Guarded TunnelS: Create Clawbug, SpellcraftO: Sharon$: noneD: W to Crags, N to Western mines, S to Drypeak FieldsSharon'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 (theywon't attack).
Sharon is a good ally, and will help direct you. Talkwith 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 thatyou can have any of her items in her shaping chambers.
There are anumber of spores in her chambers. She also gives you two quests- oneis to gain info on how to translate a book she's acquired (which won'tbe completed for some time), the other is to explore the guardedtunnel. Doing so nets you Sharon's bracelet. This odd item gainspower from killing some creations she has stored to the east. The morecreations you slay, the stronger the bracelet becomes. At the endyou'll have to fight an experimental battle gamma, who will probablykick your butt.
There are a few strategies for beating him. Agentssurprisingly can beat him relatively early in the game by summoning agroup of thahds to serve as fodder, and then blessing, shielding andhasting, followed by a large group attack.
I was able to beat thegamma at level 14-16 using this method. This gives you access toSharon's purified essence, one of the ingredients for her ring, alongwith lots of other nice small items. Speaking of which, Sharon willmake you a very powerful ring if you bring her the following items:purified essence, a drayk tendon, and a perfect crystal. The end ofthis guide has the location of all of these objects. Her books arefound to the south. You will probably want to wait on learning createclawbug, as you should first get some assistance from a trainer. Theother book is the book she wants your help translating.
You'll findthe best translation at the Radiant College. Telling her this gets youa point in spellcraft. Finally, if you're ready to venture to the SEpart of her chambers, you'll find a reaper turret with a number ofvaluable items, including a reaper baton and a shaper's robe (veryuseful for making creations). In addition, there's a shielding knifein a chamber just to the north. This is the best weapon you'll get forguardians and agents for a while, especially with its armor bonus.
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