____________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Elex (PC) Walk-through/FAQ _________________________________________ ¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â Jan 29, 2020 Version 1.0 Written by: Dheu Email: Dheuster@gmail.com Use subject: ElexWalkthrough 1.0 _____________________________________Notes______________________________________ This Walk-through\FAQ was also published at: http://www.gamefaqs.com/ http://faqs.ign.com/ http://www.supercheats.com/ This FAQ looks best in a fixed-width font, such as Courier New. Elex is Copyright © 2017 by Piranha Bytes I am not affiliated with Piranha Bytes or THQ Nordic (North America Distributor) or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site. You may not charge for or directly profit from it. -------------------------------------------------------------------------------- Table of Contents: -------------------------------------------------------------------------------- ------------ General ------------ A. Welcome to Magalan B. Factions C. Game play C.1 Levels and Progress C.2 Attributes C.3 Combat C.4 Stealing C.5 Hacking C.6 Humanity (Cold) D. Skills D.1 Combat D.2 Survival D.3 Crafting D.4 Personality D.5 Berserker D.6 Outlaw D.7 Cleric E. Money and Loot E.1 What to always keep E.2 What to always sell E.3 Advice and Special Cases ------------ Walk-through ------------ I. Chapter 1: Hunted A Getting Started (Level 1 - 15) A.1 Equipment Detour 1 A.2 Goliet A.3 The Domed City A.4 Equipment Detour 2 A.5 Tavar A.6 Hort A.7 Equipment Detour 3 A.8 Separatists A.9 Origin B Self Improvement B.1 Elex Potions B.2 Stamina Elixirs B.3 Health Elixirs B.4 Mental Energy Elixirs B.5 Mana Elixirs B.6 Quantity Elixirs C Next Steps ((Level 15 - 25) C.1 Milestone Save 001 C.2 Nasty (N) C.3 Duras (D) C.4 Goliet Revisited C.5 C.R.O.N.Y. U4 (U) C.6 Falk (F) C.7 Tavar Revisited C.8 Hort Revisited C.9 Ray (R) C.10 Arx (A) D. World Quests ((Level 25 - 30) D.1 Milestone Save 002 D.2 Edan D.3 Abessa D.4 Tavar D.5 Ignadon E. Caja (C) E.1 Milestone Save 003 II. Chapter 2: Battle Plans (Level 30 - 35) A. Choosing a Faction A.1 Milestone Save 004 A.2 Free as a Bird A.3 Alternative Defense B. Companions B.1 Nasty B.2 Caja C. Zardom C.1 The Old Man C.2 Zardom's Battle Plan III. Chapter 3: Open War (Level 35 - 40) A. Companions A.1 Nasty A.2 Caja B. Faction Specific Quests: B.1 Berserker Quests B.2 Outlaw Quests B.3 Cleric Quests C. World Quests: C.1 Abessa C.2 Tavar C.3 Hort D. Open War D.1 The Pilgrim D.2 Old Obligations IV. Chapter 4: The Secret of the Hybrid A. The Secret of the Hybrid A.1 Milestone Save 005 A.2 The Ice Palace A.3 The Lair of the Beast B. The Future of Magalan B.1 The Domed City B.2 Map Pieces ------------ Reference ------------ I. Companions Info A. Duras B. Arx C. Caja D. C.R.O.N.Y. U4 E. Ray F. Nasty G. Falk II. Claws Quests III. Merchants A. Goliet B. The Domed City UPDATE C. The Fort D. Hort E. Origin F. Other IV. Trainers A. Goliet B. The Domed City C. The Fort D. Hort E. Origin F. Other ------------ Appendices ------------ A. Armor B. Weapons C. Amulets and Rings D. Chems E. Skill Requirements F. Item Locations G. Bugs and Cheats Contributions Example Leveling Strategy ############################################################################### < < < < < GENERAL > > > > > ############################################################################### This is a Piranha Bytes Game ----------------------------- Piranha Bytes is best known for their Gothic Series with releases in 2001, 2003 and 2008. Then the Risen series with releases in 2009, 2012 and 2014. And now Elex, released in 2017. The company has their own approach to games. They do not sugar-coat games to make them easy. Players start off very weak and progression is slow. Unlike other games where you fight and kill every enemy you happen across, it is expected that you will run from almost everything for the first few hours There is of course a turning point and by the end, you can be overwhelmingly powerful. It is a quality that people both hate and love about PB games. It brings long-term satisfaction, but short-term frustration. -------------------------------------------------------------------------------- A. > > > > Welcome to Magalan -------------------------------------------------------------------------------- History ------------------------------ Elex takes place on a planet referred to by the inhabitants as Magalan. Magalan was struck by a comet roughly two centuries ago, killing most of the worlds population and destroying its infrastructure. The comet was composed of a new and unknown material known as Elex. Upon impact, a cloud of Elex was thrown into the atmosphere and rained down across the land. Elex behaves much like a mineral in that elex crystals can form when water evaporates. However this alien substance also seems to slowly grow and spread, assimilating the material around it. As the Elex spread, plants began to die off. Within a few decades, vital resources became scarce. It didn't take long for people to form groups to gather and protect the remaining resources. And it didn't take long for those groups to start fighting each other. The Territory Wars raged for nearly a century. And from it emerged three primary factions: The Clerics, The Berserkers and the Outlaws. War took many lives. The faction leaders eventually realized the cost was simply too great. Mankind was facing extinction. So roughly fifty years ago, the three factions signed a non-aggression treaty and formed The Great Council of Magalan to rule over the lands. During this time, the factions focused on rebuilding, improving their own territory and establishing their own rules and laws. The Great Council of Magalan had The Domed City constructed to act as neutral ground where all factions were welcome and open trade was encouraged. The Albs appeared in the north approximately 30 years ago. Motivated by a reliance and addiction to Elex, they were drawn to elex deposits like bees to flowers. Like bees, they were only aggressive if they saw someone as a threat or an impediment to their efforts to gather Elex. As long one didn't live near a major Elex deposit, they were generally safe. Eight years ago that changed when the Albs came under new leadership. Someone who referred to himself as "The Hybrid" demanded more aggressive collection of Elex. No longer did Albs simply go after concentrated deposits. Under the direction of the Hybrid, they built giant converters across Magalan that could extract Elex from almost anything, including living creatures. A common enemy should have united the factions, but distrust ran deep. The Factions withdrew to their own lands and the The Great Council of Magalan was disbanded. Regions ------------------------------ Magalan is divided into 5 distinct Regions. Edan The South/West region of the map. It is the land of the Berserkers. It is full of plants and foliage and feels much a like a jungle. Here is where you will find Goliet, the home of the Berserkers. Abessa A small area in the Mid-Western region of Magalan that was designated a neutral zone, where all factions could roam and trade. This is the land of the Free People and where you will find The Domed City. NOTE: The games sometimes uses "Free People" to indicate people who are not a member of any faction. At other times it uses the term to describe anyone who is not an Alb. And sometimes it refers to all the people of Magalan (thanks translators). This guide uses the term to refer to those not committed any specific faction or group. Tavar The land of the Outlaws. Tavar is a desert wasteland and is a glimpse of what most of the world looks like. (and what most of Edan looked like before the Berserkers). It is full of Half buried ruins sticking out of the sand. The Outlaws have fixed up an old military base called The Fort and made it their home. Ignadon A volcanic land close to the location of the comets impact. Volcanoes are dangerous, but they also offer lots of cheap power in the form of geo thermal energy. Maybe that is why the Clerics settled there. In Ignadon you will find The Hort, home of the clerics. Xacor Xacor lines the northern region of the map. It is a cold and unforgiving land, home to the Ice Palace, the strong hold of the Albs. Getting Around ------------------------------ There are teleporters scattered across the land. When you discover one, you can return to it any time by opening your map and clicking on the teleporter. As someone who was once an Alb, Jax has an adjutor implanted in his arm which allows him to control the teleporters and move about at will. The presence of teleporters is never fully explained, however based on the history of Magalan, they were likely installed by the Clerics during the time of The Great Council of Magalan, possibly as an effort to promote communication, trade and bring people together. However only clerics and Albs seem to possess the technology required to use them. (But this is just conjecture). Describing Locations ------------------------------ As a text document, describing locations can be difficult. Fortunately, Elex has a map and when you zoom in, there is a subtle grid overlay on the map. This guide will generally describe a location by giving you a teleporter reference (IE: Goliet Teleporter) and then the number of squares to follow East/West, North/South from the teleporter to reach a target location. These square counts are based on the squares presented when you are zoomed all the way in (for maximum accuracy). Dheuster usually uses as a unit the more heavily drawn squares that contain fainter lines dividing each square into 4. There are places where he uses the faintly outlined, smaller squares instead. Wherever I have noticed this, I have emended the text to use the larger square. (mpn) -------------------------------------------------------------------------------- B. > > > > Factions -------------------------------------------------------------------------------- Within the world of Elex, there are a number of factions and sub-factions. ------------------------------ CLERICS ------------------------------ Clerics collect technology and seek to understand it. They see this task as a duty handed down to them from their god Calaan. Some Clerics put this duty above the value of human life. This is why many see them as a techno-cult. However like any organization, each member is different. Some clerics care little for Calaan and are mostly interest in technology. Others are more focused on the religious aspect of the faction. Clerics tolerate Berserkers and Outlaws outside city walls, but only clerics are typically allowed into the city of Hort. There are some exceptions for traders and potential initiates. Subdivision : Domed City Clerics -------------------------------- When the Domed City was formed, the Clerics were elected to provide a policing force that would enforce rules and provide protection to the cities population in an impartial manner. Judicator Alois was assigned to the post as part of that arrangement. When the Albs attacked and the Council of Magalan was disbanded, Alois was ordered to abandon the city and return to the Hort. He refused that order, knowing the Albs would attack and slaughter everyone if the city was left undefended. Alois puts people before technology, feeling that the ultimate purpose of technology is to protect people. As a result, the clerics of The Domed City are seen as an independent faction, operating outside the authority of the Hort. Hort clerics are still welcome in the Domed City, but Hort Clerics have no authority over Domed City Clerics regardless of rank. At the moment, The Domed City is experiencing some overpopulation issues, so only registered citizens are allowed in or out. ------------------------------ ALBS ------------------------------ The Albs began as a group of Clerics who didn't believe in Calaan. The group broke off and went North to seek freedom from Cleric rule and oversight. Without the moral and ethical restrictions of religion, their technology advanced quickly. It was well known that consuming raw elex could enhance one physically, but it had horrible side effects including physical mutation and insanity. The albs figured out a way to refine the elex into a form that allowed both physical and mental enhancements. The only side effect of these new Elex potions was that it dulled emotion and created addiction. However, use of Elex came with a cost. Lack of emotion leads to decisions based on logic without ethical or moral consideration. And while Albs can still think logically, the addiction to Elex is still there. So all decisions end up revolving around how to secure more Elex. Albs tend to act like machines, they see themselves as superior creatures and wield the most advanced technology. They are the one oppressing faction that all other factions hate in equal measure. Subdivision : Separatists ------------------------- The separatists are a group of Albs who oppose the Hybrid. Each has their own reason ranging from philosophical to practical. Many are outcasts, unable to return to Xacor because they broke a rule or failed a mission. However it was the Hybrid's agenda that made most of the new strict rules. If the Hybrid was killed or overthrown, there is a good chance these Albs could return to Xacor. Separatists still consider themselves Albs, but don't agree with current Alb leadership or decisions. Most consider their situation temporary. They simply want the Albs to return to business as usual before the Hybrid took over. As such, the primary goal of the separatists is the removal of the Hybrid. From a distance, separatists look like Albs, but as you get closer, you will notice the yellow paint on their armor. In general, If you are in Abessa, it is probably a separatist. If you are in Xacor, it is probably an Alb. ------------------------------ Berserkers ------------------------------ When humans consume Elex, it eats away at their humanity. But humans are not the only living organism that can consume Elex. While elex kills most plants, there are some plants that mutated in a way that could process it. One such plant is called a World Heart. These plants pull Elex from the ground as they grow and create Mana as a byproduct. This is similar to how yeast converts sugar into alcohol. As world hearts extract elex from the ground, they make the ground around the plant fertile again. The mana can be safety consumed by humans and grants amazing powers, which are nothing short of magic. The Berserker Faction revolves around this restoration cycle: They plant and spread world hearts throughout the land and use the mana byproduct to make themselves more powerful. Berserkers see raw Elex as an evil poison. One that must be extracted from the earth. As such, they renounce the use of Elex and technology that is based on or powered by Elex. They have strict and unforgiving laws regarding these restrictions. Subdivision : Exiles ---------------------------- When a Berserker breaks one of the Berserker laws, normally there are two penalties: Death or exile. Being exiled is similar to being sent to prison. However for Berserkers, that prison is the Valley of the Damned. For some crimes, exile is a temporary sentence. In these cases, the exiled are still expected to work and provide resources to Goliet. Because there is hope of return, these exiles remain friendly and will not attack Jax unless they are attacked first. (Friendly Exiles normally have names) However more serious crimes carry a sentence of permanent exile. When an exile is given a life sentence, there is no hope of return. These exiles are not expected to work or provide resources. These exiles are also generally not friendly. ------------------------------ OUTLAWS ------------------------------ Outlaws are a loosely organized group of people obsessed with freedom. They could care less about Elex or religion or technology or even the future of the world. They are focused on living for today because who knows what tomorrow will bring. And to make the most of today, they prefer as few laws and restrictions as possible. But a world where everyone is free means a world where almost no one is safe. Life for Outlaws is survival of the fittest. Each member must have the strength to stand up for themselves or get stepped on by others. The Outlaw stronghold is the city of Tavar. The leader of the Outlaws is a man named Logan, though he goes by the nickname "The Duke". Subdivision : Reavers ---------------------------- Tavar used to be ran by The Bloody Baron. Then a man named Logan, otherwise known as The Duke, attacked and took over. Most of the existing Outlaws pledged their allegiance to Logan, but some remained loyal to the Bloody Baron and left Tavar. These outcasts became known as Reavers. They are Outlaws that are not loyal to The Duke and operate on their own. They are aggressive and always attack on sight. Reavers are mostly found in Tavar and along Tavar's border with Abessa. -------------------------------------------------------------------------------- C > > > > Game play -------------------------------------------------------------------------------- Progression in Elex is based on Experience Points (XP). The primary way you gain XP is by completing quests. You also gain small amounts of XP by killing enemies, drinking small elex potions and reading documents. Because the primary source of XP comes from quests, most users will find themselves at Level 40 (plus or minus 5 Levels) by the end of the game. -------------------------------------------------------------------------------- C.1 > > > > Levels and Progress -------------------------------------------------------------------------------- As you gain Experience Points, you gain a level Level Total XP Next Level -------------------------------------------------------------- Level 1 : 0 500 Level 2 : 500 1000 Level 3 : 1500 XP 1500 Level 4 : 3000 XP 2000 Level 5 : 5000 XP 2500 Level 6 : 7500 XP 3000 Level 7 : 10500 XP 3500 Level 8 : 14000 XP 4000 Level 9 : 18000 XP 4500 Level 10 : 22500 XP 5000 Level 11 : 27500 XP 5500 Level 12 : 33000 XP 6000 Level 13 : 39000 XP 6500 Level 14 : 45500 XP 7000 Level 15 : 52500 XP 7500 Level 16 : 60000 XP 8000 Level 17 : 68000 XP 8500 Level 18 : 76500 XP 9000 Level 19 : 85500 XP 9500 Level 20 : 95000 XP 10000 Level 21 : 105000 XP 10500 Level 22 : 115500 XP 11000 Level 23 : 126500 XP 11500 Level 24 : 138000 XP 12000 Level 25 : 150000 XP 12500 Level 26 : 162500 XP 13000 Level 27 : 175500 XP 13500 Level 28 : 189000 XP 14000 Level 29 : 203000 XP 14500 Level 30 : 217500 XP 15000 ... The game has no max level. It is important to note that the strength of your character or how easy/hard it is for you to survive or fight is in no way tied to your level. Each level awards 1 Skill Point and 10 attribute points. These are in fact what makes your character more powerful. However, in Elex, there are easy ways of permanently raising these values outside of leveling up. There are also amulets and rings that can significantly raise attributes. The strength and power of your character is really determined by your skills, weapons and armor (attributes enable the learning of skills and the usage of weapons and armor). Level simply indicates you have a MINIMUM set of attribute and skill points, but you may or may not have spent them. There is nothing stopping you from having Level 30 stats and skills even when you are only level 15 (or Vice versa) -------------------------------------------------------------------------------- C.2 > > > > Attributes -------------------------------------------------------------------------------- In Elex, Attributes are an enabler but do not directly improve your character. For example, adding constitution will not increase your health, but it will allow you to use more powerful armor and some classes of weapons. High Dexterity will not improve your speed or ability to dodge attacks, but it will allow you to use higher level ranged weapons that do more damage. All skills carry attribute requirements. Attribute versus Attribute Point -------------------------------- Not all attributes are made equal. When you level up, you get 10 Attribute POINTS (not to be confused with Attributes). As attribute scores increase, it costs more and more attribute POINTS to raise them: Attribute Value 1-31 costs 1 Attribute point Attribute Value 32-61 costs 2 Attribute points Attribute Value 62-91 costs 5 Attribute points Attribute Value 92-100 costs 10 Attribute points The Attribute Value for a given trait maxes out at 100 Leveling up is just one source of Attribute Points. Another source is Elex Potions. Once you gain the Chemistry Skill, you can craft all the Elex Potions you want (or can afford). Each consumed Elex Potion grants 2 Attribute Points. You need Natural Elex to make them, but merchants sell Natural Elex and their supplies restock every time you talk to them. So with enough money, you can buy enough Natural Elex to get as many Attribute Points as you want. There is a caveat. Each Elex potion raises your "Cold" level 0.1 point. It is easy to raise your Cold level in this game, but it is hard to lower it. Only saying emotional things (angry or sensitive) lowers it. See C.6 Humanity below -------------------------------------------------------------------------------- C.3 > > > > Combat -------------------------------------------------------------------------------- You start the game with 50 hit-points and 100 stamina. With each level up, you gain 5 hit-points. A basic melee attack consumes 20 stamina. So you can swing your weapon about 5 times before you need to rest. Dodging also consumes stamina. And blocking (parry) consumes stamina if you are hit. However using your Jet Pack does not use stamina. Melee System: ------------- - Basic Attack is Mouse 1 - Heavy Attack is the E key - Special Attack is the Q key Combo Meter and Special Attacks: -------------------------------- When you swing a weapon, you will see a little bar in the bottom left corner of the screen begin to fill. Many people think this is the stamina... but it isn't. It is the combo bar. The stamina is the green half circle in the top left of the screen. If you start a new attack right on the heels of the previous attack, the combo bar keeps growing. The higher the bar, the more damage your attack does if it lands. There is a line in the center of the bar. If the bar passes the line, you will see a "Q" start flashing. This indicates that your special attack is available. If you hit Q and manage to land the special attack on your opponent, it will do far more damage than a normal attack. (Even more if you have invested in the Heavy Punch Skill). Protection ---------- Each point in armor provides a flat decrease to damage received. So if one hits you for 20 points of damage and you have a shirt and pants that provide 18 points or armor protection, you take 2 points of damage. If you use the Right Mouse button and you have a melee weapon or shield, you enter Parry Mode. In this mode, your armor's parry rating is applied (Generally 45 or higher). And if you have a shield, the shields damage rating is added to that. If you are hit while in parry mode, it costs stamina but you get much higher armor protection. If you stamina is depleted, you can't parry or block and you receive non-parry based damage. The combo meter is particularly important early in the game, as there are some enemies you simply can not hurt with your weapons basic damage. They have more armor than you are capable of overcoming. But land a special attack after 3 or 4 combo moves and you may finally exceed the creatures armor rating. Note that elemental damage tends to ignore armor. So a flamethrower will seem far more powerful than other weapons because the fire damage doesn't care about armor protection. (And for the same reason, enemies with flame throwers can take you down very quickly). Same thing with other elemental damage. Explosive damage (hand grenades) tends to be treated as elemental damage. -------------------------------------------------------------------------------- C.4 > > > > Stealing -------------------------------------------------------------------------------- Within the world of Magalan, most of the items you come across are considered abandoned. If you highlight an item and it says "Forbidden" above it, then it is considered the property of someone else and taking it is considered stealing. If you take an item marked Forbidden when a guard is watching you, they can fine you. If the owner sees you, they may attack. Forbidden items: If you pick up a "forbidden" object and no one is around to see you do it (Or they are sleeping), in general, there is no consequence. That is, the game doesn't track the stolen status of items like some other games do. Stealing is either something you get caught doing or something you get away with. Even if someone wakes up seconds after you take something, if they don't catch you in the act, you get away with it. The main exceptions to this rule are unique items that trigger quest updates when you pick them up. So if it is a common item, you are okay to pick it up. If it has a unique name, you may want to save before making the attempt. The most notable "traps" in the game: - There is a "Defective Laser Gun" in Goliet, sitting on a table inside the house of a man named Jora. The item is bait to catch looters. Picking it up will result in getting caught. - There is a unique Antique Sword near Ragnar in Goliet behind the Berserker leaders throne that is part of a quest. Picking the sword up won't immediately trigger a consequence, but you will see a quest update. Later, the leader of the Berserkers will bring up the sword's theft and it will decrease your likelihood of being admitted to the Berserkers. Non-Forbidden items Within cities you might notice people reacting even when you pick items that are not marked forbidden. For example, you go into the tavern in Goliet and start picking up abandoned mugs, beer and other items sitting around the bar that are not marked forbidden. The patrons of the bar may stand up, look at you and say things indicating they are offended by your actions. In Hort, they may even shout "That's against the law!". Despite these reactions, no one will ever confront you over picking up non-forbidden items. No one remembers how many of them you have picked up. There is never a consequence. So if it is not marked "Forbidden", you can pick it up. Plain and simple. You can safely ignore the reactions of people around you. -------------------------------------------------------------------------------- C.5 > > > > Hacking -------------------------------------------------------------------------------- Many of the electronic safes found in Magalan simply offer extra loot. To hack a loot safe, you have to invest in the "Hack" skill. Or put a different way, investing in Hack specifically offers opportunities for additional loot. However, the developers did not want to force users to invest in Hack to complete quests. Unlike lock picking and pickpocket, there are no items in the game that grant free ranks in Hack. So the developers let you hack most of the electronic locks in the game whether you invest in hacking or not. If you find an electronic lock that can not be hacked, then you already know it doesn't contain anything other than generic loot. Electronic locks that protect unique or quest items, will always be hack-able. And in fact, if an electronic lock is even remotely close to a quest item, it can generally be hacked. Most of the secure storage rooms within buildings called "Converters" are hack-able. The few that are not are protected because you are supposed to get their code from a quest. The Hacking Game ---------------- When you click on an Electronic Lock you will see a Keypad. If you already know the code (say it was painted on the wall above the safe), you can just enter the code and skip the hacking game. If you don't know the code but the lock is hack-able, you will see the word "Hack" in the bottom right Corner with the letter Z. If the lock protects generic loot and has a rank requirement, when you hit Z Jax will say he doesn't know how to do that. However, you will find about 50% of the time, if the word "Hack" appears, you can hack the lock without any ranks in Hack. The hacking game will present you with 4 numbers. To make things easier, some of the numbers on the keypad will be removed. The easier the lock, the fewer numbers you will have to consider. The hacking system is a logic puzzle: # < # > # < # To be clear, the comparison operators only apply to the adjacent numbers. So in the example above, the first number is only less than the number to the right, not ALL numbers to the right. The second number is only greater than the number to its immediate left and right, etc... A valid number that meets the criteria above: 6 < 7 > 0 < 4 When you make a guess, if you get any numbers right, the game lets you know by putting it in the field and coloring the guess green. Incorrect guesses for that field are stored above: 6 7 0 4 6 < # > # < # If you guess a number that is not found anywhere in the result, it is colored red. In the example above, imagine that "0" is red. If you pick a number that is in the result, but is in the wrong place, it is colored yellow. Imagine that the "7" and "4" above are colored yellow. In most cases, after a single guess (and certainly within 2 guesses), you know what digits make up the code. And then it is just a matter of putting them in the right order. Also, most codes do not repeat numbers. So if 7 and 4 where yellow, my second guess would probably be: 6 < 8 > 4 < 7 You get 4 tries. In some cases if you fail, the lock won't let you try again. However, the code does NOT change between tries or reloads. So get in the habit of saving before you hack electronic locks. If you get locked out, just reload and enter the digits you already figured out. -------------------------------------------------------------------------------- C.6 > > > > Humanity (Cold Level) -------------------------------------------------------------------------------- One interesting aspect of Elex is the need to manage your humanity. The game calls it "Cold Level". Regardless, it affects what conversation options are available to you. This in turn can influence the game's outcome and lead to different endings. The game doesn't give you a numerical score. Rather it gives you a name that tells you where you are on the humanity scale. The names are not the best. Blame the translators. 0 - purely emotional 1-10 - expressive 11-20 - irrational 21-30 - spontaneous 31-40 - intuitive 41-59 - neutral 60-69 - dispassionate 70-79 - mellow 80-89 - logical 90-99 - ice cold 100+ - synthetic NOTE: Game bugs cause the values 69, 79 and 89 to report the value "purely emotional". You start the game with a value of 50. Where you go from there is up to you. During Dialogue, if you see a message that says "Cold Decreased", your cold score just went down 1 point. Conversely "Cold Increased" means your cold score just went up 1 point. So to get to "irrational", you would have to choose 30 dialogue options that result in a "Cold Decrease". Conversely, it takes 10 Elex Potions (or 5 Strong Elex potions) to go up 1 point. It is relatively easy to increase your Cold level. Just consume raw Natural Elex and you will increase your cold level 0.1 for each piece you eat. It is much harder to lower it. Dialogue choices are pretty much the only way to lower your Cold level. And there are only so many opportunities in the game to say something emotional. My advice is to lower it whenever you get a chance. That gives you the buffer you need to use Elex Potions without major consequences. This guide will help with that by pointing out conversation branch paths that lead to Cold Increases and Decreases. -------------------------------------------------------------------------------- D. > > > > Skills -------------------------------------------------------------------------------- Skills fall into 1 of 7 categories. Below we cover each one as well as provide a grade. The grade is based on experience, but it is still opinion based. So feel free to ignore the grade and opinion and do your own thing. -------------------------------------------------------------------------------- D.1 > > > > Combat -------------------------------------------------------------------------------- Each combat skill improves Jax's offensive capabilities. It also raises his Combat Dialogue Rank 1 point. Melee Weapons (25/55/85 STR, 15/35/55 DEX) Summary: Increases Melee Damage with each rank Details: Damage increased by 10% with each rank, for a total bonus of 30% if you get all three ranks. When you equip a Melee weapon, you will see the damage bonus in the description. Grade: Ranged Build: A Melee Build : A+ A great investment regardless of how you plan on playing the game. Early on most users will need to fight melee because the combo bar is one of the only ways to overcome many enemies armor rating. And a 10% damage bonus turns into a much larger bonus when it gets factored into the combo multiplier or the special attack multiplier. Ranged Weapons (25/55/85 DEX, 15/35/55 INT) Summary Increases ranged weapon damage with each rank Details: Damage increased by 10% with each rank, for a total bonus of 30% if you get all three ranks. When you equip a Ranged weapon, you will see the damage bonus in the description. Grade: Ranged Build: A+ Melee Build : C+ Having at least 1 rank in Melee and Ranged is a good choice regardless of how you choose to play the game. And of course additional ranks in ranged are particularly important if you plan on focusing on ranged weapons as they lack the combo multiplier you get with melee weapons. There are a number of battles in this game where you are trying to protect allies. Unfortunately, the game offers no powers that let you close the distance to enemies quickly. So it is much harder to protect others as a melee fighter. That is why this walk-through recommends a focus on ranged combat. Heavy Weapons (20/40/60 DEX, 30/60/90 CON) Summary: Increases heavy weapons damage with each rank Details: Damage increased by 10% with each rank, for a total bonus of 30% if you get all three ranks. When you equip a Heavy weapon, you will see the damage bonus in the description. Grade: Ranged Build: C+ Melee Build : C+ The primary issue with heavy weapons is that Ammo is expensive and hard to find. Meanwhile, Melee requires no ammo and bows use arrows which are cheap. Heavy weapons also tend to do area damage, which makes it hard to use them with companions or in group fight situations. Finally, this Skill only grants 10% damage per rank. If you are cool with shooting 4 rockets instead of 3, you could save yourself 3 Skill Points. Attack Strength (30/70 STR, 20/50 CON) Summary: Increases the power of your strikes with each rank Details: Adds +10 Attack Power to Melee weapons per rank. Attack Power lets you stagger enemies (Staggered enemies can not attack) If it is a human enemy who has a shield raised, it takes a greater toll on their stamina, potentially forcing them to lower the shield. This does not affect ranged attacks and does little for two-handed weapon builds as all two-handed weapons already have +75 Attack Power. Bug Notes: While the skill works, rings and amulets that grant "Attack Strength" don't actually do anything. Grade: Ranged Build: F Melee Build : C+ This skill has no effect on ranged attacks. It is also worth mentioning that with 2 ranks, you only get +20 attack strength. Meanwhile, every two-handed weapon in the game grants +75 Attack Strength. So just keep a two-handed weapon around should you fight someone where staggering would be useful and keep the 2 skill points. Parry Strength (20/40 STR, 30/70 CON) Summary: Reduces Knock-back with each rank Details: Adds +10 Parry Power per rank. Parry Power lets you avoid being staggered by an enemy whether you are blocking or not. And when you are blocking, it decreases the stamina cost of blocking. Grade: Ranged Build: F Melee Build : B- This only benefits melee fighters, but is more useful than Attack Strength as there is no easy-to-access alternative source for Parry Strength. Main benefit is keeping your stamina from depleting as much (or at all) when blocking with a shield. Heavy Punch (20/50 DEX, 30/70 CUN) Summary: Increases the dealt damage of your special attack with each rank. Details: Damage of your special attack increased by 25% per rank. Special attacks are the melee moves Jax performs when the "Q" key flashes (Requires filling up your combo bar more than 50%) Grade: Ranged Build: B+ Melee Build : A+ A MUST HAVE for melee fighters and a single rank is pretty useful for Ranged Fighters as well since it doesn't require investing a lot of attribute points in areas you don't already have. (Reqs are based on DEX and CUN). Grenades (20/50 STR, 10/30 DEX) Summary: Increases hand grenade damage with each rank Details: Damage of Grenades increased by 10% with each rank. You can purchase up to 2 ranks for a total bonus of 20% Grade: Ranged Build: C- Melee Build : C- Unlike heavy weapons, grenades don't slow you down and they do similar damage. But ultimately, this skill is about damage. One skill point doesn't do much. And is it worth 2 skill points so that you can throw 5 grenades instead of 6? It wasn't for me. Jet Pack Attack (50 DEX, 30 INT) Summary: Unlock ability to do a jet pack melee attack. Details: Enables a new Special move that can only be done from the air when a target is locked. The special move adds 30% damage bonus to the attack but depletes any remaining Jet Fuel. Grade: Ranged Build: C- Melee Build : B With a 30% damage bonus, this is a nice skill to have. With the right timing, this can make a melee build truly bad-ass as your stamina recovers while you are flying. Unfortunately, the requirements put it in an odd position. With a DEX requirement of 50, it may be hard for melee builds to actually pick it up. And while it would be trivial for Ranged builds to pick up, you can only use the attack if you have a melee weapon equipped. And trust me... once you get a tier 3 Ranged weapon like War Bow 3, you probably won't equip a melee weapon for the rest of the game. This is the case of a useful skill with the wrong attribute requirements. If you CAN pick it up, do so. But don't plan out your character in some way just to pick up this skill. Mutant Killer (20 DEX, 40 CUN) Summary: Gives bonus damage when fighting mutants. Details: Grants 20% additional damage against mutants Grade: Ranged Build: A+ Melee Build : A+ A 20% damage bonus against the games hardest enemies? Sign me up please! Machine Killer (30 DEX, 50 INT) Summary: Gives bonus damage when fighting robots. Details: Grants 20% additional damage against machines. Grade: Ranged Build: A+ Melee Build : A+ A 20% damage bonus against the games hardest enemies? Sign me up please! -------------------------------------------------------------------------------- D.2 > > > > Survival -------------------------------------------------------------------------------- Each survival skill improves Jax's defensive capabilities. It also raises his Survival Dialogue Rank 1 point. Radiation Resistance (30/60 CON) Summary: Increases resistance against radiation damage with each rank. Details: Grants 12.5% Radiation resistance per rank. You can purchase up to 2 ranks for a total resistance of 25% Grade: All Builds: B+ The second most common environmental effect you will encounter. Fire Resistance (30/60 CON) Summary: Increases resistance against fire damage with each rank. Details: Grants 12.5% Fire resistance per rank. You can purchase up to 2 ranks for a total resistance of 25% Grade: All Builds: B- A couple of creatures shoot Fire balls at you, and a limited number of albs use flame throwers. But fire damage is relatively uncommon. Frost Resistance (30/60 CON) Summary: Increases resistance against cold damage with each rank. Details: Grants 12.5% Cold resistance per rank. You can purchase up to 2 ranks for a total resistance of 25% Grade: All Builds: C One would think with the Xacor region, this would be common, but it is actually the rarest forms of elemental/environmental damage you will encounter. Poison Resistance (30/60 CON) Summary: Increases resistance against cold damage with each rank. Details: Grants 12.5% Poison resistance per rank. You can purchase up to 2 ranks for a total resistance of 25% Grade: All Builds: A A very common elemental and environmental hazard. From swords coated in poison to the poisonous spit of some creatures to poisoned fog. 2 Ranks in this plus a ring of resistance and a protective mask and some Gland Soup you will be able to explore areas others dare not enter. Armor (15/35/55 STR, 25/55/85 CON) Summary: Increases natural armor protection with each rank. Details: Grants +5 Armor Protection with each rank. You can purchase up to 3 ranks for a total of +15 Armor. This bonus is applied whether you are wearing armor or not. Grade: 1 Rank: A+ 2 Ranks: B+ 3 Ranks: C- Because of the way the game does basic subtraction for damage, Each rank in this is useful for any build. However the CON requirements for the 3rd rank are a bit ridiculous. Animal Trophies (15/30/45 DEX, 15/35/55 INT) Summary: Unlocks the ability to acquire special trophies from animals Details: Each rank increases the amount and quality of loot non-human enemies drop when killed. At rank 3, many creatures begin dropping Natural Elex as well. Grade: All Builds: A+++ This is your bread an butter. This game has a finite number of Quests, but an infinite number of re-spawning creatures. At rank 3, creatures can drop 300+ shards worth of trophies and ingredients. The sooner you max this out, the better. Good Eater (30 CON) Summary: Increases the health gain from eating food Details: Increases health bonus of food by 300%. So instead of 20HP per second, you get 60HP per second. The new value is reflected in the food's description. Grade: All Builds: A++ Triple the effectiveness of food means that you will need only 1/3rd as much of it. Early on, this simply saves you money. But the real power of this talent is the fact that food keeps healing you as you take damage during a battle. You can STACK activations so that instead of only having 20 seconds of health regen, you have 60s or 120s, etc... If you assign different types of food to quick slots (say 8+9), you can have more than 1 active at the same time (and stacked). Press both slots before a major battle, and you will enjoy 60 to 80 seconds of near complete "invulnerability". An expensive strategy when you consider the cost of creating some of the more advanced food items, but an option you want to have at your disposal for those 2 or 3 big battles in the game where a lot of people are shooting at you at the same time. Excellent food recipes: Bone Marrow Soup: +340 HP/s with this skill. High Performance Soup: +100 HP/s with this skill. Steak Dish : +60 HP/s with this skill. Adventurer (40 INT) Summary: Reveals all teleporters on map Details: All teleporters are added to your map HOWEVER, you still can't go to a teleporter until you visit it in person first. Grade: All Builds: F Here is what you do: Save... Then learn this skill. Open the map and note the teleporter locations. Now reload your save and skip purchasing the skill. Done. Or... hit ALT-Tab and lookup all the teleporter locations on the internet. Sixth Sense (40 INT, 60 CUN) Summary: Reveals enemies on the radar Details: Shows enemies on your mini-map. Note that the range of the mini-map is affected by the "Render Range" Graphics setting. With the "Ultra" setting, you see more enemies than at lower settings. Grade: All Builds: C- Sixth Sense is useful, but ... you can't turn it off. Once you learn the skill, your mini-map is forever cluttered with red dots and red arrows. You may prefer just using high-tech glasses since you can take them off and put them on when you care to know enemy details. But it is a personal preference. Extra Hit Points (30 CON) Summary: Gives additional hit points Details: Grants +10 Hit points (one time bonus). The original summary said with each level, which was misleading. It meant with each rank and there is only 1 rank. As Jax naturally gains +5 HPs per level up, this skill gives Jax the equivalent of 2 additional level ups worth of hit points Grade: All Builds: B- The 10 extra hit-points are useful early on and frankly there are times late game when there isn't much else worth spending your skill points on. However, once you join a faction and get some decent armor, you won't really notice it anymore. Stamina (30/60 CON) Summary: Permanently increases stamina with each rank. Details: Grants +20 Stamina per rank, which amounts to roughly one additional melee attack. You can purchase up to 2 ranks for a total of +40 Stamina (or two additional melee attacks) Grade: Ranged Build: B- Melee Build: A- A single rank is useful, but only melee builds should spend more than 1 rank. There are potions in this game that permanently increase stamina and health which should be sufficient for Ranged Builds. Melee builds however need all the stamina they can get as they need it to perform combos, dodge, block and for special attacks. -------------------------------------------------------------------------------- D.3 > > > > Crafting -------------------------------------------------------------------------------- Each crafting skill improves Jax's ability to do things with his hands. Lock Picking (15/35/55 DEX, 15/30/45 INT) Summary: Unlock the ability to pick locks Details: Allows Jax to use lock-picks to open mechanical locks. Each rank opens up access to harder and harder locks. Max of 3 ranks. Note there at a number of items that grant +1 Lock Picking. Grade: All Builds: A Everyone should get at least 1 rank in this. But no one should get three ranks since there are numerous amulets in the game that grant +1 Lock Picking. Locksmith (75 DEX, 50 INT) Summary: Lock picks will no longer break Details: See the summary. Grade: All Builds: F By the time you meet the requirements for this skill, you will probably have hundreds of lock-picks Why on earth would you care about one breaking? Pickpocket (25/55/85 DEX, 15/35/55 CUN) Summary: Unlock the ability to pickpocket and improves the probability of remaining undetected Details: Allows Jax to attempt to pickpocket items out of a characters inventory by entering sneak mode near them when out of sight (Use Caps Lock). Each rank increases the amount of time Jax has before he must stop or get noticed by the character he is pick-pocketing. (There is a count- down timer in the top right corner when pick-pocketing). Grade: All Builds: D Don't get me wrong. Pickpocket is very useful. You can avoid fights, change the outcomes of quests, etc.. And if you don't care about stealing, it can help you pick up about 4000 shards by level 15. The issue is spending a skill point on it when there is an amulet that grants the ability. You Only Steal Twice (30 DEX, 50 CUN) Summary: Gives the ability to steal an additional item when pick-pocketing Details: Normally when you pick pocket, the inventory closes when you steal a single item. This skill leaves the inventory open until you take two items. Grade: All Builds: C- This skill lets you steal two things at once. You can also steal two things by simply pick-pocketing someone twice. But the later approach also resets the countdown clock. The attentive level of a target increases each time you pickpocket them, but with save/reload you can get 3 sometimes even 4 items from someone without this skill just fine. Modify Weapons (25 DEX, 15 INT) Summary: Unlocks the ability to improve and upgrade weapons. Details: If you go to a workbench and select a weapon, a screen will appear with categories of things you can do with that weapon. One category is called "Improve Weapon". Another category is called "Modify Weapon". This skill actually unlocks the "Improve Weapon" Category, because, you know... translation. Improving a weapon increases its quality and damage. So for example with this skill (and some money and materials) you can upgrade a War Bow 1 to a War Bow 2. Legendary weapons can not be improved, but all other weapons can. If you are interested in unlocking the "Modify Weapon" category (to add elemental damage for example), you have to join a faction and purchase the faction specific skill. See "Enchant Weapon", "Low Tech Weaponsmith" and "High Tech Weaponsmith". Grade: All Builds: A- This is a great skill and one everyone should get, but it really isn't useful until level 15 or so, when you actually have the attributes needed to use upgraded gear. Early on, it is just a waste of time. Goldsmith (20 DEX, 30 INT) Summary: Unlocks the ability to create rings and amulets Details: You create rings and amulets at a workbench. To create something you must find the recipe as well as have the materials. Most items also requires shards (though less than buying the item new from a vendor) Grade: All Builds: B+ Similar to Modify weapons, this is one most people should get. But it isn't useful until after level 15. Crafting requires components, many of which come from creatures that you have to kill to obtain. And without Animal Trophies 2, you probably don't have the ingredients for most the items this enables. Gemstone Socket (15 DEX, 25 INT) Summary: Unlocks the ability to equip certain weapons with magical gemstones Details: When you activate a workbench, this unlocks the abilities under the gemstone tab to combine smaller gemstones into larger ones. It also enables the gemstone category on items including your adjutor. Adding Gemstones to items adds additional effects like the ability to heal the player as the player damages enemies. Grade: All Builds: B No point in getting this until you have gemstones worth upgrading. For that you need to find lots of small gemstones and then combine them into larger gemstones. Like many things, this comes together later in the game. Picking this up pre-level 15 is probably just a waste of time. Chemistry (15 DEX, 25 INT) Summary: Gives the ability to create chems and potions Details: When you activate a workbench, this unlocks the abilities under the potion-vial tab. You can create potions and stims for anything you have a recipe for. Jax does not need recipes to create the various Elex Potions. He already knows them. Grade: All Builds: A+++ You need chemistry to make Elex Potions, and eventually some permanent stat boosting potions. All of which are the key to getting powerful in this game. Hack (15/35/55 INT, 15/30/45 CUN) Summary: Allows you to crack electronic locks Details: Each rank opens up access to harder and harder locks. Max of 3 ranks. Grade: All Builds: D- There are several issues with this skill. First, most electronic safes have the code written down somewhere nearby. And even when that isn't true, if a container/lock is remotely close to a quest item, the game will let you hack it even if you don't have this skill. In the end, maybe two dozen locks throughout the entire game require this skill. Which brings us to the third issue: cost. It would cost about 2500 shards to create a Strong Elex Potion to learn this skill. The tiny bit of additional loot you gain by having this skill will never justify that cost. Professional Hacker (30 INT, 20 CUN) Summary: Provides an additional hack attempt when hacking. Details: Normally you get 4 guesses at a code. This gives you 5 Grade: All Builds: F For those who actually bother to get hacker, getting a fifth guess is what save is for. Don't waste a skill point. Just remember to save before hacking things and start where you left off if you fail. Hold Your Horses (50 INT, 20 CUN) Summary: Gives more time to complete hacking with every level Details: See Summary. Grade: All Builds: F Again, Save is your friend. No point in wasting skills on things that would only make sense in a game that didn't let you save. Mining (30/60 STR, 20/40 CON) Summary: Improves the yield when extracting minerals Details: With each rank, you get 50% more material when mining. If you get two ranks (the max), you double the amount of ore you get when mining. Grade: All Builds: F The problem with mining is that ore veins do not re-spawn. Once you mine a vein, it is done forever. That is why it is impossible to mine enough ore/elex to justify the cost of actually getting this skill. Remember that a skill is worth roughly 2500 shards (5500 for 2 ranks) You will never make that much mining ore. -------------------------------------------------------------------------------- D.4 > > > > Personality -------------------------------------------------------------------------------- Each personality skill improves mental aspects of Jax such as how well he learns new things and how well he gets along with others or how good he is at negotiation. Most skills result in 1 point of Charisma (For Dialogues). However some skills grant +10 dialogue rank improvements. Attribute Points (15/35/55 INT, 25/55/85 CUN) Summary: Each rank in this invested grants 10 attributes point. Details: With a total of 3 ranks, you could potentially "trade" 3 skill points for 30 additional attribute points. Grade: 1 rank : A 2 ranks: C- 3 ranks: F In this game, you can purchase skills and attributes by creating Elex Potions and consuming them. So you have to weigh the cost of getting and learning this skill against how much the same amount of money could get you if you just made elex potions with the shards. The way the math works out, 1 rank in this is great. 2 Ranks only makes sense if you need 55 cunning for some other reason (typically only Berserker builds will need that much cunning). 3 ranks makes no sense even if you have 85 CUN. You are better off using your shards to just make more Elex Potions than purchase the 3rd rank of this skill. Experienced Hunter (50 INT, 30 CUN) Summary: Receive more experience from enemies killed. Details: Grants a 5% XP bonus when killing creatures. Grade: Ranged Build: C Melee Build: B- If you are playing a ranged fighter, the best amulet in the game is the Survival Artist's Amulet, which already grants this skill. That is why this makes less sense for ranged builds since they will likely already have this skill from their items. On the other hand, if you are playing a melee build, you will probably not be using that amulet, in which case this skill makes a lot more sense. It gets a B- because the 50 INT requirement. That puts it out of reach until later in the game when frankly most users won't care about their XP growth anymore. Unlike other XP Bonus skills, enemy re-spawns are infinite. So there is theoretically no cap on how many extra XP points this can get you. That also means there is no rush to get it, or put a different way, it is never too late to pick it up. Bookworm (50 INT, 30 CUN) Summary: Reading gives additional experience Details: Documents that normally grant 10XP grant 25XP. Documents that normally grant 25XP grant 50XP. Grade: All Builds: F- Seriously, don't bother with Bookworm. There is a Scientist Amulet you can pickup early on (Equipment Detour 1) which will grant you this ability without wasting skills on it. You just have to get into the habit of putting the Amulet on before reading documents under the documents tab. Also remember... there are only so many unique books in the game. So there is a hard cap on how much XP this skill really grants. Practitioner (50 INT, 30 CUN) Summary: Receives more experience for completing quests Details: Grants a 5% XP Bonus when you complete a quest. Grade: All Builds: C- The 50 INT requirement puts this out of reach until later in the game when frankly most users won't care about their XP growth anymore. For most, it makes far more sense to just use the Amulet of the Provider. It is available early on and you generally know when a quest is about to end because most quests end during dialogues. Haggler (20/30 INT, 30/60 CUN) Summary: Traders will give a discount Details: Decreases cost of items by 5% with each rank. Total potential discount of 10% with two ranks. Does not increase sell price. Grade: 1 Rank: B- 2 Ranks: D- 2 Ranks On Console: A+ All Builds: One has to keep in mind that this skill is an investment. You spend 2500 shards for a 5% vendor discount. You would have to buy 50,000 shards worth of stuff to recoup that investment. The second rank costs another 3000 shards, but now you have a 10% discount. So you only have to buy 30,000 shards worth of stuff to recoup the second rank. That is a total of 80,000 shards worth of stuff to break even. So the bottom line... will you buy 50,000 shards worth of stuff? Keep in mind, you only get the discount for things you buy from a vendor. So you won't get the discount for weapon upgrades, settlement upgrades or bribes used during some quests. And with this guide, there is really no reason for you to purchase a weapon. So basically we are talking ammo, natural elex and eventually faction armor. The answer to that question for most... one rank will pay for itself, but that second rank is questionable. It mostly depends on if you use weapons that require expensive ammo. If you are a melee build or you focus on War-Bow, it is less likely than if you use heavy weapons or plasma rifles. Finally there is the reality that the second rank has a Cunning requirement of 60. Which means there won't be much game left to play for many by the time they can get it. In general, 1 rank is recommended, but players should think hard about that second rank and whether it will ever actually pay for itself. Final note: Before the 2017 patch, Haggler 2 allowed you to buy raw materials cheap enough to make a profit by creating Strong Mental Reserve Potions in bulk. So if you are playing on console using a version of the game without the 2017 patch, haggler 2 is very much worth it as it provides access to near infinite money. On PC, most available versions of the game are now patched. Combat Skills (40 STR, 40 INT) Summary: Increases combat dialogue value Details: When you go to your combat skill tab, in parentheses next to the section name is a number. This is your dialogue score associated with the skill. If you see: Combat(4) Then you can pass dialogue skill checks of 4 or less. When you invest in the Combat Personality Skill, it boosts your dialogue score for that area by 10 points. So after purchasing this skill you would see: Combat(14) Grade: All Builds: F There are VERY FEW dialogues in the game that actually require a combat score, and those that do are normally ridiculous. Like requiring a score of 20. And the reward is normally just a handful of shards or 25XP. Not worth the 2500 shards it costs to purchase this skill. Survival Skills (40 CON, 40 INT) Summary: Increases survival dialogue value Details: When you go to your survival skill tab, in parentheses next to the section name is a number. This is your dialogue score associated with that skill. If you see: Survival(4) Then you can pass dialogue skill checks of 4 or less. When you invest in the Survival Personality Skill, it boosts your dialogue score for that area by 10 points. So after purchasing Personality:Survival, you would see: Survival(14) At the top of your Survival Skills tab. Grade: All Builds: F There are NO dialogues in the game that actually require high survival scores. 6 was the highest encountered during testing. And that value is relatively easy to achieve without this boost. Furthermore, the reward is normally just a handful of shards or 25XP. Not worth the 2000 shards it would cost to purchase this skill. Crafting Skills (40 DEX, 40 INT) Summary: Increases crafting dialogue value Details: When you go to your crafting skill tab, in parentheses next to the section name is a number. This is your dialogue score associated with that skill. If you see: Crafting(2) Then you can pass dialogue skill checks of 2 or less. When you invest in the Crafting Personality Skill, it boosts your dialogue score for that area by 10 points. So after purchasing Personality:Crafting, you would see: Crafting(12) At the top of your Crafting Skills tab. Grade: All Builds: F The highest crafting check in the game is 10, which is low enough that you can reach it with the help of the Scientist amulet, a stim and 3 actual crafting skills (And there are plenty of useful crafting skills). You don't really need a boost. And like most of these dialogue checks, the rewards aren't worth the 2500 shards it costs to get these boosts. Personality Skills (40 CUN, 40 INT) Summary: Increases personality (charisma) dialogue value Explanation: When you go to your personality skill tab, in parentheses next to the section name is a number. This is your dialogue charisma score. Not sure know why they call it CHR in the dialogues but "Personality" in the Skills Tab... Anyway, if you see: Personality(2) Then you can pass dialogue skill checks of 2 CHR or less. When you invest in this ability, it boosts your CHR dialogue score by 10 points. So after purchase, you would see: Personality(12) At the top of your Personality Skills tab. Grade: All Builds: B Most of the game's "useful" skills are in the other categories like Combat, Survival and Crafting. So when users really want to pass a dialogue check, they can normally do it whether they have invested in these "subject matter boosts" or not. However getting a decent charisma/personality score is much harder because there aren't many useful Charisma/Personality skills. (Or they have high attribute requirements) So with that in mind, if you were going to invest in 1 charisma skill (or a very small number), this makes sense as it gives you the boost you need to do the 1 thing charisma is supposed to do: Increase your dialogue options. Group (30/70 INT, 20/40 CUN) Summary: Increases the fighting strength of companion Details: Details of what this actually does are unknown. Current theory is that it boosts your companions health so they can take more blows. (based on observation). It is debatable if they actually do more damage as the weapon they pull out is random and the weapon would likely have a bigger impact on damage than this skill. Grade: 1 Rank: A- 2 Ranks: F Investing a single skill into this makes sense if you travel with a companion. If you know for fact you plan on playing the game solo, then ignore it. The intelligence score required to get the second rank is ridiculous. Advocate (20 INT, 40 CUN) Summary: Reduces the cost of fines paid for committing crimes Details: Fines are reduced by 20% Grade: All Builds: F A completely useless skill. If you get caught stealing, reload. And even if there were unavoidable situations, it is unlikely you would SAVE more than 2500 shards, which is how much it costs to make a Strong Elex potion and purchase the skill. Most fines are like... 50 shards. Friend of Beasts (50 CUN) Summary: Makes lower level creatures no-hostile so that they won't attack you. Details: Not only will non-hostile creatures not attack you, but they will stop showing up on your radar. Grade: All Builds: D+ If you are the type of person who really hates combat of any kind, then this may be a good skill for you. However, if you don't mind combat as long as it is not hard, then stay away from this and just use the Poachers Amulet or the Amulet of Deception when traveling the world incognito. Remember, those weak animals are easy kills and provide money. You can also take the amulet off if you decide you want to see enemies show up on your radar again. An option you don't get if you learn this skill. Attribute (50 INT) Summary: Adds 1 Attribute per level up. Details This skill is NOT retroactive. The additional attributes only begin to accumulate AFTER you have purchased this skill. So the earlier you purchase it, the more valuable it is. Grade: A- All Builds: This is simply a better bang for your buck than "Attribute Points". To get refunded 30 attribute points using "Attribute Points", you have to invest 189 attribute points into Cunning and 71 Points into INT. And since we are talking 3 ranks... it costs significantly more money for those attributes as well. Meanwhile, you can get the same or even more attribute points from this skill with an investment of 59 attribute points into INT. And since it is only 1 skill, it costs less. So yeah, this is a far better investment than "Attribute Points" in the long run. Emotional (50 CUN) Summary: If Cold is 0 - 20, you get a bonus on magic, PSI and stim. Details: 20% Duration Boost is applied if Cold Level is: purely emotional, expressive or irrational Grade: Cleric Build: C Outlaw Build: C Berserker Build: B If you are planning on being a Berserker, there are lots of faction specific skills that need high cunning scores. So for Berserker builds, this is a good pick. But if you join the Clerics or Outlaws, the 50 cunning requirement makes this much less attractive. None of these humanity based skills get an A because they force you to role-play a certain way to maintain the skill. Balanced (40 INT, 40 CUN) Summary: If Cold is 40 - 60, gives melee damage bonus Details: 20% Melee damage bonus when Cold level is "neutral" Grade: Ranged Build: F Melee Build: B Similar to Jet Pack Attack and and Heavy Punch, this is only good if you are focusing on melee combat. However it is a boon for those who choose to focus on Melee combat and the requirements are reasonable. None of these humanity based skills get an A because they force you to role-play a certain way to maintain the skill. This one is particularly annoying as you can't simply always go with the Cold Inc or Cold Dec dialogue decisions. You have to track your score and balance things. Synthetic (50 INT) Summary: If Cold is 80 - 100, gives bonus to ranged weapons Details: 20% Ranged Damage Bonus if Cold Level is logical, ice cold or synthetic Grade: Ranged Build: B Melee Build: F This is only good if you are focusing on ranged combat AND you are role-playing a logical and unemotional character. The requirements are steep but not as unreasonable as Emotion above (There are plenty of useful skills that use Intelligence) None of these humanity based skills get an A because they force you to role-play a certain way to maintain the skill. -------------------------------------------------------------------------------- D.5 > > > > Berserker -------------------------------------------------------------------------------- Berserker Unlock Details: Unlocks faction specific teacher: Caldrim : (Hotel Ruins -> 2 West -> 2 North) Magic (30/40/50/60/70 CUN) Summary: Increases damage and duration of magic abilities with each rank. Details: In general: +10% duration per rank for magic abilities with duration +10% damage per rank for magic abilities that damage +20% healing per rank for magic abilities that heal Specifics: Healing : +20% heal bonus per rank Poisonous Aura : +10% duration per rank Sense Life : +10% duration per rank Spirit Wolf : +10% duration per rank Aspect : +10% duration per rank Leather Skin : +10% duration per rank Camouflage : +10% duration per rank Fist of fire : +10% damage per rank Fist of ice : +10% damage per rank Fist of poison : +10% damage per rank Grade: 1 Rank: A 2 Ranks: B 3 Ranks: C 4 Ranks: D 5 Ranks: F One or two ranks of this are useful for pretty much all builds as they prolong the duration of Leather Skin (which is useful for all builds). However higher ranks come with a high cunning requirement. This and Healing are more or less the only reasons in this game to have Cunning beyond 50. If you are role-playing a mage, then by all means get five ranks. you will need them to improve the damage of your wands. But wands are less useful than other weapons because they don't support GEMS or upgrades. It makes playing as a mage rather frustrating. Mana (15/35/55 CON, 25/55/85 INT) Summary: Increases Mana Capacity with each rank Details: When you become a Berserker, you start off with 70 Mana capacity. Each rank you invest in this skill increases that capacity by 10 points. So with 3 ranks in this skill, you would have 100 mana capacity. Grade: 1 Rank : A 2 Ranks : B- 3 Ranks : F This is a fine skill for initially expanding your characters mana pool. One rank in particular is good as the requirements are very reasonable. The 55 INT requirement may be challenging for some melee builds, but still isn't unreasonable. However the 85 INT requirement for the 3rd rank is a bit ridiculous, especially when you can also expand your mana pool by drinking special elixirs made with rare plants. (See Elixir of Mana) Enchant Weapon (50 DEX, 30 INT) Summary: Unlocks the ability to enchant Berserker melee weapons Details: You can enchant melee weapons with elemental effects such as poison, ice, fire or add another gem socket. Grade: Ranged Build: F Melee Build: B This skill only works on non-legendary Berserker melee weapons. If such a weapon is your weapon of choice, then great. Otherwise, you can skip this skill. Note there are weapons in the game you can obtain that are already enchanted even if you are not a Berserker. See "Poison War Sword 2" and "2-Handed Fire Sword 2" Scatter Shot (40 DEX, 30 INT) Summary: Unlock the ability to shoot multiple arrows with one shot Details: When you equip a Bow, by default there are two firing modes that are disabled. This skill enables the Scatter Shot firing mode, which sprays 5 arrows in a horizontal arc in front of you. (And depletes your ammo 5 arrows per mouse click). Grade: Ranged: A- Melee: F Scatter shot turns your bow into a shotgun. Considering the damage of just 1 arrow, it should be no surprise that this will kill almost anything in the game with just 1 "shot" at point-blank range. So why an A- and not an A+? If you are playing ranged, chances are you GET CLOSE to enemies so that you don't have to worry about getting hit and taking damage. While great for close encounters, spraying arrows from a distance just wastes arrows. It is also a bad choice for large battles with allies as you tend to hurt your allies as much as your enemies. Seeker Shot (50 DEX, 40 CUN) Summary: Unlocks the ability to shoot a target seeking arrow Details: When you equip a Bow, by default there are two firing modes that are disabled. This skill enables the Seeker Shot firing mode, which allows you to fire up to 3 seeker arrows that will always magically hit their targets. In order to use Seeker shot, you hold down mouse 2, place the target hair over an enemy and then hit mouse 3 to "mark them" (middle mouse button for most users). Look around and mark up to 3 enemies. When you hit Mouse 1, the arrows fly off and hit all enemies at once. Note that you have to be close enough to the enemy for the target hair to turn red when you place it over the enemy (50m range). Grade: Ranged: B- Melee: F This got a B- for 3 reasons. First, you can not target the same enemy more than 1 time. So if you are fighting a troll, you can't send all three arrows at it. Second issue is the fact that you have to get close to the enemies and remain close, all while holding down mouse 2. If you release mouse 2 or backup too far, your targets are lost. Finally, the whole process is tedious. Check out the Auto-Aim in the difficulty settings. When on, it auto targets the closest enemy when you raise the bow with mouse 2. That is a lot simpler than using this skill. Camouflage Spell (40 DEX, 50 CUN) Summary: Aura of Camouflage. Cuts the enemy's detection radius in half Details: Decreases enemy's detection radius by half for 40s (+10% per rank of Magic) Grade: F This skill is fine, but no need to waste mana or skill points on this spell. Just get an amulet that grants the spell effect as long as the amulet is worn. See "Amulet of Deception" Leather Skin Spell (40 CON, 50 CUN) Summary: Makes skin more resilient, giving an extra layer of armor. Details: Grants +20 to Armor for 90s (+10% duration per rank of Magic) Grade: A Possibly the best skill in the Berserker Tree. It grants +20 armor, which is a significant amount of armor and the spell lasts a good amount of time as well. Aspect of the Warrior Spell (40 STR, 50 CUN) Summary: Melee Weapons +50 Details: Adds +50 damage to all melee weapons for 45s (+10% duration per rank of Magic) Grade: Ranged: F Melee : A+ For Melee builds, this is a must have. Blood Transfer Spell (40 CON, 50 CUN) Summary: Convert 20 points of Health into 20 points of Mana. Details: This spell has a 30 second cool-down, limiting use both inside and outside combat. Grade: Magic Builds: B+ Non Magic Builds: C- It is worth having this ability in a pinch, but for most, it won't be used much. The primary issue is the 30 sec cool-down 30s is an eternity during combat. Which makes this spell impractical as a combat mana replenishing strategy (You are more likely to assign a Mana Potion to your limited quick slots). But if it isn't a combat spell, then what is it? It only transfers 20 points and has a 30 sec cool-down Not exactly a practical way of keeping your mana pool topped off outside combat. You are more likely to get impatient and just sleep or use a potion. Spirit Wolf Spell (40 INT, 50 CUN) Summary: Conjures a spirit to fight at your side Details: Wolf sticks around for 120s (+10% per rank of magic), or until he takes too much damage and falls. Grade: All Builds: D+ The wolf will likely never kill anything. It is mostly just a distraction. Which is fine except the spell costs 40 Mana. That is more than half your mana pool before upgrades. It makes more sense to just bring a companion along than waste half your mana pool conjuring a companion every time combat begins. Sense Life Spell (30 INT, 40 CUN) Summary: Highlights all living things in your field of view (including plants) Details: Effect lasts for 40s (+10% per rank of magic) Grade: All Builds: D It is not that this skill is useless. It is actually very handy for finding PLANTS if that is your goal as it highlights plants as well as nearby creatures. However, you don't need this skill for this ability. Classic Sunglasses provide the same effect with infinite duration and no need to buy skills or use mana. The "in your field of view" is also a lie. Generally speaking, you have to be pretty close to something before it highlights. If we are talking enemies, they will be red dots on your radar before you see them with these glasses. If avoidance is your goal consider Sixth Sense or just use High-Tech Glasses. Poisonous Aura Spell (40 CON, 50 CUN) Summary: Causes poison damage to nearby enemies Details: Causes poison damage to extremely close enemies Duration: 10 s (+10% per rank in Magic) Damage: 5 hit points/sec Grade: All Builds: F Primary issues with this spell is the range. You have have to be within arms reach of an enemy to affect them. If you are playing a ranged build, that is never going to happen. But even if you are playing melee, you have to be so close, it typically only affects the enemy you are actively engaging. You would be better off using a poison-tainted weapon. Healing Spell (40 CON, 60 CUN) Summary: Heals you for 50 points. (+20% per rank in Magic) Details: Heals Jax and only Jax for 50 points. (+20% per rank in Magic) Spell has 10 second cool-down between uses. Grade: All Builds: F The cunning requirement on this spell is ridiculous. It is the only single rank skill in all of Elex that has such a high cunning requirement. So what do you get for all those attributes invested in Cunning? A spell that heals Jax about as much as a small healing potion, only with a 10 second cool down. The problem is that there are a limited number of quick slots for use in combat. So what sane person would assign this to a quick slot over a Potion or Food that delivers 5 times as many hit points and has no cool-down? And if you are not in combat, you would likely use food or sleep instead of using up your precious mana for health. What about healing others? The original description said "Heals you or your companion" and mentions a 20m radius effect. This aspect appears to be bugged. There is no evidence that this spell affects anyone other than Jax. If you use the spell next to a hurt companion, no heal effect is applied. If you use this while standing over a stunned/fallen companion, they do NOT get up. -------------------------------------------------------------------------------- D.6 > > > > Outlaw -------------------------------------------------------------------------------- Outlaw Unlock Summary: Unlocks faction specific trainer: William : (Fort -> 1 West -> 2 South) Details: When you become an Outlaw, a few things happen: 1) Taking Chems no longer imposes a 50% XP penalty. 2) You can take more than 1 chem at a time (normally the game limits you to 1 at a time). 3) William will offer to teach you many of the standard chem recipes for the price of a Skill Point. Learning recipes with skill points isn't advised. You can buy most the recipes from DOC for much less than the cost of a Strong Elex Potion. See Appendix D "Chems" below for a listing of chems, effects and their capacity cost. See Appendix F "Item Locations" below for the locations of all the recipes if you want to avoid having to buy them. Below are the Outlaw skills that are actually skills and not just recipes for chems: Unscrew (40/70 DEX, 30/50 CUN) Summary: Unlocks the ability to salvage weapon parts Details: With this skill, you can take a weapon to a workbench and salvage it instead of selling it. For example, a Laser Rifle that is normally worth 175 Elexit might salvage for 125 Elexit and 4 Natural Elex. 4 Natural Elex would normally cost you 400 shards, making the salvage value much better. The skill works best with high-tech weapons and shields. Grade: All Builds: D The main issue with this skill is that enemies don't drop weapons. As a result, there are a finite number of weapons in this game you can actually find and salvage. So this skill has very limited use. Between legendary items, which you can't salvage and low-tech items which salvage for less than they are worth, one has to wonder if it even pays for itself. Create Ammunition (40/70 DEX, 30/50 INT) Summary: Unlocks the ability to make ammunition for low-tech weapons Details: Unlocks the Ammunition tab at workbenches. Unlike other recipes, all Outlaws know all recipes for all ammunition types. Outlaw weapon ammunition includes bolts, spears, projectiles, rockets, shotgun shells and grenades. Grade: All Builds: D The crafting system is a bit messed up in this game. The developers worried about users making "easy money" crafting items in bulk, so they priced things and made recipes to ensure users could not make money producing refined items like ammo in bulk and then selling them. A drawback of this decision is that it costs more to craft ammo than it does to buy it. An example: To make a single shotgun shell requires 1 sulfur nugget and 2 iron ore. Those ingredients cost 21 shards if you buy them from a trader. The result is a single shotgun shell that would cost 2 shards to buy directly from a trader. In general, it doesn't make financial sense to craft your own ammo. So why a "D" and not an "F"? Because there are some ammo types such as Plasma Rockets that can only be made with this skill and can't be purchased. But they are rarely worth the cost of making the ammunition. (Just shoot 2 normal rockets and be done with it). Body Chemistry (25/55/85 CON) Summary: Increases the effect and duration of stims Details: Duration of stims is increased by 10% per rank. For a total boost of up to 30% if you purchase all three ranks. Grade: 1 Rank: A 2 Ranks: C+ 3 Ranks: F Being able to use Chems without consequence is the hallmark of being an Outlaw. So why not make the chems and their effects last longer? But 85 Constitution for rank 3 is a bit ridiculous. Low Tech Weaponsmith (50 DEX, 30 CUN) Summary: Unlocks the ability to modify low-tech melee weapons Details: When you select a low-tech weapon within the workbench, you will see the Modify Weapon category is now available. Allows you to add effects such as Gore (Bleeding), Radioactive, Reflector and add an extra Gem Socket. Does not work on ranged or Legendary items. Grade: Ranged Build: F Melee Builds: B If your weapon of choice happens to be a low-tech non-legendary melee weapon such as the chainsword or serrated axe, then this is the skill for you. Otherwise, skip this one. Chem Capacity (20/40/60 STR, 25/55/85 CON) Summary: Determines the number of stims that can be used simultaneously Details: When you become an Outlaw, the bar under health represents a toxicity allowance. Each time you consume a chem, it goes down. If it gets too low, you can't take anymore chems. You start off with a capacity of 40. Large chems use 30 points and Normal chems use 20 points. So starting off, you can take 2 normal chems or one Large chem. Each rank in this skill increases capacity by 10 points. Bug Note: When learning this skill, you must SLEEP in a bed to make the new capacity available. Grade: 1 Rank: A 2 Ranks: B- 3 Ranks: F Chem Capacity is more or less what separates Outlaws from non-Outlaws. Anyone can take chems, but only Outlaws can take more than one at the same time (and not die). However, the Constitution requirements are a little ridiculous at the highest ranks. You can also increase Chem Capacity using the "Elixir of Quantity" recipe. -------------------------------------------------------------------------------- D.7 > > > > Cleric -------------------------------------------------------------------------------- Clerics Unlock Summary: Unlocks faction-specific trainer: Balder: (Cathedral Teleport -> 1 West -> 1 North) PSI (30/40/50/60/70 INT) Summary: Cleric powers stay active longer or cause greater damage per rank. Details: +10% Duration per rank on Cleric Powers with duration +10% Damage per rank on Cleric Powers that do not have durations. Grade: All Builds/Ranks: A For those that choose the cleric faction, there are a lot of useful Cleric powers that really benefit from having a high PSI score. Battery (15/35/55 CON, 25/55/85 INT) Summary: Increases your mental energy capacity Details: When you join the Clerics, you start off with 50 Mental Energy. Each rank in Battery increases your capacity by 10 points. Grade: 1 Rank: A 2 Ranks: B 3 Ranks: C So long as the requirements are not too crazy, this is useful. But this skill is not the only way to raise your mental energy. See "Elixir of Mental Energy" High Tech Weaponsmith (50 DEX, 30 INT) Summary: Unlocks the ability to upgrade high tech melee weapons Details: Unlocks ability to add additional effects to high tech melee weapons such as energy, stun, psi or adding a gemstone socket. Grade: Ranged Builds : F Melee Builds: B This only works on non-legendary high-tech melee weapons such as the Acolyte sword and Chainsaber. If that happens to be your weapon of choice, great. Otherwise, avoid this skill. One Man Army (40 STR, 50 CON) Summary: Increases the damage when traveling without companions Details: There are fights in the game where you have companions nearby but they are not technically "following" you. In these situations, you still get this damage boost. Grade: All Builds: A- If you like playing with companions, you may hesitate to get this. However, understand that the game has Arena Fights, Big Boss Fights and Big Battles. In all but one of those situations, your companion is auto-dismissed, leaving you to either fight the big boss alone or stand beside you as an ally and not a "follower". So bottom line, this is very useful for anyone, even those who prefer companions as all but one of the hardest fights in the game grant you this boost. This is particularly useful if you travel with Nasty as her personal quest almost always involves her breaking ranks and starting fights despite your protests (When she breaks ranks, she is not your follower but still fights beside you). You will find yourself in at least 5 major fights with Nasty where you will enjoy this boost. Suggestion (30 INT, 30 CUN) Summary: Unlocks the ability to influence others using mind control in dialogue options Details: Enables special dialogue options found throughout the game. Note that this ability is not influenced by PSI (shame). It is binary. You either have it or you don't. Grade: All Ranks: C+ Details: On paper, it is a cool skill, but there are not many dialogues in the game that make use of it. Technophile (40 INT) Summary: Highlights Robots and high-tech items. Details: Energy Cost: 10 Duration: 40s + (10% Duration per rank of PSI) Highlights nearby robots, Forlorn (for some reason) and Elex based weapons if you find any (They are pretty rare). Grade: All Builds: F This skill only highlights machines and outside Xacor, hostile machines are actually pretty rare. There are other skills like Sixth Sense that can serve the same purpose if you want to know where enemies are. Modern Sunglasses provide this same ability with infinite duration. Though honestly, your radar does a pretty good job of showing you enemies with no special skills. Cleansing (30 CON, 40 INT) Summary: Removes all status effects Details: Energy Cost: 10 Cool down: 5s A status effect is like being on fire or bleeding. Grade: All Builds: D- Status effects ignore armor, but you can also have resistance to them if you invest in resistances. Most will find status effects are so short lived that using this isn't worth it. What little damage status effects produce is easily cured with some Health regen (typically provided by food). Power Shield (40 CON, 50 INT) Summary: Increases Armor rating by +20 Details: Energy Cost: 10 Duration: 90s + (10% Duration per rank of PSI) Cool down: 10s Grade: All Builds: A Armor boosts are always good. One with the Weapon (40 DEX, 50 INT) Summary: Adds +50 damage to all ranged weapons Details: Energy Cost: 20 Duration: 45s + (10% Duration per rank of PSI) Cool down: 10s Grade: Ranged Builds: A+ Melee Builds: F It costs 20 energy to cast, but once you get to a point where you can wear the Amulet of the Cleric, you will regain the energy needed to cast before it expires. So you can effectively keep it active all the time. Using this with War Bow 3 is so overpowered. Phasing (50 INT, 40 CUN) Summary: When active, causes evade (double tap left,right, back or forward) to leave a hologram where you were standing to distract enemies. Details: Energy Cost: 20 Duration: 40s + (10% Duration per rank of PSI) Cool down: 10s Despite the description, there is no noticeable teleportation. Jax just does a standard roll, but leaves a hologram behind. Hologram lasts for 3 seconds. Grade: Ranged Build: C- Melee Build: A If you are playing ranged, then you hopefully are not getting close enough to enemies that you need to dodge. Not recommended for ranged builds. But if you are playing melee, distractions are great for avoiding enemy fire. Power Wave (40 STR, 60 INT) Summary: Emit a wave of energy, damaging all surrounding enemies and knocking down all but the largest creatures. Details: Energy Cost: 15 Effect Radius: 15m (within striking distance) Damage: 40 (+10% per rank of PSI). Cool down: 7s Grade: Ranged Build: B- Melee Build: A+ This is a great skill. However if you play ranged, you may not need it. Ranged players can just as easily use the Alb "Power Wave" spells found around the Separatists base for those 5 moments in the game when Jax finds himself surrounded my enemies (Mostly when storming converters). If you play melee, this is great. You can use it to level the playing field when swarmed by several enemies at once. The Last Stand (40 CON, 50 INT) Summary: If your health drops to 0 while active, it is restored. Details: Energy Cost: 20 Jax can still die if he falls in an elemental damage zone (Poison, radiation, cold, etc....) where healing potions and spells have no effect. Bugs: Original description says Jax gains 50% health when his health drops to 0. It also says the spell has a 300 second cool down. However, as of Jan 2020, there is no cool down and when Jax drops to to 0 health, he regains 100% health. Not sure if this is a bug or a decision the developers made when they patched the game. Regardless, with these new properties, this skill makes Jax all but immortal. Grade: All Builds: A- This is the most overpowered skill in the game due to current bugs. So why an A- and not an A+? Because this version of Last Stand has a duration and costs Mental Energy to cast. It is a lot of work trying to keep this active all the time "just in case". There is also an amulet you can craft that grants the ability indefinitely and requires no mental energy. The amulet is a lot better in terms of not getting caught off guard. This skill/spell is still useful however. Even if you have the amulet, re-equipping an amulet mid-combat is a pain, so the spell version is better for when combat actually starts. Having both is extremely overpowering. Projection (50 INT, 40 CUN) Summary: Create a hologram on the battlefield, distracting enemies from your true location. Details: Energy Cost: 40 Cool down: 60s Grade: All Builds: F The hologram doesn't fight and goes down with one hit. Which would be Okay, but not for a cost of 40 mental energy. You could cast Last Stand 2 times and replenish all of your health 2 times for that much mental energy. If you want a cheap and easy distraction that can actually take some hits and deal some damage, bring a companion along. ================================================================================ E. > > > > Money and Loot ================================================================================ -------------------------------------------------------------------------------- E.1 > > > > What to always keep -------------------------------------------------------------------------------- The general rule of thumb: If something is in one of these categories, you should always keep it, no matter how much you accumulate: Spell Food Potion Plant Chem Raw Material -------------------------------------------------------------------------------- E.2 > > > > What to always sell -------------------------------------------------------------------------------- The general rule of thumb: If something is in one of these categories, you should always sell it, with exceptions noted: Valuables - With the exception of: "Sulfur Nugget" <- Needed if you plan on joining the Clerics Junk - With the exception of: "Magnesium Torch" <- Keep 5, sell the rest "Old Coin" <- Can use on vending machines in Hort -------------------------------------------------------------------------------- E.3 > > > > Advice and Special Cases -------------------------------------------------------------------------------- Surplus Items: More than 1 -------------------------- If you have more than 1 of a specific recipe, tool, weapon or armor, you should sell the extras: Recipes (When you have more than 1 of a given recipe) Tools (When you have more than 1 of a given tool) Weapons (When you have more than 1 of a given given weapon) Armor (When you have more than 1 of a given armor) Surplus Items: More than 50 --------------------------- When you have more than 50 of a given trophy, go ahead and sell the extra. Common Trophies: Bone Claw Chitin Armor Feather Glands Hose Ivory Ivory Plate Leather Raptorial Leg Teeth Pre-Level 20 Advice: -------------------- Early in the game, you need shards (money) more than you need most of the things in your inventory. Particularly more than you need those Legendary Weapons or ammo for advanced weapons you don't even have. With shards, you can buy Natural Elex and improve your character. Once you become powerful, you can take on higher level creatures, farming about 300+ shards worth of item drops a minute if you so choose. You can then buy back those Legendary items you sold early in the game if you want them back. If you sell everything to a single Merchant such as Doc in Tavar, all that stuff will still be there later in the game when you are ready to buy it back. So don't sweat selling those powerful weapons you find. Think of selling them like taking a high interest loan. With that in mind, there are a number of additional items you should sell as long as the game still feels difficult. For most, it will feel difficult until they have Ranged Weapons 2 and can use a War Bow 1 (maybe with the help of rings and amulets). - All Legendary Weapons (Except The Redeemer + Mortal Beam) - All Heavy Weapons (Except Flame Throwers) - All chems (Save 1 of each type and 5 Antitoxins) - All Metal Scrap (save 50) - All Ammo for heavy weapons (Except Fuel for Flame Throwers) - All Trophies (Except Wings, 20 Bone, 20 Glands, Leather, and Hose) - All Spears - All Regular Bolts - All Shotgun Shells Special Cases: -------------- Cyclops Eye Used to make Ring of Power, but you don't need to craft these. There are several you can pick up in the game world, one of which is described by Equipment Detour 2. Troll Hearts Used to make Ring of Vitality, but the description lies. It only provides +20 health, making it less powerful than rings you can find in the game world. So sell the Troll Hearts. Item Scanner Keep 5 for those moments when you have to take your sunglasses off and wear a gas mask. But sell the rest as the sunglasses make these mostly obsolete. Faction Specific: ----------------- Metal Scrap Only useful if you join the Outlaws. So if you join someone else, (or plan on joining someone else) sell all your extra metal scrap. Mana Potions Only useful if you join the Berserkers. So if you join someone else, (or plan on joining someone else) sell all of them. Note that raw Mana is different. It is used as a crafting component at times. Mental Energy Reserve Potions: Only useful if you join the Clerics. So if you join someone else, (or plan on joining someone else) sell all of them. ################################################################################ < < < < < WALKTHROUGH > > > > > ################################################################################ ________________________________________________________________________________ I. > > > > Chapter 1: Hunted ________________________________________________________________________________ Exposition: ----------- The game starts off with a cut-scene showing Jax's ship being shot down. Shortly after exiting his plane, his brother approaches with a group of Alb soldiers. They declare Jax a traitor for failing his mission and shoot him. He falls off a cliff and is assumed dead. Jax wakes up almost a week later to find his gear missing and all the Elex gone from his system. He begins feeling emotions for the first time in memory. He is mad and wants revenge against his brother who had been conveniently waiting for him when his ship came down as if it had all been planned. However first Jax needs to regain his strength, find armor, weapons, and possibly gather allies. ================================================================================ I.A > > > > Getting Started ================================================================================ QUEST: Survive The first 10 minutes are pretty straight forward. Pick everything up (plants, remains, etc) and kill everything. Don't worry about what Jax says concerning time. There is no time limit and no one is coming for you. NOTES: - When you come to the first brick building, head UP the mountain. There is a more advanced creature at the top of the mountain, but there is an adventurer's amulet that is handy more or less for the entire game (grants +1 lock pick, +5 Armor). - Regular Rats don't attack on easy, but you should still kill them for their bones. 16 Bones are needed to upgrade the cultivator bow. So start collecting them whenever you can. QUEST: Follow Duras East At the end of the introduction, you will run into Duras. He offers to lead you to Goliet. You should take him up on his offer. Stars indicate the path taken during play testing (to avoid cold), but obviously you do what you want. Jax: - I don't apologize for nothing asshole: [Cold Dec, Duras Dislikes] * Prove you're not the thief... [Duras Likes] Jax: * You can save yourself the effort... [Cold Dec] - I didn't see any Albs...(Lie) [Cold Inc, Duras Likes] - Ha, your scared of the Albs? [Duras Dislikes] Jax: - What you say is logical: [Cold Inc] * It sounds like you've been brainwashed [Cold Dec, Duras Dislikes] - I will come with you, but... [Cold Inc, Duras Likes] Jax: * You'll train me and give me equipment? [Nothing] - And you will just take me in? [Nothing] Jax: * Your actions and words seem to match...[Duras Likes] - What if I wanted to leave [Nothing] Jax: * I want to find the thief... [Nothing, Adds Quest] - I will come with you to Goliet [Nothing] - End Jax: - I will come with you to Goliet [Nothing] * End Notice END was selected before saying going to Goliet. This is so that you can search the area within sight of Duras for items. Most notably, on the bridge at the bottom of the hill is a rusty axe. Pick it up and assign it over the Iron Bar. Also don't forget to equip the Worker Pants you picked up in the building. Then return to Duras and select "I will come with you to Goliet". There are two stops along the way: Jax: First stop - If its so dangerous, why come out... [Nothing] - Lets keep going [Nothing] * End Hit end to explore the area, but save just in case. N-E of Duras (over the log) is a blood stain on the ground with some Elexit and a Mighty Healing potion. There are also some plants around. If you start to get too far from Duras, a message will appear reminding you Magalan is a dangerous place. If you see the message appear, turn around, you are getting too far away. When you are ready to proceed, talk to Duras again. Jax: Second stop - Can we find anything useful there? [Nothing] * End Part of the reason we want to hit END here is so that we can level up before moving on. At the bottom of this walk-through is a Level Up recommendation guide, placed there for easy access. (Just scroll to the bottom and there it is). In short, this guide recommends boosting your DEX and INT to 15. But feel free to do what you want. Jax: Second stop * Can we find anything useful there? [Nothing] - End Jax: Second stop - The only good enemy is a dead ... [Cold Inc] - Eaten by Rotboars? That's no death... [Cold Dec] * Maybe they're alive... [Cold Dec, Duras Likes] Jax: Second stop - Stop Questioning me about my ... [Cold Dec, Duras Hates] * I have no interest in factions [Cold Inc] 1 Why did you choose the Berserkers... 2 Maybe I should join the Outlaws 3 Maybe I should join the Albs Jax: Second stop * You want us to go into the ruins? [Nothing] - End Jax: Second stop * Lets go into the Ruins [Duras Likes] - I want to go to Goliet [Duras Dislikes] QUEST: Follow Duras into the Ruins There is really no reason to not go to the Ruins. Duras is capable of clearing everything there if you prefer. If you wish, you can Jet Pack up onto something and wait for Duras to kill everything. If you do decide to get involved, save and stick to the axe. Conserve your arrows. Once Duras has killed everything, search the ruins and grab everything you see. You should eventually complete the quest to find the cleric gear. Before you talk to Duras to move on, a few things you want or may want to do: - Make sure you approach the teleporter outside the ruins (To the west). That will allow you to return to the ruins. (See NOTES below) - There is tall brick building South East of the ruins with some natural Elex within and a bow quiver on the roof. There is also a note there about the "Four Houses". This will be important later during a Cleric Quest. - The Ruins themselves also have a hidden quiver in the rafters just below the roof. - West of the ruins is a tower with a Jet Pack challenge. If you look up, you see a number of platforms in the tower. Jet Pack to one of them, save then the next until you reach the top. The prize is not on the top most platform, but on the top of the tower itself (must jet pack to nearby bar) is a Large Bag of 50 Elex. When you are ready, Talk to Duras. NOTES - These ruins are where any companions you obtain will go when you dismiss them. (For Chapter 1. Another location will open up later). - This location is nice because it has sleeping bags near the teleporter. Any time you are low on Health, you can teleport to this location and use the sleeping bag to restore health. Particularly useful when you have just discovered a new teleporter (like the one outside Goliet where you are heading). Jax: Ruins 1 Here, I found these (Cleric Weapons) [Nothing] 2 Do you often find Clerics in Edan? [Nothing] * Let's Go on to Goliet - End QUEST: Follow Duras to the city of Goliet Save before telling Duras you are ready to head on and see if you can make it to Goliet without using your potions. Even if you are almost dead, you can use the teleporter when you get to Goliet to return to the camp and restore your health with sleep. (Then teleport back to Goliet). Jax: Final Stop - You should not trust traitors [Cold Inc] * You think the Separatists will help... [Nothing] - You're an idiot ... [Cold Dec, Duras Hates] -------------------------------------------------------------------------------- I.A.1 > > > > Equipment Detour 1 -------------------------------------------------------------------------------- A dead-run is when you run into a dangerous area of a game, avoiding conflict along the way, with the specific purpose being to grab some higher level gear. This guide will start you off on a dead-run to grab some things that make the game easier and help it progress faster. We will get chest armor, sunglasses, a Thief's Amulet, The Provider Amulet, The Scientist's Amulet, High-tech Glasses, a hatchet, and pick up 2 companion options: Arx and Caja. Explanation ----------- There is a Jet pack Challenge in the game where the reward is a pair of sunglasses. The sunglasses highlight all loot in the game. Basically, the best headgear in the game and it makes spotting everything and finding all the cool hidden gear so much easier that it is worth an early game detour. Along the way, we can grab some Armor, the Companion Arx, do an easy quest to gain access to Domed City and pick up Caja and then a few more easy to pick up items that are in the Domed Cities general area. Finally, we backtrack to the Relay Tower at the beginning of the game and use our new gear to pick up lots of useful crafting items and elex. Many of these things grant XP, landing you at level 5 by the end of the run. Destination ----------- Open your map, and scroll left and then up. You will see a Circular city. (Not the one in the snow at the top of the map, but the one below in the green area). That is The Domed City and that is our ultimate destination. Converters ---------- North of the Small Camp Teleporter (11 NORTH -> 3 WEST) you will also notice a skull like structure. That is a converter. If you scroll around, you will see others. One in the desert, one in the snowy area. You need to stay away from most Converters until you can use a War Bow 1 or higher. The "South Abessa Converter", south of the dam is the one exception. It is home of the Separatists. Just go ahead and Jump... ------------------------- Don't forget your superpower and what makes your character special: Your Jet pack lets you jump off ledges and safely land from any height. Or make jet pack-assisted long distance jumps. You can also jump up to high ground where non-humans can't reach you. (humans tend to have ranged weapons). QUEST: The hatchet Go to the Goliet Teleporter. There is a bridge leading east from the teleporter into Goliet. Go to the center of the bridge, save and then jump off. Use the jet pack occasionally to slow your fall. Once you are safely in the stream, the next stop is a brick building just north of you on the left side of the stream: (Goliet Teleport -> 1 West -> 4 North) There is normally 1 large rat outside in the stream and 2 more inside (relatively easy kills). Inside is a lot of useful gear including a hatchet. Go in, kill the rats and collect everything you can find. QUEST: The Armor From the brick building, follow the stream north (run from everything) until you reach a lake. Follow the left/west side of the lake and at the north edge, you will reach a broken concrete bridge: (Goliet Teleport -> 5 East -> 17 North) Follow the road west towards the Converter. Shortly after the bridge you will see a group of Separatists hanging out between two structures. Go ahead and talk to them. When you are done, you will find a locked chest within the brick building, Armor is inside: (Goliet Teleport -> 2 West -> 15 North) Save before you try to open in case you break your only lock pick. QUEST: Get Companion Arx Backtrack to east side of the broken bridge: (Goliet Teleport -> 5 East -> 17 North) Look towards the domed city and you should see a Windmill on top of the mountain. That is your next target: (Goliet Teleport -> 4 West -> 26 North) You may pass some enemies on this route. Just keep running and you should be fine. As you get closer, you will notice the windmill is actually the first of four (1 is broken). Follow the chain of windmills to the last windmill: (Goliet Teleport -> 10 West -> 27 North). There is an abandoned camp near the 4th windmill, make sure to grab the Steak Dish Recipe there. Standing under the last windmill, you should see the Domed City off to the North/West. If you open your map, you will also notice you are 2 roads over from the larger main road heading north up to the city. Make your way west to the main road, but avoid the brick building immediately west of the windmill as it is infested (or be prepared to run a lot) If you follow the main road north, you can't miss Arx. He is standing in a small brick building off to the right of the road: (Goliet Teleport -> 13 West -> 35 North) Arx will approach you when he sees you. If you are being pursued by creatures, don't worry. They can't attack while you are in dialogue and will often walk away while you are talking. JAX: 1 Are you with the Separatists? [Nothing] * So why aren't you a loyal soldier... [Nothing] - End JAX: - Answer my questions [Arx Dislikes] - Then Keep Your Secrets [Arx Likes] - Very well, I will tell you my story. [Arx Likes] - I failed an Important Mission... [Cold Inc, Arx Likes] * I still don't know the full story... [Cold Dec, Arx Likes] JAX: - They wouldn't exile you for research... [Arx Dislikes] * It sounds like you were loyal... [Arx Likes] JAX: * So what is your plan? [Nothing] - End JAX: - You want their heads? Are you crazy? [Arx Dislikes] * Cut their heads off? That should... [Arx Likes] - End JAX: - I will think about it. [Arx Dislikes] * You fight for my cause and I... [Arx Likes] - End Unfortunately Arx is only happy when you are acting like an evil bastard, but there is power in numbers so bring him along for now. Follow the road North to The Domed City with Arx in tow. QUEST: Domed City Detour So you reached the Domed City... Probably being pursued by dangerous creatures. Make sure you locate and activate the teleporter right before the bridge. Try to enter the city. The guard at the gate will tell you that the city is on lock-down and he needs to see your ID if you wish to enter. Avoid asking him how to get an ID as it reveals that you don't have one. When that question is the only option left, END the conversation. Next, you need to talk to the Outlaws on the outskirts of town: (Domed Teleport -> 3 North) The leader is a guy named Hunter. Jax: - I want to get into the city. Can you get me in? - Why won't I be able to get out? - Why would clerics stop people leaving.... - Deal. Give me the ID and I will meet Cooper. - End He agrees to help you get in to Domed City if you will do him a favor once you are in. Agree to this. He then tells you he needs you to find his companion Wick first as Wick has the blank ID cards. Once you accept the quest, Hit L to view your quests and activate the quest: Abessa -> A New ID To get a map marker. QUEST: Sunglasses Follow the the Main Road North/East. A short ways up the main road, there is a break in the road that would require you to jet pack across. There may also be a man standing on the other side. Don't talk to him right now. Rather look north and you will see a Windmill: (Domed Teleport -> 8 North -> 3 East) That windmill has the jet pack challenge with the sunglasses. Approach from the south (the river). Be careful as there is a mine just outside the southern fence. The windmill is guarded by Alb soldiers. Fortunately, they mostly hang out in the road North of the windmill, so unless you attack them, they generally won't notice you. Talk to Arx and tell him to Stay at the bottom so he doesn't get in your way on the way up. Now Jet Pack up, saving as you go. Grab the glasses and Jet pack back down without being noticed. Expect to save/reload a lot, but it is worth it. (Hint: Don't try to land on the moving platform) Don't forget to have Arx follow you again when you are done. NOTES: Early versions of the game, the sunglasses also provided 30% damage resistance. That "bug" was fixed by patch 1.0.2946 QUEST: Domed City Detour (continued) Back to finding Wick. Head to the quest marker: (Domed Teleport -> 9 North -> 2 West). Something went wrong while Wick was looting the house. As you approach, a pack of six large rats is now hanging out there, feasting on the remains of the fallen. They will spot you and attack as you come up the hill. The key to the fight is using the Jet Pack to land on the wall next to the house. There is a fence that prevents the rats from reaching you. Arx is a great tank and can take a lot of hits, but he can't do much damage right now because of the cap. So you will still have to do most the fighting. But at least you are not the only target. Stand on the wall and pick them off using arrows or jump down and fight one until you are out of stamina and then jump back up (rinse and repeat). Inside the house, you can see by the bodies what appears to have gone down. Wick seems like he got distracted and then perished in a fight. Your new sunglasses should let you spot everything easily including some of the hard to spot items outside in the grass. Don't miss the Small Elex Potion Recipe and frag grenades on the roof. And don't sell the Old Coins as they can be used in vending machines found in Hort. You can teleport back with the blank ID cards and talk to Hunter when you are ready. Jax: - Wick is dead. But I found the ID cards on his body. - Give me the Counterfeit Id - End Once you have the IDs, approach the guard. If you didn't mention IDs earlier, you can hand him the fake ID and he will let you in. But if you asked him where to get one, he will call you out. Save before talking to the guard. If you tell the guard your ID is counterfeit, he thanks you for your honesty by giving you a REAL Id. Whether you tell the guard your id is fake or not, you will still have the option to give the other fake to Erich or Cooper once you get inside. NOTE: DONT GIVE THE FAKE ID TO EITHER COOPER OR ERICH RIGHT NOW! HOLD ON TO IT UNTIL LATER! QUEST: Get Companion Caja For this, you will need to dismiss Arx. (For example, after you gain entry to the city). Even if you decide you don't want Caja as a companion, just picking her up grants you 500XP (Just like Arx). So Pick up Caja, then decide whether you want to send her back to camp or have her follow you. When you enter the domed city, hang a right (Go north). If you follow the path you will eventually run into Caja: (Domed Teleport -> 1 North -> 5 West) She will confront you when she sees you, angry with you because she can sense something is odd about you and thinks that maybe you are a Reaver. As a future companion, there is no point in hiding your past from her. Jax: - Whats wrong with you? Have I ... [Cold Dec, C-] * I'm not a reaver [C+] - I'll do what I want... [Cold Dec, C-] Jax: 1 Are you always so Edgy [Nothing] 2 What brought you out here? [Nothing] * You're a Berserker. Is Edan trying... [Nothing] - End Jax: * Have you been exiled from Goliet? [Nothing] - End Jax: * If that's true, why don't you... [Nothing] - End Jax: * I could use someone like you. [Nothing] - End Jax: * I took elex in the past. Is what... [Nothing] - I'm not different, you must be ... [Nothing] - My life has nothing to do with you. [C-] - Keep your damn questions to yourself. [Cold Dec, C-] Jax: * What do you think? My offer still... [Nothing] - End Outside the Gate, talk to her about her quest, but avoid the line: - Where can you find this unrefined Elex? You will want to wait until you are at least level 10 before selecting it. This guide actually has a section dedicated to Caja's quest at the optimal time right before the end of Chapter 1. Now ask Caja to Follow you. This will grant the XP bonus. You can then decide to keep her, go get Arx or dismiss her if you prefer to play alone. You should be around level 5. If you wish to follow this guides leveling advise, then you should distribute your attribute points as follows: STR: 10 CON: 25 DEX: 15 INT: 15 CUN: 25 For future reference, this guide's leveling advise it at the bottom of the document, so it is easy to scroll down and access at any time. QUEST: Thief's Amulet Place a custom marker in the cell: (Domed City Teleport -> 1 East -> 3 South) Specifically, place it on the WALL. The key to reaching the amulet is to Jet Pack up onto the wall (south of the teleporter) and walk down it. At the end, you will see some grenades on the ground. Pick them up and then Jet Pack up over the wall into the tower. You will see a Chest in the corner. The Thief's Amulet is within. Teleport back to the "Domed City Teleport" when you are ready to leave. If you leave the normal way, you will run into a moderately difficult creature known as a Slime Dragon. But you want to avoid unnecessary fights during deadruns. QUEST: High Tech Glasses/Scientists Amulet There is a teleporter South of Domed City located at: Small Farm Teleport: (Domed City Teleport -> 6 West -> 6 South) Place a marker there and then make your way to it, running from everything along the way. The teleporter itself should be safe. If you stand on the teleporter and look North/West, you should see a tiny shack up on the hill: (Small Farm Teleport -> 1 West -> 1 North) On the roof of the shack is an unlocked chest with a pair of High Tech Glasses and a Scientists Amulet. Be warned... you will probably be attacked by something when you approach. QUEST: Amulet of the Provider Stand on the small Farm Teleport and plot a direct course to a small circular area South east of your location: (Small Farm Teleport -> 3 East -> 8 South) There you will find a World Heart surrounded by Berserkers. The Berserkers won't attack. At the eastern most part of the camp is a supply area with a guard. You can drop in from the back near the waterfall. Make sure to hit CAPS LOCK to go into sneak/silent mode. The Hunter's Bow is fine, even if you can't use it yet, but the main thing is The Providers Amulet. It grants the Practitioner skill, which gives you a 5% boost on most XP earned. QUEST: A Final Detour Teleport back to the "small camp". Search around for missed items with your new glasses, then sleep until morning and heal (if needed). Bring up your map. West of the small camp is the Relay where you began the game: (Small Camp -> 8 West) However, when you were up there, you didn't have a jet pack or the glasses. Take the path back to the relay and take the elevator up. You will find lots of unguarded goodies up near the top. If you backtrack to the place where you woke up (where the game started) and then Jet Pack up the cliff, you can even find the ship you were in that was shot down. There is an Elex Battery there that may come in handy later. Picking it up grants 200XP. That brings us to the end of the Equipment Detour. The game developers intended for users to start off in Goliet, then go to Domed City, then Tavar and then Hort. Caja is highly recommended as a companion while in Goliet. She is a Berserker, so she knows people in Goliet and has a few special lines and can even speak up for you at times and increase your rewards. -------------------------------------------------------------------------------- I.A.2 > > > > Goliet -------------------------------------------------------------------------------- Goliet is the strong hold of the Berserkers. The inner walled city is divided into 3 levels. The lower level is where you enter. There you will find the Tavern, Cultivator Fields, Sinda's Supply Shop and Jora. Jora is the man in charge of disposing of Elex based tech. There is a platform beside Jora's house that overlooks The Pit (where they toss disposed technology). The only way from the lower level to the middle level is up a flight of stairs (or go to teleport). The middle level is where you will find the Mana Tower, Blacksmith, Weapon vendor and barracks. The middle level is also where you will find Angrim, one of the 3 Berserker Commanders. The upper level is where you will find Duras, Cormag and Ragnar. A staircase wraps its way up the mountain through all three areas. The "center" of Goliet is where the staircase goes through the middle area. (Goliet Teleport -> 4 East -> 5 South) It is hard to finish any of the Goliet quests without passing through that center point. Problem is, a man named Bertram stands there and if he sees you, he will run towards you and attempt to buy your Cleric Weapon. Talking to Bertram and possibly selling him your weapon affects several quests. It is best to take care of Bertram early on so you don't have to constantly avoid the center of Goliet. (Quest: "Lost Guns and Dead Men"). Enter The City: --------------- Cross the bridge. The gate guard, Drog, will stop you. Jax: - Duras sent me here - End Unlock the Three Goliet Teleporters: ------------------------------------ Goliet has 3 teleporters: - Goliet: (You unlocked this one when you arrived with Duras) - Blacksmith: (Goliet Teleport -> 8 East -> 1 South) - Hotel Ruins: (Goliet Teleport -> 6 East -> 6 South) We start by unlocking the three teleporters, however that is a bit tricky as walking through Goliet automatically kicks off 2 important conversations with NPCs. So the best way up is to Jet pack up from the Cultivator fields: 1) Blacksmith Teleporter Head to this location: (Goliet Teleport -> 5 East -> 2 South) You will see a house here. Jet Pack up to the roof. If you look at the cliff, you will see some out-crops of rock you can Jet Pack over to and land on, allowing you to scale the cliff. Once you are at the top, set a custom marker for: Blacksmith Teleporter: (Goliet Teleport -> 8 East -> 1 South) Head there and activate the teleporter. 2) Hotel Ruins Teleporter: From the Blacksmith teleport, head to: (Blacksmith Teleporter -> 2 East -> 1 South) Then make your way to the gate at: (Blacksmith Teleporter -> 1 East -> 2 South) Follow the path to a brick building. This is where Ragnar stays (On the bottom floor). Take the stairs down, exit out the turn-style and the teleporter is on your left. (Blacksmith Teleporter -> 2 West -> 5 South) Purchase some basic Skills --------------------------- With the teleporters unlocked, teleport back to the Goliet Teleport and re enter the city. Start by going to the tavern: (Goliet Teleporter -> 4 South, 1 East). Despite being a tavern, you can sell any of your gear to the bartender for standard prices. A guy named Oran runs the place: Jax: - Is this your tavern? - Give me a drink (Start Trading). Go ahead and get rid of your junk items. Cigarettes in particular should give you nice chunk of change (you need shards to buy skills). When you are done, go behind the tavern and talk to Born. Jax: - I'm just passing through - What is a seedling farm? When you are finished, Born will head off to the cultivator fields. Meanwhile, look around for Alrik. He normally hangs out behind the tavern, in the tavern or near his house directly behind the tavern. If you mention your Cleric weapons to Alrik, he won't buy them from you as they are "too hot", but he will pay you 50 Elex to pretend you never had the conversation. Jax: - I'm Listening - You want to trade illegal goods? - You're looking for rare items? - About these rarities.... - Want to buy some Cleric's weapons? - Back - End Eventually, you will get the option to have him teach you crafting. I recommend picking up a single rank of Lock Picking, but ultimately that is up to you. - Teach me something. Now to Sinda at the general store to unlock a Charisma Trainer. (Goliet Teleport -> 3 South -> 2 East) Jax: - Magic up supplies? - What do you have to trade? - Are things really that bad in Goliet? - Teach me something The skill "Attribute Points" is recommended so you can bring your stats up to: STR: 15 CON: 25 DEX: 15 INT: 20 CUN: 25 Finally, off to the cultivator fields: (Goliet Teleporter -> 5 East -> 1 South) Talk to Born once he has finished traveling. If he is not at the house, he is likely fighting off creatures in the Cultivator fields. Save before you look for him beyond the house in case you die or accidentally hit someone with friendly fire. Talk to Born to unlock a Survival Trainer: Jax: - How are the Seedlings? - Teach me something Animal Trophies 1 and Armor 1 are recommended. EASY QUESTS: ------------ Easy Quests can be done within the safe walls of Goliet and do not require fighting to complete. QUEST: Food Supplies REWARD: 1200 XP + 500 SHARDS WHERE: You get the quest from Sinda, who sells supplies out of her house. (Goliet Teleport -> 2 East -> 3 South) HOW: Talk to Sinda DETAILS: When you talk to Sinda, she will be irritated. If you talked to her earlier to train, then you should see the following dialogue option when you talk to her: Jax: - It sounds like you have a problem - Can I help? - I will speak to Angrim for you. Hit L to activate the quest. Edan -> Food Supply. This will add a Marker to your map leading you to Angrim. If you haven't completed "Lost Guns and Dead Men", this guide recommends teleporting to the Blacksmith Teleport and approaching from the North. When you talk to Angrim, you know it is Angrim because of the quest marker, but Jax doesn't. So you should start by asking him who he is. Jax: - Who are you? * Sinda sent me - What does Jora have to do with this? To continue the current quest, select "Sinda sent me" Return to Sinda, tell her the bad news. Use the Goliet Teleport if you haven't completed the quest "Lost Guns and Dead Men" Jax: - I spoke to Angrim - Is Angrim the only person you can ask? - End She tells you to seek help from Ragnar or Cormag. You can skip Ragnar. Go to the Hotel Ruins Teleport. Cormag's house is just down the stairs in front of the teleport. (Hotel Ruins Teleport -> 1 North) Jax: - Will I have trouble here? - Sinda needs your help. - The men he sent are dead. Attacked by a Troll. - How do I get past the Pit Guard? - End Cormag offers to help Sinda, but he wants his men to have movement detectors. He sends you to The Pit to get some. Back to the Goliet Teleport, head to Jora's house: (Goliet Teleporter -> 1 East -> 6 South) South of Jora's house is a platform they use to toss items into the pit: Save and then jump down. Use the Jet Pack to avoid fall damage. Thanks to your sunglasses, you should easily spot all the things you can pick up. Even though these items are marked forbidden, go ahead and grab them all (The movement sensor is also marked forbidden). If you haven't already done so, talk to U4 (who is in the pit) and tell him to report to a repair station. You don't get any experience for freeing U4, but you also avoid having to return to the Pit later. ** NOTE: You may want to sneak into the tower next to the guard and grab the arrows within before leaving. The easiest way out is to use your map and teleport back to the Hotel Ruin's Teleporter. Return to Cormag and give him the movement detectors. He then agrees to help Sinda. Teleport to the Goliet Teleport and return to Sinda. Tell her the Hammer Clan will bring the supplies. When asked about payment, if you want the most money, choose: Jax: - Give me what you think is fair. QUEST: Lost Guns and Dead Men REWARD: 200 XP + 200 Shards (Rijka) or 200 XP + 300 Shards (Bertram) WHERE: You can get this quest from Rijka, Ragnar's wife. (Hotel Ruins Teleport -> 1 South) Near the throne. HOW: RIJKA: To get the quest from Rijka, you must either avoid Bertram or turn Bertram down. Avoiding Bertram is recommended. BERTRAM: A man named Bertram stands in the center of Goliet (Goliet Teleport -> 4 East -> 5 South) If he sees you, he will run up to you and offer to buy the cleric weapon you have, affecting not only this quest but others. 1: Just say no - No negative impact to this quest, but you will miss out on the opportunity to get 200 more XP and another Cold Decrease in a later quest. 2: Say Yes - Bertram gives you 300 shards and the quest completes with the standard 200XP reward. Again, you miss out on the XP and Cold Decrease, but this route also gives you a bad reputation with Rijka (Ragnar's wife), which factors against you if you are trying to join the Berserkers. 3: Avoid Bertram - This option yields the most XP (later) and an additional cold decrease opportunity. It just means using the teleporters to avoid the center of Goliet until this quest is complete. Regardless of choice, you may wish to read the MINOR SPOILER below NOTES: - If you leveled up after the previous quest, consider stopping by Alrik and picking up chemistry. Having another point in Crafting will allow you to pass Dialogues with Crafting requirements. - If you have just arrived in Goliet, Ragnar (leader of the Berserkers) will be standing on the lower level where the stairs lead up. Like Bertram, he will force a conversation with you as well. He will ask you what you are doing in Goliet. You will likely want to save before talking to him. If you tell him that you are an Alb deserter, then it will be slightly harder to join the Berserkers, but not impossible. DETAILS: Talk to Rijka and eventually ask if she has anything that needs to be done. NOTES: - If traveling with Caja, Caja likes it if you choose the following conversation path with Rijka (unrelated to quest): - Thank You - How long have you been with the Berserkers? - If you say so - I could get used to life here [ C+ ] - End However Caja dislikes it if you take the quest without details (See below). You can get the Cold Decrease and Avoid Caja dislike by choosing END after selecting the options above, then go outside the turnstile and tell Caja to STAY. Companions only react to conversations when they are close enough to see them. Then talk to Rijka, take the quest and ask Caja to follow you afterwards. Here is the conversation path with Rijka that leads to the quest: Jax: - Is there something you need doing here? - Tell me the task, I can handle it. [Cold Dec, C-] - What sort of Dangerous [Nothing] - I have secured the weapons.... - End After accepting the quest, you need only go to Jora's house and hand him the weapons. Use the teleport. Even if you were not concerned with Bertram, it is the fastest route: (Goliet Teleport -> 2 East -> 5 South) Jax: - It's an adjutor. Haven't you seen one? - I'm not carrying it... - I have some Cleric Weapons for you. You will get 200XP and 100 shards for giving the weapon to Jora. Then another 100 shards when you return to Rijka and let her know you completed the quest. (You don't have to avoid Bertram after giving the weapon to Jora). This puts you in Rijka's good graces. NOTES: - This is an off-topic conversation path with Jora that Caja likes: Jax: - How do you get anything done.... - So you extract Elex just like the Albs? - So if you need Elex, why do you want to get rid of it? - You want me to collect Elex? [ C+ ] - And if I get caught? - Put on the Scientists Amulet to pick up a mace with this conversation path: Jax: - If Elex is so bad, why do you trade using Elex? - There is a process that would let you ... [ Crafting 2 ] Finally return to Rijka. (You don't have to use the Teleporter after giving the cleric weapons to Jora, however running through the center will still cause you to talk to Ragnar) Jax: - The weapons have been removed from circulation Once the quest is complete, Bertram moves and sits in the street below the tavern: (Goliet Teleport -> 2 East -> 3 South) MINOR SPOILER: Bertram is the sole survivor of a Cleric unit that was attacked by animals. He lost his weapon and ran, eventually finding refuge in Goliet He wants to return to Hort, but he needs weapons and armor to protect himself for the journey. That is why he wants the Cleric Weapon. Angrim is on to him and you will have the opportunity to help Bertram escape or be his executioner during the quest "False Teachings". If you help him escape, you will meet him again in Hort where he thanks you (with some shards). QUEST: Forbidden Technology REWARD: 100 Shards WHERE: You get the quest from Angrim, leader of clan Eisenfel. (Blacksmith Teleport -> 2 West -> 3 South) HOW: Talk to Angrim. DETAILS: After you ask Angrim enough questions about the Berserkers, you will get the opportunity to ask about work: Jax: - What are the Berserker Laws? - What happens when the law is broken? - I was told there was work here. - I agree to follow the laws. - I will get you your weapon. Per Angrim's instructions, go talk to Jora (Goliet Teleport -> 5 South -> 2 East) The quest is really a test to see if you will blindly follow orders or if you will refuse a command that violates the laws. To Pass the test use the conversation choices: Jax: - Angrim sent me to collect an Elex weapon from you. - Are you allowed to give it to me? [ C+ ] - Elex weapons are forbidden in Goliet - End Return to Angrim: (Blacksmith Teleporter may be fastest) Jax: - Jora said I passed the test QUEST: False Teachings REWARD: 600 XP + 100 Shards (Kill Bertram : Avoid him) 400 XP (Save Bertram : Avoid him) 200 XP (Save Bertram : Met him already) WHERE: You get the quest from Angrim (Blacksmith Teleport -> 2 West -> 3 South) HOW: Talk to Angrim. DETAILS: Talk to Angrim: Jax: - Who are the Berserkers? - What do you think about the Clerics or the Albs? - How can you fight their guns with swords? - About the Cleric...? - I can find whoever is preaching here. - End Angrim thinks there is a Cleric somewhere in Goliet. He is pretending to be a Berserker while recruiting Berserkers for the Clerics. [ IF YOU HAVE MET BERTRAM ] If Bertram managed to talk to you while you had the Cleric Weapon in your possession, you already know who the cleric is (and you tell Angrim). Angrim instructs you to kill him. Go talk to Bertram (Goliet Teleport -> 2 East -> 3 South) Jax: - Angrim knows about you You then get to choose whether to kill him or help him. If you help him, Bertram sends you to Rijka to ask for help. [ IF YOU HAVE AVOIDED BERTRAM ] If you have not met Bertram, Angrim instructs you to find the Cleric. As a backup plan, Angrim tells you to check out the path leading down to The Pit around Midnight as he suspects the Cleric will be rummaging around the trash. Go To Bertram. He hangs out in front of the tavern at the bottom of the steps (Once "Lost Guns and Dead Men" is complete): (Goliet Teleport -> 2 East -> 3 South) He will talk a lot about Clerics, but won't go as far as telling you he is a Cleric. (If he is not there and it is night, he is already down by the pit). Find a bed and sleep until midnight if Bertram was in his normal spot. Head down to the path that leads to the pit (Exit Goliet and turn left): (Goliet Teleport -> 1 East -> 1 South) Bertram will be there looking through trash. Confront him. Jax: - I bet people here would pay me a lot to reveal a traitor - The Berserkers know there is a Cleric in Goliet.... Jax: - Any Cleric preaching in Goliet ... must die. (Attack) [ Cold Inc ] - If they don't hurt anyone, I would help... [ Cold Dec ] NOTE: You can claim you will help him to get the COLD DEC, but still kill him when the conversation ends if that is your desire. You have the option to attack or help. If you say you will help, you get a COLD DECREASE and he sends you to Rijka to ask for help. [ SPARE BERTRAM ] If you decide to spare Bertram, talk to Rijka (Hotel Ruins Teleport): Jax: - Bertram needs your help If you completed the weapons task because you either avoided Bertram or turned him down, she agrees without complaint acting as though she owes you one. If you did not finish the weapons task, she complains about your failures and how you can't be trusted, but still helps for Bertram's sake. Return to Angrim to complete the quest (or not): Jax: - About the Cleric...? - You don't have to worry .... QUEST: The Second Guard REWARD: 750 XP + 200 Shards WHERE: You get the quest from Eldur (Goliet Teleport -> 1 North -> 3 East) HOW: Talk to Eldur, tell him you are not his relief. NOTES: - Behind Eldur's house (near the ballista) is a trunk with Hunter Pants, the highest Armor rating pants you will find before joining a faction. - If you talk to Eldur and ask him too many questions, you get a chance for an option that has a charisma check of 2. If you don't have 2 charisma, you want to avoid the other conversation trees. DETAILS: Find Eldur and talk to him. Make it clear you are not his relief: Jax: - No I'm not your relief. When the conversation ends, talk to him again. Jax: - What's got you so angry? - There is a Guard at the entrance. - I'll find Alvar - End Eldur wants you to find Alvar, a guard who hasn't reported in. He sends you to talk to Drog, the guard at the entrance. (Goliet Teleport -> 1 East) Jax: - About your friend Alvar Drog sends you to Oran, the Tavern Barkeep. (Goliet Teleport -> 4 South -> 2 East) Jax: - Do you know a Berserker names Alvar? Oran sends you to Argor, the The Pit Guard. (Goliet Teleport -> 4 South) Argor sends you to Ragnar's stronghold, specifically the balcony. (Hotel Ruins Teleport -> 2 South) Jump off the balcony and you will find Alvar's body at the bottom. Apparently he was using chems and got carried away. Return to Drog and tell him about Alvar's fate. Then return to Eldur and inform him as well. Jax: - I found Alvar QUEST: Free Beer REWARD: 100 XP + 50 Shards WHERE: You get the quest from Drog (Goliet Teleport -> 1 East) HOW: Two Conditions to unlock this quest: 1) You have met and talked to Ragnar. 2) You have selected Drog's dialogue option: "So what can I do to earn my stay?" Once the conditions above are met, Drog will force greet you when you get close to him. NOTES: If you are avoiding Ragnar, feel free to skip this quest until later. To complete this quest without a fight, you need 1 Skill Point in Combat. But frankly, if you don't have at least 1 skill in Combat then you probably can't take on Drog anyway. So this guide recommends waiting until you have at least 1 Combat Skill. Feel free to start the quest, but don't bring up the subject of beer with Drog in secondary conversations until you have a combat skill. DETAILS: Drog wants a beer. Tell him you will get him one. Talk to Oran, the Tavern Barkeep: (Goliet Teleport -> 4 South -> 2 East) Buy a Beer (If you don't already have one). If you don't already have a few, buy 2 or 3 to have some spares. Drog is not the only NPC in the game that likes Beer. Return to Drog - I've got your beer - So much for the "honor" of the Berserkers [Combat 1] Alternatively, you can fight him and if you win, he will also pay you, but the reward is the same, and if you use a lot of potions or valuable ammo in the fight, what have you really gained? MODERATE QUESTS: ---------------- Moderate quests include quests that expose you to the possibility of an attack by a strong enemy, but one you can run from. Or quests that may require a fight, but one you should be able to win after completing all the easy quests. QUEST: Clan Trouble REWARD: 900 XP + 350 shards WHERE: You get the quest from Cormag (Goliet Teleport -> 5 South -> 6 East) HOW: Talk to Cormag DETAILS: Talk to Cormag and use the path: Jax: - What do you think about your laws? - You think other Berserkers are too harsh? - Are there problems between the clans? - You have traitors here? - Maybe they would listen to me? [ C+ ] Cormag asks you to speak to Eldur and find out why he is mad. Jax: - Eldur, I've heard you're causing trouble with the Eisen clan - Why won't Oran serve you? Eldur sends to your Oran to talk some sense into him. Note that you can bribe Oran with 500 shards or convince him using a charisma check of 3. But why waste shards or skill points when all you have to do is hit him 4 times. Go behind the tavern out of sight and tell Caja to Stay. That way you avoid her dislike when you talk to Oran: Jax: - The hammer clan sent me... - Serve them, or I'll kill you... [ C- ] He tells you to meet him out back if you are serious. Fortunately, he has almost no armor and isn't a good fighter (He is a bartender). Save before you talk to him outside just in case. NOTES: Oran has a key "Oran's Cellar Key" that you will need to get for a later quest. Normally it is hard to get the key, but Oran stands outside the bar waiting for you to fight him during this quest. So this is a good opportunity to pickpocket his key off of him (using the Thief's amulet you hopefully picked up during the first equipment detour). ** If there are people standing around outside the bar, you can go to Alrik's house and sleep until midnight, then come back and everyone will start walking to their homes. FIGHT STRATEGY: Talk to Oran and the fight will begin. Wait for him to start swinging his sword, and double tap right to avoid. Then hit him a few times. Rinse and repeat. It will feel like you are not damaging him at first because you have to wear down his armor. (There is a light bar under the red bar). After the fight, he admits Angrim was the one who told him not to serve the Hammer Clan. Jax says to himself "Cormag would probably want to know this". Return to Cormag and tell him all is well. Jax: - The trouble between Eldur and Eisen clan is over. You will be presented with a choice to expose Angrim's participation or hide it. If you hide it, it will count against you should you decide to join the Berserkers (they may refuse). So reveal Angrim's involvement if you wish to keep your options open. NOTE: If you expose Angrim, Ragnar will return to his throne room if you have managed to avoid him. This means you will no longer have to worry about running into him when traversing Goliet (except for the 2 min following this conversation when he makes his way back). Use the Goliet Teleport to return to Eldur and let him know he can have beer again. Jax: - Oran has lifted the ban on the hammer clan. - End QUEST: Harvest Time REWARD: 400 XP + 180 Shards 400 XP + 230 Shards (If Caja is with you) WHERE: You get the quest from Born. Early on, Born hangs out behind the Tavern: (Goliet Teleporter -> 4 South, 1 East) After talking to him, he moves to the Cultivator Fields: (Goliet Teleporter -> 1 South, 5 East) HOW: Talk to Born DETAILS: If you talk to Born after meeting him first at the tavern, he will mention that he is short of hands and asks you to collect healing plants for him. Jax: - I will harvest the healing roots Go to the Blacksmith Teleport and then hit L and Activate the Quest: Edan -> Harvest Time Head to the quest marker(s). NOTES: - The creature near the well is powerful, but doesn't hear so well. As long as you sneak near it (CAPS LOCK), he probably won't attack - Fastest/Safest way back is using the Blacksmith Teleport Once you have all the plants, return to Born: Jax: - I harvested the healing roots. QUEST: Elex for the Mana Shrine REWARD: 650 XP 250 shards (Kill Target) 450 XP - 150 shards (Help Target) 350 XP + 250 shards (Lie to Caldrim) WHERE: You get the quest from Caldrim: (Goliet Teleport -> 4 East -> 4 South) HOW: Talk to Caldrim outside the shrine. DETAILS: Before you can take the quest, Caldrim asks you about your past. This guide recommends being consistent. Only admit you were an Alb to Caldrim if you have already done so with Ragnar. If not, avoid the subject. Jax 1 Your healers here? - Don't try selling Religion to me [Cold Inc] * It sounds like you are doing good work. [Cold Dec] Jax - What are you talking about? (Cover) - I was an Alb, but I'm free from Elex now. (Give yourself up) Jax - What do you do here, other than give free advice? - You say people aren't doing their tasks... - What could the thief use it for? - Maybe, where would I need to start looking? - End Take the task and then go to Ragnar's Balcony (Hotel Ruins + Quest Marker). You will find a Journal. Then return to Caldrim. Jax: - Well, I found Kral's diary. - End Caldrim will give you a quest marker for the Crypt. The easiest way there is to Jet pack off the cliffs next to the farm on the second level: (Goliet Teleport -> 3 East -> 7 South) That minimizes the time you have to travel outside city walls. You should first aim for the River Delta teleport as it is right next to the building: (Goliet Teleport -> 16 South) is right next Activate the teleport, but be careful. It is a dangerous area. Fortunately, you can Jet Pack to the roof of the building if need be and nothing can reach you. Inside you will have to decide how to deal with Kral: Jax: - You're Kral, the guard from the Mana Shrine - You took the Elex from the mana shrine - Why did you steal the Elex? - Tell me what happened.... - I could lie to Caldrim [ Cold Dec ] - You can't... [ Cold Inc ] - Why do you need Elex? - Your feeding Elex to your Brother? Kral explains that his brother was taken to a converter and escaped, but they did something to him. Kral is trying to wean his brother off the Elex addiction. Jax: 1 You should end his suffering - Give me the Elex (Suggestion) * I'll buy the Elex off you (400 shards) - You can keep the Elex - Give me the Elex, now (Attack). NOTES: - Kral and the outcome of this quest will come up again when you meet one of Kral's friends in Domed City. - If you decide to attack, you may want to enter the building through the roof to give yourself a better fighting position. - In the basement of this building is a Regent I Sword, however it is in a toxic area. Fortunately it is near the beginning of the toxic area and there are anti-toxin shots on the way down laying around. If you decide to go down to get the sword, save and use the anti-toxin before running down. It is an excellent sword. Possibly the only one you will need. (With upgrades) - 8 Cells East of the River Delta Teleport is Geron's house. A hunter Armor can be found within inside one of the chests if you want an armor upgrade. Note, you have to sneak in the back using CAPS LOCK and steal it out of a forbidden chest. Return to Caldrim and tell him what you found/did. If you spared Kral, avoid telling Caldrim the truth as it just upsets him and decreases his opinion of you. - About Kral - No This quests opens up the quest "Mysterious Aura" QUEST: Mysterious Aura (Easy) REWARD: 100XP + 200 shards WHERE: You get the quest from Caldrim (Goliet Teleport -> 4 East -> 4 South) HOW: Caldrim will basically give you this quest after you ask him how the Berserkers change Elex into Mana, but not before you have completed "Elex for the Mana Shrine". DETAILS: If you asked Caldrim about how the Berserkers transform elex into mana, then Caldrim will immediately give you this quest at the conclusion of "Elex for the Mana Shrine". If you have not asked him about it, then you will not get this quest automatically. It will wait until you ask him: Jax: - So how do you transform Elex? - What do you need? - What do you suspect Orik's problem is? Caldrim asks you to talk to Orik at the conclusion of "Elex for the Mana Shrine". This is an easy quest, but listed here for chronological reasons. Go and talk to Orik in the cultivator fields. Exhaust all options but don't tell him Caldrim sent you or the quest will fail. Return to Caldrim and decide Orik's fate. If you betray Orik, you gain Caldrim's trust. If you pretend nothing is wrong, you lose Caldrim's trust (which matters if you want to become a Berserker). As for Orik... he never gives you any juice if you protect him. Jax: - About Orik... * Yes... [ Cold Inc, Caja Likes, Caldrim Likes ] - Forget about Orik... [ Cold Dec, Caldrim Dislikes ] QUEST: Bad Debts REWARD: 700XP + 100 shards OR (Fighting Required) 600XP + 250 shards OR 200XP - 150 shards OR 225XP + 150 shards (Crafting 3 required) WHERE: You get the quest from Ornir (Goliet Teleport -> 1 North -> 3 East) HOW: Talk to Ornir, answer his questions. Eventually he will ask you to assassinate an Outlaw who is hanging out on the outskirts of town. DETAILS: Ornir asks you what you think about laws. Jax: - Strict... [C+] - Guidelines... [C-] - Laws? [Nothing] Eventually he tells you about an Outlaw he saw hanging out below the pit. Suspects he is trying to steal things and asks you to kill him. He also says not to talk to him. Agree. The Outlaw can be found almost directly west of your location below the pit: (Goliet Teleport -> 6 South -> 2 West) The easiest/fastest way there is to Jet Pack off the landing where you meet Ornir into the Pit. then Jet Pack off the southern cliff down to the ground. This minimizes your chance of running into a creature. Talk to Bigby. Eventually you will see: - Are you waiting around for Ornir? You have the option to attack Bigby or End the conversation. Minor Spoiler: Ragnar will see allowing the Outlaw to live as a bad thing, whether you turn Ornir in or not. So if you want to keep the door open to becoming a Berserker, you need to kill the Outlaw. [Killing Bigby ] There are two ways to kill Bigby. Provoke: You have an opportunity to provoke him into attacking you through dialogue. Some users may prefer this approach as it feels more like self-defense that murder (Even if you threaten him into making the first move). The fight is much harder if you decide to provoke Bigby. Be prepared to Jet Pack away or dive roll a few times to avoid his immediate attacks. Murder: Other users may prefer to select "End" when the opportunity to provoke comes up. Then place themselves in a safer location and assassinate Bigby from range. This is much easier, especially if you shoot the red gas canister next to the fire he stands at. Return to Ornir with news of the death and you get 700XP + 100 shards ** Don't forget to put the Providers Amulet on before talking to him! [ Don't Kill Bigby ] There are two ways to avoid bloodshed, (Though either of these outcomes makes it much harder to join the Berserkers) Betray Ornir Instead of returning to Ornir, go and talk to Jora. Jora will thank you for for the information with 600 XP. He will also ask you to talk to Angrim. When you talk to Angrim, he will give you 250 shards. Help Ornir Return to Ornir and tell him what was said. Keep talking to him and eventually you will get an option to convince him to keep trading. But... you have to teach him how to hide the Elex readings from Angrim. (Requires Crafting 3) Bribe Ornir: Finally, you can convince Ornir to keep doing business with Bigby with a 300 shard bribe. If you Bribe, you get 200XP. Then return to Bigby and tell him the good news. He gives you 150 shards. All in all, you spent 150 shards for 200 XP. Not a complete loss, but far from the other outcomes. QUEST: Moving On Congratulations, you finished all the "easy" and "moderate" quests in Goliet. There are some quests you may not have finished. For example, you may have skipped "Free Beer" because of a lack of Combat Skill or because you are avoiding Ragnar as long as you can. There were some smaller quests not listed here. For example, fighting the low level creatures that attack the cultivator fields gave you 800XP if you helped. There are also some quests we skipped that we will return to in later chapters when you are higher level or when the consequences of the quests are not as detrimental. It is time to Move on to The Domed City -------------------------------------------------------------------------------- I.A.3 > > > > The Domed City -------------------------------------------------------------------------------- The Domed city is home of the Free People of Magalan. The city was created by The Great Council of Magalan. The council was disbanded when the Alb attacks began, but the city still stands. Domed City has 3 distinct areas. There are the farms, which you see off to your left when you enter (Southern portion of city). There are the slums, to your right, which is where you found Caja. It is also where you will find the tavern, vendors and various non-cleric factions. Finally, there is is the Clerics cathedral, up on a hill in the North/West corner. That is where the Clerics reside. Trouble Brewing It is no coincidence that Domed City looks so much like "Doomed" City. The city is on the brink of insurgency and your actions within will affect the city's future. This guide highly recommends all players skip below and read the quest "Abessa Dispute" before doing any quests as your choices add up to a bigger outcome. Knowing what that outcome is may help you decide how to handle the smaller quests. But it is up to you. EASY QUESTS: ------------ Within the Domed City, Easy Quests are those that can be accomplished without a mandatory fight. However they may involve leaving the city (lots of running from various creatures). And they may have optional outcomes that do in fact require fighting. QUEST: Mental Game REWARD: 100XP + 25 Shards WHERE: Get Quest from Gottfried located at (Domed City Teleport -> 5 West -> 1 South) HOW: Talk to Gottfried BEFORE you complete the quest Making Contact. Once "Making Contact" is complete, this quest is no longer available. DETAILS: When you first arrive in Domed City, a cleric by the name of Gottfried stands at the top of one of the Cathedral towers trying to diagnose and fix the Communications equipment. Approach him and talk to him to kick off this quest. NOTES: - On the way to Gottfried, a Cleric named Erich will likely force start a conversation with you when you pass. The first few lines don't matter, but END the conversation when you can (Don't turn in the ID or take Erich's quest right now). When you enter the Cathedral, take the stairs up to your immediate right. You will find Gottfried at the top. When you talk to him, he will say some things to himself before acknowledging your presence. Then he asks you if you can remind him what he just said: Jax: - 43 degrees eastwards, at a distance of 5 kilometers [ C+ ] Not only do you get a Caja like, but you get 100XP and 25 shards. NOTE: On the same level as Gottfried is a sanctuary with an altar. A ladder in the sanctuary leads up to yet another platform where you can find the Sword of Advent. QUEST: Making Contact REWARD: 600XP + 222 Shards WHERE: Get Quest from Darrel located at: (Domed City Teleport -> 1 North -> 4 West) HOW: Talk to Darrel DETAILS: When you talk to Darrel, eventually you will see: - How do people live here? Regardless of what you select, he will make a business proposal. Jax: ... - What Information have you gathered on the Clerics? - What do you expect from me? - How many shards are you talking about? - Why do you think?.... - Where can I find Lutz? Lutz can be found on the wall (Domed City Teleport -> 1 North -> 2 West) Jax: - I Heard you are having trouble establishing communication... ... - We might be able to come to an agreement - Whats so important about fixing your communication ... ... - I can get the replacement parts for you. Report back to Darrel: If you want to side with the Outlaws, tell Darrel some of the things you learned. If you want to side with the clerics, Claim ignorance for every conversation. In this case, siding with the Outlaws is recommended because it opens up more choices in later quests and more XP. [ SUPPORT OUTLAWS ] Jax: - I spoke to Lutz - Lutz said something about combat mechs... - Yes, he wants me to re-establish contact with Ignadon. - I'll plant the bug [ SUPPORT CLERICS ] Jax: - I spoke to Lutz - He didn't say anything that would interest you. - No that was everything - No, I've told you everything I know. This is a good opportunity to move the U4 companion quest forward. (assuming you are following this walk through top to bottom) He is near the North Abessa Converter teleport, which is just above the relay tower you need to visit. So activate the quest: Companions -> A half defective tin can Use the companion marker to find him and then activate the teleport. You will get an extra 200 XP when you talk to U4. NOTES: - Look for trader caravans along the way. Sometimes you can follow a caravan out towards the Converter's teleport, providing some protection. - If you meet a caravan, consider buying a miners shirt if you have the shards. It is the best protection you can get without joining a faction and there are not any found on the ground in easy to reach locations. - If you see a group of clerics on the road, always save before approaching. Some are caravans, but at least 1 group is led by a cleric named Rainer who will try to force you to join the Clerics with mind control. - If Caja is with you, she likes it if you choose the following option when talking to U4: Jax: - State alternative repair options [ C+ ] The Relay tower is guarded by 3 Albs who walk standard patrol routes. 3 is too much, even with Arx help. It is recommended that you sneak around back and sneak up the tower. Even if an Alb spots you, they won't chase you up the ladder. Climb the tower and activate the console at the top. If you chose to support the Outlaws, you will see two options: Jax: - Re-calibrate Antenna [ Support Clerics ] - Re-calibrate Antenna and plant Bugs [ Support Outlaws ] Which one you choose will determine who you side with on this quest. Again, siding with Outlaws will open up more options on your next quest. Don't forget to grab the ring of strength. It will let you use the hatchet on your next level up. Just teleport back to Domed City. Report back to Lutz that you finished the job: Jax: - I re-calibrated the antenna - You had better ask the Albs that If you sided with Outlaws, report back to Darrel (otherwise skip) - I installed the bug At the completion of this quest, Gottfried moves from the communication tower to the base of the Cathedral (effectively disabling the quest Mental Games if you have not already done it). QUEST: Securing Peace REWARD: 400XP + 100 shards OR (Ask for payment) 400XP + Cold Dec OR (Say it was the right thing to do) 1400XP + 165 shards + Cold Dec (Installed bug during Making Contact) WHERE: Get Quest from Gottfried located at: (Domed City Teleport -> 2 South -> 5 West) HOW: Talk to Gottfried after you complete the quest "Making Contact" DETAILS: When you talk to Gottfried, he will ask you to deliver a crate of Elex to a supplier to have some Mechs delivered. Jax: - Okay, yes that was me. - Yes, tell me what you need. - Give me the Elex, I'll take them to the Hort. - One crate is enough for a delivery of Mechs? [OUTCOME 1] If you chose to help the Outlaws during "Making Contact", on your way to Hans, you will run into a group of Outlaws led by a man named Snake near the underpass right before the rendezvous location: (Converter in North Abessa Teleport -> 9 South -> 1 East) Jax: 1 Pay me, then we will talk ... [Survival 2: +25XP, +50 shards] 2 You were suppose to be spying, not slaughtering! - After you killed them? No chance. - You won't get anything from me. - Here, take the Elex [+200XP, +84 Shards] FIGHT NOTES: - The fight isn't too hard if you use the environment. Jet pack up away from the underpass entrance. Once Snake runs around, Jet Pack back down. When they come back down, lead them through the tunnel. There are normally wild beasts on the other side of the tunnel. Get to the other side with Snake in pursuit and Jet pack up again. Now you can shoot the Outlaws while they fight the beasts. If the beasts aren't there or they kill them, Jet Pack down and run back through the tunnel a second time. But this time, turn and shoot the red gas barrel with an arrow as they pass by. Just make sure you aren't too close or it will take you out too. - Killing Snake is worth 800XP. His 2 guards are worth 100XP each. [OUTCOME 2] If you did not choose to help the Outlaws during "Making Contact", there is no option to help the Outlaws on this quest. Which makes this quest very straight forward. Unless you gave the Elex to Snake, you will need to proceed to the Bridge. Using the quest marker to give the Elex to Hans: JAX: - Are you the Cleric's Contact? - You won't get 20 meters in your condition MINOR DETOUR On top of the bridge above Hans, if you look to the East, you will see the South Abessa Converter. Save and then run over to it. It is the home of the separatists Don't talk to Sestak right now, but explore the inside, grab everything you can and activate the teleport there: (North Abessa Converter Teleport -> 10 South -> 15 East) ** A Plasma Rifle PT3 can be found within the Converter Regardless of who you side with, return to Gottfried (Domed City Teleport) and tell him how it went. If you sided with the clerics, then if you leave the city for 24 hours, when you return, the Mechs will be there. QUEST: Security Measures REWARD: 400XP + 150 shards WHERE: Get Quest from Erich. When you first arrive at Domed city, he hangs out at the entrance to the upper level: (Domed City Teleport -> 2 South -> 4 West) After Talking to him, he wonders around the upper level, normally helping out the mechanics (Domed City Teleport -> 3 South -> 4 West) Or sometimes goes to get a drink at the tavern (Domed City Teleport -> 4 West) HOW: Talk to Erich DETAILS: Erich needs you to deliver a vital component Jax: - Can this Domed survive an Alb Attack? - Malfunctioning Energy Regulators sounds dangerous Talk to him again: Jax: - About the broken Energy Regulators... - I will help you with the energy Regulators... Save immediately when the conversation ends. [ RILEY ] The second this conversation ends, an Outlaw named Riley will head to the cell: (Domed City Teleport -> 3 West) He is placed there with the assumption that you will pass through the area on your way to Lutz. When he sees you, he will run up to you and force-greet you with a request. He wants you to give him the regulator so he can install a backdoor into the cities shields. This guide recommends avoiding Riley unless you want to side with the Outlaws on this quest. You can talk to him and say no, but avoiding him causes him to stand in that cell for the rest of the game. This means he doesn't return to his shack (First shack on the right when you enter Domed City), leaving you an unofficial residence and making it easier to loot the items within. Avoiding Riley is pretty simple. If you are at the cathedral, walk around the city by following the base of the shield (There is a walkway). If you are at the bar, just jet pack up onto the roof and make your way to Lutz from the rooftops. Should you decide to talk to Riley, the conversation looks like this: JAX: - Whats in it for me if I help you? - 100 shards - 200 shards (Charisma 3) - 500 shards (Charisma 4) - I won't give it to you. - Okay, here is the regulator. Once you get to Lutz, Talk to him: Jax: - Erich Sent Me Return to Erich Jax: - Lutz has the energy regulator QUEST: Arms Trafficking REWARD: 800 XP + 411 Shards : Fight 600 XP + 150 Shards : Avoid Fight WHERE: You can get this quest from Judicator Alois: (Domed City Teleport -> 1 South -> 5 West) Or from Paige: (Domed City Teleport -> 1 South -> 3 West) This walk-through assumes Alois HOW: Talk to Alois DETAILS: JAX: - You are in charge here? - How are things here in Domed City? - Why have things become so bad? - Is there something I can help you with? JAX: - About the Outlaws weapon delivery... - I'll take care of that problem for you. - You've been using informers. - End NOTES: - Normally at this point you go talk to Paige who tells you where to find the dealer. And you still want to do that if you want to side with the Outlaws. However, if you are going to side with the clerics, you can skip Paige and go straight to the dealer (avoids Paige being mad at you). [Optional] Paige: Jax: - If it is so hard to get in, what are you doing here? - Where do you get your goods from? - About your trade ban - Sounds like you could use some help. - I'd say your walking a dangerous line - I could help get your weapons - Where can I find Radok? Find Radok: (Domed Teleport -> 5 North, 6 East) Loot the bodies and chest near Radok before talking to him, then save. If you want to avoid a fight, you have to pickpocket Radok. However, the fight is very easy, so unless you are on a mission to minimize bloodshed, the recommendation is to just talk to him. You also get a Caja Like: Jax: - I'm not here to fight you - Paige sent me - This is none of my business [ C+ ] When you talk to Radok, a fight will ensue. Either it will be (you + companion + 2 clerics) against Radok or (you + companions + Radok) against 2 clerics. It is not a hard fight. All you have to do is run around. Jet Pack and evade while the others fight each other. NOTE: In early versions of Elex, pick pocketing Radok appeared to lead to a bug where the quest didn't count towards the Abessa Dispute count. As of 2019, that bug seems to have been fixed. However it may still exist if you are on Console or have an original, un-patched hard copy of the game. [ Pro Cleric ] Return to Judicator Alois and give him the explosives. (Domed City Teleport -> 1 South -> 5 West) Jax: - About the Outlaws weapon delivery - I have what you wanted. [ Pro Outlaw ] Return to Paige and give her the explosives. (Domed City Teleport -> 1 South -> 5 West) Jax: - You are back in business QUEST: Counterfeit Papers REWARD: 300XP + 175 Shards (Help Cooper) 200XP (Turn Cooper In) WHERE: Get Quest from Hunter located just outside Domed City at the Outlaw camp. (Domed Teleport -> 3 North) NOTES: If you have been following this walk-through, you started this quest and finished most of it during the Equipment Detour 1 to gain access to the Domed City and pick up Caja. If you have not been following this walk-through, then make sure you talk to Gregor, the guy guarding the entrance to the Domed City before talking to Hunter. DETAILS: Talk to the leader of the Outlaw camp. A guy named Hunter. He agrees to help you get in to Domed City if you will do him a favor once you are in. Agree to this. He then tells you he needs you to find his companion Wick first as Wick has the blank ID cards. Once you accept the quest, Hit L to view your quests and activate the quest so that you get a map marker. (Domed Teleport -> 9 North -> 2 West) When you approach the house you will find it overrun by a pack of rats. Kill them and then search Wick's body for a set of blank ID cards. Return to hunter. Talk to him twice to get the fake ID cards. With the fake IDs, approach Gregor, the guard. If you didn't mention IDs earlier, you can hand him the fake ID and he will let you in. But if you asked him where to get one, he will call you out. If you tell the guard about the counterfeit ID, he thanks you by giving you a real one. Once inside, Activate the Quest Abessa -> Counterfeit Papers. It will lead you to Cooper. Eventually you will see the options: Jax: - Hunter sent me - Why don't you do something to stop the Clerics? - End The game lets you back out right up the last second if you want to turn Cooper in to Erich. Or you can give Cooper the ID. If you decide to help Cooper, return to hunter for the last 95 shards. QUEST: A Strange Mechanism REWARD: 100 XP (If you don't join The Claws) 600 XP (If you join the Claws) WHERE: Domed City Tavern (Domed City Teleport -> 4 West -> 1 North) HOW: Talk to Vito or Pickpocket Vito DETAILS: You need to get The Strange Key from Vito. Depending on various factors (Which factions you have supported, whether you have met Rat in Tavar, etc...) Vito may or may not offer the key to you when you talk to him. Specifically when you end the conversation. So for starters, just try talking to him and hit end one or two times. He may give you the key and some cryptic instructions: Jax: - I don't understand, why have you given this to me? - Why are you making such a secret of it? - End If he doesn't give you the key, your only option is to pickpocket him. It is easier to do at night when the tavern is empty (maybe find a bed and sleep until midnight). Once you have the key, you need to figure out where it goes. It inserts into a brick that is part of the Cathedral wall. Go to: (Domed City Teleport -> 6 West -> 1 South) Look for a fire near the Cathedral wall. The brick/hole is behind it (slightly to the right). Use the key on the brick and a passage leading down to the sewers will open up. Follow the Sewer and you will see Darius on the right. Talk to him: Jax: - I found the secret entrance. - From Vito, the barkeeper [ C+ ] Go ahead and grab any and all loose items that are not marked forbidden, including the Dualskill Amulet and Archon's Might Talk to Hector. He will tell you about the Claws and their goals. They are a non-political thieves' guild. After he has given you his talk, you have 3 options: Jax: - I want to join - What do you think will happen when I tell the Clerics? - End [ Join The Claws ] Join and you get 500 XP and access to the job chest. If you have been following this walk-through top to bottom, then skip down and search for "Rob Oran" to do the first Claws quest before moving on to the Tavar Quests. At this point, you should also have some sort of Combat skill, so you could finish the Free Beer quest back in Goliet (assuming you haven't already). As there are no combat trainers in The Domed City, you might also be able to visit Cormag and get some combat skills. [ Report The Claws ] If you threaten Hector that you will tell the Clerics, the claws will attack you (Not a good idea). Should you decide to do this, best to run if you are less than level 20. Another approach is to just hit end and back out. Then tell Alois about them: Jax: - About the secret society you are looking for... Alois talks about sending in a squad to check them out, but nothing ever happened in my play-though (No XP or Reward). QUEST: Vacancy REWARD: 425XP (Nyra) 425XP + 230 shards (Rorik) 425XP + 230 shards (Darrel) WHERE: You can get this quest from Vivian located at (Domed City Teleport -> 3 South -> 4 West) Sometimes she hangs out in her room (Domed City Teleport -> 2 South -> 2 West) HOW: Talk to Vivian DETAILS: When you meet Vivian, go ahead and ask about her life story. Listening to it gets you 200XP (Doesn't require doing this quest) Jax: - What do you mean? You want to become an Alb? - Tell me your story... - What happened to your parents? - Where did you go? - Then why didn't you remain with the Outlaws? (+200XP) Jax: - What are you doing here in Abessa - No * I Know the Basics [Craft 2] (+ 25XP) - I can work on Mechs [Craft 6] (+200XP) Jax: - Yeah, I will talk to your candidates - END To recommend someone for the position, you need to go talk to them. But you don't have to talk to everyone if you don't want to. Notice that each candidate is from a different faction. So who your pick carries political weight as well. Nyra: An Alb Separatist with amazing skill but no loyalty. Regardless of the Separatist's stance, Nyra personally HATES the Free People of Domed City. (As her diary reveals). She also wants 500 shards. Rorik: A Berserker exile with loyalty and moderate technical skill. Darrel: An Outlaw with no loyalty and no skill. Nyra is the superior candidate, but her loyalty is to the separatists. If you choose Nyra, Vivian will reimburse your 500 shards, but you won't get any extra money. You also want to make sure to tell Vivian to keep an eye on her or Nyra will kill Vivian should an uprising occur. Jax: - Nyra wants to be paid in advance - You should give the separatist Nyra the job - She is the best candidate by far [ C- ] * She is the best technical candidate, but ... [ C+ ] - You are right. Maybe she isn't right Rorik is the middle candidate. Better technical skills than Darrel, but nothing like Nyra. However Nyra is loyal to the Separatists and Darrel is loyal to the Outlaws, so Rorik is the only candidate that is actually loyal to the City. Jax: - You should give the Berserker Rorik the job * He knows his way around tech from the inside [ C+ ] - Rorik will be trustworthy, but he ... [ C+ ] - I don't think Rorik is right for the job. (Cancel) Darrel has no redeeming qualities. However, if your goal is to support the Outlaws, you make more money if you choose Darrel (Don't have to pay Nyra 500 shards). Darrel also exists as a backup option in case Nyra is already exiled. Jax: - You should make the Outlaw Darrel your technician - He knows his way around ... (lie) * He doesn't know much ... - I don't think you should trust Darrel (Cancel) QUEST: The Beggar REWARD: 300 XP - 150 shards WHERE: Domed City (Domed City Teleport -> 4 West -> 1 North) HOW: Talk to Homeless man sitting near the fire pit in the middle of the city (24 hours after gaining access) DETAILS: This quest involves an unavoidable fight where there is little environmental help to rely on. However most users will not finish the quest now, they will simply start it and finish it later when returning the city at a higher level (typically to get new quests from the Claws). A Homeless man will approach you and ask you for shards if you walk in front of him. Jax: - Get Out of Here [ C- ] - You'll get nothing from me [ Cold Inc ] x Take this and get out of my face * There, take this (10 shards) [ C+ , Cold Dec ] Go ahead and ask him about the town. Be sure to exhaust all dialogue options. NOTES: x Do not select "Take this and get out of my face". It causes a game bug as of 2019 If you give him 10 shards, he will mention a contact and ask you to come back again later. Each visit below starts 24 hours after your last. It is really not worth sleeping for this quest. Just wait and check in from time to time when you are in the city. He won't approach you for secondary phases. You must initiate contact with him. Second Day: ------------- He will tell you he has friends that can invest your money and make you rich. But he needs 100 shards. Jax: 1 You expect me to trust you? * Alright , but don't try to cheat me (100) - I'm not interested Third Day: ------------- He will tell you that you are investing in a prototype Armor, but that they need more money in advance to finish it. Jax: * Alright, you better not be ripping me off (200) - No, you are not getting anymore money from me. If you select No, you don't get your money back. Speak to him 24 hours later: Fourth Day: ------------- He will tell you there is now another interested party who is willing to pay more for the armor, so if you want the armor it will cost 10,000 shards. Jax: - Have you got the Armor I paid for? - Forget it * Take me to your people so I can sort this out. - I'll kill you if you don't take me - You will be safe with me. If you select Forget it, you don't get your money back. Follow the bum. He will lead you to a group of 3 thugs. When you see the thugs, save. The leader of the Thugs will attack first. Your companion won't help you with him. Once you take him down, his guards will attack. Your companion will help you with the guards. Each thug is worth 100XP for a total of 300XP. If you loot their bodies, they normally have close to 100 shards between the three of them. Return to the bum. Jax: - Then give me what you have ... [ C+, N- ] - Why don't you con people for me. - No, you will repay every shard [ C-, N+ ] If you simply tell him to pay up, he gives you around 70 shards. If you enlist his services to con for you, you get 55 shards and then another ~50 shards every week that passes. (And a like from Nasty). QUEST: Professional Thug REWARD: 500 XP + 80 shards WHERE: Get Quest from Riley. He can either be found at his house (Domed City Teleport -> 2 West -> 1 North) Or near the entrance, hanging out in the street (Domed City Teleport -> 3 West) NOTES: If you haven't leveled up, you should do so before this quest. Recommend Melee Weapons 1 with hatchet before attempting this quest. HOW: Talk to Riley DETAILS Start a conversation with Riley and choose the path: Jax: - Did you flee here from the desert? - You think it is better here? - Who is this Berserker that is giving you trouble - About Brabak - Leave Brabak to me - END Brabak can generally be found in the Tavern (Domed City Teleport -> 4 West -> 1 North) Though if you already overheard his conversation with the bartender, he might be at his house: (Domed City Teleport -> 5 West -> 1 North) When you first talk to Brabak, you want to avoid a fight because you will then have to fight him a second time for Riley and he will use a shield making him much harder. (Probably impossible at your level). But if you just have a beer with him and THEN tell him to leave Riley alone, you only have to fight him once and he doesn't use a shield. First Conversation: Jax: - What are we celebrating? - I believe! - I've done more fighting than you [ C+ ] - End Now Save, walk outside and Tell Caja to stay. That way you can avoid her Dislike on the next convo. Second Conversation: Jax: - Why aren't you in Edan...? - You need to learn respect (Provoke) [ C- ] - Huh, you can try. After the fight, talk to Brabak Jax: - You had better leave people alone... - From now on keep your hands off the Outlaws... Return to Riley Jax: - About Brabak - You needn't worry... QUEST: Right to Stay REWARD: 900XP + 500 shards (Separatists stay) 700XP + 200 shards (Exile the separatists) WHERE: Get Quest from Fenk in the slums: (Domed City Teleport -> 1 North -> 5 West) NOTES: Highly recommend reading Quest "Abessa Dispute" below before proceeding with this quest. HOW: Talk to Fenk DETAILS When you approach Fenk, he will recognize you. JAX: 1 What Cause? * You betrayed all that you were... [ Cold Dec ] - I will give you my support. [ Nothing ] ** It may seem rude, but take the cold decrease. JAX: - What goods have you got? 1 It seems you are tolerated here... * Do you need help? - About the threat of being thrown out - I will help you - Whats the problem with Caleb and Jorg - End Talk to Caleb first: - That's none of your business - What do you have against Separatists? - You want to have all Separatists thrown out? - What information do you think they've shared? - I can make sure Jorg stops denying his story. When you talk to Jorg, you will find he is stubborn and wants to do the opposite of what you tell him to do. So ... simply tell him to do the opposite of what you actually want: As you can see below, your conversation with Jorg will cause a Caja like or dislike. So if you plan on exiling the separatists, you should tell Caja to stay back (out of sight) when you talk to Jorg. [ Side with Separatists/Outlaws - Allow Separatists to Stay ] Talk to Jorg Jax: - I'm not here about the food rations. - Caleb sent me - About the situation with the separatists - You should keep silent [ C+ ] - Think about Caleb. What he will do. - You shouldn't do that Return to Fenk for 500 shards If you wish, you can go to Alois located at: (Domed City Teleport -> 5 West -> 1 South) And watch Jorg admit his lie. But not necessary. [ Side with Clerics/Berserkers- Exile (save) Separatists ] Talk to Jorg Jax: - I'm not here about the food rations. - Caleb sent me - About the situation with the separatists - Go to the Clerics ... [ C- ] - I spoke with Fenk, he is not a spy - If that is your decision Return to Caleb for 200 shards QUEST: Helping Hands REWARD: 0 XP (Turn down offer - Neutral Option) 800 XP (Kill the Outlaws - Favor Clerics) 100 XP (Kill Gustav - Favor Outlaws) WHERE: Get Quest from Gustav who guards the 2nd entrance at: (Domed City Teleport -> 3 West -> 2 North) HOW: Talk to Gustav NOTES: Highly recommend reading Quest "Abessa Dispute" below before proceeding with this quest. DETAILS: Gustav guards one of the entrances to Domed City. Approach him and choose the Path: Jax: - Whats happening in the city? - You don't seem to like Outlaws - You want the Outlaws in the farm to die? [NEUTRAL] If you tell Gustav you aren't interested in killing people, the quest doesn't count towards the Abessa Dispute count, but you also don't get any XP. Talk to Gustav: Jax: - About the Outlaws in the farm - I'm not killing the Outlaws for you. [PRO CLERIC] Talk to Gustav: Jax: - About the Outlaws in the farm - I can take care of the Outlaws for a price - You want their heads? Talk to Hunter: Jax: - I've got a message for you from Gustav - He wants you all dead - I'm not telling him anything.... They will attack. Jet pack to the roof, run off the east side of the building, turn and ready an arrow on the barrels near the corner. When they run by, let the arrow go. Not an easy fight, but use the Jet Pack + Arrows and you should be able to pull it off. Talk to Gustav: Jax: - About the Outlaws in the farm - The outlaws have gone [280 shards, 140 XP, N- ] [PRO OUTLAW] Talk to Gustav: Jax: - About the Outlaws in the farm - I can take care of the Outlaws for a price - You want their heads? Talk to Hunter: Jax: - I've got a message for you from Gustav - He wants all of you to leave now. - What do I get for running your errand? - You have a deal, I will bring him here. [C+] Talk to Gustav: Jax: - About the Outlaws in the farm - There were too many Outlaws... The screen goes black while Gustav gets a guard to take his place. When it fades back in, he starts running to the farm. You don't actually have to help him. You can just watch the fight. But there is a slim chance Gustav will kill all the Outlaws. So keep an eye on the fight. If it looks like he is about to take out the last one, you may want to intervene. QUEST: Abessa Dispute REWARD: 500 XP WHERE: N/A HOW: Most Quests within the Domed City force you to make a decision where you either support the Clerics/Berserkers (CB) or the Outlaws/Separatists (OS). The moment you complete 5 quests that favor CB or OS, this quest kicks off. 8 Days later an insurgency occurs and you will receive the quest "Abessa Dispute" with some vague text about visiting the city. DETAILS: The following 9 quests can affect when the Abessa Dispute kicks off: - Making Contact - Darrel/Lutz - Securing Peace - Gottfried - Security Measures - Erich - Arms Trafficking - Alois/Paige - Counterfeit Papers - Hunter - Vacancy - Vivian - Professional Thug - Riley - Right to Stay - Fenk - Helping Hands - Gustav Ultimately the game pits the Clerics+Berserkers (Pro-Dome) against the Separatists+Outlaws (Anti-Dome). Most quests force you to decide who to favor. The Dispute kicks off if you complete 5 quests that favor one of the two groups over the other. Why these groupings? You learn from Paige (Outlaw) that the separatists are supplying the Outlaws with weapons. Thus regardless of the Separatists agenda, when you support them, you indirectly support the Outlaws. If you support one of the two groups five times, then there are two outcomes: DOMED CITY FALLS ---------------- If you favor the Outlaws/separatists 5 times, the Outlaws succeed in overtaking the Clerics. However the fight weakens the city. Alb forces promptly attack and massacre everyone. Domed City falls and the few Outlaw survivors gather at Bombers Farm: (Domed City Teleport -> 7 East -> 3 North) CLERICS RULE ------------ If you favor the clerics/Berserkers 5 times, the insurgency fails. The Clerics bring order by massacring all Outlaws and separatists, leaving only Clerics, Berserkers and farmers. AVOIDING THE DISPUTE -------------------- One can avoid the dispute by keeping their decisions balanced. IE: 4 that support one group and 4 that support the other. Helping hands has a NEUTRAL option, where you can basically refuse the quest. You don't get any XP, but you don't create a balance issue either. Which 8 you decide to do doesn't matter, only that you keep your choices balanced. So for example, you might do 8 quests like so and choose the neutral option for Helping Hands - Making Contact - [600 XP] (Outlaw) - Install the Bug - Securing Peace - [1400 XP] (Cleric) - Give Elex to Hans (not Snake) - Security Measures - [400 XP] (Cleric) - Don't install Backdoor - Arms Trafficking - [1600 XP] (Cleric) - Give Weapons to Alois - Counterfeit Papers - [100 XP] (Outlaw) - Help Cooper - Vacancy - [225 XP] (Cleric) - Give Job to Rorik - Professional Thug - [500 XP] (Outlaw) - Beat up Brabak - Right to Stay - [900 XP] (Outlaw) - Side with Fenk - Helping Hands - Gustav [0 XP] - "I won't kill the Outlaws". Once you select "I won't kill the Outlaws", the option to do quest "Helping Hands" goes away, solidifying the cities future. Or you may decide to simply avoid Gustav and not do Helping Hands. That leaves the option open to allow the dispute at a later time if you decide Domed city is getting a little boring. Unfortunately there is no way to save the separatists aside from maintaining balance. Even if you get the separatists exiled before the uprising, the game kills them where they stand when the uprising happens. (You will find Fenk's dead body near the farm where you got the fake ID card from: DOMED CITY TELEPORT -> 9 North -> 2 West) So the separatists within the city are doomed unless you maintain balance. BUGS ---- In early versions of the game, 2 of the quests had bugs that could cause the game to not count their completion towards the Dispute. Notably, using pickpocket on Radok during Arms Trafficking and Avoiding Riley during Security Measures. This allowed users to complete in other, unbalanced ways without kicking off the dispute. As of 2019, these bugs have been patched. -------------------------------------------------------------------------------- I.A.4 > > > > Equipment Detour 2 -------------------------------------------------------------------------------- Explanation ----------- We are going to take about 20 minutes to run around and get some of the games better amulets and rings (and some weapons). This will help out in Tavar and give us some more dialogue options moving forward. You could technically do this detour sooner, but one of the items can only be purchased (1500 shards) so you would have had to skip that item earlier. By this point you should have at least that many shards, even if you purchased a miner's shirt. Destination ----------- Most of the games better items are in Ignadon which is also where some of the games tougher enemies are. However, by now you should have the gear and XP to survive a hit or two. QUEST: The Mechanic's Amulet There aren't any Charisma boosting items lying around in the world. You either have to make an item yourself or you have to buy it. The Mechanic's amulet is one of the few items you can buy that boosts charisma however it is only sold in the Hort. (1500 shards) The Hort is the stronghold of the clerics and it is not open to everyone. The tricky part is getting into the Hort. There are four ways to get in. See the quest "Enter the Hort in Ignadon" below for all options and details. We will list the easiest one here, but if you want to pursue one of the other methods, feel free. One method for example avoids all Hort-related dialogues and quests, but is far more challenging as it involves climbing the wall and sneaking in unseen. If you want a challenge, check it out. Otherwise keep reading. Open the map and go to the Hort Teleporter. Head to the Gate inside the Hort (Hort Teleport -> 3 East -> 2 South). Talk to Xander the Gate guard: Jax: - Where am I? - So, how can I get in? - Here, is this enough to let me in? (80 shards) - I'm not interested in a deal. Just let me in. - Okay, let me in and I will talk to you later. Once inside Hort, find Siegfried. (Hort Teleport -> 8 East) He will ask you about a package when you meet him: Jax: - Who are you waiting around here for? - Do you have anything to trade? - Lets do some business Buy the Mechanics Amulet (1500 shards). It is expensive, but there are not any Charisma boosting items lying around in the world. BUG: There is technically a mechanic's amulet on top of a tower east of the South Abessa Converter, however a game bug prevents you from being able to pick it up. QUEST: Energy Shield Use your map and teleport to the Hort teleport. Then open your map and plant a custom marker at: (Hort Teleport -> 5 West -> 1 North) There is a tank sitting there. When you reach the tank, start heading south through the trenches (safer than the roads). The trenches are pretty safe, so feel free to pick up scrap along the way. You will eventually reach a supply stand: (Hort Teleport -> 3 West -> 2 South) The Persuader I (Mace) and Ring of Poison Resistance can be found among the gear. Next open your map and place a customer marker at: (Hort Teleport -> 7 West -> 6 South) If you make a straight shot for it from the supply stand, you will likely run past some enemies, but they shouldn't be able to keep up with you if you keep running. At the destination, you will find the lava flowing from a rock. Cross west over the rock and you will see a larger lava flow. Jet Pack over the lava to Cell: (Hort Teleport -> 11 West -> 8 South) You find an abandoned Camp. On the ground is a shield near a sleeping bag. QUEST: Dualskill Ring From the Energy Shield, Jet Pack up and over the mountain to cell: (Hort Teleport -> 8 West -> 10 South) By approaching from the Top of the mountain, you minimize encounters There is normally a screamer wondering around the top. You should be able to take it on, but if not, the item you want is laying inside the fallen tower: The Dualskill Ring. There is also a Golden Whisper at the peak of the mountain just beyond the ring. The locker code is 3179 if you want to grab the white gemstone within while you are there. QUEST: Laser Blaster LSR-C Assuming you are standing where the Dual Skill Ring was found, plot a custom marker for: (Hort Teleport -> 6 East -> 11 South) If you head straight for it (avoiding lava of course), you shouldn't run into any major creatures. Just random spawn (which are normally leveled) Do what you always do... run. QUEST: Survival Artists Amulet Assuming you are standing where the Laser Blaster LSR-C was found, plot a custom marker for: (Hort Teleport -> 7 East -> 16 South) (The electric tower) Again, no known high level beasts await you, but you will likely run into random spawn. The good news is, your destination isn't a Jet Pack Challenge. Someone converted the base of the electric tower into a make-shift home. So just Jet-pack up onto the roof (second roof) and you will find the Survival Artists Amulet. (While you are there, pick up the Gaurudium) QUEST: Meet Ray Open up and active the quest Main Missions -> Campaign of Vengeance -> Stolen Equipment. This will highlight where Ray is (Sandy Pines Hotel). Recommended route: Go to the Goliet Teleporter. Tell Caja to stay if you want to avoid some Dislike reactions to your conversation with Ray. Go to the center of the bridge leading east, save and then jump off. Use the jet-pack to slow your fall. Once you are safely in the stream, follow the stream north (run from everything) until you reach a lake. Follow the left/west side of the lake and at the north edge, you will reach a broken concrete bridge. (Goliet Teleport -> 17 North -> 5 East). Sandy Pines is to the east: (Goliet Teleport -> 16 North -> 12 East). Activate the teleporter, then approach Ray. A cut-scene kicks off: Jax: - How about I throw you off a cliff? [ Cold Dec, C-,R- ] * A drink won't pay for my equipment [ Cold Dec, C-,R- ] - Give me my armor and I won't kill you. [ Cold Inc ] All options lead to the same outcome... you agree to meet Ray at the Fort. Loot the restaurant. You will find the High Performance Soup Recipe inside, which is very useful. If you told Caja to stay back, teleport back to Goliet to pick up Caja and teleport back. QUEST: The Poachers Amulet Open your map and place a custom Marker in the cell: (Sandy Pines Teleporter -> 4 East -> 5 North) Along the cliffs is a campfire with some items laying around. Most notably: Jax: - Poachers Amulet (+2 Survival) - Heavy weapon (Kaboom) Get their however you want. A direct approach is fine. You can jet-pack up the cliff ledges. QUEST: Ring of Power This one may be too hard, but it doesn't hurt to try. You can save before the hard part. Teleport back to Sandy Pines and set a custom marker at the tower located at: (Sandy Pines Teleport -> 11 East -> 3 North) There is a mine at the base of the tower. Jet pack up to the control booth roof and shoot it with an arrow. Loot the area, save. (Sleep if you want). Then plot a course for: (Sandy Pines Teleport -> 15 East -> 1 North) And head straight there. (Yes... it means leaving the road, and climbing a cliff, but it avoids a quest you are not ready for yet. Now head to the Fork in the road at and go RIGHT. (Sandy Pines Teleport -> 18 East -> 3 South) Continue down the road until you reach a broken bridge. Jet Pack out to the center. (Sandy Pines Teleport -> 25 East -> 7 South) SAVE and prepare for a fight. NOTES: The game randomly spawns an enemy below the bridge. Sometimes it is a relatively easy creature like a Screamer. And sometimes it is a moderately difficult creature like a Raptor. If it is too difficult for you, then don't sweat it. The ring of power will still be there in a few levels when you are ready. Don't forget... you now have an energy shield. Jump down and kill the creature beneath the bridge. Once the fight is over, note the base of the bridge. How the 2 pillars come down into a concrete slab. Remember this place, because you will be back soon. Plot the final marker at: (Sandy Pines Teleport -> 26 East -> 10 South) The Ring of Power lies within a pile of radiated junk, inside an unlocked safe. However, the junk is guarded by a high level ripper. The ripper can normally take Caja down in 2 or 3 hits. When you see the ripper in the distance, make a new save. The strategy that worked for me was simple. Get the rippers attention and then back to the base of the bridge. (Stay far enough ahead that it can't hit you, but close enough that it keeps following) The ripper will come around to attack you. When it does, run between the pillars and sprint back to the marker. Use a potion if it managed to get a hit in. The ripper will eventually return to the spot you saw him, but he will change to walking speed once you are far enough away. Your companion may also keep him occupied for 10 seconds or so. Run to the radiated garbage on the right (just before the spot the ripper was standing) open the safe, grab everything (hit X) and get out before you die. Now... run further down the path to avoid the returning ripper. (Go right and up at the fork) If he hasn't seen you, he will stop at his normal spot when he returns. Make your way out of the gorge and save. QUEST: Reach Tavar Activate Rays Quest "The Crafty Crook". It will put a marker on the entrance to Tavar. It shouldn't be too far from your location. You should be able to jet pack across the gorge near where you emerge from the gorge. Tavar is dangerous. Best to just sprint to the entrance and don't look back. When you reach Ray, don't talk to him. We will address him later when we get to the Tavar Quest "Crafty Crook". For now, just save. Then run up the ramp. To the left there is a fight going on between some guards and some mutant bugs. Help out, even if you only shoot 1 arrow from a distance. Eventually we will address this below in the Quest "Defensive Measures". QUEST: Crossbow In the middle of the desert, hidden in a bush is a crossbow not far from the Teleporter into the Fort: (Fort Teleport -> North 4) Run up, grab the crossbow and teleport back. The base crossbow doesn't do much damage, but it supports explosive tipped bolts for harder fights. Time to address the Tavar Quests: -------------------------------------------------------------------------------- I.A.5 > > > > Tavar -------------------------------------------------------------------------------- NOTES: There is an Outlaw named Rat standing near the bridge in the center of Tavar. When you approach, he will force a conversation with you and ask you for 50 shards. Say Yes when/if this happens. EASY/EARLY Quests ----------------- These are quests that don't require you to fight (There is some way of avoiding the fight). QUEST: Enter the Fort of Tavar REWARD: 600XP WHERE: Tavar Fort Entrance (Tavar Fort Teleporter) HOW: Talk to Spike NOTES: - Put on the Dual Skill Amulet before you talk to him. DETAILS: An Outlaw named Spike is running a con game, trying to get people to pay to enter Tavar, even though there is no required admission (You can jet in if you want). When you approach the gate, he will stop you and try to get some money out of you. Jax: - Here. 200 shards (200 shards) - I don't want to come in. [ Spike Dislikes ] * I'm not paying you anything - I already paid you (Suggestion) If you pay him, he will continue to insist on payments moving forward. The only way to stop it is to intimidate him. (Or jet pack over him). If you claim you do not want in, Spike is Displeased and tells you the entry price is going up, so you should pay it while it is still only 200 shards. If you say you won't pay him anything, he will offer a deal. You can come in free this time, but it will cost you 400 shards next time. Jax: * Okay [ Spike Likes ] - Alright, I'll pay [ Spike Likes ] x Forget it BUG: Don't select Forget it. Sometimes the game bugs out. If you select Okay, you stay on Spike's good side and you can still say no later. You can also ask him about the city. (Later) Jax: - Okay, I'll pay (400 shards) - You'll get those shards over my dead body - There is no entrance fee. This is a con. * You've chosen the wrong person to .... (Combat 2) - I don't have enough (lie) Picking the Combat 2 is best as it gets you extra XP. Shy of that, use the "over my dead body" line. Spike doesn't want a fight and lets you pass. QUEST: Defensive Measures REWARD: 275XP + 400 Shards WHERE: Tavar Fort Entrance (Tavar Fort Teleporter) HOW: Talk to Bullet DETAILS: When you first approach the Fort, you will see a fight going on between the guards and some mutant bugs. Help out, even if only from a distance. When it is over, talk to Bullet. Tell him you want to enter the fort and he will give you this quest. Jax: - Who are you? - What do you do here? - You're not very chatty are you? - Yes - What kind of creatures? Bullet will send you to William. Before you talk to William be sure to equip your Poachers Amulet. The number of guards you can send is determined by your Survival Skills score. Talk to William: Jax: - I don't want anything for free. I'll earn it. - Who wants your men? - Bullet needs reinforcements outside the gates. - One should be enough - Two should be enough (Survival 2) - Three men. Any less and .... (Survival 3) * You need four men if you.... (Survival 4) He says as many as possible - END With the help of the poachers amulet, you should be able to select the max value of 4 and get an extra 75XP. Return to Bullet to complete the Quest. QUEST: Bunker Teleport Okay, this isn't actually a quest, but a convenience. There is another teleport within the Fort right by the Duke's Bunker. Go to Cell: (Fort Teleport -> 2 East -> 6 South) And activate it. It will be used as a reference for many of the following quests. QUEST: The Crafty Crook REWARD: 1100XP WHERE: Tavar Fort Entrance (Tavar Fort Teleporter) HOW: Talk to Ray. You must first talk to him at Sandy Pines, then he appears outside the fort. DETAILS: Ray Meets you outside the Fort and tells you about some bounty hunters that are after him. Jax: - What are you planning now? Ray wants to talk to a guy named Wyatt who is distributing contracts on his like. When the conversation ends, just follow Ray. Eventually, you will need to talk to Wyatt. Jax: * Let's say I have an interest... [ Cold Dec, C+ ] - Just tell me what you know - I didn't come for the Elexit, but... [ Cold Inc ] Jax: - Who told you to distribute these? - What would happen if I took care [ R- ] - So you're not behind this hit? [ R+ ] Talk to Ray. This will lead to him becoming your follower (another 500XP) Jax: - Are you still trying to tell me.... - So how did you think this will play out now? - I guess its the best deal I'll get... - End. Ray doesn't start walking to your camp like most followers. Remember, he is paranoid about being assassinated. Instead, he just magically appears at your camp the next time you teleport there. As long as you don't return to your camp, Ray will remain at the Fort. QUEST: Grenade Delivery REWARD: 300 XP + 200 shards (If you ask for money) 300 XP + 3 grenades (If you ask for grenades) WHERE: Blake in Tavar Fort (Fort Teleport -> 2 East -> 2 South) HOW: Talk to Blake DETAILS: William Said Blake was the one guy who didn't need any help. However this side quest becomes unavailable later, so it is best to do it now (If you are interested). Talk to Blake: Jax: - What if I say Baxter 1 Tell me about Baxter 2 Tell me more about the Duke - Tell me the details and I will decide - So what do you need me for? - About those Grenades you want... - Yes, I'll get them MINOR DETOUR: For this quest, you will likely want to acquire the Amulet of Deception. The amulet can be found at: (North Abessa Converter -> 8 West -> 3 South) It is inside of a lookout tower (inside Level 1 locked container). If you run from the teleport to the cell, you will run into enemies... but if you just keep running, normally the destination cell is empty. With the Amulet of Deception in hand, go to The Dukes Bunker Teleport. Enter the bunker (Doors to the left of the teleport) and then a set of stairs goes down in the right corner of the Dukes throne room. Downstairs, activate the Quest (Tavar -> Grenade Delivery). It will point you at the grenade crates. You just have to wait until the Camp Master isn't looking and then pick them up (Save first). You should be fine with the amulet of deception on. Return to Blake: Jax: - I have the crates of Grenades you want He offers you money or grenades. If you take the money, he gives you 200 shards (which would buy you 10 frag grenades). If you take the grenades, he gives you 3. QUEST: Sticky Fingers REWARD: 700XP -250 shards (If you pay off Scrappy) 512XP -50 shards (If you use lifeline) WHERE: Doc in Tavar Fort (Fort Teleport -> 1 East -> 3 South) HOW: Talk to Doc NOTES: Take a Can of Food with you. DETAILS: In the center of the Fort is a man named Doc who has figured out how to use Elex to create drugs that can have various effects on the user. Talk to Doc, and he will tell you his drugs have been stolen: Jax: - My Dreams? - What do you have to offer? - What was Stolen? - Do you have any leads? - End If it is night time, you may have to sleep until morning. Cindy is normally busy and won't talk at night, and she's back at work by midday already. There is a guard post that normally has a sleeping bag here: (Fort Teleport -> 1 East -> 1 South) Once it is day time, Head to the Strip Club: (Dukes Bunker Teleport -> 5 West) Jax: - Desire? - You must hear a lot of things - I need some information - Docs chems were stolen. Have you heard anything? - Are you sure? (50 shards) - Back - End If you haven't already, open up your Log (L) and activate the quest Tavar -> Sticky Fingers. This should put a quest marker on Scrappy. It is best to teleport to Duke's Bunker Teleport and approach from that side as it ensures when you jump down you are outside the fence. Jax: - Here (1x Canned Food) [ Cold Dec ] - End To maximize XP, it is better to just Pay Scrappy. Money is easy to come by thanks to the Animal Trophies Skill. XP is not. However if you don't have 200 shards, you can use a lifeline chem to boost your survival skill. Note that using chems halves the XP you receive (Not to mention the chem is worth 30 shards if you just sold it). So if you go this route, make sure the chem has worn off before you report back to Doc. Jax: - Cindy gave you up. - You should give Doc his Chems back. - You shouldn't steal so openly (Survival 8) [ C+ ] - Because you aren't a bad person (Charisma 10) [ C+ ] - I'll Pay you for the chems (200 shards) [ C+ ] - Give me the chems or I start breaking Limbs - I don't care about the chems (Fail Quest) - End Teleport back up and talk to the Doc: - I have your chems. Note: If you sell the 5 pick-me-ups, they are worth 150 shards. QUEST: Stuffing Mouths REWARD: 1200XP + 200 shards (If you spare the boy with money) 1500XP + 300 shards (If you bring boy back to fort (boy dies)) 1162XP + 500 shards (If you spare the boy with lifeline) WHERE: Hank in Tavar Fort (Dukes Bunker Teleport -> 5 West) HOW: Talk to Hank. DETAILS: Hank is in charge of the supply lines and one of the caravans hasn't arrived. Hank wants you to take care of it. The Duke doesn't want people in the fort to realize how volatile things are for fear of an uprising. So Hank wink-wink nudge-nudges you to let you know he isn't interested in survivors. To take the quest, talk to Hank: Jax: - So, how can I help you serve the Duke? 1 Discrete? What are you trying to hide? - Pay me and I'll be discrete [ Cold Inc, C- ] - I'm not lying for you [ Cold Dec, C+ ] - I will look for the Caravan - End Open up your log and activate the quest to get a Quest Marker: Tavar -> Stuffing Mouths Use the Fort Teleport and make your way there, avoiding/running from fights along the way. When you get to the caravan you will find a lone survivor: Jax: - What Albs? - How did you survive - Your a Runner? - What are you going to do now? - End Go ahead and loot the bodies and pick up the 5 crates. When you pick up the 5th crate, you will get 200 XP. After you pick up the crates, you need to deal with the boy. At this point in the game it is unlikely you will have the stats to convince the boy to leave with Survival 10. But you can always give him money. ** If you wait until after the quest "Scrap Delivery", you will likely have the stats through a lifeline chem, but you need the XP now more than you need the shards later. The good news is that you will get 500 shards from Hank for not returning with the boy. So you still come out on top (if you care). Jax: - Hank Sent me - Hank doesn't want people to know - Your boss wants you to stay quiet. - No, you will be safer in Abessa (Suggestion) [ C+ ] - Here, take this and get out of here (300 shards) [ C+ ] - If you want to Survive... (Survival 10) [ C+ ] - Fine, I will take you to the fort. If you bring Kid back to the Fort, Hank will be mad at you. He won't pay you 500 shards and he will kill Kid when he gets to the bar. If Kid doesn't return (whether you killed him, intentionally let something else kill him on the way back or convinced him to leave), Hank is happy and gives you 500 shards for your trouble. Note that if you meet Kid before meeting Hank, the option to save the kid isn't there. MODERATE QUESTS: ---------------- Moderate quests include quests that may require a fight, but one you should be able to win after completing all the easy quests. Or quests that expose you to the possibility of an attack by a strong enemy, but one you can run from. Most Tavar quests fall into this category. QUEST: A Mechanical Guard REWARD: 1325 + 250 shards WHERE: Cutter in Tavar Fort: (Duke Bunker Teleport -> 5 west -> 2 South) HOW: Talk to Cutter DETAILS: An Outlaw named Cutter guards the southern entrance into the Fort. The easiest way there is to go to the Duke's Bunker Teleport. Set a map marker at: (Duke Bunker Teleport -> 5 west -> 2 South) Then run towards it (Jet Pack over the Canyon) When you approach, Cutter will stop you: Jax - I'm just looking around - What are you doing here if you let everyone through? - Pay me and I'll find you a robot. - You could definitely replace yourself with a robot. - No, I guess we would need help.... - I'll get you an AI module. - End NOTE: There was an option that takes Crafting 10, but it just gives you another 25XP (12 if you are using chems to reach the score). Not worth it. Open your quest log (L) and activate the quest: Tavar -> A Mechanical Guard It will place a marker on a drone. Be careful on your way to it. There are mines on the ground, so keep an eye out. The drone will attack when you approach, so you will need to take it down. Grab the AI Module and report back to Cutter Jax - I have the AI module - I'll take the module to Elmar - Okay - End If you need a quest marker, you will need to open the log and activate the new quest: Tavar -> A Mechanical Guard -> Half soldered is well wired Go to the Bunker Teleport (fastest way). Jump down into the Silo and talk to Elmar. (PUT ON YOUR MECHANICS AMULET OR SCIENTIST AMULET FIRST) Jax - How did you end up here? - I need this AI module repaired. Can you do that? - Then I would rather do it myself (Crafting 3) - End Fastest way back to Cutter is to go to the bunker teleport again, and then Jet Pack across the canyon from the overlook. Talk to Cutter: Jax: - So what do we do with the AI module? - I'll get you the Drone prototype from the Clerics. - End Hit L, Open the Log and Activate: Tavar -> Old Code Doesn't Stink Then go to your Map screen and teleport to Hort How easy or hard the next step is depends on if you have ever been to the Hort before. If you jumped the wall before, then you either have to jump it again (stealth mission) or bite the bullet and gain entry. [ Jumping The Wall ] This is much harder than before because the drone you need talk to is in a human-heavy area. Your best bet for success is to make your way to the sleeping bag at: Hort -> 5 West -> 1 North And sleep until midnight. That will minimize the number of humans walking around. Jump the wall and follow the conveyor belt that runs the length of the city to: Hort -> 9 East -> 1 South As luck would have it, the Armorer stays at the cathedral until you talk to him, so his store (which is right below the point that the conveyor ends) is empty save some guard robots. Robots do not react to you as an intruder. Only humans do. Before you jump down, put on the amulet of deception. That will buy you a few seconds. Also save as you will likely have to do this twice. Enter the store, go right, then jet pack over the wall. Grab the Acolyte Sword and make my way to the factory floor. Ideally, you want to reach the drone without being spotted, start talking to it, skip through all the dialogues quickly with Mouse 2, then end the conversation, hit M and click on the Hort Teleport before anyone actually attacks. Once the combat music starts, teleport is disabled. It took me 5 reloads with the amulet of deception to pull it off. If you can't seem to do it, the next best thing is to end the conversation as quickly as possible, then run out the factory door and Jet Pack up onto the Conveyor Belt. However, if combat actually starts, even if you run away, you may see a message about you starting a fight and someone reporting you. This means you will have to pay a bounty in the future if you ever want to join the Clerics. Not the end of the world, but not as clean as teleporting out without a fight. [ Enter Normally ] If you obtained access to the Hort in some other fashion, then just make your way to U5. Before you talk to U5, now might be a good time to grab the Colossus Plans (A Claws quest item). They are in an office above the factory floor. "The Furnace" flame thrower is also located up there. Talk to U5: Jax: - Replace AI module... - End However you obtained U5, Now Teleport back to the Bunker and again Jet Pack across the canyon and talk to cutter with U5 in tow. Jax: - Your replacement is here When the conversation is over, the game will send someone to pass through the gate. If you wait around, you will see U5 stopping them and then killing them when they don't pay. You get another 200XP if you stay and watch. QUEST: Desert Vultures REWARD: 2000XP + 200 shards WHERE: William in Tavar Fort: (Fort Teleport -> 2 South -> 1 West) HOW: Talk to William. Reward received after you complete the following quests: - Tramp Confederacy - The Scrap Baron Always Pays - Arena NOTES: If you need a place to sleep, there is a sleeping back on top of the bar located at : (Dukes Bunker -> 3 West -> 1 South) DETAILS: The game intends for this to be your primary Tavar related quest, likely picked up while you are doing Defensive Measures. While talking to William, you can ask him how you can help. He will redirect you to 4 key players in the City and what he would like you to do. If you complete enough of them, William will allow you to join the Outlaws. However, just because the offer is made, doesn't mean you have to take it. Jax: - Are you sure you have everything under control Here? - What do you need my help for? - About these District Overseers - Who are they? 1 Tell me about Chloe 2 What about Blake? 3 Tell me about Big Jim 4 What is the problem with Mad Bob? Jax: - I will look into the problems. If you active the Quest "Tavar -> Fragile Power", it will show you where all the key players are on the map. First stop is Chloe. QUEST: Tramp Confederacy (Cindy and Blake) REWARD: 3700XP + 1250 shards WHERE: Chloe in Tavar Fort: (Fort Teleport -> 7 South) HOW: Talk to Chloe (After getting a collection request from William. See Desert Vultures above) NOTES: You will need Combat 4 or Charisma 3 to complete without violence. (Be wearing Poachers Amulet or Dual Skill Amulet) DETAILS: On your way to Chloe, you are likely to run into someone named Rat asking for money. (Fort Teleport -> 4 South) Give him the 50 shards as it will come in handy later. Caja also likes it. If you have not already run into Rat, go visit him first. Equip the Dual Skill Amulet if you want to threaten Chloe , otherwise, it doesn't matter. Chloe is not in a good mood when you meet her. Jax: * Alright [ Chloe Likes ] - Who got you so angry? - Any Advice on how I should "Get a Life". Jax: * What is this Place? - So you're in charge of this place? * Understood [ Free Beer ] Jax: 1 Why have the Outlaws stayed in the Desert? * William Sent me - Are you serious? - Give me the shards or I will take them (Combat 3) [ Free Beer ] - No, you get the shards from Rat yourself. No matter which of the last 3 options you select, Chloe tells you to get the shards from Rat. Activate the quest "Tramp Confederacy" in your quest log and it will point you to Rat. (Who is where you last saw him). Talk to Rat: - Chloe says you owe her Elexit - The Good News - How So? - And you want to Rob her? So, Rat wants you to steal the money from Chloe to pay off his debt... If you initially refuse, you get a cold decrease, but it doesn't change anything. Jax: 1 I'm not going to Steal from Chloe [ Cold Dec ] * Give me the key.... - End Note that selecting "Give me the key" will immediately start the plan. So, put on the Dualskill Amulet before you head down into Chloe's basement (Or Mechanic's Amulet if you don't have Dualskill). Rat will go talk to Chloe and you are supposed to run down the stairs at the back of the bar and grab the stuff out of her chest. Run down, open the chest. Before heading up, equip either the Dualskill Amulet or the Mechanic's Amulet. (Dualskill recommended). Chloe will be coming down with Rat once you get close to the stairs. It appears he set you up. BUG NOTE: If you interrupt Rat's conversation with Chloe before heading down, Rat will leave. If you then go down and rob the chest, you won't get caught, but Rat won't acknowledge that you have anything either. So while you can get around the double cross, it just leads to a game bug that prevents you from completing this quest. Best to just let yourself get caught. Chloe sends Rat away and then talks to you: - Whats the problem? [ Nothing ] - This was Rats idea... [ Nothing ] * Rat double crossed me... [ Cold Dec ] To avoid violence, you need either Combat 4 or Charisma 3. - You want to fight me? - Is there another way we can sort this out? * I would rather not kill you. (Combat 4 ) [ C+ ] - I know this looks bad but... (Charisma 3) Results: - You want to fight me? -> She fights you, (Not to the death). if you beat her, she says there will be repercussions. 3 thugs wait for by the entrance to the city. - Is there another way we can sort this out? -> She asks you for 1000 shards. (Or you can turn her down, which leads to a fight) - I would rather not kill you. -> You intimidate and Chloe buys it. But she says she won't sell you anymore beer. Even if that mattered to you, it doesn't seem to have any actual game consequence. Maybe she won't sell you beer, but the bartender will... =) - I know this looks bad -> You emphasize you did it to get money for Duke. Chloe lets you off easy with a 100 shard fine. If you refuse to pay, you still fight. If you pay, Caja Dislikes it, essentially canceling her initial Like, but you stay on good terms with Chloe. NOTES: After Chloe leaves the room, before heading up look around for a copy of Bone Marrow soup. A VERY handy recipe. Once you handle it, return to Rat. Put on your Dual Skill Amulet and then talk to him. Jax: - You're dead (Attack, but not to the death) [ Cold Dec, C- ] - Talk fast. Why did you betray me? [ Nothing ] * Lets start with you Paying me (Combat 3) [ Cold Dec, C+ ] - I don't gain anything from killing you. [ Cold Inc, C- ] Jax: * What benefit was there for me? [ Cold Dec ] - That is good [ Cold Inc ] - Advantageous How? [ Nothing ] Jax: * So, this is really about the Duke? - Don't ever do anything like that again.. - That's still not an explanation You get 1000XP... but the quest isn't really over yet. Sleep for 24 hours You normally have to "Sleep until Morning" Twice. Fortunately, there is a sleeping bag on top of Chloe's bar. So just go there and jet pack up to the roof and sleep until morning 2 times. Then meet Rat at the bar below. Jax: - What information did you get out of her? He will ask to speak to you in private: Jax: - Okay, I will stop Blake - I assume you already have a plan * So, you finally got some information? 1 Who is Blake? Jax: - We should kill Blake. - So, whats the plan? * If Blake is ... we should tell the Duke.. Jax: 1 Why do you think the Bodyguards are dead? * Okay, I'll look for the proof at Blake's house. - Why don't you go and find the information. [ Rat Dislikes ] Go back to the sleeping bag and sleep until Midnight. Then Activate Quest (Tavar -> Fragile Power -> Fresh Blood) Follow the marker to Blake's bunker. Save in case you get caught. Don't talk to Blake. Wait for the cleaner to leave. Then enter the bunker, activate stealth mode (CAPS LOCK) and look for a piece of paper in the back left corner called "Strange List of Names". (And loot the place) Return to Rat and select: Jax: - I found this list at Blake's Jax: - Show Blake the list? [ Nothing ] - Kill Ryan? [ C- ] * Talk to Ryan? [ C+ ] Jax: * You want me to be Blake's bodyguard? - How do we get Blake to want a new Bodyguard? - By "we" kill him, you mean "me" kill him... - Yes Use the quest marker to find Ryan. Make sure you have the amulet/ring equipped for your melee weapon. Jax: - Okay [ Cold Inc, C- ] - Say, why don't you fuck off yourself? [ Cold Dec ] - I'm trying to talk to you (COMBAT 3) * If you want to be alone, why ask.. (CHR 2) [ C+ ] - What are you doing out here? - I thought about it. I'm going to punch you in the face. Ryan attacks you. When he falls, follow the quest marker back to Blake bunker and talk to Rat. Jax: - Ryan is dead - Won't Blake think its strange? Then talk to Blake Jax: - I found your bodyguard - The information should be worth something. You get 50 shards... Back to Rat and tell him it is done. Follow the Quest marker to the Doc. Jax: - Rat sent me to pick up a few chems Find a sleeping bag and sleep until morning. There is another N/W of you located at (Fort Teleport -> South 1 -> East 1). Return to Doc and pick up the "Pick-Me-Ups". Then return to Rat. Before talking to him, be sure to put on The Amulet of the Provider Jax: * Rat? - Where is Blake? - What happened? Jax: - You killed Blake? [ Nothing ] - What about Chloe's debt to the Duke? [ Cold Inc ] * You used me? That was your plan? [ Cold Dec, C+ ] Jax: - And what about my share? * The Bloody? Who are you talking about? Jax: - And what about my share? * You met Bloody Baxter After all is said and done, stand behind Rat and picked his pocket to grab his trunk key... Finally... return to William and tell him Chloe's Debts have been settled for one last 1000XP. QUEST: Scrap Delivery REWARD: 500XP + 200 shards (Don't kill Volkmar) 1300XP + 300 shards. (Kill Volkmar) WHERE: Mad Bob in Tavar Fort (Fort Teleport -> 3 West -> 5 South) HOW: Talk to Mad Bob (After getting a collection request from William. See Desert Vultures above) DETAILS: Mad Bob (Scrap Baron) sits on a throne that is situated on top of a pile of garbage. Talk to him: Jax: - No offense, just looking around. - What do you do with all this scrap? - Where do you get this scrap? - Do you have work for me? Jax: - About these favors you want - Where do you want me to start? - End The Scrap Baron sends you to an island to the south where he should be receiving shipments of scrap. Wants you to find out what is happening and fix it. Activate Quest: Tavar -> Fragile Power -> Favor for the Scrap Baron -> Scrap Delivery Save, and then make a run to Ethan. (Note if you try to go straight there, there are mines in the desert outside the Scrap Barons area of the fort). Question Ethan. He will eventually direct you to the Old Factory. Jax: - Are you collecting scrap? - Sounds like you're having trouble. - The scrap baron wants that scrap... - Your hiding something from me Some high level Reavers guard the bridge on the mainland side, but you can avoid them if you fly down the hill from Ethan's position down onto the upper struts of the bridge and walk out on the struts. When you arrive at the old factory, you find it is occupied by Clerics. They are led by a man named Volkmar The following conversation path is recommended: Jax: - I'm not part of any faction - You should be more worried about the Outlaws. - Wait, you used suggestion? Did they resist? - What if he turns up with reinforcements? - Your property? - What is your job here? - End Now when you talk to Volkmar, you get these options: - You're not worried about the Duke? - I can help you get your weapon back - End While not required, this guide highly recommends selecting "I can help get your weapon back" and then complete the quest "Heavy Loss". (Optional next quest). To complete Scrap Delivery, you have to eventually talk about the Duke. This will force you to make a decision whether to help Volkmar or not. If you select "forget it", you will have to fight the Clerics. You can still kill him even if you tell him you will help. You get 100XP when you say yes to the help request, and then another 800XP if you decide to kill him. You also get to attack on your own terms. Jax: - You're not worried about the Duke? - What can I do? - You can count on me As for what you actually do, that is up to you. Here are the three options 1 - Kill Volkmar and his 2 Cleric Guards. 2 - Return to the Scrap Baron and Lie 3 - Return to the Scrap Baron and tell him the truth. Results: 1 - If you spare Volkmar and lie to the Baron, it allows you to do his other mission, but the Baron does eventually find out and isn't happy. Not recommended if you plan on joining the Outlaws (or wish to leave that door open). 2 - If you spare Volkmar and tell the Baron the truth, the Baron is suspicious about you, but he will still work with you. (Treats his second quest like a last chance to prove yourself). 3 - If Volkmar dies, The Baron is happy with you. NOTES: If you kill Volkmar, a message will pop up saying Volkmar's death has affected the story. As you play this game, you will notice a number of these types of messages. If the message doesn't say "Far reaching consequences" or something to that effect, then it only affects the outcome of the current quest. In other words, they should have made the text say "This characters death will affect the the outcome of the current quest". Translating it the way they did implies a greater impact than the decision actually has. Some may wish to kill Volkmar because they feel his use of suggestion to enslave Outlaws crosses a line that can't be justified. Others may feel that most Outlaws deserve death anyway, so maybe mental enslavement is a better outcome than just killing them off. A lesser of two evils if you will. To each their own. If you have trouble taking on Volkmar yourself, look for a ripper that hangs out just up the stairs at the edge of camp. Either get the rippers attention and draw it to the camp, or run towards it when you engage Volkmar so that Volkmar is forced to deal with it when you Jet Pack away. Regardless of what you decide to do, report back to the Scrap Baron once you have made up your mind. [ If you Spared Volkmar ] Jax: - About these favors you want... - Your scrap will be delivered soon - Nothing Else [ Lie ] - The scrap collectors have some problems with the Clerics [ Truth ] - Give me a second chance to prove myself. Return to Volkmar for another 200 shards after you talk to the Baron. Jax: - I spoke to the scrap Baron [ If you Killed Volkmar ] Jax: - About these favors you want... - Your scrap will be delivered soon QUEST: Heavy Loss REWARD: 2500XP + 480 shards WHERE: Volkmar in The Old Factory (Old Factory Teleport -> 1 East -> 1 South) NOTES: This quest is a bit harder than most as it involves fighting 4 Reavers. It is placed here because it makes sense to do it as part of the "Scrap Delivery" quest line, but if you find it too hard, skip it. HOW: Talk Volkmar NOTES: - Bring a beer - Make sure you have lots of arrows/ammo DETAILS: Volkmar is collecting scrap from the The Old Factory. Talk to him to start this quest: Jax: - I'm not part of any faction - You should be more worried about the Outlaws. - Wait, you used suggestion? Did they resist? - What if he turns up with reinforcements? - Your property? - I can help you get your weapon back Seems Volkmar is using PSI powers to control the Outlaws and make them do most of the work, but one Outlaw managed to resist and got away. More importantly, the Outlaw took Volkmar's weapon. He wants his weapon back. Activate the Quest: "Tavar -> Heavy Loss". It will provide a quest marker. The safest way to get to the marker is to teleport back to the Dukes Bunker Teleport, then go to the South Eastern corner of the fort: (Dukes Bunker Teleport -> 1 South). Put on the Amulet of Deception, Jet pack down and make your way to the stream. Follow the stream of water towards the destination. You can actually get in the water to provide some visibility coverage. (Go left when water forks) You will eventually reach the bridge to the lighthouse. Save, as you will have to fight 4 Reavers. NOTE: If you are level 11 and you have 33 STR/33 DEX, you can equip the Hunter's Bow and the Energy Regent Sword 1 if you put on both the Dual Skill Amulet and Dual Skill Ring). Run across and talk. They will attack. Run back across the bridge and Jet Pack up onto the cliffs. Now you can shoot from above and back away from the ledge when you need to heal. You can also Jet pack down and shoot them as they cross the bridge. Not an easy fight. Went through 30 arrows and 4 potions in testing, but it is possible. You can also use grenades if all else fails, but you have to get some distance before you throw them. (Hit F to set mode to motion detection) When all are dead, save and then talk to Jack Jax: * Here, this should help. (1x Beer) [ C+ ] - No I don't. Jax: * What are you doing out here? - You came out here on your own? - What happened to the scrap collectors? - Give me the Clerics Weapon - We help each other out, right? Jax: - Tell me about Magalan's Past? 1 Is there something you need? - What do you know about the Albs? - (Hear more) - (Hear more) +100XP If you wish, you can also ask Jack about the history of Magalan. There is a Jet Pack challenge here. Reach the top of the light house for 400XP and 400 shards The lock code for the safe at the top of the lighthouse is 8954. There is a Golden Whisper up on some of the highest dirt. Return to Volkmar and give him the weapon Jax: - I got your weapon back. QUEST: The Scrap Baron Always Pays REWARD: 1350XP + 200 shards WHERE: Mad Bob in Tavar Fort: (Fort Teleport -> 3 West -> 5 South) HOW: Talk to Mad Bob. ** This quest is not available until you finish the Quest "Scrap Delivery" above. DETAILS: Mad Bob (Scrap Baron) sits on a throne that is situated on top of a pile of garbage. Talk to him: Jax: - About these favors you want... - Any other opportunities for profits? - Who do you owe? - Did he cheat? - I will take care of your debt with Ace. - Where does Ace hang out? - End Mad Bob owes a 1000 shard debt to someone named Ace. Hit L and activate the Quest: "Tavar -> Favor for the Scrap Baron -> The Baron always pays" If it isn't daytime, sleep until midday. Otherwise, head to the Drop point. Approach the desk there and hit Mouse 1 to drop the gift. ** Don't forget to put the Amulet of the Provider on if you are not wearing it.... Next find Ace and talk to him: Jax: - What's with the questions? - What's your brother got to do with it? - The Scrap Baron wants to settle his debts (1000 shards) Return to the Scrap Baron Jax: - About these favors you want... - I've completed that delivery for you - What was in the casket? * You're a sick bastard. [ Cold Dec ] - Pay me. [ Cold Inc ] The Baron will tell you that you can now use Ace's shack as your home. (Fort Teleport -> 1 East -> 2 South : Bottom floor) If you go there, Ace will eventually show up and confront you. It is also possible you will run into him on the way to his shack. Jax - I don't know your brother [ Nothing ] - You killed your brother when you took that bet [ Cold Inc ] * I'm sorry about your brother [ Cold Dec ] Jax 1 I don't have any time for this. * Take this as compensation (200 shards) [ Cold Dec, C+ ] - Do you want to end up dead too? (Fight) - Well, if you really want to die. (Fight) Don't forget to return to William and tell him you fixed the Scrap Baron's issues. You won't get XP, but you will get 200 shards. QUEST I.O.U. REWARD: 325XP and 408 shards (If you make Cindy Pay) 325XP, 228 shards, Cold Decrease (If you don't make Cindy Pay) WHERE: Gunn in Tavar Fort (Fort Teleport -> 2 East -> 3 South) HOW: Talk to Gunn. During your first conversation, you will get the chance to buy some Debt. It is recommended that you do so. DETAILS: Talk to Gunn. Jax: - How can I earn a few shards here? - That depends on what I'll get Back - Give Gunn a big chunk of shards (500 shards) - No, I'm not doing that [ Nothing ] - I want shards in my pocket [ Cold Inc ] - End Regardless of what you pick, he hands you 3 IOUs and a code. 1 Elmar Start with Elmar's safe, since it is the closest: Elmar works in the Silo (large hole in front of the bunker teleporter: (Dukes Bunker Teleport -> 1 North) If you are standing in the silo, there are 2 exits. The one to the east leads to Elmar. The other, to the west, leads to a cave that goes outside to the cliffs. Take the exit that leads outside to the cliffs. Hang a left and follow the cliff wall. Safe is hidden behind some plants: (Dukes Bunker Teleport -> 2 West) Code is 1337 Normally approx 60 shards in the safe. 2 Hank Both Hank and Cindy work at the Strip Club. Hanks IOU is straight up shards. 200 shards to be exact. The easiest way there is to go to the Duke's Bunker Teleport and Jet Pack jump over the canyon. Then set a map marker at: (Fort Teleport -> 3 West -> 6 South) Talk Hank: Jax: - You have an I.O.U. to pay up on. 3 Cindy If you just collected the I.O.U. from Hank, then Cindy should be standing nearby. If she's pole-dancing, she won't talk to you, so sleep until morning and then talk to her. This one isn't about money as much as it is a chance for a cold decrease, which as you will learn later is very valuable because it allows you to take Elex Potions. A single Cold Decrease is worth about 20 Attribute points or 5 Skills. Talk to Cindy: - I have an I.O.U. here with your name on it. - No (+90 shards) [ Cold Inc ] - I will pay it for you (-90 shards) [ Cold Dec ] 4 Ike Ike is also about shards. 100 to be exact: Talk to Ike. He normally hangs out N/W of the arena, next to the fort exit: (Dukes Bunker Teleport -> 4 North) Jax: - Okay, so tell me - I have an IOU with your name on it. - End QUEST: Arena REWARD: 1300XP + 600 shards WHERE: Big Jim in Tavar Fort HOW: Talk to Big Jim NOTES: If you have not already done so, make sure you have leveled up and trained in some skills. Preferably Melee Combat 1 and Stamina 1 at a minimum. DETAILS: Highly recommend doing the I.O.U Quest. In that quest, you learn Ike's weakness, which opens up dialogue options. First Talk to Big Jim about the Arena: Jax: - Sure. Pay me and I'll get them. - What plans? - So, you want to replace the Duke - About the Arena - Who can I challenge - Are you the only people I can fight? - Back - End Now talk to Ike (Dukes Bunker Teleport -> 4 North) NOTE: Bring a beer or buy one from Chloe's bar before you talk to him. Jax: - So you fight in the Arena? - You don't earn much from fights? - I challenge you to a fight - We should drink to it. (1 Beer) - So it's true. You can't take your drink? (1 CHR) - See you in the Arena Follow Ike to the Arena. If you have been following this guide, I recommend putting on the dual skill ring and amulet and using the energy shield and Energy Regent Sword 1 If not, make sure you equip whatever amulets/rings you need to equip your gear. Save, just in case you accidentally kill him. After he goes down, talk to Ike, then Big Jim who sits on a makeshift throne right outside the arena: Jax: - About the Arena - I fought Ike - Back - End Make sure you are healed up, then make your way to Gunn: (Duke's Bunker Teleport -> 1 West -> 3 North) Talk to Gunn and challenge him in the Arena: Jax: - Are you this friendly with every new comer? - How did you get yourself promoted? - I challenge you to fight in the Arena - See you in the Arena Follow him to the Arena. Again, make sure you have any gear you need to equip your preferred weapon. Save in case you die or in case you kill him. Talk to Gunn when the fight is over. He will emphasize that you need to beat Big Jim. While cheating is an option, you get a Cold Decrease if you declare you won't cheat. A cold decrease is very valuable. It is worth not cheating for the decrease. You can always reload a few times if needed. Jax: - I'm won't cheat. [ Cold Dec ] - Whats your plan? Before you proceed, you may want to Explore some of Big Jim's other dialogues as many are disabled once you defeat him: (Put on Scientists Amulet) Jax: - What makes you think you can take over from the Duke? - I can make grenades [ Crafting 3 ] -> Gets you 25 XP and 3 Explosive Grenades. [ Optional: Don't Cheat ] Report to Big Jim: (Duke's Bunker Teleport -> 3 North) Jax: - About the Arena - I fought Gunn - I challenge you - I challenge you [ Optional: Cheat ] Follow Gunn back to his place and talk to him again. Jax: - So what's this trick for beating Big Jim? - I've already paid you 500 shards. Gunn will give you poisoned Liquor. Report to Big Jim: (Duke's Bunker Teleport -> 3 North) Jax: - About the Arena - I fought Gunn - Here, how about a drink.... - About the Arena - I challenge you - I challenge you As before, save outside the Arena. Make sure you are healed up and have the proper gear. (Eat a Steak Dish and some High Performance soup before entering the arena. With the Good Eater Perk, your health will never drop more than a few points). Big Jim takes the same number of hits to take down whether you poisoned him or not. The difference is how good he is at blocking you. IF you poisoned him, he doesn't block at all. If you didn't poison him, you have to do some combos to get passed his blocks. But frankly, at level 12/13, he wasn't that hard. When he goes down, have one more chat: Jax: * Your giving up because you lost one fight? - I won. Pay me. Then report back to William to let him know you finished the job. Make sure you put The Amulet of the Provider on before talking to William. This is the last of the big 3 quests, so you should get a big XP payout. That adds up to an extra 125XP with the Amulet on. -------------------------------------------------------------------------------- I.A.6 > > > > Hort -------------------------------------------------------------------------------- It is now time to address the Hort. If you have been jumping the wall, this means you will need to gain proper/friendly access. See "Enter the Hort in Ignadon" for entry options. EASY/EARLY Quests ----------------- These are quests that don't require you to fight (or there is some way of avoiding a fight). QUEST: Enter the Hort in Ignadon NOTE: If you have been following the walk-through, you may have already completed this quest as part of Equipment Detour 2. REWARD: 400XP WHERE: Xander, near the entrance to The Hort (Hort Teleport -> 3 West -> 1 South) or Rainer, patrolling near Abandoned Gas Station (Domed City Teleport -> 12 East, 7 North) or Levin, near the Hort Teleport <- Requires Fight (Hort Teleport -> 1 West) or Jump the wall : (Hort Teleport -> 3 East -> 3 South) HOW: Xander : Talk to him. You can bribe him to let you in. Rainer : Talk to him and lie to him when he questions you. Levin : Talk to him and help him recover his supplies. Jump : Just go to the right-most metal strut in the outer wall. DETAILS: There are 4 ways into the Hort: 1) [ XANDER ]: Bribe your way in. This results in owing the Gatekeeper a favor. However since you know when and how the favor will come thanks to this walk-through, you can avoid it if you wish. *2) [ RAINER ]: Stumble upon a Cleric Recruiter and then lie to him. He will recruit you as a result. You can then back out of the recruitment. The leader of the Clerics will apologize, and provide continued access to the Hort in hopes that you change your mind. This is the best route as it is the most "legitimate", costs no money, requires no fighting and offers a Cold Decrease. 3) [ LEVIN ]: Help an Outlaw/trader outside the Hort recover their supplies. They offer you their trading permit, which allows you to enter the Hort as a trader. Note if you have jumped the wall, a game bug prevents Levin from offering you the permit. 4) [ JUMP ]: Jump the wall. Not a permanent entry solution as human clerics will go hostile if they spot you, but fine if you just want quick access to get an item or assassinate someone. Note that doing this disables the ability to get a trading permit from Levin (Leaving only option 1 and 2 for later). [ XANDER ] Bribing the Gatekeeper to Hort is a relatively easy way in. It costs 80 shards, then the gatekeeper gives you the shards back and says you owe him a favor: Jax: - Where am I? - So, how can I get in? - Here, is this enough to let me in? (80 shards) - I'm not interested in a deal. Just let me in. - Okay, let me in and I will talk to you later. The only downside is that now you owe Xander a favor. However, there are ways to avoid it which this guide will point out when the time comes. [ RAINER ] Rainer is a Cleric recruiter who patrols the roads in Abessa looking for recruits. He tends to patrol near an abandoned gas station located in the cell: (Domed City Teleport -> 12 East, 7 North) When you speak to him, You can either ask him about Calaan or tell him you are not interested. In the later case, he will use Suggestion to make you ask him about Calaan anyway. Rainer will ask you three questions: Where are you from, what faction are you in and have you killed anyone. If you lie to him during questioning, he will teleport you into the Hort as an "initiate". If you are honest during the questioning, Rainer will give you the option to leave. Ironically, if you are honest, Rainer will do little more than take you to the Hort teleport (You still have to get past the gate guard). So apparently he only recruits liars. Here is an example: Jax: - No thanks, not interested. - In Abessa - No, I'm not a member of any faction - No, I haven't killed anyone - Yes, I lied about a previous question. He puts you and your companion to Sleep and you wake up in the Hort. Xander welcomes you. During the conversation, you have an opportunity for a cold decrease (That you miss out on if you simply bribe your way in). Jax: - You assholes kidnapped me!? [ Cold Dec ] If you don't want to join the Clerics, you simply tell Reinhold you are not ready to choose a faction right now and he releases you from your initiate status (though you still maintain access to Hort). Reinhold can be found in the Cathedral: (Hort Teleport -> 9 East -> 4 South) Talk to him and select Jax: - I don't want to join a faction. It doesn't exclude you from joining the Clerics in the future. It only removes you from your current "initiate" status. [ LEVIN ] Talk to Levin: Jax: - What goods? - You don't have any goods? - How can you help me get into the Hort? - I'll find your goods - Where can I find these goods? Hit L and activate the quest: "Ignadon -> Hunters and Collectors" Not too far from the Levin's location is his cart, guarded by 3 Rippers. Taking these guys on before level 15 is very difficult. However... Near Levin is a Colossus. The easiest strategy that works early game is to lure the Rippers back to the Colossus. Shoot them with an arrow, get them to start chasing you and run back. You can normally get at least 1 Ripper to follow you back. So within 3 runs, you should be able to lure them all back to the Colossus. (which dispatches them with one or 2 shots). Go to the cart and pick up the crates and then return to Levin: Jax: - I think I found your goods - Give me the trading permit for the Hort. Now talk to Xander and tell him you have a trading permit. Xander is skeptical and holds on to the permit saying he will investigate, but allows you in. [ Jump ] You can actually jump the Hort Wall. On the far right-hand side of the wall, there is a place where the rocky cliff runs into the metal wall. It creates a tiny ledge that doesn't look like it should stop you from falling at a glance. But if you jet-pack up over the ledge and then hog the corner, Jax will get stuck on that ledge as he begins to fall. (about half way up the wall). Let your jet pack recharge and then finish the jump. Now you are in the Hort. However... you are not invited. When you get a certain distance into the Hort, you will get 200XP for gaining entry to the Hort. However you didn't do it in a friendly way. While in the Hort, all humans will treat you like a trespasser. They will give you 3 warnings upon seeing you and then attack. Furthermore, since the entry quest completed, Jax will not be able to ask Levin for a trading permit because that dialogue only appears if you have not already "gained entry". The only good news is that machines are dumb and don't recognize you as an intruder. Only human/living clerics will call you out as a trespasser. This route is primarily good for users who need quick access early game for items such as the mechanic's amulet or to steal the prototype drone, but it is ultimately a game bug and is not advised as a long term solution. (You WILL eventually need friendly access to complete the game). In regards to the Mechanic's Amulet, it is tricky because if Siegfried (The man who sells it) sees you, he will treat you like a trespasser and refuse to talk to you. So you have to get to Siegfried and start talking to him without him seeing you. That means knowing where he lives (so you know where to drop down from the rooftops): (Hort Teleport -> 7 East (Upper right quadrant of cell). Once you jump down, you should stay in sneak mode. If he sees you in sneak mode, he will complain about it, but he won't jump into Trespasser mode immediately. That gives you some slack, but not much. It is still difficult. You have to watch him and wait until his back is turned to approach him. You want to get behind him, un-sneak and start talking to him while his name is white and not yellow. Assuming you succeed, you will be able to purchase the Mechanic's Amulet, but he will still go into trespasser mode and ask you to leave the second the conversation ends. It is difficult getting out of the Hort alive after purchasing the Amulet. You have to run and jet pack up to high-ground before people start shooting. Because of the intricacies and details, this method was not use by the walk-through However, for those willing to risk it, it is a valid way of getting the mechanic's amulet while letting you avoid all Hort related quests until later. QUEST: Question of Faith REWARD: 425XP 425XP + 55 shards (If you ask for payment) WHERE: Eva, inside The Hort (Hort Teleport -> 6 East -> 2 South) HOW: Talk to Eva DETAILS: When you get close to Eva, she will begin talking to you and ask you some philosophical questions. Your first two answers don't matter. You end up at the same place regardless: Jax: - Keep your questions to yourself - You're wrong. I'm here for Calaan. * You're right. I don't need assistance. * I don't want any trouble. - Does Calaan approve of betting? - Tell me your problem - No. Should I have? - Tell me about Arvid. - What did Arvid do? - All seems a bit vague. - End Equip your Mechanics amulet if you want to pass the Charisma Check: Jax: - So you need Access to the archives? - Who says I will help you? - Why don't you work in the Archives? (Charisma 4) - I'll think about it. - End Jax: 1 Why is this book so secret? 2 What can you tell me about the archives? - I will get the book from the archives. - Any suggestions on how I can get in? The Archives are connected to the Hort Cathedral, with is found at: (Hort Teleport -> 9 East -> 3 South) If you activate the quest in your Log, it is easier to find. Ignadon -> Question of Faith While you are there, you should activate the cathedral teleporter. When you enter the Cathedral, Karl stands on your right. Behind him is a terminal. If you approach Karl he will tell you to get lost. However, If you wait, he will eventually go and patrol the hallway. Make sure you have Crafting 3 (Put on Mechanic's Amulet or Scientists Amulet if necessary). When Karl walks away, dash over to the terminal and choose the option to add yourself to the access list. Jax: - (Manipulate Access Rights to Archives) [ Crafting 3 ] Now you can talk to Karl and tell him to let you pass. Jax: - Get out of the way - Because, I am authorized to enter Down below, you need to be careful not to let the other archivists spot you taking things. The easiest solution is to hang a left at the bottom of the first hallway and look for the bed in the research area. (Yes there is a bed in the archive). Sleep until midnight. When you wake up, everyone will go to sleep. After you get Arvid's book, if you joined the Claws, activate your CLAWS quest and picking up the 4 documents for the Clerics Research sub-quest: Abessa -> On Behalf of the Claws -> Clerics Research See "Clerics Research" below in the Claws section if you need more help. NOTES: - Before completing the quest(s), you may want to put on the Scientist Amulet and read everything. Whether you are curious or not, it is free XP. - In the other wing of the Cathedral, you will find a legendary shield called "Calaan's Bulwark". It has absolutely horrible stats (Your energy shield is better), but it fetches a good price. Return to Eva: - I have the documents - If that is the case, then pay me. [ Nothing, +55 shards ] - That will do [ Cold Dec, C+ F+ ] QUEST: Hard as Steel REWARD: 325XP +25 shards WHERE: Godehard, inside The Hort Factory (Hort Teleport -> 10 East) HOW: Talk to Godehard, who works in the Hort Factory. DETAILS: Godehard is an overworked mechanic at the factory. When you talk to him, he starts asking you to get him a number of things. If you want to get a Caja or a Falk Like, you have to use this path. Otherwise, you will end up with the same choices, but you won't get the like: Jax: - I'm not here to go on supply runs - Whats got you so stressed - Sounds like you think your work is important - Pay me and I'll help you - If you want good work, motivate with good pay. [ C+ F+ ] - No Problem - Where can I find your supplier? Godehard mentions his supplier is a trader that sets up during the late evening hours. You will need to find a bed and sleep until Evening. Then go to the Hort teleport. The suppliers name is shorty and he normally hangs out in the trenches down the road a bit. (Hort Teleport -> 5 West -> 1 North). But sometimes he comes over to the teleport. Regardless, you can just activate the quest marker for "Ignadon -> Hard as Steel" and it will take you to him. Put on the Dualskill Amulet: - I'm here to pick up a delivery - Godehard sent me - He needs some replacement parts - Here are the shards for Godehard's Delivery (100 shards) * You want me to demand... [ Combat 3 ] - Here, take the shards (100 shards) - I need time to get the shards - You're getting the original price (Fight) The conversation with Shorty will go down 1 of 4 ways. 1) Pay Shorty 100 elexit, he demands more and you pay him 100 more 2) Pay Shorty 100 elexit, he demands more and pay him 50 more (Combat 3) 3) Pay Shorty 100 elexit, he demands more and you refuse [ Fight ] 4) Talk to Shorty and confirm he has the parts. End conversation and steal them using Pick Pocket/Thief's Amulet. Killing Shorty gets you another 100XP, but options 3 and 4 also remove a potential trader from the game. If you use Combat 3 to get the price down, you can then trade with Shorty in the future and you still come out ahead as Godehard pays you another 75 shards when you return to him. It is up to you. Shorty doesn't have any armor or weapons, but he carries more chems than DOC and has a lot of Natural Elex. - I got this crate from your supplier. - I thought you wouldn't take deliveries from an Outlaw? - You're lying. What is really in this crate? (Charisma 6) - Was that everything? If you have Charisma 6 (possible if you bought charmer from Shorty), Godehard admits there were stims in the box. He then pays you 125 shards instead of 75 shards to keep his vice a secret. However, charmer costs 150 shards, so you don't come out on top unless you naturally have 6 charisma (Which you wouldn't if you have been following this guide). MODERATE QUESTS: ---------------- Moderate quests include quests that may require a fight, but one you should be able to win after completing all the easy quests. Or quests that expose you to the possibility of an attack by a strong enemy, but one you can run from. QUEST: Subversive Elements Part 1 REWARD: 1550XP + 333 shards WHERE: Reinhold, inside The Hort (Hort Teleport -> 9 East -> 4 South) HOW: Talk to Reinhold at The Hort's Cathedral DETAILS: Standing at the head of the Cathedral is Judicator Reinhold. He will ask you were your allegiance is: Jax: 1 Why should I join you? - Yes, I want to become a Cleric * I don't want to join a faction. Jax: - So who are you?.... - Explain the rules to me. - Is chem dealing a big problem here...? - About the chem dealers.... - Do you have any leads? - Did Dietrich say why ... - Back - End Activate the quest in your log: Ignadon -> Subversive Elements -> Nightly Business If you go to your Map, you will see the Pit Guard is the Closest. Talk to him first. Jax: - What is this area? Jax: - I need to ask you some questions about the chem dealing. Next, go to the Factory Guard: Jax: - I want to ask you some question about the chem trade... Finally, there is Xander. [ If you did not Bribe Xander to get in ] When you talk to Xander, he will ask you to blame Siegfried. You have the option to say no without consequence. You also get an extra Like from Caja: - What do you know about the chem dealing here...? - No, I'm not accusing Siegfried without proof. [ C+ ] When the conversation is over, you may want to throw the Thief's Amulet on and pick pocket his trunk key. [ If you Bribed Xander to get in ] If you bribed Xander to get in, when you ask him for his report, he will call in his favor and tell you to report Siegfried as the dealer. This is of course the wrong guy and if you do, Reinhold will be mad at you later. If you don't do as Xander asks, Xander arranges for all the Hort merchants to refuse to do business with you. Jax: - What do you know about the chem dealing here...? - Why Siegfried? - And what if I don't do that? There is a third option which is preferred: Put on the thief's amulet, walk up from behind and pickpocket the report off of him. Avoiding the chem smuggling dialogue topic with Xander prevents "The Favor" quest from kicking off. Next you need to talk to Dietrich. He is at the back of the Administration building (Just activate the quest marker for Ignadon -> Subversive Elements.) Jax: - What do you think is coming? - What do you want me to do? - You suspect me because I'm new here? - About the Elex smuggling... - I will find the criminals behind this. - Back - End Dietrich will give you a warrant. Activate the Quest: Ignadon -> Subversive Elements -> The Supplier On your map, 3 quest markers will highlight to the south. As you can imagine, there are many ways there. The following route minimizes confrontations: You start off using the same route you used to get to the energy shield during the equipment detour 2: Hort teleport -> (Hort Teleport -> 5 West -> 1 North). Once there go south through the trenches to the supply stand: (Hort Teleport -> 3 West -> 2 South) Next plot a course to (Hort Teleport -> 7 West -> 6 South) Once there, Jet Pack over the lava to Cell: (Hort Teleport -> 11 West -> 8 South) Next, plot a custom marker at the bridge located at: (Hort Teleport -> 15 West, 7 South) If you jet pack to the peaks of the hills, you can normally get there without a fight. Next place a custom marker at: (Hort Teleport -> 18 West, 12 South) Stick to the main road. You will eventually see a group of Reavers surrounding a Cleric. Save when you see them. If you keep your distance, the cut-scene won't kick off and they will all just keep standing there. If you get close enough to the Cleric to talk to him, the Reavers will start talking, demanding the Cleric's gear and a fight ensues. You can go ahead and tackle this encounter (500 XP) or skip it. It is much easier later when you are higher level and have better equipment, but it is up to you. Regardless, the "Company Premises" Teleporter is on the other side of the wall behind the group. You want to activate it while you are out here. So either fight them and then jump over the wall or go down the road a bit and up the cliffs where the wall ends. (There is a Golden Whisper at the top of the cliffs). The teleporter is located at: (Hort Teleport -> 20 West, 12 South) Now back to the road (Either jump over the wall if you helped the Cleric or go back up the cliffs if you didn't) Set a custom Marker for: (Company Premises: Volcano Teleport -> 6 East -> 5 South) Consider equipping the Amulet of Deception for this journey to help delay reactions. Follow the main road to the Marker, running from anything that sees you. When you reach the marker (After crossing the second bridge), hang a right and Jet pack up the cliffs to follow the lava river. This should take you towards the outpost. You will eventually reach a path and you will see it fork: (Company Premises: Volcano Teleport -> 7 East -> 10 South) All the actual entrances are guarded by monsters. So it is better to go left (east) and approach the fort from the eastern side and try a direct approach (Jet Pack up the cliff and over the wall). A good place: (Company Premises: Volcano Teleport -> 9 East -> 13 South) Follow the quest markers to all three people in this order. Talk to Dirk: (Legate in charge of outpost) Jax: - I'm not your messenger. - It is better if you don't know. - I'm here on official business... - Let me ask you then... - End Go to Dirk's safe and look inside (4979) Talk to Gerd: Jax: - I am not your commanding officer - I have a search warrant here from the Hort. - End --mpn-- If you want a cheap 50 shards, you can search his trunk (4785) and find Gerd's Doll. He will pay you 50 shards to forget what you saw. Talk to Karsten: Jax: - I am here on an investigation.... Unlike Dirk, Karsten won't give you his security code. Talk to him again and he will. Or you can put on the thief's amulet and pick pocket it off of him easily. Put on the Scientists amulet before reading the code if you want a bit more XP. Now you can open his safe (8195) You find some incriminating evidence within. Before talking to Karsten about what you found, make sure you equip whatever amulets and rings you need to fight. (And save) When you are ready talk to him: Jax: - I inspected your storage Trunk... - And what am I supposed to tell Dietrich?... - Okay, we have an agreement - We're not making any deal... [ Fight ] If you decide to fight him, Use your sword and shield. He has armor and it is unlikely that your ranged weapons can penetrate. However, he isn't that hard if you have a shield. Just keep the shield raised and attack when you can. His two handed weapon is slow, so you can normally kill him by spamming him with quick one handed jabs. Before you leave, don't forget to activate the Castle Ruins Teleport. Report to Dietrich. (Put the Amulet of the Provider on) Jax: - About the Elex smuggling. - The chem smuggling is over. But you are not done yet. You took out the supplier, but there is still the matter of the smuggler. If you look at your Security Reports, you realize it is a logic puzzle. The deal took place at night and Oswald was the only one not accounted for during that time. Report to Reinhold. (Cathedral Teleport) Jax: - About the chem dealer - I helped Dietrich.... - I think I know who the chem dealer is. - I think it was Oswald. - End If you pick Oswald, Reinhold will be pleased with you later. If you pick anyone else, he will be mad at you later. QUEST: Food for the Clerics REWARD: 875XP - 133 shards WHERE: Martha, near the entrance to The Hort (Hort Teleport -> 4 East -> 2 South) NOTES: You will need 3 Charisma. You will also need either 5 pieces of Electronic Scrap or 6 Crafting Skill. If you have been following this guide, chances are you have 3 Charisma and 5 Electronic Components. (May need the Mechanic's amulet for a boost). HOW: Talk to Martha, who runs the food court. DETAILS: When you enter The Hort, the first building on your right is the food court. Talk to Martha. Jax - Thanks, the food is appreciated. - How long have you been in charge...? - Do you feed everyone here in the Hort? - Why is the food so bad? - I could give you some food [ Cold Dec ] - Why haven't you started trading already? - I can Negotiate the food supplies for you. - Where are the people?.... - End Open your Log and activate the Quest: Ignadon -> Food for the Clerics That will give you a quest marker. If you have been following this guide top to bottom, then you have already unlocked the Company Premise Teleporter near the 3 markers. If not, see "Subversive Elements" above for hints on the best route to the complex. Talk to Raudur first (Put on Mechanic's Amulet): Jax - Hello yourself - No thanks,I have other plans. - You are pretty friendly ... - You're hiding something (Charisma 3) - It sounds like you had a bad experience - So you left? - Thank you. I will stay. [ Cold Dec ] - End Jax: - You're in Ignadon, why not join the clerics? - And is everything going well here? - I can find the components you need [ 5 Electronic Components ] - I have the plastic strings you need - You're far from Tavar... I'll fix the generator (Crafting 6) Jax: - Do you have anything to trade here? - So you need me to get you weapons? - Is this enough? (250 shards) You will receive Raudur's Note. Go to your armor and equip the Scientists Amulet (Bookworm), then Hit L to open your quest log. Go to the documents tab. There is a supply safe in the shack right next to Raudur. (Company Premises: Volcano -> West 1) Code - 1455 There are 2 other safes in the other shack: (Company Premises: Volcano -> West 1 -> North 2) - 1758 (eastern side of shack that you see when you walk in) - 9981 (west side of shack) Return to Martha (Go to Hold Teleport). Make sure to put your Provider Amulet back on. Jax: - I have the survival packs you asked for. - The Food cost more [ Cold Inc ] - Call us even [ Cold Dec ] QUEST: From Old to New REWARD: 1500XP + 200 shards WHERE: Anna, inside The Hort (Hort Teleport -> 9 East) (Cathedral Teleport -> 3 North) NOTES: Take 4 or 5 grenades HOW: Talk to Anna just outside the Factory DETAILS: You see Anna hanging around some blueprints and a Colossus. Speaking to her: Jax: - What do you need help with? - Okay, I will bring you the A.I. chips. - Where can I find these mechs? - I'll find those mechs. Activate Quest : Ignadon -> From old to New Head there and approach from the East to minimize distance to the mechanic. STRATEGY: Approach with grenades drawn (set to motion with F) and start chucking them at the Colossus. The Colossus is big, which makes it an easy target. Once it goes down, you can likely take the drones out with your bow. Remember, in easy difficulty, when you zoom out and zoom in again (mouse 2 up and down), the game auto-locks your cross-hair on a target, making it easier to shoot smaller things like drones. Once all the machines are down, the mechanic will thank you. Loot the robot bodies for the 5 AI chips. Before returning, Make sure you activate the Hangar Teleport: (Hort Teleport -> 10 West -> 8 North) Return to the Hort and talk to Anna. (Put on the Amulet of the Provider) Jax: - Listen, I have the A.I. chips from the Combat Mechs Final "Getting Started" Quest ----------------------------- You are done with all the early game quests. However there is one more quest you will want to start before moving on to Next Steps: QUEST: Ulbricht's Big Offensive : A Pure Field Commander REWARD: 2000 XP WHERE: Judicator Ulbricht (Cathedral Teleporter -> 1 East -> 2 South) NOTES: In Part 1, we simply start the quest. We finish it later in Part 2. HOW: This quest is available as soon as you gain access to the Hort in Ignadon. Simply talk to Ulbricht. DETAILS: Go to the Cathedral Teleporter and hang a left into the Cathedral. Go up the Eastern Staircase and talk to Judicator Ulbricht Jax: * It sounds like you are trying ... [ Cold Dec, Ulb Hates ] - Thank you for your offer. ... [ Ulb Likes ] - I need to talk to you [ Nothing ] Jax: - You clerics really have delusions.. [ Cold Dec, Ulb Hates ] - You need to find someone to unite ... [ Nothing ] * And you think other factions should serve ... [ Ulb Likes ] Jax: - I was Jax, an Alb Commander [ Ulb Remembers ] - I am nobody [ Ulb Hates ] - I am just a man looking for the true faith [ Ulb Likes ] ** When the game says "Ulbricht will remember that", it simply means his future dialogue will reflect the fact that he knows your past. However it has no impact on the story or the way things play out. Ulbricht reveals he hopes to drive the Albs out of the Northern Converter in Ignadon. Jax: - Will you wait for an Alb attack, or strike first? - Are the Albs still attacking the Hort? - Why have you waited so long to Attack? - Yes, I will find you the commander you need. He tells you the Clerics lost one of their best commanders and they are in need of a commander with field experience. Someone who has had to take a heavily defended position before. He asks for your help in locating such a person. While you could proceed with this quest, you don't want to until you have Ranged Weapons 2, Machine Killer and a War Bow 1 (easy difficulty) or War Bow 2 (normal difficulty). For most, this will mean getting between level 18 and 21. We will return to this quest later, but once you meet the stats above, if you want to pick up Nasty, you can skip down to "C.1 Nasty" -------------------------------------------------------------------------------- I.A.7 > > > > Equipment Detour 3 -------------------------------------------------------------------------------- Explanation ----------- One final Detour to grab a war bow and a few important recipes. Some of the recipes are in not-so-friendly locations, so once again you will be running. Unlike the other 2 detours, this one will require some fighting (but nothing you shouldn't be able to handle with some grenades. If you don't have grenades, buy some in Tavar). QUEST: War Bow [ Optional ] Getting a war bow at this time isn't absolutely necessary because you will get one shortly when you arrive in Origin. However... some users may not be following this guide top to bottom. So War Bow is included for those who decide to start the game by doing all the detours. However, you can skip this one if you are following this walk-through as you will get a war bow shortly when you arrive in Origin. There is a War bow near the Small Camp. (Small Camp Teleporter -> 2 East -> 2 North) It is sitting on a log ... next to a large Troll. The key here is to run in, grab the bow and run away. With the sunglasses on, it should be easy to spot. Fortunately, the Troll is slow and easily loses interest. The other creatures may follow you back to camp, but your companions can take them. Tell Caja to return to Camp when you get there so she won't engage the Troll too early. You will also likely be switching to Arx for the next item/quest. QUEST: Recipe for Ring of Dexterity For this item, you will probably want to bring Arx along. Someone who can take a few hits before going down. Teleport to The Domed City Teleport and place your custom marker at: (Domed City Teleport -> 17 North) There is a road ending at a troll cave on your map. Inside the cave, the recipe sits on the ground: (Domed City Teleport -> 2 West -> 18 North) When you can see the Troll. Save. You can normally get as close as the backpack safely. (Save again). Set the quest marker (Save again). When the Troll FIRST turns away from you, WALK towards the quest marker. (hit CTRL to toggle walk). Don't engage the Troll. Eventually the Troll will turn and see you. When it does, run to the recipe, grab it and run out. Cross your fingers that Arx engages the Troll and can take a hit or two so you can get in and out. If the troll hits you even once, it will likely kill you. This one is about timing and luck. Save is your friend. QUEST: Recipe for Elixir of Stamina (Perm Stamina increase) For this item, you will need to go to the Hangar in Ignadon. Arx is recommended as a companion as you will have to fight at least 1 Slime Dragon and possibly more creatures. Place a custom marker at: (Hangar Teleport -> 3 West -> 1 South) The Recipe is sitting on the Air Traffic controls, bottom floor of the brick building located at the above marker. On the northern-west side of the building is a Mutant. And outside the doorway into the building is a Mutant Spider, a Slime Dragon and a Rotboar. Strategy: If you approach from the north-east and head up the ramp, you can often times lure the Slime Dragon away from the doorway. To do so, wait for it to walk north towards you. Then show yourself/approach. It will start to growl. Don't attack. Eventually it gets impatient and attacks you, pulling away from its group. If you attack it (with say an arrow) while it is growling, the entire group is alerted. You and Arx can probably take the slime dragon if it is 2 on 1 (don't bother with arrows. You probably can't hurt it with those at this point). Once the slime dragon is dead. Watch the area in front of the door and quietly walk into the door when the Mutant Bug and Rotboar are turned the other way. When you leave, you can teleport to the Hangar Teleport without having to sneak past them again. QUEST: Recipe for Elixir of Health (Perm Health increase) This one is not easy. You may simply want to wait until Chapter 3 as the recipe is at one of Caja's Elex deposits, so if you wait until then, she will auto-teleport you there. Conversely, you can purchase the recipe in Origin. It costs 1000 shards to add a trader to the city and then another 1000 shards for the recipe. But for those who can't wait to start adding some hit points, here are instructions to get it with minimal confrontation if you want to give it a try (and have 20 min to spare). Your Ultimate Goal is a house inside a cave located at: (South Abessa Converter -> 1 West -> 45 North) or (Snow Pass Teleporter -> 4 West -> 3 North) Getting there pre-level 20 is tricky as most the creatures in the area are moderate to high level creatures. Teleport to the South Abessa Converter. Set a Marker for: (South Abessa Converter -> 1 East -> 15 North) At that location, the road comes to a collapsed tunnel. Follow the road North from the Converter to that marker (probably running from lots of creatures). Jet Pack up on top of the Tunnel and follow the cliff west to an overlook (South Abessa Converter -> 16 North) You will see a complex full of Albs. Your best bet is to jet pack up over the mountain (Yes... the whole mountain) to avoid confrontations. Start with reaching: (South Abessa Converter -> 18 North) Cross the river and plant a Marker for: (South Abessa Converter -> 1 West -> 20 North) Then make your way to: (South Abessa Converter -> 3 West -> 23 North) You should be able to climb the mountain there make your way to: (South Abessa Converter -> 2 West -> 25 North) As you might have guessed, when you get to the bottom of the other side, it is not exactly friendly territory. Make your way to the roof of the building located at: (South Abessa Converter -> 2 West -> 33 North) Once you have red dots on all the enemies around you, make a run for the roof of the building to the east: (South Abessa Converter -> 2 East -> 33 North) Note: - avoid the front of the building as there is a guard. Jump off the East side of the building and follow the road to an abandoned shack: (South Abessa Converter -> 3 East -> 35 North) Good place to save and or rest if you need to. Avoid the roads and make your way to: (South Abessa Converter -> 4 East -> 40 North) Finally, set the Marker for the Snow Pass Teleporter: (South Abessa Converter -> 3 East -> 43 North) Be careful as there are some round circles made of rocks at the summit of the hill you are on. Some creatures will jump out if you get too close. Either keep your distance or be prepared to run and jump off the cliff, down to the teleporter. Once the teleporter is active, note the cave located at: (Snow Pass -> 3 West) Inside the cave is a house and inside the house is the Recipe for Permanent Health increases (Snow Pass Teleporter -> 4 West -> 3 North) Also note that a Calaan's Hammer 2 is on the roof. QUEST: Getting Wings for the Ring of Dexterity The main source of wings are Armored Locusts and while you could Farm them in the past, one of the patches made it so that they don't re-spawn. So to get the wings, you have to find and kill 8 of the 9 non-re-spawning Locusts in Ignadon. Which also means... you can only make 1 ring. Here are the locations. NOTE: Wait until you have Animal Trophies 2 before doing this! Otherwise you only get 1 wing per Locus instead of 2! - There are 2 above the Hangar Teleport (Hangar -> 1 West -> 1 North). - There are 2 south-east of Hort: (Hort Teleport -> 3 East -> 14 South). - There are 2 near the Crater Teleport: (Castle Ruins -> 3 East, 8 North). - There are 4 near the Lava Lake Teleporter (Crater -> 4 East -> 16 South) - There are 4 near the Ignadon Converter (Hangar -> 19 West -> 3 South) - There is 1 at (Company Premises: Volcano -> 8 West, in the ground. - There is 1 at (Hangar -> 6 West ->: 7 South - There is 1 at (Hangar -> 12 West -> 7 South) - There is 1 at (Hangar -> 7 West (skip... Troll makes it hard) You will need to fight 8 to get the 15 wings you need for the ring. NOTE: If you go to the Crater Teleport, do not talk to the Cleric near the teleporter (on the bridge). Save that quest for later. -------------------------------------------------------------------------------- I.A.8 > > > > Separatists -------------------------------------------------------------------------------- QUEST: Refuge of the Separatists REWARD: 1600XP WHERE: Sestak (South Abessa Converter -> 1 East) HOW: Talk to Sestak NOTES: Suggest bringing Caja for some free Likes. (Or Nasty if you are not following this Walk-through top to bottom) DETAILS: To fight Xacor, you need to weaken the Albs. And to do that, you need the Separatist's help. They are the only group with the knowledge needed to shut down the Converters. If you can convince Sestak you are working against the Albs, he will tell you how to do it. When you approach Sestak, he will start to talk to you. So put on the Amulet of the Provider first. - You need me... - This is an opportunity... * You idiots should talk... [ Cold Dec, Sestak Dislikes ] Despite telling you that you have 3 chances to persuade him, if you choose an emotional response, it doesn't count. So start with the two emotional responses to get the cold Deceases. Then select the remaining 3: Jax: - You are dependent on Elex... 1 Try anything and you'll die [ Cold Dec ] - My experience as an Alb Commander... - You are fighting the Elexetors... 2 Kallax tried to Execute me! [ Cold Dec ] After "failing to persuade" Sestak, he will agree to work with you anyway because he is impressed by your survival skills. You need to get the codes to shut down the converters. For that, you need to select the following conversation path. Jax: - How do you justify targeting your fellow Albs? - And if I won't join you in your Quest? * I am no longer an Alb (Low Cold) [ Cold Dec, C+,N+,A- ] - The Strong will always win (High Cold) - You really believe this Raptor shit? [ Cold Dec ] - How are you planning to weaken the Albs? - Yes, you are right.... [ Cold Dec, C+,N+,A- ] - The Converters must be Silenced - How do I get access... - End Head to the top of the Converter, find the computer in the red lighting and activate it: Jax: - (Deactivate Converter) After the cut-scene, go up to the roof and Jet pack to the area that looks like a landing pad. There is a table full of goodies. Jet pack down and talk to to Sestak: Jax: - The Converter in Southern Abessa has been shut down While you are here, you might as well talk to Sestak about Ulbricht's Big Offensive: Jax: - Judicator Ulbricht is looking for.... QUEST: Hunt REWARD: 1000 XP (+ ~200XP from kills) WHERE: Sestak (South Abessa Converter -> 1 East) HOW: Talk to Sestak NOTES: Suggest bringing Caja (or Nasty) along for a free like. DETAILS: When you bring up your brother Kallax to Sestak, he will remind you that Albs in the area of the crash might have seen you alive and that you should make sure they don't make it back to Xacor. Jax: - I will find Kallax * And so what? That doesn't change the facts. [ Cold Dec ] - You want me to kill comrades? [ Cold Dec, C- ] * It is a logical Step [ Cold Inc, C+ ] - I don't think I'm strong enough [ Cold Inc ] - Very well. Where can I find the Albs? - End Here, we offset the Cold Increase of the final choice with a Cold Decreasing Emotional response early on ("And So what?") for a net result being a Caja and Sestak Like. Activate the Quest: Main Missions -> Campaign of Vengeance -> Hunt. This will give you a quest marker. Teleport to the Small Camp. Then head out to the road (Small Camp Teleport -> 2 West) Plant a custom marker at (Small Camp Teleport -> 4 West -> 4 North) Follow the road north to the marker. If you open your map, you will see a fork. Head right/East along the dirt path. Set one more custom marker for the Edan Converter Teleporter: (Small Camp Teleporter -> 7 North -> 2 West) Head there and unlock it. Then save. As you head towards the quest marker, a cut-scene will start showing the Albs hunting some rotboars when they spot you. When the scene ends, you are immediately fighting them. Return to Sestak by teleporting to the South Abessa Converter. When you talk to him, you will see a cut-scene. Jax: - I have killed the Albs in Edan. - End QUEST: Alternative Defense REWARD: N/A WHERE: Sestak (South Abessa Converter -> 1 East) HOW: Talk to Sestak DETAILS: Similar to Ulbricht's big offensive, this is not a quest you will finish right now. Rather you will simply start it. The moment you join a faction in Chapter 2, the quest will conclude. Talk to Sestak about becoming more powerful and he will point out that you will need the support of one of the major factions to do that. Only joining a faction will provide access to their gear and special abilities/powers. Talk to Sestak Jax: - I want to get my power back. The Power I had as an Alb. 1 I came to enlist your help, not that of the Free People. 2 Which faction do you think is most effective? 3 Where can I go to improve my Weapons and Armor? While you are here, if you already found Ray, you may want to get credit for that fact: Jax: - I found the thief who stole my armor. At this point, you will have exhausted all the options Sestak has. -------------------------------------------------------------------------------- I.A.9 > > > > Origin -------------------------------------------------------------------------------- Details: -------- The Domed City is not the only settlement that welcomes people from all factions. There is a new Settlement in the heart of Magalan called Origin that also welcomes all. It is led by a man named Lloyd who has visions. Some of those visions include Jax. If Jax shows up, Lloyd is more than happy to make Jax the new leader... if Jax can get the approval of the other major figures within the Settlement. NOTE ---- There is a good chance you will level up at least once and maybe even twice during this section. If you have been following this walk-through from top to bottom and you are eligible for the ability "Attribute", don't forget to purchase it when you are able. You don't want to miss out on free attributes when Jax levels up. QUEST: Origin - The Power of the Center REWARD: 11000XP + 200 shards (+ ~1500XP for kills) WHERE: (Domed City Teleport -> 17 East -> 6 South) HOW: Find the Settlement of Origin (See Where) DETAILS: Teleport to the Domed city. Create a custom marker at: (Domed City Teleport -> 17 East -> 6 South) And make your way there. Be careful as there are a few higher level creatures (Trolls) along the way. Just avoid/run past anything you can't take on. You might also get lucky and find a group of traders heading up to it. In that case, just travel with them as the guards can normally take on whatever attacks. Along the way, you will likely start to notice these Crosses in the ground with 2 green flags hanging from them. These are the guides for people trying to find the settlement. You may not even need the custom marker once you see some of these. Just follow the green flags. When you get close, a cut-scene will show you a camera view of the settlement. At the Custom Marker, look for a man named Lloyd and talk to him. Jax: - You think you can hold back the Albs on your own? - Tell me about your vision - You are fighting for the Free Peoples? - You think I am the person who can change the world? - End Lloyd recognizes you as Commander Jax, but looks at you like a savior who has risen. North of Lloyd, you will find the "Camp in the Center" Teleporter. You should go ahead and activate it: (Domed City Teleport -> 16 East -> 5 South) QUEST: A foot in the door WHERE: Lloyd in Origin (Origin Teleport -> 1 South) (This walk-through calls the "Camp in the Center" Teleport, Origin) HOW: Talk to Lloyd DETAILS: To start this quest, simply talk to Lloyd Jax: - You offer people shelter here? - You want me to lead these people? - Why give me command? - Who do I have to prove myself to? - End Lloyd says you need to impress three people. Activate the Quest: Main Missions -> A foot in the door This highlights three people on your map: Jonesy ------ NOTES: Suggest bringing Arx Jax: - It doesn't look like a restricted Area [ Nothing ] - I am leaving [ Nothing ] * Try giving me orders again and I.... [ Cold Dec, C-, A+, N+ ] Jax: 1 Your camp could use better defenses - There are Mutants everywhere on Magalan. 1 Why don't you just kill them? - I could come with you and help with the mutants Jax: - How about you go and I wait here [ Cold Inc, N+ ] - You just want to min risk to you. [ Cold Inc ] * Either you come with me or forget it [ Cold Dec, C-, A+, N+ ] You can lure them back if you want, but you can also just kill 10 Rotboars. With Arx, it isn't too hard. Your arrows actually do decent damage against them as they are unarmored. Talk to Lloyd once you kill all 10 Rotboars. Jax: - The mutants are dead Eckard ------ Save before approaching him in case the fight doesn't go well. Jax: - What is this place? - What do you do here? - I could beat it out of you. (Fight) [ Cold Dec, N+, A+ ] - I really am just making conversation [ Cold Dec, N- ] - I understand [ Cold Inc ] If you fight him, it is not to the death... Jax: 1 How did you end up here? - What can I do to help people here? - If I find anyone I can trust I will send them here Eckard wants you to prove you are invested in the settlement by offering 3 of your companions to help guard it. At this point, you only have 3 companions: Caja, Ray and Arx. You can still talk to and travel with anyone you assign to Origin, it simply means they will report to Origin when you dismiss them instead of the small camp. Most prefer to send everyone to Origin just to have everyone in one place. You get 500XP for each NPC assigned. And for some reason the game gives you 1000XP for assigning Nasty. The switch isn't immediate. It doesn't happen until you talk to Lloyd and finish up the Origin Quest. Harley ------ Jax: - Your a mechanic? - So you're a Cleric? - That jackal over there, is it your pet? Jax: - What sort of things can you fix? - How much Experience do you have with fliers? - Could you get hold of that Alb Raider? - Can you repair the engine? - I can get the conductor from a Colossus? Activate the Quest: Main Missions -> Origin -> Salvage Work -> Defective Motor Teleport to the Company Premises Teleport. The Colossus hangs out on the road under the lava waterfall. It isn't any harder or easier than any other Colossus. One strategy that works is to spam it with grenades. If you are coming from the Company Premises Teleporter, The Colossus will be partially facing you on approach. You may want to enter the water nearby and sneak around so you can get close enough to ensure your grenades will land. During a test run, it took 4 grenades (Set to motion detection) to take it down. Note that if you save while sneaking, when you reload, you will not be sneaking (and your companion will attack). So either tell your companion to stay behind or save before you approach. Return to Harley with the part he needs: (Hint: Put the Amulet of the Provider on first) Jax: - I took down the fighting colossus in Ignadon - Here is the hydraulic conductor you wanted Lloyd ------ Once you have completed the 3 tasks above, talk to Lloyd Jax: - How do you defend this place? - Who do I have to prove myself to? 1 You want me to lead these people? 2 Your camp master, Eckard, is a very determined man. 3 Your scout, Jonesy, is very committed. 4 Your Mechanic Harley seems to be capable That should get you the key to the tower, but to be leader, you need to talk to Lloyd one more time: Jax: 1 Harley is going to repair my crashed raider 2 I helped Eckard secure the camp 3 We've got rid of the mutants in the surrounding area. The Origin quest will complete. If you look over to Harley, you should see your Jet has arrived. If you dismiss your companion at this point, it will now say "Go to Origin". And if you teleport to the small camp and come back, all your followers will appear at Origin as well. NOTES In the house behind Lloyd is a locked trunk. Inside is a war bow. Follow the stone stairs up to the tower (north of Lloyd) and open the door to your new house/base of operations. At the top of the tower is the phantom String. In your room is a board that tracks the World Quest Map puzzle. As you find map pieces you can post them here. You should wait until you have all of the map pieces before putting them on the board. Otherwise, it is hard to keep track of which ones you have retrieved and which ones you haven't. Feel free to look around Origin. As the leader, you can take anything (Nothing is forbidden). QUEST: Upgrading Origin WHERE: Anne in Origin (Origin Teleport -> 1 East -> 1 South) HOW: Talk to Anne DETAILS: If you talk to Anne, she will ask you to make a donation to the community. Talk to Anne: - Why should I donate something to you? * Yeah, I'll make a donation - No. I'm not giving you anything. You can tell her where you would like the money spent: - I would like to donate money for the camp - Hire a Trader (1000 shards) - Buy Cleric Workbench (2000 shards) - Buy Berserker Workbench (2000 shards) - Buy Outlaw Workbench (2000 shards) - Buy Natural Furniture (3000 shards) - Buy Futuristic Furniture (3000 shards) - Buy Practical Furniture (3000 shards) - Back - End NOTES: Don't spend your money until Chapter 2. You will need every shard you have for the section "Elex Potions". Expanding Origin is something to do later after you have the stats for War Bow and Ranged Weapons 2. QUEST: Moving On Congratulations! If you have been following this walk-through, you have finished most of the games "Easy" and "Moderate" quests. You have also visited most of the games major groups and met their leaders. You have unlocked your own personal settlement and you even have 3 followers. Now it is time to make your character powerful enough that you are a force to be reckoned with. The key to being powerful isn't Level. It is skills, stats and gear. There are a couple of combinations that work well, but we will focus on the following: - War Bow 1+ - Ranged Weapons 2 - Machine Killer The War Bows are a bit over powered in this game. The idea that arrows would do more damage to a Colossus than Plasma bolts is stupid.. but they wanted the Berserkers most powerful ranged weapon to match the clerics most powerful ranged weapon. So war bows are just as powerful as plasma rifles. The difference is that arrows only cost 1 shard per arrow, while plasma cells are 20 shards per cell. Cheap ammo is important if you want an easy/powerful build. If you spend all your money on ammo, you aren't spending it on other things like Elex potions, skills or weapon upgrades. In the next section, we will talk about using Elex Potions to improve Jax. If you have been following the leveling Guide at the bottom of the walk through, you should meet the requirements for the items/skills above by the time you finish that section (or be very close). If you have not been following the leveling guide, then know you need the following stats at a minimum to meet the requirements of the above item and abilities: STR: 31 DEX: 55 INT: 50 - If you joined the claws, make sure you grabbed the Hort items, dropped them off and returned to The Domed City to collect your XP + Shards. Also pick up your next assignment. ================================================================================ I.B > > > > Self Improvement ================================================================================ -------------------------------------------------------------------------------- I.B.1 > > > > Elex Potions -------------------------------------------------------------------------------- Elex Potions are vital to the game. That is to say, the game designers intended for users to find, create and consume them. While Jax must find instructions or recipes for most game items and potions, Elex potions are the one thing Jax knows how to make without a recipe. It is also part of what makes Jax special. He knows how to make the Albs' Elex potions, something most of the Free People of Magalan don't know how to do. While drinking an Elex Potion raises your stats, it also increases your cold score. Regular Elex Potions increase it by 0.1 (out of 100). Strong Elex potions increases it by 0.2. These are relatively small amounts considering a single "Cold Decrease" lowers your Cold score by 1 full point. Still, they can add up. 1) Make sure you have Liquor: Before we start the process, make sure you have plenty of Liquor. If you don't have at least 30 bottles, visit a bar, tavern or food court and Buy some (again, at least 30 bottles, preferably 50): Tavar: Chloe sells it at the Bar Hort: Martha sells it in the Dining Hall Domed City: Vito sells it at the Bar Goliet: Oran sells it at the tavern. 2) Go to Doc in Tavar and sell your unneeded items See General -> E. Money and Loot for advice on what to sell and keep. During a test run, Jax had around 18,000 shards and was fortunate enough to have 3 Strong Elex potions already. (See Appendix F: Item Locations, Section "Special" for some Strong Elex Potions) 3) Look at your stats/skills and Decide on your next goal: Example goals include getting the attributes needed to use a specific item or meet the requirements of a specific skill. For example, you could attempt to follow the level up guide at the bottom of walk-through: un-equip your amulets/rings to figure out where you are and then aim for the attributes of the next level. Create 5 (or 6) regular Elex Potions to simulate a level up. Rinse and repeat. If this is your first time visiting this section, your primary goal should be Goal 4, which would allow you to pick up Nasty and continue the walk-through Recommendations: - Goal 1 - Get Level 20 STATS (don't worry about skills) - Goal 2 - Get/Learn Modify Weapons Skill - Goal 3 - Obtain + Upgrade War Bow to War Bow 1 - Goal 4 - Get/Learn Machine Killer + Ranged Weapons 2 - NOTE: Once you reach GOAL 4, you can pick up NASTY - Goal 5 - Get/Learn Animal Trophies 3 - Goal 6 - Get Level 22 STATS - Goal 7 - Get/Learn Mutant Killer - Goal 8 - Get Level 24 STATS - Goal 9 - Upgrade War Bow 1 to War Bow 2 - Goal 10 - Get Level 27 STATS - Goal 11 - Create Ring of Dexterity - Goal 12 - Upgrade War Bow 2 to War Bow 3 - Goal 13 - Get all listed Skills up to level 26 - Goal 14 - Get Level 31 Stats - Goal 15 - Get Level 51 Stats - Goal 16 - Profit... 4) Check your gear and see what you actually need: - Take note of how many of the following you have: - Strong Elex Potions - Elex Potions, - Small Elex Potions - Natural Elex. 5) Buy however much Natural Elex you need from Doc for your next goal with what you have in mind. (See below). If you purchase all the Elex a merchant has, simply end the transaction and talk to them again and their inventories immediately refill. So Doc can sell you as much Natural Elex as you can afford. But don't buy more than you need for your current goal as you might need the shards for something else. Don't forget: Ammo, Upgrading Weapons and Purchasing Skills all cost money. So don't blow everything you have on Natural Elex. 5) Activate Doc's Workbench. At the top is a half filled vial icon. Click on it to activate the Brew Potions screen. Scroll down to the Elex potions. Small Elex: (1 liquor, 2 Natural Elex) Grants: +100 XP - 1 Liquor - 2 Natural Elex Elex Potion (2 liquors, 6 Natural Elex) Grants: +2 Attribute Points - 2 Small Elex potions - 2 Natural Elex Strong Elex Potion (5 liquors, 17 Natural Elex) Grants: +1 Skill Points - 1 Liquor - 2 Elex potions - 5 Natural Elex NOTES: Why the Doc's workbench in Tavar? Because it is next to a vendor that sells Natural Elex. It is convenient because you can sell your gear and buy Natural Elex as needed with the guy standing next to you. (Wish he sold Liquor as well). The other workbenches in the game don't have this convenience. On a side note, as long as the vendor you sell to is alive, you can always buy the items back. But if they die, access to everything you sold them is also lost. So be careful who you sell things to. For example, don't sell any unique items to Fenk in Domed City or Blake in Tavar. Good chance you will never see those items again. 6) Save before consuming, then consume them. Always consume Elex Potions (and any permanent stat increase potions) from your inventory screen. If you assign them to a quick slot and use them that way, the stat increase/permanent effect may not be applied (Game bug). Save before consuming because it is not uncommon to realize 20 minutes later that you wish you had done something else.(Like saved your shards for a weapon upgrade that you didn't think about). 7) If you need more money The Equipment Detours focused on standard items that made sense. However there are plenty of items in this game that don't or won't make sense for you based on your choices. For example, "2-Handed Fire Sword 2" only makes sense if you are building a two handed melee fighter. But if you are focusing on Ranged or one handed combat, then that weapon is useless to you. So why not go pick it up and sell it? It is in non-defended location and it sells for over 2000 shards: (Company Premises Volcano -> 6 East on 3rd floor of building). The item location guide below points out a number of Legendary items as well as amulets and rings which probably make sense for you to sell if you need more shards. As you level up and become more powerful, getting to the items becomes easier and easier. -------------------------------------------------------------------------------- I.B.2 > > > > Stamina Elixirs -------------------------------------------------------------------------------- Unlike Health, Stamina does not increase with each level, which is why a few Stamina Potions really makes the game noticeably easier regardless of difficulty. Each potion grants +20 permanent stamina increase. 3 of these are ideal. A key ingredient of Stamina Elixirs is Golden Whispers which are rare (There are 18 total in the game). These are also a key Ingredient in Mental Energy and Stim Capacity Elixirs. You will have to decide which is more important to you. The location of Golden Whispers is covered in the Item Location section of the Appendix. The other key ingredient of Stamina Elixirs is the Wolf Leaf. The locations of most of the Wolf Leafs are covered in the appendix as well. Elixir of Endurance Grants: +20 Maximum Stamina - 5 Liquor - 5 Wolf Leaf - 1 Golden Whisper -------------------------------------------------------------------------------- I.B.3 > > > > Health Elixirs -------------------------------------------------------------------------------- A single Elixir potion grants 20 points. Keep in mind that health increases by 5 points for each level up. So a single potion is the equivalent of 4 level ups. If you are playing on easy difficulty, you probably only need 1 of these (And you may already have 1 Health Elixir in your inventory). More than 2 is only needed if you are playing at the harder difficulties. One of the key ingredients is the King's Sorrel, which is also used by the Mana Elixir. The problem with King's Sorrel is that it is rare. There are only 6 plants in all of Magalan. If you are planning to join the Berserkers, Mana boosts are typically more important than Health (Get the skill Extra Hit Points and skip this potion if that is the case). If you are not planning on joining the Berserkers, Mana is useless, so you might as well make Health Potions as there is no other use for the King's Sorrel. And if you are undecided, just hold on to the plants until Chapter 2 after you have joined a faction. The location of the six King's Sorrels are covered in the Item Location section of the Appendix. Elixir of Healing Grants: +20 Maximum Health - 1 Water Bottle - 5 Liquor - 1 King's Sorrel -------------------------------------------------------------------------------- I.B.4 > > > > Mental Energy Elixirs -------------------------------------------------------------------------------- The Mental Energy Elixir Adds 10 points to your Mental Energy Reserve. Note that this potion only makes sense if you join the Clerics (You can't consume it otherwise). Mental Energy is what powers their special abilities. If you don't plan on joining the Clerics, don't waste time making this potion. If you decide to join the Clerics, there is actually a special necklace that regenerates the Clerics' Mental Energy. (There is no equivalent for Berserkers) If you plan on using that Necklace, having a large reserve becomes less important. Long-Lasting Mental Energy Reserve Potion Grants: +10 Mental Energy/Mana (Only Cleric can consume) - 5 Sulfur Nugget - 10 Electronic Scrap - 1 Golden Whisper -------------------------------------------------------------------------------- I.B.5 > > > > Mana Elixirs -------------------------------------------------------------------------------- The Mana Elixir Adds 10 points to your Mana Reserve. Note that this only makes sense if you plan on joining the Berserkers. Mana is what powers their special abilities. If you don't plan on joining the Berserkers, don't waste time making this potion. Having a large Mana reserve is important for Berserker builds. You should favor making these potions over Health Elixirs if that is the case. Long-Lasting Mana Potion Grants: +10 Mana/Mental Energy (Only Berserker can consume) - 5 Mana - 1 King's Sorrel -------------------------------------------------------------------------------- I.B.6 > > > > Quantity Elixirs -------------------------------------------------------------------------------- The Elixir of Quantity Adds 20 points to your Stim Threshold. Note that this only makes sense if you plan on joining the Outlaws. If you don't plan on joining the Outlaws, don't waste time making this potion. Elixir of Quantity Grants: +20 Stim Capacity (Only Outlaw can consume) - 10 Electric Scrap - 2 Natural Elex - 5 Troll Leaf - 1 Golden Whisper ================================================================================ I.C > > > > Next Steps ================================================================================ Buy a lot of arrows (say... 250) and stock up on about 30 grenades. Then... SAVE.... -------------------------------------------------------------------------------- I.C.1 > > > > Milestone Save 001 -------------------------------------------------------------------------------- This is an excellent time for a MILESTONE save. What is that? The game gives you 99 saves and each save has a number. When you go to save, it always assigns you the smallest available number. At some point, you will have to clean up your saves in order to save any more progress. For tracking purposes, it is handy to use save "001", "002", "003", "004" and "005" to track major milestones. In this case, 001 will correspond to this location in the walk-through In the future, you can look over this walk through and know all the things you did before making that save. (If you don't want to repeat the whole game). Why is this a milestone? Because you are likely just now reaching a point where you can run around Magalan confidently without fear of being killed by an over-sized rodent (At least on Easy difficulty). But there is still a lot of game to play and you haven't made any choices that will significantly alter the outcome of the game.... yet. Some of those choices are coming soon. In fact, you may be making one of them in the next 20 minutes. So now is a good point to save if you later want to replay the game and make some different decisions without having to start all over again. Finally, if you find the game starts to become too easy, don't forget you can increase the difficulty settings at any time. -------------------------------------------------------------------------------- I.C.2 > > > > Nasty -------------------------------------------------------------------------------- There are two requirements to pick up Nasty as a companion. First, you must finish the Quest "Desert Vultures". That will give you enough credit in Tavar for Nasty to talk to you. She will even give you 2 quests to test your metal. However to get her to actually follow you, you need to start (and eventually finish) the quest: "Ulbricht's Big Offensive : A Pure Field Commander" If you have been following this walk-through, you likely already have these requirements. If you do not, see the associated quests above. Quest requirements aside, getting Nasty as a companion has one more snag. As you take on Ulbricht's Big Offensive, you will have to fight with Nasty through a 3 stage large scale battle where lots of Colossus will be trying to kill important NPCs. If you can't take a Colossus down quickly at range, those important NPCs may die and limit your end game options. Heavy weapons and grenades won't help you because the splash damage will injure your allies. Melee combat doesn't work because you can't reach the enemies fast enough to save anyone. So it is important that you have Ranged Attack 2, Machine Killer and a War bow 1 or higher before attempting that battle (On easy difficulty). If you do not have those three things, consider skipping this section and coming back when you do. QUEST: Angry Girl REWARD: 1700 XP WHERE: Nasty (Duke's Bunker Teleport -> 1 West -> 2 North) HOW: Wait until you complete the quest: "Desert Vultures". And Preferably have already started: "Ulbricht's Big Offensive : A Pure Field Commander" DETAILS: To avoid dislike reactions when you talk to Nasty, either tell your current companion to leave, or bring Arx along. Head to the Duke Bunker Teleport and make your way to Nasty from there. (Duke's Bunker Teleport -> 1 West -> 2 North) Talk to Nasty: Jax: - Who are you? [ N- ] * Power, Shards and an Easy Life [ N+ ] Jax: - What makes you think you're so important? [ N- ] - Just tell me who you are. [ N- ] * Who the fuck are you? [ N+ ] Jax: - Alright, I don't want trouble. I'm going. [ Cold Dec, N- ] * I was hoping at least 1 person in the Fort ... [ Cold Inc, N+ ] If you have already started "Ulbricht's Big Offensive : A Pure Field Commander", she will immediately go into the next part. If you have not, she will tell you to get lost. In that case, you have to find a bed and sleep until morning twice, and then return. Talk to one of her guards who will tell you to talk to her. Note the "You want to ask me if I'll blow away" only appears if you have NOT already started Ulbricht's Big Offensive. Jax: - You want to ask me if I'll blow away? [ N+ ] - Maybe I'll stay to blow things up. [ N+ ] - If you want me to stay you have to give me a reason Jax: - Not interested [ N- ] - When do we go? [ N+ ] - Do I have a choice? [ N- ] Jax: - I'm ready to go [ N+ ] - End You will immediately teleport to a location outside the city where Nasty plans to test your metal: (Dukes Bunker Teleport -> 5 East -> 4 North). You will have to take on 3 "Plague of Insects". If you have War Bow 1 it will take about 4 arrows each. QUEST: Tough Fight REWARD: 1250 XP WHERE: Nasty: (Duke's Bunker Teleport -> 1 West -> 2 North) HOW: This quest becomes available after Angry Girl. Talk to Nasty DETAILS: When you talk to Nasty, she notes your return and immediately asks you to go with her for yet another test. This time, it is just you and her. Jax: - I am ready. What is it about? [ N+ ] You are taken to fight a Troll the Tavar runners have come to call "El Colosaro". (Old Factory Teleport -> 11 North) He is tough (as are most Trolls). Fortunately, he is slow and Nasty goes at him with a sword. So stick to the high ground where you spawn and fill him with arrows. With War Bow 1 and Ranged Attack 2, it took about 25 arrows to take him down. When the fight is over, loot the area. SAVE, then talk to Nasty. Jax: - Why didn't we bring more men? - We make a good team Nasty says she would consider traveling with you if you could give her a challenge. Jax first idea is taking on the Albs. She admits it is a good challenge, but it is suicide without a plan. If Jax has already talked to Ulbricht, then you can go ahead and suggest taking the Ignadon Converter with the Clerics as a challenge. If not, Nasty returns to her throne. [ Ulbricht's Big Offensive : A Pure Field Commander active ] Jax: - The Judicator Ulbricht is planning a huge offensive ... - Yeah, he must be Desperate [ N+ ] - Good then I've found the commander they need. Nasty will teleport away to Ignadon. Proceed to the next quest. [ Have not started Ulbricht's Big Offensive : A Pure Field Commander ] If you have not started Ulbricht's Big Offensive, Nasty begins to walk back to the Forty after the conversation is over. More importantly, you may have to deal with a bug: BUG: Nasty walks home after the fight. If she gets into a fight along the way and you are not with her, her AI will not let her stop walking home nor will it allow her to stop attacking the creature. So she ends up stuck at her throne, trying to fight some creature she met in the middle of the desert. You know if this bug occurs because she has her weapon drawn, running around the throne, pointing at something no one else can see. Sleeping and restarting the game won't fix the glitch. Only a reload can fix it (hence the save before talking to Nasty after the fight). It is also frustrating because sleeping and teleporting doesn't speed up her return. It takes about 5 to 10 minutes to find out if her AI is bugged or not. So you can either roll the dice and check back in 5 to 10 minutes or escort her home, which is also painful as she walks all the way back to the Fort. Once you know Nasty is safe and sound back in The Fort, head to the Cathedral in Ignadon. Complete "Ulbricht's Big Offensive : A Pure Field Commander" in the Hort section above. Then return and talk to Nasty: - The Judicator Ulbricht is planning a huge offensive ... - Yeah, he must be Desperate [ N+ ] - Good then I've found the commander they need. Proceed to the Next quest. QUEST: Subversive Elements Part 2 REWARD: 3000XP WHERE: Reinhold, inside The Hort (Hort Teleport -> 9 East -> 4 South) HOW: Talk to Reinhold at The Hort's Cathedral DETAILS: You started the quest Subversive Elements some time ago. By this point, Reinhold should know if you pointed the finger at the right person. If you did, you can collect the XP from the quest. However, to do so, you must act like you are ready to join the Clerics and then back out at the last second. Talk to Reinhold: Jax: - So you decide who becomes a cleric and who doesn't? - I am ready, give me a task - I would like to become an Acolyte of the Clerics - No. I still need to think about this. QUEST: Ulbricht's Big Offensive REWARD: 12000XP (+ ~1500 XP from kills) WHERE: Judicator Ulbricht (Cathedral Teleporter -> 1 East -> 2 South) NOTES: Earlier, we simply started this quest. We later talked to Nasty and selected her as the commander. Now to follow up. HOW: Complete Quests: "Desert Vultures" "Angry girl" "Tough Fight" "Ulbricht's Big Offensive : A Pure Field Commander" DETAILS: Go to the Cathedral Teleporter and hang a left into the Cathedral. Head up the Eastern Staircase to talk to Judicator Ulbricht. You should See Nasty there as well. Jax: - Nasty, the sister of the Duke of Tavar will lead... After a cut-scene, you will immediately teleport to the Battle line where you are presented with a choice. - Stay with us (Requires Low Cold Level) - Nasty and I will handle it on our own. [N+] - Reinforce Reinhold (Requires High Cold Level) NOTES: - If you choose option 2 or 3, Ulbricht will be dead when you arrive at the converter. The only way to save him is with option 1. But it also means making sure you cover him. Whether Ulbricht survives this battle or not does have a significant impact to the story line. BATTLE: The Battle consists of 3 waves The First wave is 2 Mechs about about 6 robots. The Second wave is 3 Mechs about about 4 robots. The Third wave is 3 Mechs, 6 robots, 3 Albs and an Alb Commander. Always use your Ranged weapon to take out the Colossus first, then help out elsewhere. Secondary waves begin when you talk to Nasty. So loot and heal before talking to her. If you are having trouble, consider activating some food stacks when the enemies are in sight. (Bone Marrow Soup + High Performance Soup, etc.) Save after each wave in case things don't go well. Particularly after the second wave as there is a possibility that Ulbricht will fall (If you care to save him). There isn't much strategy to speak of, but ranged precision weapons are best as you can help out someone who is under attack immediately rather than having to run over to them. Heavy weapons and Melee risk damaging allies in large group fights, even with targeting. To ensure Ulbricht survives the last battle, it is wise to run ahead of the group and engage in the final fight before your support arrives. Some clerics will already be there, so you won't be fighting completely solo, but it is harder (Use the food stacks and Body Shield if you have one.). When the 3 Battle waves are over, Nasty will send you into the converter to kill off the rest of the Albs. Before heading in, make sure to loot the body of the Alb Commander (Jurek) for his key-card. The Ignadon Converter Secure Storage has a safe inside and the code is 4486 (You learn it from Arx later). Note the code isn't for the room. You still have to hack the door to get into the room. (See Hacking above for tips). After everyone inside is dead, deactivate the Converter. (Hint: Put on the Amulet of the Provider first). If you do not know how to deactivate the converter, see "Refuge of the Separatists" above. Return to Nasty once the converter is deactivated. Look for the Ignadon Converter Teleport on your way out (to the right) and activate it. (Again, put on the Amulet of the Provider before talking to Nasty) Jax: - They're dead. The battle is won. Jax: - We fight well together. You should come with me. * I can get us in.... [ Cold Inc, N+ ] - I'm your only way in ... [ Cold Dec, N- ] - Follow Me. Talk to Ulbricht or Reinhold to finalize things. You may want to check your stats. There is a good chance you leveled up several levels during the fight.. -------------------------------------------------------------------------------- I.C.3 > > > > Duras -------------------------------------------------------------------------------- Some followers like Caja and Arx will follow you and then you do their quests. Other followers like Duras and U4 require that you first do their quest and only then will they follow you. The upside is that you will be doing most of these quests with another companion. If you just picked up Nasty, you may want to bring her along for a while so you can get some likes and improve your relationship with her. NOTES: Since Caja and Nasty are the only romance options, this guide recommends bringing one of them along. If you have been following this walk-through, Caja likely already likes you a lot. But you probably have a ways to go with Nasty. So if you want the option to romance either later, you might want to opt for Nasty, even though it requires a slightly more aggressive response at times to get a like. Teleport to the Hotel Ruins Teleporter in Goliet. Walk down the steps and talk to Duras who stands at the bottom. Agree to help him with a task he has been given. Jax: - Tell me about the job - Tell me about the Victim - And you think I can find the killer? - Does Ragnar think a Berserker murdered Askor? - I'll find the Murderer - Will the suspects talk to me? - Who are the suspects - What do you want me to ask them? - End Go around a corner and hide. Then Hit L to activate the quest markers: Companions -> Tooth for a Tooth -> Circumstantial Evidence If you open your map, you will notice that 2 of them are near the River Delta teleport (which hopefully you activated). QUEST: Question Irdor REWARD: 600 XP + 200 Shards WHERE: River Delta Teleport -> 1 West -> 2 South HOW: Talk to Irdor NOTES: Make sure you bring 50 Cultivator loafs. DETAILS: Find Irdor near a World Heart. Talk to him: Jax: - I'm no threat - Tell me, what do you know about Askor's Murder? 1 So you were here when he was killed? 2 How well did you know Askor? 3 Do you know where they found his body? 4 Do you carry a sword 5 You work here on your own? While you are here, go ahead and help him with his personal quest: Jax: - How safe is the World Heart here? - I will ask about your food supplies. - I'll see what I can do - I have brought supplies - I have brought the Cultivators Loaf [ C+ ] * No, you must pay twice that [ Cold Inc, N+ ] - Yes that is a fair amount. [ Cold Dec ] QUEST: Question Geron REWARD: 1600XP + 250 Shards WHERE: (River Delta Teleport -> 8 East) HOW: Talk to Geron DETAILS: Find Geron standing near a brick building. Talk to him: Jax: - I don't know these forests - Your a hunter? - A Berserker was killed. The body was found in the forest 1 The Berserker was called Askor. Did you know him? 2 Sociable guy aren't you? 3 When were you last in the forest by Goliet 4 Do you always hunt with a bow? 5 You didn't like Askor? - End While you are out here, might as well go ahead and help Geron out by killing some pesky raptors: Jax: - What are you hunting? - Do you want to stay a hunter? - You don't like apprentices? - You should take care of the Raptors. - About the Raptors - I can take care of the Raptors myself [ C+, N+ ] - Back - End Buy some arrows from Geron. Then Hit L and activate the quest: Edan -> Waiting Track down the Raptors and take them out. Use Arrow and keep your distance or perch up high. Since raptors have no ranged attack, they are easy to kill with ranged weapons. (At least at level 14 with the right stats) Return to Geron: Jax: - About the Raptors - Those Raptors are dead meat. NOTES: If you are looking for a free Caja Like, you can get one by offering Geron a beer at some time in the future (Or now if Caja is with you). Note that this causes a Dislike from Nasty. So skip it if she is with you. Jax: - Is that all you want from life? - Here, have a beer [ C+, N- ] QUEST: Question Barin REWARD: 200 XP WHERE: (Goliet Teleport -> 9 West -> 6 South) HOW: Talk to Barin DETAILS: Before talking to Barin, I highly recommend unlocking the Great Lift teleporter. You will need to return to the Great Lift later and you don't want to have to walk all the way out there again. Teleport to the Small Camp Teleporter and follow the river South West to the Great Lift Teleporter: (Small Camp Teleporter -> 6 West -> 9 South) Unlock the Great Lift Teleporter and then make your way to Barin: (Great Lift Teleporter -> 4 East -> 1 South) You will find Barin sitting under some trees: Jax: - I need to ask you about Askor's murder 1 Tell me what you do know about the murder 2 You look quite strong.... 3 Did you know Askor well? 4 Have you been trained to use that sword? 5 Askor's body was found near here. Did you see it? - Your friend Askor... what kind of man was he? QUEST: Question Thorgal and Rock REWARD: 900XP + 123 shards WHERE: (Small Farm Teleport -> 3 East -> 8 South) HOW: Talk to Thorgal first DETAILS: It may be tempting to talk to Rock first since he is near the Small Town teleport, however you should talk to Thorgal first. There are some moderately difficult creatures South East of the Small Farm teleport. If you have Level 24 stats and you have taken the time to upgrade your War Bow (War Bow 2) and acquired Mutant Killer, you can probably take them. If you don't/haven't, you may just want to run past. Jump off the cliff behind the house and they won't follow. Talk to Thorgal: - Askor is Dead 1 Can you think of anyone who might have done it? 2 You know Askor well? 3 When did you last see Askor? 4 How long have you been away from Goliet? 5 You must be good with a sword... And while you are here, might as well help Thorgal with his personal quest: - What are you doing here? - Your post seems undermanned - I can look for this missing Cultivator - End Teleport back to the Small Farm and talk to Rock: - The Berserker Askor has been murdered 1 Were you close to Goliet 3 months ago? 2 Did you know Askor? 3 You don't seem happy. Did you seek promotion? 4 Do you have proof of where you were 3 months ago? 5 What weapon do you use? - End You will need Charisma 2 to convince Rock to return to Thorgal. Put on the Mechanic's Amulet if you don't have the score naturally: Jax: - Thorgal wants you to return to the World Heart - About the World Heart... - Your people need you (Charisma 2) Return to Thorgal Jax: - Rock will return to work for you... QUEST: Review findings with Duras REWARD: 500 XP WHERE: (Hotel Ruins Teleport -> 1 West) HOW: Talk to Duras DETAILS: If you look a your log and read all the things that have been added to the log (now that you have talked to everyone) you see there is no smoking gun on any of the suspects. Talk to Duras (Hotel Ruins Teleport) - About Askor's murder 1 I don't think Barin did it [ D+ ] 2 Thorgal wasn't anywhere near Goliet... [ D+ ] 3 Geron just wants to hunt... [ D+ ] 4 Irdor didn't have time... [ D+ ] 5 Rock wasn't anywhere near Goliet... [ D+ ] 6 You recently became a Warrior didn't you?.. Duras suggests maybe Barin did it since he didn't have an alibi. - There was no one there to say he was at his post... 1 What do you think we'll find there? 2 Why would Barin talk about that place if he had something to hide? 3 You're serious? You really think Barin did it? [ Cold Dec ] 4 Alright, I will check it out. - End Duras sends you out to look for something, but then tells you not to "disturb it", implying he knows what you will find. When you press him, he says just do as he says because your life depends on it. QUEST: Judgment REWARD: 1400 XP + 1000 shards WHERE: (The Great Lift Teleport -> 2 South) HOW: This quest starts when you finish the conversation with Duras from the previous quest NOTES: If Nasty is a companion option, it is best to bring her along for this quest. DETAILS: Teleport back to The Great Lift Teleport and activate the quest: Companions -> Tooth for a tooth -> Light into the Darkness Follow the marker to the object Duras wants you to find. Pick it up and return to Duras: (Hotel Ruins -> 1 West) If you open the box, you get an extra 200 XP, however it also has a rather negative hit to your relationship with Duras. About the equivalent of 3 Dislikes. My Advice: Don't open it. More on the reasons later. Return to Duras (Hotel Ruins -> 1 West) and talk to him: Jax: - I found something hidden in Barin's hiding place. - I solved your case for you [ Cold Inc ] * After what you did for me... [ Cold Dec ] - End Minor Spoiler: In the next conversation, Duras will reveal to you that he killed Askor. He tells you it was in self-defense, but he was concerned Ragnar wouldn't believe him since Askor was his favorite. Ragnar would never believe that his favorite warrior would attack Duras unprovoked. The game never clarifies if Duras actually killed in self-defense or not. Ultimately whether you choose to believe Duras or not is your own call. However, Duras is correct. If you tell Ragnar what Duras claims happened, Ragnar refuses to believe it and orders Duras executed. Jax: - Well I don't think any of the people on the list did it. * I can see why you did it... [Cold Inc,C-,N+, D+] - You're a murderer.... [Cold Dec,C+,D--] - I need to think about it. [Cold Inc,C+,D-] - What is in the casket? - Ragnar wants answers.... - End Time to talk to Ragnar. Or not... [ If you have been avoiding Ragnar ] If you want to continue avoiding Ragnar and delay your introduction, you can. You don't HAVE to finish this quest to pick up Duras as a companion. Finishing the quest simply awards some XP and some money, but Duras became available as a companion as soon as you finished interviewing all the suspects. Jax: - I could use your help This will enable Duras as a companion. You will have to dismiss your current companion to ask him to follow you. Jax: - Follow me. You can then dismiss Duras to Camp/Origin and he will be there the next time you go there. Or you could go ahead and introduce yourself to Ragnar now. It is your call. [ If you have already met Ragnar ] There is no point in delaying the completion of this quest if you have already spoken to Ragnar. Talk to Ragnar (Hotel Ruins Teleport -> 1 South) - You ordered the warrior Duras to investigate Askor's murder? - I have some information about Askor's murder. - 1 Duras did it * 2 The murder isn't anyone from Goliet [ Cold Dec ] - 3 The murder was Barin. Outcomes 1) If you tell Ragnar Duras did it and why, Ragnar refuses to believe it was self-defense and orders Duras killed. Duras attacks you (if he is following you) or the next time you are near him. You get 100XP for killing Duras, 500XP for justice and then 500 shards when you tell Ragnar Duras is dead. 2) Jax makes up a story about Askor dying trying to defend the seedling. Ragnar eats it up, preferring to believe his favored warrior died a hero. Tell Duras who rewards you with a like. You don't get extra XP or shards for this outcome, but you get a cold decrease which is more valuable (IMO) 3) Jax lies and claims Barin confessed. Ragnar asks Jax to administer you confront Barin, you have the option of killing him or letting him go (essentially exiling him). If you let him go, you get a like from Caja but a dislike from Nasty. If you kill him you get the opposite. Whether you kill him or let him live, you get 200XP and 350 shards. Notes: Should you decide to turn Duras in and kill him, you might want to ask him to follow you first, dismiss him and send him to Origin. Then go to Origin and talk to Eckard. Offer Duras up as a defender. Those two actions will get you an extra 1000XP that you miss out on if you simply kill Duras. -------------------------------------------------------------------------------- I.C.4 > > > > Goliet Revisited -------------------------------------------------------------------------------- Time to finish up all the Goliet quests we skipped earlier (most of which we skipped because they were too hard). Some quests only open up after becoming a Berserker. We will save those for Chapter 2. QUEST: Disappeared without a Trace REWARD: 750XP + 275 shards (If you let Stormson live) 550XP + 545 shards (If you kill Stormson) WHERE: Akira (Hotel Ruins -> 3 West) NOTES: This is actually an easy quest (No fighting necessary), but it requires access to Hort, which wasn't readily available early in the game. HOW: Listen to a Berserker named "Stormson" talk with Akira and then listen to him talk with 2 other people. DETAILS: As you walk around Goliet, chances are at some point you will overhear a Berserker named Stormson talking with other Berserkers about technology and wanting someone to come with him. The first location is with Akira: (Hotel Ruins -> 3 West) The second location is with Alrik: (Goliet Teleport -> 2 East -> 4 South) The third location is with Jora: (Goliet Teleport -> 2 East -> 5 South) You will hear Jora tell Stormson to meet him at the tavern later. If you talk to Stormson after he finishes speaking to Jora (be it in the Tavern or on his way there), he gives you 30 shards because he is in a good mood. Stormson will remain in the tavern until you talk to Akira again. The moment you talk to Akira, Stormson disappears (even if you just talked to him 30 seconds ago). She will act like he has been missing all morning and express Concern: Jax: * Could Stormson have left with outsiders? - If Oran was told to keep quiet... [ Cold Inc ] Jax: * If he is alive, I will find Stormson for you 1 Can you think why Angrim would have Stormson arrested? Talk to Angrim (Blacksmith Teleport -> 2 West -> 3 South) NOTE: If Angrim is not at his throne, just wait. Sometimes he spawns behind the throne (behind the wall) and has to walk around to get back in his home. Jax: - What do you know about Stormson's disappearance? - What crime did Stormson commit? - You had Stormson executed? * Speaking is a crime? - End Return to Akira Jax: - Angrim exiled Stormson to the Valley of the Damned Open your Quest Log (L) and activate the quest: Edan -> Disappeared without a Trace -> Just Punishment Teleport to Sandy Pines Teleporter. The area East of the quest marker has moderately hard monsters. You could probably take them at level 21+, but if you wish to avoid conflict, it is best to stick to the road until you reach the bridge and then head north towards the marker. At the marker you will see Dead Berserkers. Clicking on them, Jax will comment that it looks like the work of Clerics. If you check you log, it says Stormson apparently got away. Return to Angrim (Blacksmith Teleport). Angrim now wants you to kill Stormson. Jax: - Stormson is still alive * Find someone else for your dirty work [ Cold Dec ] - He's as good as dead [ Cold Inc ] Regardless of what you say, Angrim tasks you with killing Stormson. Return to Akira: Jax: - Stormson escaped the guards.... Open your Quest Log (L) and activate the quest: Edan -> Disappeared without a Trace -> Kill Stormson Unlike other quests, there is no quest marker for Stormson. However Akira gave you the best hint, that he might have gone to the Clerics. Go to the Hort Teleporter and set a custom marker for: (Hort Teleporter -> 4 East -> 3 South) Stormson is in the mining area. He will tell you that Angrim never sent him to be exiled. The guards had been given orders to execute him (hence why he was nowhere near the valley of the damned). But they ran into a Cleric patrol the guards were killed. Seeing Stormson was a prisoner, the Clerics let him join them. Decide Stormson's fate: * Angrim wants you dead. But, I'll let you live * If you want a messenger service... [ Cold Dec ] - I'll make sure she gets your message [ Nothing ] - You betrayed the Berserkers. You must die.... [ Cold Dec ] [ Killed Stormson ] If you decide to kill him, be careful not to accidentally hit anyone else. Return to Angrim: Jax: - Stormson is dead You can then tell Akira if you want, but there is no more reward. [ Let him Live ] Return to Akira first even though there is no quest marker: (Hotel Ruins -> 3 West) You must talk to Akira first or a game bug prevents her from speaking her last line and giving you 150 shards: Jax: - Stormson is alive and well Then return to Angrim: Jax: - Stormson has joined the Clerics QUEST: Elex Supplies REWARD: 2300XP + 280 shards WHERE: Jora NOTES: Recommend Level 11 at minimum. You pick up companion Falk during this quest. Recommend bringing Caja for this quest. HOW: Talk to Jora DETAILS: When you talk to Jora, if you bring up the right topics, you will eventually unlock an opportunity for a quest to get parts from a local converter: Jax: - How do you get anything done without technology? - So you extract Elex like the Albs? - So if you need Elex, why do you want to get rid of it? - You want me to collect Elex? [ C+ ] - And if I get caught bringing Elex into Goliet? - I will get you the Converter Parts you want. Hide from Jora and then activate the Quest log (L): Edan -> Elex Supplies Open your map and you will notice one of the Quest Markers is someone named "Korin". He will be our first stop. If you have been following this walk-through, you unlocked the "Converter in Edan" Teleporter during the quest Hunt. If the teleporter is not unlocked, see "QUEST: Hunt" above for directions on how to get there. Teleport to the Edan Converter Teleport and make your way to Korin: Near Korin are some large red trailers/containers. If you are traveling with Caja, tell her to stay behind them (out of sight of Korin) to avoid a dislike on the next conversation. Nasty has no reaction. Talk to Korin: - I am here to help you. - I am looking for converter parts? - Then you haven't found the converter parts? - Did you you find any Converter Parts? - I'll get you converter parts... [ A+ C- ] This starts the sub-quest "Save Korin". You can also pick up yet another sub-quest to get Korin's weapon: - Are you threatening me? - Why didn't you bring a weapon? - Why should I put myself in danger for you? - I will find your club - I will scratch your back if you scratch mine (Survival 2) - end Teleport or walk back to the Edan Converter. Then walk directly towards the "front" of the converter (southern most point). NOTE: If you did not do the quest "Hunted" above, a small cut-scene will begin when you approach the entrance showing Jax being spotted by two Alb Soldiers which immediately leads to a fight. Inside, things are actually not so bad. There are 4 "Threatening" Rotboars. Collecting the machine parts shouldn't be too hard if you are at least level 11+ Half way up, you will find a secured Area that requires a door code. You should take the time to hack the door and grab the item inside. (1438). On the top floor, you will find an Item Scanner sitting on a red screen. Take the scanner and click on the screen. There won't be any noticeable effect, but clicking on it opened the outer door. If you follow the hall up through the neck of the converter, you will run into a Slime Dragon guarding the outer door. Again, not difficult at level 11+ and probably only 1 or 2 arrows at level 21+. Outside, you will meet Falk, another companion option the game offers: Jax: 1 You're just going to wait up here? * The mutants are dead 2 What happens if you run out of supplies? Jax: - Before you go, you need to pay me [ N+, C-, F---- ] - All right. You can go. [ N-, C+, F+ ] Jax: - Why did you come here to the Converter? - You want to build a Converter? - You're going to stop the Albs? Regardless of what you select, Falk asks if you want to team up. Jax: - Yes, you can come with me if you think you can follow my orders. - Tell me more about the materials you need - What components are you looking for? - About these components you need.... Go ahead and report any of the components you already have. If you opened the locker below, at a minimum you already have the highly sensitive sensor module. If you have three components and you asked Falk to pay you, you can get your relationship back to neutral. And if you told him he could go, He should Like you by after three components. Go up the stairs to the top of the converter. If you Jet pack to the top, there is a flat area with a number of small elex potions. Korin's Club is lying on the ground on the western side of the converter behind a Colossus. If you are less than level 20, you will want to teleport back down and sneak behind it to grab the club (CAPS LOCK). If you are level 20+ and you would rather just fight the Colossus, then just jump off the western ledge. Back to the Edan Converter Teleporter, and then back to Korin: Jax: * Here is your Club There are three ways to handle this. 1) Give Korin the parts: N-, C+ and 2 Cold Decreases 2) Provoke Korin into fighting you: Cold Increase 3) Pickpocket the other 3 parts from Korin [ Give Korin the Parts ] (If you have Nasty, you may wish to tell her to STAY behind the red containers nearby to avoid the Dislike. Or swap her out for Caja). JAX: - About these converter parts - Here. I found these in the converter [ Cold Dec, C+, N- ] Return to Jora (Goliet Teleporter) when you talk to him, you get yet another [ Cold Dec ] [ Provoke Korin into fighting you ] Technically, you can attack Korin at any time (The Berserkers already think he is dead). If you want Korin to start the fight, put on the thief's amulet and try to pick-pocket him. Get caught and Korin will attack you. Even if you don't get caught, if you take 1 of the Machine Parts from him and then talk to him: - About these converter parts The only option will be to insist he gives you the other 2 parts, also resulting in a fight. IE: Once you pick pocket him, helping him out is no longer an option. Return to Jora (Goliet Teleporter) to complete the quest. [ Pickpocket Korin 3 times ] Despite what the game claims about limits, etc., there is no hard limit on how many times you can pick pocket someone. Rather, with each success, the person you target becomes more attentive, making the next attempt harder, but not impossible. You have about 75% odds on your first attempt. 50% odds on your second. 25% odds on your third, etc. So you can grab all three machine parts from Korin's inventory even if you only have pickpocket 1. You will likely have to save and reload a few times, but within 4 reloads or so, you should be able to pull it off. This is the only way to let Korin live and also get Praise from Ragnar for completing the quest, i.e., option 1 above results in Jora praising you for finding and saving a Berserker, but Ragnar still faults you for not retrieving the parts yourself. Return to Jora (Goliet Teleporter) to complete the quest. Jora will thank you and send a party out to fetch Korin. [ NOTES ] The two cold decreases and potential Caja like are very valuable (There are a limited number of cold decrease opportunities in the game). So giving Korin the weapons is recommended unless you NEED to be the one that completes the quest in order to get Ragnar to let you join the Berserkers. During testing, the following decisions were made which Ragnar cited as being good decisions and still passed Ragnar's evaluation despite giving Korin the parts: - Lost Guns and Dead Men: Gave cleric weapons to Jora - Forbidden Technology: Passed Angrim's test - Free Beer: Got Drog beer. Used Combat 1 to avoid armed conflict - Harvest Time: Got healing plants for Born - Elex for the Mana Shrine: Purchased Elex from Kral and lied to Caldrim - Mysterious Aura: Reported Orik - Bad Debts: Killed the Outlaw Saving before making your decision. Then you can reload and handle things differently if you find (in about 5 min) that Ragnar's evaluation isn't good. QUEST: Law of the Berserkers REWARD: 1000XP + 2000 shards WHERE: Ragnar (Hotel Ruins Teleport -> 1 South) HOW: Talk to Ragnar NOTES: Another easy quest placed here for timing reasons. This is just a conversation with Ragnar, but you need to finish most quests before having it. DETAILS: This is THE QUEST where Ragnar assesses what you have been doing in Goliet and tells you if you are worthy of becoming a Berserker. [ If you have been avoiding Ragnar ] If you have been avoiding Ragnar, you will have to first introduce yourself: Jax: - I am an Alb Defector - I'm actually not from Edan - I am nobody - I don't have to explain myself to you. Jax: - I'm looking for work - I need your protection - I need information Jax: - You're the boss - Can you repeat that? - Doesn't sound like I have a choice. - End As mentioned, admitting you are an Alb Defector counts as a bad decision in regards to being allowed to join the Berserkers. However, it is just one bad mark. You can still join the Berserkers, you just need to be careful about your choices. You will also want to go visit Drog at the Teleporter and start/complete the quest "Free Beer" To Drog: - So what can I do to earn my stay - End To Drog: - What do you want from the Tavern? Talk to him again (once you have beer) To Drog: - I brought your beer * So much for the "honor" of the Berserkers (combat 1) - How about you pay me... (provoke fight) - End Next return to Ragnar (Hotel Ruins Teleport) and complete the Duras Investigation: Jax: - You ordered the warrior Duras.... - I have information about Askor's murder. - Duras is the murderer... * The murderer isn't anyone from Goliet. (Lie) - Barin murdered Askor. (Lie) [ Either way ] Whether you introduced yourself 10 hours ago or 10 seconds ago, it is time to get this quest started/moving. If you haven't already done so, choose the following: Jax: - Let's assume I help you out ... - Yes, it's apparent. Then select: Jax: - About my support - What do I need to do? - How am I doing? Ragnar will read off a laundry list of things you have done and give praise for or berate you about each decision. If you helped in a majority of the cases, he will be pleased and extend the opportunity to become a Berserker. If Ragnar is happy with you, you can follow up with the special job: Jax: - You said something about a special job - Why don't you send one of your people? Jax: - I have brought you a report from another city 1 I went to the Fort 2 I went to the Domed City in Abessa 3 I visited the Hort in Ignadon NOTE: If you haven't done so, you may want to return to Origin and tell Eckard about Duras and Falk. That will land you another 1000XP. QUEST: There is always something to Do Here... REWARD: 400XP WHERE: Ragnar (Hotel Ruins Teleport -> 1 South) HOW: Quest becomes available after getting a positive assessment from Ragnar. NOTES: In older versions of Elex, this quest was not available if you told Ragnar you were an Alb. As of 2019, patches have made this quest available regardless. So if you are playing a patched version on PC, this quest should become available after Law of the Berserkers. If you are on console, it may not be available if you told Ragnar about being an Alb. DETAILS: Jax: - About my support... - Is there anything else I can do for you? Ragnar asks you to check up on Irdor and also do something about the cultivators. If you did the related quest for Duras and fed Irdor while you were out there, this quest is already done and you simply need to collect the XP/Credit for it. Jax: - About my support... - I took care of Irdor If you have not yet done the Duras Companion quests, then search for: "Talk to Irdor" QUEST: New Ground REWARD: 800 XP + 550 shards WHERE: Ragnar (Hotel Ruins Teleport -> 1 South) NOTES: Take 5 small healing potions HOW: After completing: - Law of the Berserkers - There is always something to Do Here... A conversation leading to this quest appears in Ragnar's conversation tree. DETAILS: Ragnar has concerns about the world hearts he had sent into the neighboring lands of Tavar and Abessa. He wants you to investigate them and make sure everything is okay. Jax: - What contact do the Berserkers have with the other factions? - Why are the factions fighting? - I will look for your men in Tavar and Abessa. - Where are the World Hearts? If you did the Duras Companion quest already, then half of this quest is likely already complete. If not, see the companion quest: "Question Thorgal and Rock" Jax: - I have news from the other regions - I met Thorgal in Abessa As for the Tavar outpost, hide from Ragnar, then press L and activate the quest: Edan -> New Ground Go to the Map, and you will see the closest teleporter is the Fort: (Fort Teleport -> 14 West -> 6 North) NOTE: While you at Tavar, you should stock up on Arrows and Hand Grenades. Pre-Level 20, you should try to keep about 30 grenades on hand. When you approach the marker, Max and Gerald will be fighting each other. Approach with arrow drawn so you can start releasing arrows immediately. You must quickly pick a side. Gerald is the Berserker and Max is the Outlaw. NOTE: Before talking to the survivor, you may want to loot the buildings/area. If Max is the survivor, you may need to start following him and if Gerald is the survivor, it is easier to loot items when he is not around. [ Side with Gerald ] Talk to Gerald once the fight is over Jax: - Is there anything you need? - I will get you some potions - I have some healing potions here Jax: 1 So you're planning to stay? * Ragnar is waiting for a report Return to Ragnar: Jax: - Your outpost in Tavar was attacked by Outlaws. [ Side with Max ] Jax: 1 Why attack these Berserkers? 2 What about your comrades? - Are you setting up camp here? 1 What did the Duke promise you...? - I'll come with you... If you follow Max back to the Fort and insist on staying with him, you will get another 400 XP and you will overhear William berate Max for losing all his men and not bringing back any of the hostages. Max just gets a few beers worth of shards in the end. If you have Combat 5 and you persist, you can get him to pay you, but it isn't much. If you do not insist on following Max to William, Max tells you he got paid nothing (which isn't too far from the truth). Return to Ragnar: Jax: - Your outpost in Tavar was attacked by Outlaws. - All Dead. None survived. QUEST: Searching for Clues (Hakon's Alb Hunt) REWARD: ~2600 XP + 500 shards (If you check all 3 locations) ~1650 XP + 500 shards (If you skip the first 2 locations) WHERE: Hakon, who stands outside the Barracks: (Blacksmith Teleport -> 2 West -> 2 South) HOW: Talk to Hakon NOTES: If you are less than level 20, take about 30 grenades with you. You may not want to do this quest until AFTER you have completed Law of the Berserkers. DETAILS: When you talk to Hakon, you will quickly discover he hates Albs. Probably not a good idea to let him know about your past. - You have a problem with outsiders? - Sounds like you really hate the Albs - You want to kill Albs? * You want me to risk my life ... (Combat 2) [ N+,C+ ] - Tell me the mission - Where are these ruins? - End Find a hiding place, then Hit L to open your Quest Log and activate the quest: Edan -> Searching for Clues Since you have this walk-through, you don't have to check all three locations. However, there is XP to be gained and a teleporter to unlock if you do. It is up to you. [ Optional : Check out the first two locations] There is in fact a teleporter in the Valley of the Damned, but you probably haven't been there yet as it is surrounded by moderate and high level enemies. We will try to unlock it. Head from the Great Lift Teleporter to this location first: (Great Lift Teleporter -> 6 West, 5 South) At the first custom marker location is a bridge. As you cross the bridge, you will meet 3 exiles. This is a trap. About 5 seconds after the conversation ends, they attack you. Jax: - Thanks for the advice - I can take care of myself. Lower Level Strategy: Fortunately, being on a bridge means there is only 1 way to get to you if you back up. If you are under level 20, when the conversation ends, back up while throwing 3 or 4 grenades set to motion sensor. When they take chase, they gravely hurt themselves. Straight ahead from the 3 exiles, you will see a stone path going down between 2 cliffs. It ends at a courtyard full of monsters. The Valley of the Damned teleporter is in that courtyard: (Great Lift Teleporter -> 10 West, 6 South) If you have 2nd Tier weapon like War Bow 2, you can probably just take them out with arrows. But if you do not (indicating you are probably below level 20), you can back up, throwing grenades at the ground. The monsters kill themselves trying to attack you. But it will take at least 15 grenades. You will earn about 1000XP from the kills. Finally unlock Valley of the Damned Teleporter. (The monsters re-spawn after 24 hours and are replaced with leveled equivalent creatures) The two possible Alb locations north and south of the teleporter turn out to be false leads. But it may still be worth exploring them for loot. In particular, the suspected building to the north of the teleport has Gaia's Wrath and a Thief's Ring. You have better items, but you can sell them for a good price. There is also a Golden Whisper North of Gaia's Wrath (Valley of the Damned -> 2 East -> 5 North) From the building that has Gaia's Wrath, plot a course to the "Albs" : (Great Lift Teleport -> 12 West). Head there in a straight line to avoid more confrontations. [ If you want to skip the first two locations ] The easiest way to the "Albs" is to teleport to the Small Camp Teleporter and make your way to this custom marker: (Small Camp Teleport -> 12 west -> 3 South) The cell is just west of Caja's World Heart. That region is up high and the creatures are easy level. Plot a course from the cell above to the "Albs": (Great Lift Teleport -> 12 West) [ Deal with the "Albs" (Separatists) ] Under a bridge, you will find Separatists, not Albs: Jax * I am not an enemy of the separatists - I am here to ask you questions.... [ Cold Inc, They attack ] Jax: - Yes, the albs must be stopped * They tried to kill me. I'm owed ... [ Cold Dec ] - The Albs will conquer all ... [ Cold Inc, They attack ] Jax: - What have you been doing here in Edan? - Fear of what? - You had better leave Edan. Since you came out here to kill some Albs anyway. You could offer the Separatists some help: Jax: - You're being hunted by Albs? - I'll find the Albs who are hunting you. - Do you know where the unit is? - End Open up your quest log and activate the quest: Edan -> Clearing the Forest Lower Level Strategy: Albs like ranged weapons, so make sure you have cover near by. Approaching from the river, there are 2 burrowed spiders (look for circles of rock on the ground). Either avoid the spiders or intentionally activate them and run at the Albs with your shield up. The spiders will follow and offer a distraction. Return to Nezol: Jax: - I took care of the albs that were hunting you. [ Decide the Fate of the Separatists ] (Note: If you are traveling with Nasty, she doesn't care what you do) Return to Hakon: (Blacksmith Teleporter) - I found the Albs - They are Alb separatists.... - They are to the west (truth) [ Cold Inc, C+ ] - They are... to the North.(Lie) [ Cold Dec, C-, D- ] - I'm not telling you. [ Cold Dec ] Outcomes: 1) If you tell Hakon where they are, he will kill them. Next time you visit the Separatists, they will be dead. You can confront him later and kill him, remain neutral or praise him. 2) If you lie, you get paid, you part on good terms and the separatists live. However, Hakon moves outside the fort wall between the entrance and the pit. If you get near Hakon (close enough for him to highlight), he will force a conversation with you and attack. The good news is, since he is a survival trainer, you can see him on the map. So you know exactly where he is. Even if you want to kill Hakon, this is the best choice as you still get paid and if you need to go to the pit, you normally aren't going through the front door anyway. If your goal is avoiding bloodshed, this is the best option: Before finishing this quest, you will want to: - Pickpocket Hakon and get his chest key (if you want). Best time is at night when he is asleep. - Tell Caja to stay on the other side of Hakon's house when you talk to him to avoid her dislike if she is traveling with you. 3) If you refuse to tell Hakon where they are, he doesn't pay you and attacks you immediately, forcing you to kill him. Hakon's death won't change anything if you have already passed Law of the Berserkers. However it will upset Ragnar if you have not (he may make you pay 2000 shards to atone for Hakon's death) -------------------------------------------------------------------------------- I.C.5 > > > > C.R.O.N.Y. U4 -------------------------------------------------------------------------------- Earlier in the walk-through, you found U4 and even talked to him, however fixing U4 required getting a part from an Alb controlled Converter. Something that is hard to do before Level 20. Specifically, things get much easier once you get War Bow I and Ranged Combat II (And Mutant Killer and Machine Killer) If you have been following this walk-through, this quest will be easy. However, if you are skipping around and you are not yet beyond level 20, it may be harder. Now is probably a good time to revisit Section I.B "Self Improvement" and improve Jax regardless. QUEST: You have to do everything yourself / The Converter in North Abessa REWARD: 900 XP WHERE: U4 (North Abessa Teleport) HOW: This quest becomes available after rescuing U4 from the Pit in Goliet and then talking to him at the North Abessa Teleporter DETAILS: Open your Quest Log and Activate the quest: Companions -> A Half Defective Tin Can -> You have to do everything yourself This will give you a quest marker with your target. It is on the first floor of the North Abessa Converter, which is guarded by a Colossus and 4 to 5 Albs. Bring another companion along since U4 won't help. If you take out the wall guards with your bow and then Jet Pack up onto the South-Eastern part of the wall, you can avoid the Colossus (It has limited sight). The module is on the first floor of the converter. U4's quest does not require that you go further in, however, you will eventually need to take this converter down for the main quest. There is also a very powerful weapon on the roof, but you have to deactivate the converter to get it. If you have been following this walk-through, you should have the codes needed to shut down the converter and the skill needed to take out all the Albs there. The code to the security room on the 3rd level is 3210. (You later learn this from Arx) When you are done, return to U4. Before Talking to him, dismiss your current companion so that U4 can begin following you. - I have the target acquisition module you requested. - Follow Me. QUEST: New Weapon Systems REWARD: 200XP WHERE: N/A HOW: Talk to U4 after you complete the quest "You have to do everything yourself" DETAILS: After completing "You have to do everything yourself", when you talk to U4, you will see the option: Jax: - So, are your repairs complete? U4 will respond and tell you that his weapon systems are still offline, but he could use U3's weapons systems. U3 is back at the crash site from the beginning of the game. Head back to the Lift/Elevator: (Small Camp Teleport -> 8 West) Once you reach the top, follow the quest marker to U3. Jax: - (Dismantle weapon system) Then talk to U4: Jax: - I have the target acquisition module you need. U4 quests are complete. -------------------------------------------------------------------------------- I.C.6 > > > > FALK -------------------------------------------------------------------------------- Falk is an interesting character, if a bit odd. You meet him on top of a converter in Edan of all places. If you have not already picked him up, see the quest "Elex Supplies" in the Goliet section Above. Here, we will assume you completed the quest above and picked up Falk along the way. Falk is on a search for a set of components. You don't have to take Falk along with you to pick up the components. You just need to give them to him. (Taking him along to pick things up does not offer any additional conversation or affinity boosting opportunities). Some of these you may have already picked up or even given to him when you met him. QUEST: Electrical Technology for Falk REWARD: 2000XP + 250 shards DETAILS: Jax: - Tell me more about the materials you need [ Falk Likes ] Falk tells you that a Cleric sent him out into Magalan to collect components. Jax: - What components are you looking for? - A Sensor Module from a Converter - A high performance CPU - Gaurudium - A Hydraulic Joint - Miniature Elex Battery Go ahead and give him anything you already have (if you didn't do it earlier). Many of these you should already have if you have been following this walk-through. The Gaurudium for example was right next to the Survival Artists Amulet you picked up in Equipment Detour 2. The Miniature Elex Battery is near your own downed Alb fighter, which you might have picked up when you returned during Equipment Detour 1 to pick up some basic supplies. And the Sensor Module you hopefully picked up when you were in the converter where you picked up Falk. So here, we will assume you only need the High Performance CPU and the Hydraulic Joint. If you need the other components, you can activate the quest to get quest markers for them. High Performance CPU -------------------- Head to the Domed City teleport and approach the marker from there. If you stick to the path that follows the river north, eventually you will come to a bridge at cell: (The Domed City -> 1 East -> 13 North) Follow the path over the bridge and up the hill behind the house. Not long after crossing the bridge, you will see enemies at the top of the hill accompanied by a Cyclops. If you head towards the house with the quest marker at that point (say for cover), you can actually run up the ramp at the back of the house, go down the stairs inside and grab the CPU without being detected by the Albs that monitor the area. (If you rescued Kid earlier during the Tavar Quest Stuffing Mouths you will find him here, sitting on the couch). However, if you have and are able to wield a Tier 2 weapon or higher (War Bow 2+), you are also likely high enough level that you can take on the Alb guards and Colossus guarding the front of the house. Whether you want to clear the Alb outpost is up to you. NOTES: Be careful, there are mines hidden about. For example, one in the tub on the bottom level. Definitely save before making this run. There are also mines on the ground around the outer perimeter of the houses and yet more on the road leading into the complex to the East. Finally, we need to get the Hydraulic Join. Teleport to the Duke's Bunker Teleport. Jet Pack down to the joint marker from there. Talk to Falk once you have all the components: Jax: - About these components you need...? - I have the sensor module [ Falk Likes ] - Serve him? - Something isn't right about you. Falk will reveal he is on a secret mission and may be returning these components to Hort or Tavar. He mentions it is his honor to "serve" the Legate. Jax: - About these components you need...? - I found this hydraulic joint... [ Falk Likes ] - You think things would be different - You think the planet would be better? Jax: - About these components you need...? - I have the gaurudium [ Falk Likes ] - Are you pleased the Comet hit? - How do you know Elex/Gaurudium weren't here before... Jax: - About these components you need...? - I have the high-performance CPU [ Falk Likes ] - How can you defeat the Albs? - You don't sound so sure Jax: - About these components you need...? - I have the miniature Elex battery [ Falk Likes ] - This is the work of the Clerics? - We should thank the Clerics for the Albs? Jax: - I think you have the full set of components - Yes, lets find your Legate. QUEST: Random Access memory REWARD: 1000 XP WHERE: N/A HOW: Talk to Falk. This quest starts when you complete the quest "Electrical Technology for Falk" DETAILS: Upon the completion of "Electrical Technology for Falk", a this quest will begin to lead you to the Legate that Falk serves/works for. Activate the Quest (hit L): Companions -> Random Access memory You will see the quest marker appear in your map. Head down into the Silo of Dukes Bunker. You will see Konrad. Konrad is a Cleric prisoner. When you enter the room that Konrad is in, a cut-scene will begin. Talk to Falk after the cut-scene: - How are you feeling? - You sound like an Alb [ Reset to Neutral ] * What do you think about your creator? [ Falk Likes ] - A real Cleric would be more use ... [ Reset to Neutral ] -------------------------------------------------------------------------------- I.C.7 > > > > Tavar Revisited -------------------------------------------------------------------------------- Time to finish up all the Tavar quests we skipped earlier. While doing Tavar quests, this guide recommends Nasty as your companions. Before you get started, you may want to return to Origin and make sure you tell Eckard about all the Companions you have recruited and brought to Origin. It is a lot of free XP. You may also want to visit I.B : Self Improvement and go through another self improvement cycle. QUEST: Heavy Loss If you skipped this quest earlier in the walk-through, now it is time to return to address it. See "Heavy Loss" under I.A.5 for the full quest walk-through QUEST: Medicine for the Hunters REWARD: 800 XP + 100 shards WHERE: Scrappy in Tavar Fort: (Duke's Bunker Teleport -> 1 West -> 3 South) HOW: Talk to Scrappy. DETAILS: Talk to Scrappy Jax: - How do you survive out here? - Who is Rider? - I'll find Rider for you. - End Activate the Quest in your Log (L): Tavar -> Medicine for the Hunters Your Map screen will show a Marker. A straight shot run from Scrappy to Rider is the best approach. (Stay to the road initially as there are mines if you wonder off road). When you arrive, he will be fighting 3 Jackals. (There are normally two others in an adjacent room that haven't attacked yet). So have your weapon ready (maybe consider stocking up on arrows). When you have dispatched the beasts, talk to Rider: Jax: - You want them all dead? - Why are there so many Jackals in this area? Jax: 1 So do you work for the Duke? 2 Do you want help hunting these jackals? - Scrappy sent me. I have your payment. On your way back to Scrappy, if you turn right you can activate the Southern Cliffs Teleport. (Dukes Bunker Teleport -> 1 West -> 9 South) NOTES: Be warned that there are some tough creatures near the Southern Cliff Teleport. Run to the cell, activate the teleport and then run back to the West. Either follow the road North to Scrappy or just Teleport to the Dukes Bunker Teleport and Jet Pack down. Talk to Scrappy: Jax: - I have the meat from Rider (20x Raw Meat) As a final reward you get to choose: - Give me the shards (~60 shards) - I'll take the chems (3X Pick me up Stims) * I'll take the weapon (crossbow) The chems are worth the most if you use them, however if you don't use them and just plan on selling them, the weapon has the greatest monetary value. QUEST: Interception REWARD: 800 XP + 2000 shards (+ 600XP from kills) WHERE: Liam in Tavar Fort (Dukes Bunker Teleport -> 1 West -> 3 North) HOW: Talk to Liam after completing "Tramp Confederacy" and receiving Rat's claw. DETAILS: If Liam sees you carrying Rat's claw, he will ask you for help with a job. Jax: - There is no tax. This is a con. - Your not taking shards from me without a fight [ N+ ] - What did you spend the shards on? - You really love your wife then? - If things are so bad, why don't you split up? The conversation ends. Talk to Liam again: - Why do you want to look at that? (Show Rat's claw) - And you will trust me with this because of this claw? - Alright, I'm in. - About the Duke's shards... - So what is your plan - Deal - Make it 50% or no deal (Combat 3) [ C+,N+ ] - Lets Go - I will return soon. - back - end Activate the quest: Tavar -> Interception to get a quest marker on your map. Sandy Pines is likely the closest teleport you have activated. I recommend taking the road east until you reach the Tower: (Sandy Pines -> 11 East -> 1 North) Then head North at the fork in the road. Be warned there is an Alb unit with 3 albs stationed at: (Sandy Pines -> 15 East -> 9 North) There is also a cold pipe that goes under the road. You will take cold damage near it (but if you run past it, the cold damage stops). When you reach the destination, talk to Keith: Jax: - Real men fight with what they've got. - I don't care what you're wearing. You're no Cleric. - You really want to fight? (Fight) [ N+ ] - I know you work for the Duke. - I'm taking the chests. Strategy: You are probably fine to just take them out with arrows, but if you are having issues, this is another fight where you are quickly surrounded, making it a good candidate for Power Wave. BUG If your companion follows you into the building to collect the money, they can get stuck inside. Either tell them to stay outside or if this happens, you can nudge them out the door by continually running into them until the game tells you they are following you again. While you are here, you may want to go up the mountain and activate the Tavar Mountain Teleporter: (South Abessa Teleporter -> 1 East -> 20 South) NOTE: If you head up the road to activate the teleport, be careful. There are 2 rippers burrowed in the road that lead up to it and a cold area at the top similar to the pipe you crossed over after the Alb Unit. (look at the ground for rock circles and stay away or Jet Pack over them). In the gas station across from the Teleport is a Tame Jackal. Take care not to kill it on sight or it will cause his owner Scott to also attack you. You may want to talk with Scott later for a free like from Caja. Teleport back to The Duke's Bunker Teleport and make your way to Liam: Jax: - About the Duke's shards - I recovered the shards from the convoy. QUEST: The Claws Detour The next four quests are pulled from the Claws Quests. This is a good time to do them because you are already in Tavar finishing up Tavar Quests and the three remaining Claws contracts all target people in Tavar. QUEST: Compromising Recording REWARD: 200XP + 900 shards WHERE: (The Dukes Bunker -> 6 West) HOW: A number of Tavar related Claws Quests become available once you complete a similar set of quests in Hort. This quest activates when you take the job from the claws job chest. NOTES: This quest is only available if you joined the Claws. DETAILS: Activate your Quest Log (L) and activate the quest: Abessa -> On behalf of the Claws -> Compromising Recording Follow the quest marker to the Strip Bar. If the room is busy where the record is found, try sleeping until morning and return. You basically just have to run in and run out of the room very quickly and grab the recording. Save, in case you get caught. Drop the item off in a drop-box QUEST: Elex for the Claws REWARD: 200XP + 900 shards WHERE: (The Duke's Bunker -> 1 South -> 1 West) HOW: A number of Tavar related Claws Quests become available once you complete a similar set of quests in Hort. This quest activates when you take the job from the claws job chest. NOTES: This quest is only available if you joined the Claws. DETAILS: Activate your Quest Log (L) and activate the quest: Abessa -> On behalf of the Claws -> Elex for the Claws the top floor. Save, in case you get caught. Step 1 : Across from the room with his belongings is a note on a table. Pick it up. It has the access code to his safe: 8641 Do not ignore this note or the Claws finale will glitch out and you won't be able to finish it. Next, you either need to kill the guard or distract the guard. If you kill the guard, someone may report your crime. You can take that chance if you want. Distraction is the trick. You go to the roof and drop down on top of the shed and stand outside the window, just off to the right. The guard will see you and tell you to leave. Don't. When he goes hostile, move to the side so he can't shoot you. He will begin to run up the stairs to reach you. However, he loses interest quickly. By the time he gets to the roof, his alarmed state ends and he starts walking back. You jet pack up and fall down through the hole and beat him back. Open the safe quickly and get out before he goes hostile again. Drop the item off in a drop-box QUEST: Rob Mad Bob REWARD: 200XP + 900 shards WHERE: (The Dukes Bunker -> 1 South -> 1 West) HOW: A number of Tavar related Claws Quests become available once you complete a similar set of quests in Hort. This quest activates when you take the job from the Claws job chest. NOTES: This quest is only available if you joined the Claws. DETAILS: Activate your Quest Log (L) and activate the quest: Abessa -> On behalf of the Claws -> Rob Mad Bob Follow the quest marker to Mad Bob. Put on your thief's amulet. Stand behind his throne and pick pocket him from behind. Grab his KEY. Drop the item off in a drop-box QUEST: Return to Hector REWARD: 100 XP WHERE: N/A HOW: When you drop off the last of the Claws requested items, you will find a note in the drop-off box with a letter from Hector asking you to return. DETAILS: Teleport to The Domed City and make you way to the Claws hideout. NOTE: If Nasty is with you and you have not completed "The Beggar" you may want to talk to the beggar and complete it now as it wins you a free Nasty Like. When you arrive, the claws are gathered around in a circle. - Yes, I got the message. Jax: - You are leaving? - Did something happen? Jax: - I will follow later - No thanks. I still have something to take care of here. 1 What do you mean I helped you? 2 So that is why you needed the supplies from Goliet 3 Why do you need the Fighting Colossus Blueprints 4 Why did you need the recording from the Fort? Jax: - I will follow later - No thanks. I still have something to take care of here. The small band of thieves you have been working with known as the Claws are departing to head "Over the mountains" to start over. They invite you to come with them, but you have your own mission. QUEST: The Big Bang REWARD: 6500 XP 7600 XP + 3000 shards [ Kill Konrad ] WHERE: The Duke in Tavar Fort (Dukes Bunker Teleport -> 1 West -> 1 South) HOW: Talk to the Duke. NOTES: Advise finishing Falk's personal quest before doing this quest. DETAILS: Talk to the Duke about how you can help him out and he will send you down into the Silo to help out Konrad with a project. Talk to the Duke: - How can I make you profit? - What will you pay me for my loyalty [ N+ ] - If you want profit, give me a job. - I'll take the job - End Activate the quest: Main Missions -> The Big Bang -> An exercise in Megalomania Talk to Konrad: - What are you doing down here? - You're building a bomb? - Which city does the Duke want to destroy? - How is the Bomb coming along? - The Duke sent me to help you - Alright, what do you need? - Where can I find the components? * Tell me where, or I break bones [ Cold Dec, N+] - It is both our lives on the line [ N-, C+ ] - End MINOR SPOILER: If you threaten Konrad during this conversation (break bones comment), you will be able to provoke him to attack you later. Thus you will be able to kill him in self-defense. If you do not threaten him now, you will not be able to provoke him later leaving murder as the only option (or not killing him). If you open your map, you will see the three items. All of them are in dangerous areas guarded by moderate to high level creatures, though you should be able to handle them at this point in the game. (When testing, Jax was level 24 with level 33 stats, War Bow 3 and Regent Sword 2) The Edwards Condenser ---------------------- One advantage you have here is that you can range attack the rippers from up high, minimizing your exposure to danger. Once you dispatch them, grab the Condenser. Make sure you also grab the Flamethrower Mark B that is in the ripper nest. There is also a Golden Whisper at the top of the structure in the middle of the ripper nest you should probably grab. Inverse Phase Conductor ---------------------- You can make your way to the Inverse Phase Conductor almost directly from the Edwards Condenser (it is closer than the other component) Again, you will run into plenty of moderately hard monsters along the way, but at this point you should be able to dispatch most things with 2 or 3 arrows. When you reach the Conductor, it will be in a room that has radiation. If you don't have anti-radiation gear, your best bet is to equip some food (High Performance Soup) and run in and out before the food wears off. Consider stacking in Woodlice Meat Soup if you have any (grants +20 radiation resistance). Concentric Cross-armature Coil ------------------------------ The fastest way to the location is from the Sandy Pines Hotel Teleport. Going through the front gate is not advised. There are mines, radiation and a number of high level creatures. A better approach is to go to cell: (Sandy Pines Teleport -> 6 East -> 1 North) Look to the right/south. You will see a path heading up the mountain that ends at a cliff that overlooks the complex: (Sandy Pines -> 10 East -> 3 South) Climb up that path and head to that cliff. From that vantage point, you can see the creatures below. With a ranged weapon, start shooting them. They will likely try to make their way to you, however that leads them through the Reaver camp right next door, which pulls the Reavers and their hounds over and they all start fighting each other. Meanwhile... You can Jet Pack Jump to the roof of the building in the middle of the complex and pick off enemies from the safety of the roof where no one can reach you. Once all the red dots are gone (or you feel confident you can handle the leftovers), Jet Pack down and loot the building. Then Teleport back to The Duke's Bunker. Talk to Konrad: (Put on the amulet of the provider) Jax: 1 Here is the Inverse Phase Conductor 2 Here, the proprietary Edwards condenser 3 The cross armature coil Go upstairs and talk to The Duke (Logan) Jax: - Big Bang has been completed. The Duke wants you to talk to Konrad and move Big Bang to its target. When you return to the Silo, it appears Konrad has already taken off with the bomb. Jax says to himself (and you) that they would have to pass by the old Green House Dome if Konrad is heading to Ignadon. He says to himself (and to you) he will meet them there. Activate the quest Marker: Main Missions -> Big Bang -> Where is Big Bang? When you get close to the quest marker, make sure you activate the teleport for the Ruins of the Dome: Ruins of the Dome Teleport : (Fort Teleport -> 3 West -> 13 North) NOTES: When you get to the Domed Ruins, you may want to explore a bit and loot the various Domes while your companion is still with you. Once you jump down into the Dome with the quest marker, your companion will be auto dismissed and sent back to Origin. Once you are ready for a fight, save and then jump down into the Dome with the quest marker. A cut-scene shows Konrad arriving and then hitting a button. Big Bang is more than a bomb. It is also a giant robot. It takes out Konrad's escort, then Konrad leaves and it turns to attack you. Your companion is auto-dismissed (returns to your camp) and you must fight Big Bang alone. Strategy: Keep running right. Big Bang's shots use lots of power, so after it misses about 6 times, an energy harvester detaches and goes to one of the Elex deposits. Focus on the harvester because until it is destroyed, you can't easily damage Big Bang. Once the Harvester is destroyed, Big Bang will try to close the distance and take you out with a flame thrower. So it is important to take it out quickly. During a test run, it took about 5 arrows. (at level 23 with War Bow 3, Machine Killer and Ranged Combat II on Easy). Save once the fight is over. Stop by Origin and get your companion back. Then return to Logan/Duke. Jax: (Don't forget to put on the Amulet of the Provider) - Big bang is at its target. Logan tells you to find and kill Konrad. He is at the Hort. KONRAD SPOILERS: No matter what choice you make here, Logan will show up to the final battle of the game, but refuse to help. This is true even if you join the Outlaws. If you refuse to kill Konrad, Logan uses that as his excuse: "Well, you never helped us, so why should we help you?" But even if you kill Konrad, he still doesn't participate. He just uses a different excuse. Konrad does however come up in the conversation with the Hybrid and in the end-game summaries. Without spoiling too much, I will say that it is better to let Konrad live (in general). That said, if you decide to join the Outlaws, it basically means accepting Logan as your Boss. And it is always good to keep your boss happy. So this guide recommends letting Konrad live unless you plan on joining the Outlaws, in which case, you are probably better off killing him. If you are uncertain which faction you will join, then just delay finishing this quest. You don't HAVE to complete the quest until the end of Chapter 2 and by then, you will have joined a faction. When you speak to Konrad, the available options depend on whether you threatened Konrad back in Tavar. [ If you didn't threaten Konrad during the quest Big Bang ] Talk to Konrad: Jax: - You put a weapon of mass destruction in the hands of the Outlaws! 2 What are you doing now? 1 The Duke wants you dead. Nothing you say can make him attack you. So if you decide to kill Konrad, it has to be straight up, unprovoked murder. [ If you threatened Konrad during the quest Big Bang ] Talk to Konrad: Jax: - You put a weapon of mass destruction in the hands of the Outlaws! 1 The Duke wants you dead. 2 What are you doing now? - Yeah, I might have. (Fight) [ N+, C- ] - I am sorry [ Cold Dec, C+, N- ] - You deserved it, asshole. (Fight) [ Spare Konrad ] To spare Konrad, simply return to the Duke after your conversation with Konrad is over. Talk to the Duke: Jax: 1 Why did you want to destroy the Hort? 2 Take care of Konrad yourself Duke basically tells you to get out of Tavar and you get a big message saying this has Far Reaching Consequences. [ Provoke or Murder Konrad ] If you provoke Konrad, you are simply defending yourself, so no one cares. If you wish to kill Konrad and the provoke option was not available, the best way to kill Konrad is to Jet Pack up onto the high platform above him and take him out with one or two arrows when no one is looking. If you do it quickly, no one will even react or notice. You get 1100XP for killing Konrad. And a message that says this person's death has affected the story. Return to the Duke Jax: - Konrad is Dead The Duke rewards you with 3000 shards. He also remembers this. -------------------------------------------------------------------------------- I.C.8 > > > > Hort Revisited -------------------------------------------------------------------------------- There is not much left to do in Hort unless you decide to join the Clerics. QUEST: Cause and Effect REWARD: 850XP + 200 shards WHERE: Hagen, inside The Hort (Hort Teleport -> 7 East) HOW: Talk to Hagen inside the administrators building DETAILS: When you talk to Hagen, he starts to lecture you about earning the right to use weapons. Jax: * I know how to defend myself (Combat 3) - I'm not an initiate - Understood Jax: - How can I earn something for myself around here - I'll kill those mutants Activate the quest: - Ignadon -> Cause and Effect It is best to approach from the Hangar Teleport. You will eventually find a cave. Inside you will find 4 Rotboars and a Moloch If you have been following this walk-through, they shouldn't be too hard at this point. There is a ledge beside the cave that you can Jet pack up to and shoot them from if need be. NOTES: If you are not interested in fighting them (maybe because you are lower level), enter the cave briefly until you see the quest update, then head back to the Hort and talk to Hagen who will proceed to the cave with additional Clerics. You will have to be mindful of area effect damage, but it makes it a much easier than taking on the mutants yourself. Return to Hagen: - I found out where the mutants are coming from -------------------------------------------------------------------------------- I.C.9 > > > > Ray -------------------------------------------------------------------------------- This section assumes you have been following the walk-through from top to bottom. If you want the full quest for Ray, see the reference section below. You need Ray for SOME of these quests, but not all. And in fact, if you bring Nasty along for some of them, you actually get a like from her. QUEST: Mason Contract REWARD: 400 XP WHERE: N/A (The Great Lift -> 1 South) HOW: Talk to Ray. He asks you to find contracts on his life. DETAILS: If you have already met Mason, then when you talk to Ray you can mention that fact. But this is optional. Jax: - Tell me about these contracts - I saw Mason. He is looking for you. Take Nasty or Ray with you to the Great Lift Teleport. (See affinity outcomes below). There is no quest marker or instant teleport for Mason. Fortunately, you have this guide. He can be found at: (Great Lift Teleport -> 1 South) Jax: - I know Ray... - Why is he worth so much? - I'll buy that contract off you and you can forget Ray... - Deal (200 Elexit) [ Cold Inc, N-, R+ ] - Hand the Contract over... (Fight) [ Cold Dec, N+, R- ] If you kill Mason, it will tell you his death has affected the "story". That is not true. It only affects this quest. NOTES: If you decide to provoke Mason when traveling with Ray, you can avoid Ray's Dislike by telling him to stay somewhere out of sight when you talk to Mason. Conversely, if traveling with Nasty and you want to purchase the contract, tell her to stay out of sight for the conversation. QUEST: Bomby Contract REWARD: 400 XP WHERE: (The Domed City Teleport -> 1 West) or (The Domed City Teleport -> 4 East -> 3 North) HOW: You get a quest from Ray to find contracts on his life. When you approach a man named Bomby near The Domed City, he asks you if you know Ray, indicating he likely has a contract. DETAILS: If you have already met Bomby, then when you talk to Ray you can mention that fact, but this is optional. Jax: - I've met Bomby. Bomby Alternates between two locations: (The Domed City Teleport -> 1 West) (The Domed City Teleport -> 4 East -> 3 North) Bring Nasty along if you want a free Like: Jax: - I know where Ray is - First tell me what the information is worth [ N+ ] - So you've got one of these contracts? - Give me the contract.... (Fight) - I'll pay you for the contract - Okay, 1000 Elexit Either pay Bomby 1000 shards for the contract or fight to the death. Unlike Mason, nothing you do causes a cold change, however you can get a Like from Nasty if you choose the right dialogues. Again, if you kill Bomby, the game will tell you his death has changed the story. It hasn't. It only changes what Ray says during this quest. Ironically, whether you fight Bomby or bribe him, the conversation between Jax and Ray is the same and acts as if you killed him: Now it is time to Talk to Ray (Teleport to Camp if you have to) Note the conversation regarding Bomby is a bit confusing. The game assumes Ray is with you and that you killed Bomby. The line doesn't even say Bomby's name. It just says "He fought hard". And it says that even if you bribed him and purchased the contract. Jax: - Mason had a copy of the contract on him.... - He fought Hard [ R+ ] <- Referring to Bomby QUEST: Leo Contract REWARD: ~1000 XP WHERE: N/A (Old Factory -> 7 East -> 4 North)) NOTES: Take 3 to 5 grenades if you are less than level 20. HOW: Talk to Ray DETAILS: Talk to Ray Jax: - Tell me about these contracts - Okay, lets find Leo. The moment you agree to find Leo, you will teleport to Leo's hideout (Southwest of the Fort). "Contract on an Outlaw" will change to "Leo the Brave". If you were traveling with Nasty, she will be auto-dismissed and replaced by Ray. Leo is accompanied by 2 relatively moderate to high level Reavers. Use 3 or 4 grenades to even the odds if you are less than level 20. When you are done, loot the area and then talk to Ray: Jax: - It seems you're famous all the way out to the coast.... QUEST: Jackson Contract REWARD: 800 XP WHERE: N/A (Old Factory -> 7 East -> 4 North)) NOTES: Take 3 to 5 grenades. HOW: Talk to Ray DETAILS: Open your Quest log and activate the quest: Companions -> For a Handful of Shards -> Contract on an Outlaw Talk to Ray Jax: - What about your boss, Jackson? - Lets find Jackson The moment you agree to find Jackson, you will teleport to his hideout: (South Abessa Converter -> 9 East, 14 North) "Contract on an Outlaw" will change to "Jackson, The Brain" When you approach Jackson, a conversation will begin, which eventually leads to a fight. LOWER LEVEL STRATEGY: - You will find yourself surrounded. So it is a good fight to open with a Power Wave - While everyone is down, switch to grenade, back up and finish them off with one or two grenades. Talk to Ray: Jax: - I have Jackson's copy of the Contract. - You don't need to worry about Jackson, but.... NOTE: While you are up here, you may want to consider activating the Dam Teleporter: (Jet pack down from the Cliff you are on). (South Abessa T -> 10 East -> 7 North) Just be careful as the gas station next to it is full of Reavers You don't want to engage them now as they are part of a quest. QUEST: Walter REWARD: 8800XP + 1450 shards WHERE: (Company Premises Teleporter -> 13 East -> 7 South) or (Crater Teleporter -> 1 South) HOW: Wait until Chapter two or ... find Walter on your own DETAILS: If you complete the 4 quests above, you have 5 contracts. In Chapter 2, Ray will approach you and mention Walter. However, you don't have to wait until Chapter 2. Like Bomby and Mason, you can "happen" across Walter in Chapter 1 and still complete this quest line. Walter hangs out near the Crater Teleport in Ignadon. The Crater Teleport is located: (Company Premises Teleporter -> 13 East -> 7 South) or (Crater Teleporter -> 1 South) If you haven't been there before (You might have when you were collecting Wings for the ring of dexterity), it is best to start at the Company Premises Teleporter. Jump over the wall behind you and follow the main road East. This will lead to the fewest confrontations. Walter stands on what appears to be a bridge 1 South of the Crater Teleporter. Approach him with Ray in your party and he will begin to run away. Follow Walter to his house. You may have to fight a creature or two along the way. When he gets there, he will turn to face you, but won't force greet or attack, so that gives you a chance to save. SUGGESTION: If you plan on sparing Walter (read ahead), then go outside Walter's house a bit and tell Ray to Stay. That way you can avoid the huge negative reactions from Ray when you choose to let Walter off easy. HINT: Put on the Amulet of the Provider before talking to Walter Talk to Walter: Jax: - So this is your hiding place? - So you're the one who took out the contract on Ray.... Jax: - Let's start with you telling us why.... - You're going to pay for taking out those contracts... [ Cold Dec ] - You want to buy your way out? * Give me the rest of the contracts and leave. [ Cold Dec, R-- ] - You weren't so squeamish... (Fight) [ Cold Dec, R+ ] If Ray is present during the conversation, he will force greet and have words with you should you simply ask for the contracts: Jax: - I made my decision. Walter Lives. [ Cold Dec, R-- ] * If you want him dead, you take care of him. [ Cold Inc, R+ ] BUG: Walter doesn't have a weapon. So when the game tries to make Walter attack You or Ray, nothing happens other than fight music. The only way Walter dies here is if you personally attack Walter. Talk to Ray to finish the quest: - It looks like Walter was behind this. [ R+ ] - What did you do that made Walter put a contract on you? - That's all the copies of the contract. You can put your normal Amulet back on. While you are out here, you should go ahead and unlock the Lava Lake Teleport. It is 4 east and 1 North of Walter's house. If you told Ray to Stay, make sure to tell him to follow you again. -------------------------------------------------------------------------------- I.C.10 > > > > ARX -------------------------------------------------------------------------------- QUEST: Heads must Roll REWARD: 8000 XP WHERE: N/A HOW: Talk to Arx DETAILS: When you talk to Arx, you will have the option to talk about the Albs he wants to kill. Jax: - Tell me about the Albs that are hunting you. If you activate the Quest: Companions -> Heads Must Roll You will see 3 locations highlight on your map. Start with Pollux. Go to The Domed City Teleport and make your way north from there. NOTE: Put the Amulet of the Provider on before activating the bodies and cutting off the heads if you want the XP boost. Next, Tackle Tiraz. Go to the Company Premises : Volcano Teleport and approach him from there. Finally Bartox. He is the hardest simply because he is deep into Xacor territory. He hangs out just south of the Southern Pass Teleport. The closest (unlocked) teleporter to him is likely the North Abessa Teleporter. NOTE: After killing Bartox, head up the road a bit and unlock the Southern Pass Teleporter (North Abessa T -> 3 East -> 14 North) Once you collect all three heads, talk to Arx: Jax: - About the Albs who are pursuing you... - Here is Pollux's Head [ Arx Likes ] - Right that sounds like useful information - Is that all the Information you have? Northern Abessa Converter code is 3210 Jax: - About the Albs who are pursuing you... - Here is the head of Tiraz [ Arx Likes ] - Why did Xacor Reject your work? - Why didn't I head anything about your research? Ignadon Converter Secure Storage code is 4486 Jax: - About the Albs who are pursuing you... - I have Bartox's head [ Arx Likes ] Eastern Converter in Xacor code is 0666 Jax: - All three of your pursuers are dead. [ Arx Likes ] After the conversation, Arx tells you that he thinks you can help each other. He asks you to find him "Tomorrow" and says he needs to make preparations. Then a fade to black and he is gone. Head to camp and sleep until morning two times in order to ensure at least 24 hours has passed. Then activate the Quest: Companions -> Arx's Preparations QUEST: Arx's Preparations REWARD: 2200 XP (+ ~800XP from kills) WHERE: N/A HOW: Talk to Arx DETAILS: Follow the quest marker to Arx and talk to him. Jax: 1 You're a cannibal!? 2 So, that's why you wanted me to bring you those heads. 3 So you lied to me? 4 You seriously want me to eat that? (automatically selected) * How about you stop eating people and work with me. - Kill me? Its you who is going to die. (Attack) You can either fight/kill Arx or you can ask him to stop eating people. Arx mentions another creature that is not human that may have Elex. Jax: - So, tell me about this creature. * Never lie to me again - Forget any idea of eating me. Activate Quest: Companions -> The main Entrance If you go to your map, you will see it is right next to the Southern Cliffs Teleport in Tavar which hopefully you activated during the quest "Medicine for the Hunters". If not, see that quest now. Ask Arx to follow you, Save and then teleport to the Southern Cliffs Take down the Cyclops, loot it and then talk to Arx. Jax: - Here's the Cyclops Heart - About your meal * Very well I'll try it [ A+++ ] - No thanks [ A----- ] NOTE: Saying you will try it is recommended. It is simply a courtesy. The game doesn't actually force you to eat anything. He adds some "Strange Meat" to your inventory 24 hours later which you can choose to ignore or sell. Consuming the meat increases your Cold Score 1 full point. ================================================================================ I.D > > > > World Quests ================================================================================ Wold quests are tasks that you can obtain outside the safety of city walls. Most are available from the beginning of the game, but as usual, the lower in level you are, the harder many of the quest will be to complete. -------------------------------------------------------------------------------- I.D.1 > > > > Milestone Save 002 -------------------------------------------------------------------------------- If you have been following this walk-through, this is an excellent time to make MILESTONE save. What is that? The game gives you 99 saves and each save has a number. When you go to save, it always assigns you the smallest number available. For tracking purposes, it is handy to use save "001", "002", "003", "004" and "005" to track major milestones. In this case, you will know that 002 corresponds to this location in the walk-though, so you can look over the walk-through and surmise all the things that you have already done if you return to 002 in the future. Why is this a milestone? Because you have obtained all companions and completed most of their personal quests. Nasty and Caja are exceptions as they are romance options. But everyone else is (almost) done. You will need about 20,000 shards in Chapter 3 to buy high-end armor. Keep at least 15,000 shards handy moving forward if you decide to improve Origin or do some Self Improvement before the save. -------------------------------------------------------------------------------- I.D.2 > > > > Edan -------------------------------------------------------------------------------- QUEST: The Lift REWARD: 400XP (+ 100XP in bonuses) WHERE: Great Lift -> 1 West HOW : Talk to Sten NOTES: You need Crafting 1 and Survival 2 to get the LIKE from Caja or Nasty. Wait until you have the stats. The Mechanic's Amulet grants 2 Crafting if you have 2 Survival, or conversely the Poachers Amulet grants 2 Survival if you have 1 in crafting. DETAILS: Talk to Sten at the Lift. Jax: 1 What elevator? - Enough to know ... (Crafting 1) - That depends - Have you got a spare part? - How long as the gear been missing? - Even though you are supposed ... (Survival 1) - But aren't you responsible ... (Survival 2) [N+,C+] - Your going to tell me... - I'll find the missing gear... Activate the quest: Edan -> The Lift You can jump off the lift and Jet Pack down to the part, then teleport back and talk to Sten. Jax: - That Depends - I've got the missing gear... - You know other people will come here? QUEST: Exiled Unjustly REWARD: 1600XP + 112 Shards WHERE: Berserker Island Teleport -> 1 East or River Delta -> 16 West -> 12 South (Follow the shore to the Island) HOW : Talk to Katta DETAILS: When Jax arrives at the island, he notices something familiar about the smell of the place. Talk to Katta and she will welcome you. Jax: - What exactly happened to you? - I'm Free to go where I please - If you don't like it here, you should leave. - Prove yourself innocent - I will persuade them.... - Then I will threaten him. [ N+, C- ] - Don't you want to go back? - Is there anyone who will help? Activate Quest: Edan -> Exiled Unjustly Then Teleport to Goliet and talk to Alrik: Jax: - Katta needs your help. - I thought you were friends? - What's your plan to save her? - What do I need to do? - You don't like Drog? - End Talk to Alrik again: - How can I break into Sinda and Born's chests? He will give you keys to their chests so you don't have to actually lock pick them. Activate the Quest: Edan -> Exiled Unjustly -> Persuasive Efforts. If you are new to stealing, then you should know you need to find a bed and sleep until midnight. Then enter the houses when no one is looking and stay in SNEAK mode (Hit Caps Lock). Sleep in Sinda's bed. That way, when you wake up, she will make her way to her bed and as soon as she lays down you can sneak over to her chest. Eventually a night-guard may come in, but it normally takes a while for them to get there, so you should be fine. Don't forget to go to the PUT screen, select your general objects and place 1 claw into the chest. (Any claw will do. It isn't special or specific to this quest). Go to Born's house. Guards generally don't patrol out that far, so there is less worry about a night-guard walking in on you. You just have to make sure to sneak. Again, remember, take everything in the chest and put 1 claw into it. Finally off to Drog's house. Putting the items in can actually be the hardest part because the put screen does a poor job with item categories... Everything is listed under 1 tab, so you have to find the "claw" and then "Sinda's Valuables" and then "Born's values". And no, they are not in order. The valuables are normally down near the fine-dining type items. Back to Alrik: Jax: - I stored the goods and the claw in Drog's chest. Alrik tells you to stay put. Fade the Black and then he tells you what happened. Drog is exiled and Katta gets to return. (She will become the new gate guard). Jax: - Thank you for your help. [ Cold Dec ] - End. Finally return to the GATE (Goliet -> 1 East) and talk to Katta. If you have combat 3 for the last quest, you can get yourself another 150 shards. Jax: - What will you do now? - Sounds like you plan to start some trouble (Combat 3) QUEST: Paranoid REWARD: 400XP (+ ~700XP from kills) WHERE: Berserker Island -> 1 West -> 12 North or River Delta -> 17 West (Follow Shoreline) HOW: Talk to Egil DETAILS: Jax: - I'm not an Exile - Why are you here? - What crime did you commit? - I'll take care of the creatures. Activate the Quest : Edan -> Paranoid The creatures will hi-light on your map. Kill them and return to Egil: Jax: - You don't have to worry about those mutants. - End QUEST: Sounds in the Dark REWARD: 4500XP + (~1200XP from kills) WHERE: Berserker Island -> 1 West -> 12 North or River Delta -> 17 West (Follow Shoreline) HOW: Talk to Galar DETAILS: Talk to Galar: Jax: - Why shouldn't I have gotten here alive?... - Who are you? - Why does Goliet get its timber from here? - What strange noises? - People are disappearing here? - Where could I look for these spirits? This starts the quest. Activate the Quest: Edan -> Sounds in the Dark Find a bed inside the brick building and sleep until midnight. BUG: The noise is being caused by a Reaver. When you approach the quest marker, the game spawns a reaver on the bridge to the south-east and the reaver starts making his way to the supply area. However... if the Reaver never reaches the supplies, i.e., you kill him too quickly with a ranged weapon, the game doesn't count the death as solving the mystery. Many users Jet Pack up onto the roof, causing the Reaver to attack well before they are close enough to the supplies to consider the mystery solved. So.. you have to be sneaky and make sure you catch the Reaver in the act. To do this, after you wake up, tell your companion to STAY. Then put on your high-tech sunglasses and when you reach the quest marker, hide behind the brick wall next to the supplies so the reaver doesn't see you until they are in the building. You want the Reaver to die as close to the supplies as possible to ensure you get credit for the quest. Once the Reaver is dead (And the quest marker has disappeared), return to Galar: Jax: - Your spirit was a reaver, not a ghost - He came from the North East - Where is this mine? - I'll kill the leader of the Reavers - End Activate Quest: Edan -> The Reaver Leader Follow the quest marker and eliminate the Reavers. The quest marker isn't the best. It points at the Reaver Leader, but he is deep in a cave that actually starts at: (Great Falls Teleport -> 10 South) Most of the Reavers should be easy if you have a War Bow 1 or higher. If not, you may want to hold off on this quest. The leader has a guard who shoots grenades, so it is best if you take the guard out quickly. You don't have to kill all the Reavers. The quest only requires the leader, but you get 150XP per Reaver, so you might as well. Return to Galar once the leader is dead: Jax: - The leader of the Reavers is dead. Talk to him again Jax: - What will you do now? QUEST: A Weapon without a Master REWARD: 425XP + 80 shards : If you give Bow to Geron 1225XP + 15 shards : If you give Bow to Lennart WHERE: Lennart HOW: Find a bow laying on the ground here: (Goliet Hotel Ruins -> 2 East -> 5 South) NOTES: While less XP, you get a Like from Nasty or Caja if you give the bow to Geron DETAILS: Head to: (Goliet Hotel Ruins -> 2 East -> 5 South). Best to approach from the hotel ruins. Jet pack down the cliffs. Note there are two moderate level Forlorn walking around the bow. You will need to take them out from up high. Picking up the bow will start this quest. To continue the quest, you need to talk to Lennart: (River Delta Teleport -> 8 East) NOTES: There is a high level Troll between you and the building where Lennart is. You can either attack it, run by it or teleport to the River-Delta teleport and make your way to Lennart from there. If you have never talked to Lennart before, you will need to introduce yourself. (To realize the bow is his). You may need to put on a Poachers Amulet if you don't have at least 2 in Survival. Talk to Lennart: Jax: - I am a born Hunter (Survival 2) - You don't hunt together then. - You lost your bow? - You must need to find the materials (Crafting 1) - I will find your bow - End Now you need to choose. Tell Geron about the bow or give it to Lennart. [ Give it Lennart ] Talk to Lennart Jax: - I found your bow. Talk to Geron. Geron immediately asks who told you to give Lennart his bow. (No dialogue selection necessary) [ Give it Geron ] Talk to Geron Jax: - Lennart, your apprentice, wants his old bow back. - No, I'm not going to help Lennart. - Here, I have Lennart's Bow. [ N+, C+ ] Talk to Lennart Jax: - Geron has your bow -------------------------------------------------------------------------------- I.D.3 > > > > Abessa -------------------------------------------------------------------------------- QUEST: Overrun by Reavers REWARD: 400XP (+ ~800 XP from kills) WHERE: (Dam Teleport -> 3 East -> 3 South) or South Abessa Converter -> 13 East -> 4 North HOW: Talk to Albert DETAILS: The Clerics were overrun by Reavers and need help clearing them out. Talk to Albert: Jax: - Why are you here? - What do you mean "buy you time"? - Won't flooding Abessa kill innocent people? [Cold Dec, C+, N- ] - Why not blow the Damn now? [Cold Inc, C-, N+ ] Jax: - Whats the problem with the Reavers? - What happens if the Reavers detonate the bombs? - Do you have a plan of attack? - Where are these Reavers located? - What would you pay me? - I'll take care of the Reavers for you. - Yes. Lets begin the attack. - No I will attack alone [ N+, C+ ] Strategy: If you attack without the clerics help, consider going around the gas station counter-clockwise and approaching from the north. The leader is hanging out at the base of the tower, so you can take him out first (Before he pulls out his flame-thrower). That also gives you the high ground for taking on the other Reavers. When you are done, loot the place and return to Albert: Jax: - The Reavers are all dead - End You can decide whether to give Albert the detonator or not. It has no impact on the story, no XP or Cold reward. In fact, the only thing you get for giving him the detonator is a dislike from Nasty which is unusual given her earlier reactions. Even Caja doesn't react. Jax: - I found the detonator [ N- ] - End QUEST: Mandatory Contribution REWARD: 1000XP - 2000 shards WHERE: (Dam Teleport -> 10 West -> 3 North) HOW: Talk to Emmet NOTES: The best outcome for this quest involves paying off the Clerics, which means you need to bring 2000 shards along. DETAILS: Talk to Emmet: Jax: - My people? Who are you talking about? - Why not just leave and setup somewhere else? - Then arm yourself and fight for the place. [ C+,N+ ] - End If you are traveling with Nasty, Either go swap her for Caja or take her to a building and tell her to stay to avoid dislikes below. It is important that Jax handle the negotiation. Otherwise, things don't end well. Jax: - Your defenses are pretty weak. - I will help defend your farm. - Let me handle the negotiation - What do you have to lose by letting me try? [ C+,N- ] - I will deal with the Clerics. Talk to Richard, who should be near. As tempting as it is to kill him, know that his death does impact the story. So you really should just pay him off. Jax: - I'm here to handle the negotiations.... - The people here don't want any trouble. - Then if I pay you, will you leave? - One more thing about Emmet - I hope these shards put an end to this (2000) [C+, N-] Return and talk to Emmet. There are no choices, he thanks you and the quest ends. (Don't forget to grab the Modern Sunglasses nearby and the carton of cigarettes on the roof of their house. In fact, if you want to loot the whole farm to help recoup the money you spent to save them, feel free. Just don't get caught on the forbidden items). QUEST: Gardening REWARD: 150XP + 40 shards + Cold Dec WHERE: Detlef @ (Dam Teleport -> 10 West -> 6 North) HOW: Talk to Detlef NOTES: If you are traveling with Nasty, you may want to tell her to stay out of sight so you avoid the dislike (Or swap Nasty for Caja if you need Caja Likes). You can of course turn the quest down and get a Like from Nasty, but then you miss out on the XP and more importantly the Cold Decrease. The Cold decrease is the most valuable aspect of this quest. DETAILS: Talk to Detlef. Note: Jax: - So, you're a farmer? - Who are you? - But, who are you? - Do you need help? - Pulling weeds? No... [ C-,N+ ] - You want help pulling weeds? Okay... [ C+,N- ] If you accepted the job, run around and gather 8 weeds, then talk to him again: Jax: - Here. That should be all of them. Finally, talk to Emmet. He thanks you for your kindness and you receive a [ Cold Dec ] Jax: - Something is wrong with your farmhand. QUEST: Non-Negotiable/One Last Journey REWARD: 2200XP + 500 Shards <- Help the Separatists 2200XP <- Help Ara WHERE: Tavar Mountains -> 10 East HOW: Talk to Arva NOTES: Don't attack the Troll near Arva. It is her pet. DETAILS: When you approach Arva, she will force greet you. What is said varies based on your faction decisions (or if you haven't joined a faction yet). Jax: - What little one? - The troll running around here, he belongs to you? - Why do you live out here on your own with a Troll? - What happened? - About your big Friend... - You said he is injured? - How do you even heal a Troll? - I will help... [C+,N-] - Well, where does it grow? Whether you have Troll Leaves or not doesn't matter. This quest requires quest-specific Troll Leaves. Activate the quest : Abessa -> One Last Journey and make your way to the markers to collect them. Return to Arva: Jax: - About your big Friend... - I have the Troll Leaves you need. Next, tell her you will help her with the "Albs". Jax: - I will take care of the Albs... [ C+,N+ ] - Where did you live? - End Follow the quest marker to the ruins. Save before approaching any of the "Albs". When you approach Sardoz, he will force-greet you: Jax: * It's none of your business what I'm doing here - I'm just passing through 1 What are Albs doing out here? Jax: 1 Who are you. What do you want here? - What happened here? - And are you going to try and kill her too? - I will take care of the woman for you. - You will leave Arva and her friend in peace. (Attack) Options: 1) Betray Arva, return to her and kill both her at the Troll. 2) Tell the Separatists to leave Arva alone. They tell you how honorable you were to not attack them by surprise... But then they proceed to attack you 3 on 1 or 3 on 2. (Not so honorable IMO). 3) Not-so-honorably tell them you will kill Arva, but then attack them on your own terms. With War Bow 3 on Easy, you can 1 shot kill them (silent). So as long as the others don't see you pull a weapon, you can kill all three from the roof without them even noticing. [ Betray Arva ] You can talk to Arva if you want, but know if you do, neither Nasty or Caja are fans of betrayal. You get a double or possibly even triple strength dislike if you tell Arva the Albs sent you. So you are better off just attacking outright to avoid the reputation loss if this is your choice. Jax: - The Albs sent me... (Attack) [ C--, N-- ] Once Arva and the Troll are dead, return to Sardoz: Jax: - The troll and the woman are dead. [ C-, N+ ] [ Kill the "Albs" ] As mentioned above, you can either enter a fight from dialogue, lie to them or reload a save game and just kill them without talking to them. No matter how it goes down, when they are dead, return to Arva and tell her the news. Jax: - The Albs who took over your home are dead. {C+, N+ ] -------------------------------------------------------------------------------- I.D.4 > > > > Tavar -------------------------------------------------------------------------------- QUEST: A Test of Courage REWARD: 700XP + 120 Shards WHERE: Sandy Pines -> 17 East -> 2 North HOW: Talk to Roger DETAILS: An Outlaw named Roger has been trying to loot hi-value scrap from the Converter in Tavar by creating distractions. Roger will force-greet you when you approach. Jax: - What are you doing out here? - You tried to Sabotage the Converter Alone? - Profit? He tells you about a piece of high value gear and challenges you to get it. Activate Quest: Tavar -> A Test of Courage This quest has you going into the converter and traversing up the first 2 elevators to the 3rd floor to reach the storage room with the item you need inside (You will need to Hack the lock, but you can hack it whether you have Hack skill or not). You will be 1 floor away from the control center, so it is a good opportunity for you to tackle both this quest and the next quest at the same time (Take down the Tavar Converter). On your way out, don't forget to activate the Tavar Converter Teleport within sight of the Converter's entrance. Once you are done, return to Roger: Jax: 1 I lasted longer than that. - I got your amplifier. - What else can you tell me about the desert? QUEST: Tavar Converter REWARD: 2000XP WHERE: Sandy Pines -> 17 East -> 2 North HOW: To shutdown the Tavar converter, you will need the shutdown codes from the Separatists. See quest "Refuge of the Separatists". DETAILS: Taking out a converter is simply a matter of reaching the controls on the fourth floor of the structure. Though you generally have to kill all the Albs in the converter along the way. Attacking the converters before you have Ranged Weapons 2 and a War Bow 1 (or equivalent tier 2 weapon) is not recommended. QUEST: Delivery Problems REWARD: 200XP - 350 shards (If you Buy out Sam) 500XP + ~70 shards (If you Force Sam) 500XP + ~100 shards (If you Betray/Kill Trevor) WHERE: Sandy Pines -> 6 East -> 3 North HOW: Talk to Trevor NOTES: For all outcome options, bring at least 400 shards with you. DETAILS: Trevor used to work with a group of scrap scavengers on behalf of the Scrap Baron. However recently, the scavengers have refused to work with Trevor. Jax: - I'm not here to trade. - If scrap's so important, why are you here on your own? - I can help you. - Because you are going to pay me [ C+, N+ ] - Because I don't want to see ... [ Cold Dec, C+, N- ] Jax: - I will get your men to start working - End Activate the Quest: Tavar -> Delivery Problems Track the gang down (roughly 6 cells North of your current position) and talk to Lucky Sam: Jax: - You're confused. I'm not a scrap collector. - No - End This can go down a number of ways: 1) Accept a proposition from Sam to betray/kill Trevor 2) Pay Sam 400 shards to continue deliveries 3) Fight Sam to muscle him into continuing deliveries. [ Betray/Kill Trevor ] Jax: - You've got rich with scrap? - I'll tell Trevor he has to pay you. - This had better pay well. [ C-, N+ ] - Kill him can't be the only way... Return to Trevor. You can kill him outright, but you can get another like from Nasty if you talk to him first. Jax: - I talked to Sam - As far as I can see... - I've had enough of you (Attack) [ C-, N+ ] Return to Sam. Jax: - Your business with Trevor is done. [ Pay Sam to continue ] Jax: - You've got rich with scrap? - Your agreement, your mess... - About Trevor's scrap delivery... - Take these shards, that should... (400 shards) [ C+, N+ ] Return to Trevor Jax: - Your men will work for you again. [ Force Sam to continue ] Jax: - You've got rich with scrap? - Your agreement, your mess... - About Trevor's scrap delivery... - You'll make the deal or ... [ C-, N+ ] After the fight, talk to Sam again and he will agree. Return to Trevor. Jax: - Your men will work for you again. QUEST: A Scattered Unit REWARD: 400XP +1300 shards (If you have the Dukes favor) 400XP +300 shards (If you do not have the Dukes favor) WHERE: (Fort -> 9 East -> 3 North) HOW: Talk to Hartmut DETAILS: There are actually a number of ways this quest can be activated. For example, if you talk to the Cleric Prisoner in the Fort and then talk to Konrad in the Silo (assuming you haven't finished Big Bang), Konrad will point you towards the Clerics unit. Or if you join the Clerics and then talk to the prisoner, the prisoner will trust you enough to tell you about his unit. Here, we focus on the approach that you can do at any time regardless of what other decisions you've made or quests you have completed. If you happen to come across a Cleric unit on the outskirts of Tavar, you can kick this quest off by talking to the Commander, Hartmut: Jax: - I don't know the password. - You should be asking why your sentries... 1 Why are you here? - You seem worried. - You've taken casualties? - Can I help you get your man back? - What is your plan? - I've heard enough - Give me the Elex. I'll pay ... [ N- ] Make your way to the Duke (Logan) and talk to him. (Bunker Teleport -> 1 West -> South) Jax: - I want to buy Frank's Freedom - Here is the Elexit for Frank (1000 shards) --mpn-- If this is your first conversation with the Duke, he demonstrates his generosity by letting you keep the shards. If you already did the quest Big Bang and you killed Konrad as the Duke asked, he will tell you to keep the shards and he lets Frank go as a favor. Otherwise, you have to pay him. Go to Frank and let him know he is free: (Bunker Teleport -> 1 North) Jax: - I spoke with Hartmut - I've paid the ransom money. You can go. Frank will tell you that Iron Madison won't let him go so easily. He says you either have to convince her that he is free or kill her. Talk to Iron Madison (who is just west of Frank in the same game cell). Jax: - How much are you worth? - The Duke said Frank can go free. - I can do that. - I'll think about it. Return to Frank: Jax: - Iron Madison is out of the way for now.... Then Return to Hartmut: Jax: - Your man Frank has been freed. -------------------------------------------------------------------------------- I.D.5 > > > > Ignadon -------------------------------------------------------------------------------- QUEST: Neighbor Troubles REWARD: 1400 XP + 140 shards WHERE: Castle Ruins -> 1 West HOW: Talk to Gerd DETAILS: When you meet Gerd, he assumes you are his commanding officer. If you have followed this walk-through, you likely got introductions out of the way when you did the quest "Subversive Elements". However, if you didn't, then you will need to handle this conversation: Jax: - I am not your commanding officer Gerd will talk about how he is having trouble with his current task to clear out some monsters. Jax: - Tell me where these creatures are and I'll kill them. Gerd suggests working together. Jax: 1 Where were the other acolytes killed? - I will kill the Chimeras. Activate Quest: Ignadon -> Neighbor Troubles Follow the quest markers to the creatures. Chimeras are hard. Even with War bow 3 at level 29, it took 3 or 4 arrows each and there are 3 of them, so take care not to get yourself killed. At the center of the Chimera's den is a Poison Warriors Sword 2, one of the stronger Two handed weapons in the game. Even if you don't fight melee, it is worth 2160 shards. Once you finish looting the area, return to Gerd: Jax: - The chimeras are dead. QUEST: Runners REWARD: 200XP + 150 shards 225XP + 150 shards (If you have 6 Survival) WHERE: Castle Ruins -> 4 West HOW: Talk to Dirk DETAILS: If you have been following this walk-through, then you met Dirk during the quest Subversive Elements. However if not, then this would be your first conversation with him. He will believe you are a messenger. Jax: - I'm not your messenger. - It is better if you don't know. - I'm here on official business... - Let me ask you then... - End (The above conversation took place already if you did Subversive Elements) Now you can ask Dirk what he needs delivered. Jax: - What is it that you need to Hort to know? - If you want the message delivered... (Survival 6) - And you think people should just obey... Jax: - Do you have work for me? - About that confidential job - How can I get you to trust me - There must be something I can do. If you have Charisma 4, you can convince him to let you do the job without "Insurance". Otherwise, you have to give him 500 shards for him to trust you. Jax: - Let me do it for you (Charisma 4) - I agree. Take this as insurance. - End Teleport to Hort and talk to Balder. Cathedral Teleport -> 1 West -> 1 North NOTE: If this is your first time talking to Balder, he will ask if you are there to pay your tithe. If you are thinking of joining the Clerics, you may want to select yes as it improves your relationship with him. Otherwise you can say no. Jax: - Yes, I am here to pay my tithe (50 shards) - I'm not here to pay anything. You will eventually see the option to hand him the report Jax: - Here, the report from the southern outpost Teleport back to the Castle Ruins and return to Dirk: Jax: - I delivered your report to Balder. He gives you another 50 shards and your 500 shards "insurance" if you did not have the charisma to avoid it. QUEST: Hunters and Collectors REWARD: 500XP + 230 shards (+ ~300XP in kills) WHERE: Hort -> 1 West HOW: Talk to Levin DETAILS: A merchant named Levin is sitting near the Hort teleporter waiting on a delivery of goods. Talk to him. Jax: - What goods? - You don't have any goods? The merchant asks for your help getting his goods from a pack of rippers. He will offer to get you into the Hort if you have not already gained access. [ Don't have access ] Jax: - How can you help me get into the Hort? - Not interested. [ Already have access ] Jax: - I've already been to the Hort - Not interested. Either way, you end up at these two options: Jax: 1 I'll find your goods 2 Where can I find these goods? Activate the Quest : Ignadon -> Hunters and Collectors It will guide you to the goods/rippers. If you have a War Bow I or higher and some points in Ranged Weapons, you can probably take them. If not read below: Low-Level Strategy: Taking on the rippers before level 15 is very difficult. However... Near Levin is a Colossus. The easiest strategy that works early game is to lure the Rippers back to the Colossus. Shoot them with an arrow, get them to start chasing you and run back. You can normally get at least 1 Ripper to follow you back. So within 3 runs, you should be able to lure them all back to the Colossus. (which dispatches them with one or 2 shots). After the creatures are dead, pick up the crates and return to Levin: Jax: - I think I found your goods Levin will offer you a trading permit, straight up shards or some items that you recovered. Jax: - Give me the trading permit for the Hort (If you don't have access) - I'll take the shards (230 shards) - I want some of those goods I recovered (Laser Rifle worth $175) ================================================================================ I.E > > > > Caja ================================================================================ If you have been following this walk-through, then you picked up Caja in the first hour of the game. It is now time to address her personal quests Caja's first two quests are only available in Chapter 1. The third and fourth quest become available in Chapter 2. The last quest as well as the option to romance Caja become available in Chapter 3. If you start Chapter 2 without doing Caja's first two quests, the game can bug out and you may never be able to complete all her quests. (Maybe this will be fixed in a future patch). Part of the reason why this section is the last section of Chapter 1 is so that users can complete Caja's first 2 quests, then kick off Chapter 2 and address the remaining quests without having to wait 25 hours. -------------------------------------------------------------------------------- I.E.1 > > > > Milestone Save 003 -------------------------------------------------------------------------------- Create a Milestone save (slot 003) in case you want to return to this point in the play through on a future date. -------------------------------------------------------------------------------- I.E.2 > > > > Light Whispering (Deposit 1) -------------------------------------------------------------------------------- QUEST: Light Whispering (Deposit 1) REWARD: 300XP WHERE: N/A HOW: Talk Caja NOTES: - Bring 5 Grenades if you are less than Level 20. DETAILS: To start Caja's quest, simply talk to her. JAX: - You said you wanted to study the properties.... - Deposits? I thought Elex arrived with the Comet? - How do you want to find these large Elex deposits? - Where can you find this unrefined Elex? - If it is so close, why hasn't anyone else... - Alright show me the way As soon as you take her offer, you are immediately teleported to the location of the first Elex deposit. Not recommended until you are level 11 with the Energy Regent Sword 1 and preferably an energy shield. Pre-Level 20 Strategy: The first elex deposit is guarded by a mutant and 2 high level Rotboars and 4 low level Rotboars. This can be challenging before reaching level 20. Prep: Equip your grenade and hit F until you see the mode that has sound waves coming off of it. This is area sensing mode. Similar to timed, it will go off in 15 seconds or sooner if it detects movement nearby. Save. While you might be able to take on any of these creatures 1 on 1, as a pack, they are difficult. It took me several tries to win this fight at level 11. Get near the bridge and shoot an arrow at the rotboars. Switch to grenades. The mutant is the most important. Throw grenades at the mutant. Then the rotboars. Once the grenades are off, do the best you can with Sword and Shield. If need be, back up to the bridge so you can jet pack off and recover if you get overwhelmed. After the fight is won, approach the deposit. Caja will tell you to give her some space. So back away and watch. She will eventually stand up. You can then approach her: Jax - But it is a mineral. How can it want? - Let's assume I believe you. What did you hear? - Okay, what happens now? Caja leaves to visit a world heart. -------------------------------------------------------------------------------- I.E.3 > > > > New Findings (Deposit 2) -------------------------------------------------------------------------------- QUEST: New Findings (Deposit 2) REWARD: 300XP WHERE: (Small Camp Teleport -> 8 West -> 2 South) HOW: This quest becomes available after "Light Whispering". Use the Companion Quest marker to find Caja: Companions -> New Findings NOTES: Bring 5 Grenades if you are less than Level 20. DETAILS: Teleport to the Small camp and make your way to Caja. You will likely have to fight some creatures on your way, but you should be able to handle them. To start Caja's quest, simply reach her. She will start a conversation with you on your approach. Loss of Humanity Notes: You are probably wondering what happens if you withhold mana from Caja. Will she die? Will she become less emotional and more logical like an Alb? Will she start liking logical/selfish responses over emotional/nice responses? Or might she even become a ravenous mutant? That would be cool, but it is not the case. The mana "gifts" primarily affect your relationship with her. If you give her mana, you get big boosts, equivalent to about 3 likes from her each time you give mana to her. On the other hand, if you fail to give her mana in a timely fashion, the quest "Loss of Humanity" will cancel/fail and you will receive a big dislike from her equivalent to about 3 dislikes. (For a total set back of 15 dislikes if you never give her mana). This makes it harder to romance Caja, but still very doable if you focus on racking up all the likes you can. A secondary affect is that while the quest "Loss of Humanity" is active, she may receive a penalty to health and damage. However this is unconfirmed and based simply on observation. When does "Loss of Humanity" expire? It takes 24 to 36 hours. If/When you go to a bed and sleep 2 times, that normally causes it to happen. Some cut-scenes/visions will also fail the quest as the cut-scene will forward time to change the games time of day to match the time of day needed for the cut-scene (Does the cut-scene happen at night or in the day?). Jax - About the side effects of Elex.... - Here I have some Mana for you. [C+++] Make sure you have full health, then select - I thought you wanted to go to the World Heart Like before, it will teleport you there. This fight is similar to the last in difficulty, but you may not need grenades as there are already mines on the ground. Pre-Level 20 Strategy: For starters, turn around. There is a brick house behind you with mines on the ground. And a reaver inside. Take out the reaver and avoid the mines. Loot the place. Then look back to the world heart. There is a larger creature (Night Shade) under the heart and smaller "Biters" wandering around. You want to get the attention of the biters when the large creature walks away. Shoot them with an arrow to get their attention (but only the closest ones) Take the biters out first with arrows. When the large creature is all that is left, save. Then get his attention and draw him towards the land mines (Use your Jet Pack to fly over and go onto the roof). You can drop down occasionally to get the boss creature to walk over the mines. But keep hammering him with arrows. Not an easy fight, but possible at level 11 with the Hunters Bow.... and about 40 arrows. Once the creatures are defeated, go to the World Heart. You will see another cut-scene with Caja. 1 So what does that mean? 2 Are you any closer to understanding what this means? 3 About the side effects of Elex... - Here I have some Mana for you. [ C++] Note that there is Mana ALL OVER the ground near the world heart (and on the large vines and on top). If you want to give Caja mana, just grab some from the ground. NOTE: The 3rd quest will not become available for 24 hours after you complete New Findings. So if you want Caja to force-greet you about the 3rd finding, find a bed and sleep until morning 2 times before moving on to Chapter 2. ________________________________________________________________________________ II. > > > > Chapter 2: Battle Plans ________________________________________________________________________________ To begin Chapter 2, you must complete the following Main Missions: * Survive * Stolen Equipment - Refuge of the Separatists - Free as a Bird If you are following this walk-through, all that should be left to do is join a faction. Free as a Bird completes the moment you join a faction and Refuge of the Separatists completes when you tell Sestak you have better gear (which you obtain automatically when you join a faction) If one sought Ray and Joined a faction early in the game, they could start chapter 2 pretty quickly. However, the moment you join a faction, most of the other factions quests are canceled or disabled. We waited this long to join a faction to maintain access to those quests. ================================================================================ II.A > > > > Choosing a Faction ================================================================================ Faction choice provides you access to that factions special skills, armor and weapons. Each faction also has a number of unique quests that you can do to climb the factions ranks and earn better gear and powers. -------------------------------------------------------------------------------- II.A.1 > > > > Milestone Save 004 -------------------------------------------------------------------------------- This is an excellent time to make a milestone save game and possibly clean up some of your older saves. Simply overwrite save game "004", so that you can return to this moment later if you want to try out the other factions. -------------------------------------------------------------------------------- II.A.2 > > > > Free as a Bird -------------------------------------------------------------------------------- QUEST: Free as a Bird REWARD: 2700XP WHERE: Reinhold in Hort (Cathedral Teleport -> 2 South) or Ragnar in Goliet (Hotel Ruins -> 1 East -> 1 South) or William in Tavar (Fort -> 1 West -> 2 South) HOW: Talk to one of the Faction representatives and tell them you wish to join their faction. NOTES: Put on the Amulet of the Provider before you start the conversation. DETAILS: Join the Clerics ---------------- NOTES: If you choose to join the clerics and you bring Falk along, you will get some free Likes out of him. Talk to Reinhold in Hort (Cathedral Teleport -> 2 South) Jax: - I would like to become an Acolyte of the Clerics - Yes. I want to become a Cleric. SPECIAL NOTE/BUG: If the quest "High Tech Allies" has not started, then when you ask to become an Acolyte, the game will not give you the option to select yes. If this happens to you, kick off the quest with the following dialogue choices: - So you decide who becomes a cleric and who doesn't? - I am ready. Give me a task. Once "High Tech Allies" has started, then the yes option will be added to the dialogue above. When you join, you will be presented with a choice for PSI Amplifier or PSI Thrower. The Amplifier is an offensive power (create singularities) while the Thrower is a defensive power (create shields). Regardless of which you pick, you will gain the other if/when you get promoted to Legate. Join the Berserkers ------------------ NOTES: Bring Caja along if you choose to join the Berserkers. You will get a like when you ask to join and then 2 more likes when you talk to her afterwards. Talk to Ragnar in Goliet (Hotel Ruins -> 1 East -> 1 South) Jax: - I am ready to join the Berserkers - I am ready to make my pledge When you join, you will be presented with a choice for Magic wand. You can choose Fire, Cold or Poison. If you plan on traveling with Caja, the recommendation is poison as it can stack with Caja's fire damage. Otherwise fire is the best. Some may want Cold if they fight with two-handed weapons as it slows down enemies. Join the Outlaws ------------------ NOTES: Bring Nasty along if you choose to join the Outlaws. You will get a like when you ask to join and then 2 more likes when you talk to her afterwards. And you will get even more likes if you bring her along when you tell all your other companions about your faction choice. Talk to William at the Fort in Tavar (Fort -> 1 West -> 2 South) Jax: - I want to join the Outlaws - Yes, I want to join you - End Regardless of which faction you join, when the conversation is over, you will find yourself wearing the lowest ranking outfit of the faction. BUG NOTE: When you join a faction, your stat screen changes to include your faction Rank. However, when this change first takes place, your COLD level will disappear. It will reappear if your COLD level ever changes to a different text description, but not before. For example, if you were "Expressive" before you joined a faction, the Cold will remain invisible until a dialogue choice or Elex Potion changes the text description to "Purely Emotional" or "Irrational". So long as it remains "Expressive" it will remain invisible. -------------------------------------------------------------------------------- II.A.3 > > > > Alternative Defense -------------------------------------------------------------------------------- QUEST: Alternative Defense REWARD: 3000XP WHERE: Sestak (South Abessa Converter -> 1 East) HOW: Talk Sestak NOTES: - Stock up on Arrows before you start the conversation. - Spend your stats/skills and upgrade to war bow 3 if you haven't already. - Put on the Amulet of the Provider before you start the conversation. DETAILS: You may not see these first two conversations depending on what you previously already said to Sestak. If you see these topics, go ahead and select them. Jax: 1 The changes in me are having other effects. 2 I met some of your people in Edan Regardless, you should see these two topics: Jax - I have joined a faction - The equipment I have should be good enough... - The equipment I have found will have to do the job. After a flashback, Sestak will recommend you seek out an Alb named Zardom, who has gone into exile and may be able to help Jax - An Elexetor would never betray his own. [ Cold Inc ] * Every Elexetor deserves nothing but Death [ Cold Dec, C+, N+ ] Jax - And if he kills me... [ Cold Inc ] - In fact, by watching him... [ Cold Dec ] A Cut-scene will begin where Jax gives an inner monologue expressing questions and a banner officially announces that Chapter 2 has begun. When the cut-scene ends, you may want to put your normal amulet back on so you can equip weapons. (You will need them soon). ================================================================================ II.B > > > > Companions ================================================================================ Some companion quests open up once you begin chapter 2. -------------------------------------------------------------------------------- II.B.1 > > > > Nasty -------------------------------------------------------------------------------- If you brought Nasty with you to talk to Sestak, she will make her way to you after the cut-scene and immediately tell you about a report of a mutant attack. ** If you brought Caja along when you talked to Sestak, then see Caja below. If you brought neither along, then know when you return to camp, if you approach either one, they will force greet you. QUEST: Powerful Adversaries REWARD: 2000XP + ~1125XP from kills WHERE: Origin HOW: This quest will become available after beginning Chapter 2 DETAILS: If Nasty is not already following you, go to Origin. When you get near her, she will tell you about a report of a mutant attack she wants to investigate. If she is already following you, then just talk to her. Jax: - We need to go there. You will teleport to a cell near the North Abessa Company Premises: (Dam Teleport -> 3 East -> 18 North) When you arrive, Nasty rushes into combat without letting you finish what you are trying to say. The fight involves 3 mutants and 2 Cyclops. When it is over, you talk to her: Jax: - What are you doing rushing into combat like that?... Don't forget to ask Nasty to Follow You when the fight is over. When she broke ranks earlier, she stopped following you. You will get another Nasty quest 36 hours later (Sleep on a mattress until morning 2 or 3 times). Note that you are close to Zardom when you complete this quest. Zardom is hanging out at the North Abessa Company Premises. So you might as well activate the quest marker for the "Old Man" and and go activate the teleporter at his location at a minimum: Main Missions -> Old Man QUEST: Companion Comments This isn't a real quest, however when you choose a faction and return to Camp/Origin, most of your companions will have something to say about your faction choice. Some, like U4 and Caja may even force greet you. It is recommended that you return now and talk to everyone to get the comments out of the way. Otherwise, these force-greet conversations may cause issues during the next quest. QUEST: A Relentless Opponent REWARD: 7500XP + ~600XP from kills WHERE: N/A HOW: This quest will become available 36 hours after completing the quest "Powerful Adversaries" DETAILS: Nasty will approach you and tell you about another report. This time the it looks like Albs are marching through Central Abessa towards Origin. They are being led by Elexetor Parsek. Jax isn't sure if she sees the logic in protecting Origin or if she simply wants to fight an Executor. But one thing is certain, she doesn't like anyone treating her like she is on a leash. Jax: - You'd better stay where I can see you [N----] - Maybe it's about both [N+] After she tells you about the troop movements, you can activate the quest at any time: Jax: - You're right. We should stop Elexetor Parsek before he finds us. [N+] You teleport to (Origin -> 6 East -> 1 North) Jax has a little conversation with Parsek, who is accompanied by 2 Colossus. Right after Jax tells Nasty not to under-estimate Parsek, Parsek agrees and Nasty says "I never really listen to him" and attacks. The Elexetor is a tough fight. He rushes you and can do massive damage if he lands a blow. Recommend Jet Pack into the air and focus on the robots first. That frees up Nasty to distract the Elexetor while you fill him with arrows. (Make sure you have a tier 3 weapon like War Bow 3). When the fight is over, Jax walks to Nasty who says she is doing it for the free people. But Jax doesn't buy it. Jax: - I fight to win. You don't seem to care about dying. Nasty tells you her secret. She is terminally ill with a disease called the Gray Death. So she is desperate to leave her mark and make a difference before she dies. That is why she lives like there is no tomorrow. Jax: - There are legends that speak of a cure. - Your disease is tragic, but I can not help you. [N----------] Don't forget to ask her to follow you and loot the corpses. OH... but you are not done! Return to Origin and fight off the Albs that are attacking there! (Recommend teleporting in). Hopefully you talked to your companions during the last fake quest, otherwise they may try to force-greet you in the middle of the fight if you get too close to them. QUEST: It is Written REWARD: 2400XP + (~300XP in Kills) WHERE: N/A HOW: This quest will become available when you complete the quest: "A Relentless Opponent" DETAILS: During your conversation with Nasty, she will reveal she has a terminal disease. If you are nice, you can offer to search for a cure, which activates this quest. Activate the quest: Companions -> Salvation -> It is written. Teleport to the Cathedral in Hort and head into the archives. NOTE: This walk-through assumes you gained access to the Archives during the Quest "Question of Faith". If you have not, see that quest above. Find and pickup the book "Rare Illnesses" First. Then find and pick up "Natural Growth". Activate the Quest: Companions -> Salvation This will highlight where all the items are. Gray Cabbage ------------ Teleport to Origin and make your way to the plant from there. (Origin -> 8 East -> 4 North) When you arrive, you will have to fight a few moderate level creatures. Gas Umbel --------- Teleport to the small camp teleport and make your way to the world heart at: (Small Camp -> 10 West -> 2 South) Then head straight to the Marker from there. This should minimize encounters by keeping you up out of the valley of the damned for most of the journey. A Capable Healer ---------------- The game gives you two options. Caldrim of the Berserkers or Doc of Tavar. Here, we will assume Caldrim: Caldrim: - I have instructions for a potion that will cure the Gray Death - I have the ingredients to make the cure.... - End Salvation ------------- Talk to Nasty: Jax: - Here, I have something for you. A potion. [N+] She isn't optimistic and asks you to leave her so she can think about it in peace. Sleep for 24 hours (Sleep until morning 2 times) and she will tell you that she took it and feels better. You get another Like. QUEST: Playing with Fire You may be asking the question when the romance with Nasty will kick off. The Romances will not kick off until Chapter 3. The good news is that Chapter 2 is very short. It basically consists of 2 quick quests and a very long conversation with Zardom. -------------------------------------------------------------------------------- II.B.2 > > > > Caja -------------------------------------------------------------------------------- If you brought Caja with you to talk to Sestak, she will make her way to you after the cut-scene. If 24 hours have passed since you finished "New Findings", she will immediately tell you about another Elex deposit she senses. If that is not the case, then you will have to find a bed and sleep until morning 2 times before the next quest kicks off. ** If you brought Nasty along, then see Nasty above. If you brought neither, then know when you return to camp, if you approach either one, they may force greet you. QUEST: Strength of Will (Deposit 3) REWARD: 500XP WHERE: Origin HOW: This quest will become available after beginning Chapter 2 DETAILS: If Caja is not already following you, go to Origin. When you get near her, she will tell you about a new Deposit she is sensing. If she is already following you, then just talk to her: Jax: - Very Well, lets find the deposit. [ C+ ] You will be teleported to: (Old Factory Teleport -> 12 West -> 8 North) Caja will begin walking the trail and she will give you the job of protecting her as she needs all her concentration to follow the Elex. Along the way you will pass the Mountain Lake Teleporter. Make sure you activate it as you pass. She will eventually take you to an Elex deposit located at: (Mountain Lake Teleporter -> 1 West -> 4 North) After the normal ritual, she will ask you to stand guard, but nothing attacks. You can pick up things around her after the comment. She will speak to you when she is ready. Jax: - You just got lucky - Do you still need to find more traces of Elex? Give her Mana if you don't want to incur a relationship penalty. - About the side effects of Elex - Here, I have some Mana for you [C+++] The next deposit will become available after 24 hours. Teleport to small camp and sleep until morning twice if you don't want to wait. (Small camp so you don't get approached by Nasty) You may also want to stop by Tavar first and grab some ammo/arrows depending on what your supplies are like. QUEST: Balancing Act (Deposit 4) REWARD: 800XP WHERE: Origin HOW: This quest will become available 24 hours after completing the quest "Strength of Will" DETAILS: Caja will approach you and tell you about another deposit. However she warns you this one is deep in Xacor territory. Jax: - I know Xacor. I'm ready to go there. You will be teleported to the Snow Pass in Xacor (Snow Pass Teleporter -> 5 East -> 3 North) Unlike the last escort mission, this time Caja takes off running at full speed. You will have to run to keep up and you probably won't have time to collect trophies... at least not initially. She makes her way to a house inside of a cave located at: (Snow Pass Teleporter -> 4 West -> 3 North) The final location has a number of moderate creatures including two Rotboars, a Mutant and a Slime Dragon. NOTE: If you have not already been here, make sure to loot a Hammer of Calaan 2 and the Recipe for Permanent Health Increase Potion while you are here. After the normal ritual, she will tell you she is ready. She will tell you the elex in Xacor is different from the Elex in Edan. It is polarized, similar to refined elex. Jax: - The elex in Xacor is different from the Elex in Edan? - Do you know of any other Elex deposits like this? Give her some Mana if you don't want to incur a relationship penalty - About the side effects of Elex - Here, I have some Mana for you [C+++] When the conversation is over, you may want to backtrack and loot any creatures you found before teleporting out. QUEST: More than just friends You may be asking the question when the romance with Caja will kick off. The Romances will not kick off until Chapter 3. The good news is that Chapter 2 is very short. It basically consists of 2 quick quests and a very long conversation with Zardom. ================================================================================ II.C > > > > Zardom ================================================================================ At the end of Chapter 1, Sestak asked you to seek out an Alb named Zardom, who had gone into exile and might be able to help you. Zardom is the primary quest giver of Chapter 2: ------------------------------------------------------------------------------- II.C.1 > > > > The Old Man ------------------------------------------------------------------------------- QUEST: The Old Man REWARD: 400 XP WHERE: (North Abessa Company Premises -> 2 West) alternative but same location: (Dam Teleport -> 5 West -> 15 North) HOW: Talk to Zardom after starting Chapter 2 DETAILS: The easiest way to reach Zardom is to do Nasty's personal quest. If you are not interested in doing that quest, teleport to the Dam Teleporter and make your way north from there. Talk to Zardom: Jax - It is nothing I can't control [ Cold Inc ] * Don't worry about me. I can handle this [ Cold Dec ] - Don't pretend to care [ Cold Dec ] Jax 1 I need weapons ... 2 Why were you exiled? 3 You cooperate with the free People? Jax - Help me reach the Ice Palace - So what if Albs die? I will just have to fight. [ Cold Dec, N+ ] C+ - I will have to find another way .... [ Cold Dec, N- ] C+ - Feelings and remorse are irrelevant [ Cold Inc, N+ ] C+ Jax: - The Converters are heavily Guarded - Tell me more about your past... - He didn't give me reason to doubt his words [ Cold Dec ] - His arguments were logical - It doesn't matter what I think. Logic ... [ Cold Inc ] The quest "Old Man" completes when you select your last response. ------------------------------------------------------------------------------- II.C.2 > > > > Zardom's Battle Plan ------------------------------------------------------------------------------- QUEST: Zardom's Battle Plan Part 1: REWARD: N/A WHERE: (North Abessa Company Premises -> 2 West) HOW: Talk to Zardom following the quest "Old Man" and exhaust all dialogue topics. DETAILS: When you talk to Zardom following the quest "Old Man" you will see a number of conversation topics. One will kick off a memory/cut-scene, while two others will kick off quests. However you need to select all of them for this quest to kick off: Jax: - So you do want to challenge the Hybrid [ Cut-scene ] - Ruin? Why not victory? - This is just the speculation of an outcast... [ Cold Dec ] - You're saying a lot Zardom, but where is proof? [ Cold Inc ] Jax: - If you want war, then where is your army? - Are you allied with the Free People? Jax: - You claim you are doing this for the Albs... [ Start Quest ] - So, will you admit you have kept your powers... Jax: - What if the Elexetors learn of your plans?... [ Start Quest ] - How do you plan to attack Xacor? Once you have exhausted all the dialogues, Zardom will ask Jax what his plans are when he meets Kallax. After all, Kallax will attack on sight. Jax: - He won't get the chance. [ Cold Inc ] - I won't rest until he is lying dead before me [ Cold Dec ] - When fate brings us together, we will see - He's my brother... he has to listen to me. [ Cold Dec ] Regardless of your response Zardom will offer to help you reach Kallax if you help him. Jax: - You will have my support... - End Zardom wants your help with the things he discussed with you earlier. The good news is, you already completed most of the tasks in chapter 1: x Complete Quest "Chosen" (Gain Caja as a Companion) x Complete Quest "Origin" (Become Leader of Origin) ? Complete Quest "Big Bang" x Complete Quest "The Converter in North Abessa" - Complete Quest "Invasion of Abessa" - Complete Quest "Elexetor on the Hunt" NOTE: If you haven't completed the first four quests, see other sections of this walk-through by searching for relevant terms. If you postponed finishing the "The Big Bang", now is the time to revisit the quest and decide if you will kill Konrad or not. If you have been following this walk-through, you should only need to complete the two new quests that started when you talked to Zardom: "Invasion of Abessa" "Elexetor on the Hunt" See below: QUEST: Invasion of Abessa REWARD: 1000XP + ~1200XP from kills WHERE: (North Abessa Company Premises -> 2 West) HOW: Talk to Zardom after completing "The Old Man" DETAILS: Talk to Zardom Jax: - You claim you are doing this for the Albs... - End During his conversation, Zardom reveals that the Hybrid has sent an invasion force into Northern Abessa. Open up your Log and Activate the Quest: Main Missions -> Invasion of Abessa Follow the quest marker to the confrontation. It is about 12 Albs (Combination of soldiers and mechs and 1 commander). Make sure you have cover. Out in the open you are dead as they all have ranged weapons and good accuracy. For example, you can approach from the North Abessa Converter as it is close and offers some cover. QUEST: Elexetor on the Hunt REWARD: 1000XP + ~175XP for the kill WHERE: (North Abessa Company Premises -> 2 West) HOW: Talk to Zardom after completing "The Old Man" DETAILS: Talk to Zardom Jax: - What if the Elexetors learn of your plans? - End During his conversation, he will reveal that an Elexetor is hunting you and was last seen near the Domed City. Open up your Log and Activate the Quest: Main Missions -> Elexetor on the Hunt Follow the quest marker to the confrontation with Elexetor Repox. There will be a cut-scene where Jax talks to Repox before the fight begins. This is much easier than the Invasion. It is 1 alb, and he is not that strong for an Elexetor. (Took him down with 2 arrows on Easy using War Bow 3). QUEST: Zardom's Battle Plan Part 2 REWARD: 4000XP WHERE: (North Abessa Company Premises -> 2 West) HOW: Complete Zardom's Objectives - Complete Quest "Chosen" (Gain Caja as a Companion) - Complete Quest "Origin" (Become Leader of Origin) - Complete Quest "Big Bang" - Complete Quest "The Converter in North Abessa" - Complete Quest "Invasion of Abessa" - Complete Quest "Elexetor on the Hunt" DETAILS: After completing all the objectives listed above, talk to Zardom: Jax: 1 I have taken Command of Origin 2 I have recruited a powerful Mage... 3 The Alb force in northern Abessa has been defeated. 4 The Converter in northern Abessa has been deactivated. 5 The Duke of Tavar's Bomb was really.... 6 The Elexetor Repox is dead. Zardom will talk about the Hybrid and Jax' original mission. The Hybrid seems to fear the Pilgrim and thus the Pilgrim may be the key to defeating him. He asks Jax what he knows and Jax admits he knows little. Jax: - Perhaps the Hybrid is right that the Free People are the true threat. - If the Hybrid is so dangerous, how did he end up in charge of the Albs? Zardom suggests that maybe the Pilgrim is working on a way/spell to convert Elex into Mana. He talks about how it could be the undoing of the Albs. Jax: - I would take the risk (Requires Low Cold) [ Cold Dec, C+,N+ ] - The Berserkers would never commit Genocide. [ C+ ] - No, we can not allow that. [ Cold Inc, C-,N- ] You will be taken to a cut-scene where you discover Zardom's secret power/army. Chapter 3 begins.... ________________________________________________________________________________ III. > > > > Chapter 3: Open War ________________________________________________________________________________ To begin Chapter 3, you must complete the quest "Zardom's Battle Plan" in Chapter 2. Your primary objective in Chapter 3 is to find the Pilgrim, however when you do, Zardom will disappear. So it is best to talk to Zardom before proceeding and exhaust his dialogue tree: Jax: 1 How did you get the mutants to follow you? 2 What is it that you want Zardom? 3 What should I do once I know Thorald's plans? ================================================================================ III.A > > > > Companions ================================================================================ Romance : There can be only one. On a single play through, the game will only allow you to have 1 romance. When you complete the romance scene, the ability to start the other romance quest is disabled. If both romance quests are running when one completes, the other is canceled. The good news is you can reload and see both romance scenes play out within a matter of about 5 minutes. But moving forward, you will have to decide if you want Caja or Nasty (or neither). -------------------------------------------------------------------------------- III.A.1 > > > > Nasty -------------------------------------------------------------------------------- QUEST: Playing with Fire REWARD: 2000XP + Booty WHERE: N/A HOW: Talk to Nasty in Chapter 3 or later after reaching "Idolized" status or greater. YOU must start the conversation. DETAILS: Once Chapter 3 starts, the next time you initiate conversation with Nasty, if you have reached "Idolized" status or higher, she will start teasing you about being the Pride of Xacor, high on Elex and ready to be taken down. Then she corners you into telling her what you really want. Why pick her as your companion? Are you trying to get to her brother? Jax: - Forget the Albs. It is really about your ass... [ N+ ] - I don't care about your brother. This is about Magalan. Regardless of what you choose, 24 hours later (Sleep until morning 2 times) WHEN YOU INITIATE CONVERSATION with Nasty, she will admit she is not used to being with people like you. (She will not force greet you. You have to click on her). She asks you point blank if you want to hook up. Jax: - If you are serious... then yeah. [ Start Romance ] - No. That would make things too complicated [ Cancel Romance ] - Maybe later, all right? [ Delay ] NOTE: If you delay, 24 hours later a new conversation will appear that Jax can initiate whenever he is ready. - I'm an asshole? .... -------------------------------------------------------------------------------- III.A.2 > > > > Caja -------------------------------------------------------------------------------- QUEST: More than just friends REWARD: 2000XP + Booty WHERE: N/A HOW: Talk to Caja in Chapter 3 or later after reaching "Idolized" status or greater. YOU must start the conversation. DETAILS: Once Chapter 3 starts, the next time Jax initiates conversation with Caja, if he has reached "Idolized" status or higher, she will begin to comment on the things she likes about him. The fact that he doesn't lie or exaggerate. The fact that he is a man of action and not words. The fact that he can be relied on. She asks if he might be experiencing emotions for her. Jax: - Yes, it's true. [ C+, N- ] - No, you are mistaken. Regardless of what you choose, 24 hours later (Sleep until morning 2 times), Caja will force greet Jax and ask him what he plans to do when it is all over. She mentions the dangers of Magalan, choosing your friends wisely and alludes to the idea that they should stick together. Jax: - We are right for each other. For the future. [ Start Romance ] - Feelings are just emotions, they are a waste.... [ Cancel Romance ] - I am still trying to understand my emotions.... [ Delay ] NOTE: If you delay, 24 hours later a new conversation will appear that Jax can initiate whenever he is ready. - About our recent conversation.... QUEST: Conclusion (Deposit 5) REWARD: 1400XP + 4000XP for finishing all of Caja's quests. WHERE: N/A HOW: Caja will force greet you and tell you about a new deposit when Chapter 3 begins (and 24 hours have passed since completing Balancing Act). DETAILS: Caja once again force greets you and says you must both head to Ignadon. Jax: - Lets take a look at the Elex Deposit in Ignadon [ C+ ] You will teleport to a location south-east of the Crater Teleporter in Ignadon: (Crater -> 2 East -> 1 South) The deposit is a few hundred feet in front you guarded by a slime dragon and 2 rottmolch: (Crater -> 4 East -> 1 South) Defeat the creatures and let Caja do her normal ritual. When she stands up, she says that the Elex is more than just energy. It has a purpose and it has seeped into almost all living creatures. Your powers, her powers, it all comes from Elex. She senses that Elex was created with a purpose, but can tell you no more without losing herself to it. Jax: - Do you think you can find out more from the Elex? - With all your magic? Jax: - You don't have to face it alone.... Caja thinks Elex actually created everyone and she isn't sure if it serves the life-forms that wield it... or if all lifeforms actually serve it. ================================================================================ III.B > > > > Faction Specific Quests ================================================================================ At the end of Chapter 1 (Probably about an hour ago), you joined a faction which gave you the checkbox you needed to start Chapter 2. While we could have technically prolonged chapter 2 by doing most of the Faction and World Quests there, this walk-through opted to start Chapter 3 as quickly as possible to remove any hurdles from romance progress. So now it is time to backtrack and do those faction specific quests that will grant access to better armor. -------------------------------------------------------------------------------- III.B.1 > > > > Berserker Quests -------------------------------------------------------------------------------- Talk to Ragnar in Goliet (Hotel Ruins -> 1 East -> 1 South) and ask him what you need to do to get promoted. He will tell you it is unusual for members to get promoted quickly. Jax: - What do I have to do to be promoted? - Don't compare me to the rest of the failures. [ Cold Inc, Rag Dislikes ] - There must be a way to climb faster here - I don't have that much time This will kick off "In service to the Warlords" which is needed to enable most the conversations in the quests below. In addition to the various warlord approvals. You need to meet minimum level requirements: Cultivator : Level 1 -> 14 Warrior : Level 15 -> 24 Paladin : Level 25+ QUEST: Cormag's Solace REWARD: 400XP + 200 shards WHERE: Cormag (Hotel Ruins -> 1 West -> 1 North) HOW: Talk to Cormag after starting quest "In service to the Warlords" DETAILS: Talk to Cormag. He will ask you if Ragnar told you your duties as a cultivator. Jax: * No - Yes - I have to work? - End Then Report to Born (Blacksmith Teleport -> 3 West) Jax: - Cormag Sent Me - Yes I was - I didn't join the Berserkers to be a Farmer - Shards, armor and weapons. That is what I want... [ Born Dislikes ] - End Hit L and activate: Edan -> Cultivator Duties to enable the quest markers. Once you have gathered all the weeds, you can do one of two things. You can talk to Born, who will remember the fact that you brought the weeds to him without taking them directly to the trash (as he instructed) or you can take them to trash. Thing is... the game doesn't give you a quest marker for the trash can. The "trash" is a set of 3 barrels sitting next to a flame pit located in cell: Blacksmith Teleport => 2 West (beside the house). So either talk to Born and get remembered for coming back to him with the weeds or take them to the trash and then talk to him and get remembered for following directions. If you take the weeds to the trash first, you also get 200 shards. Finally, return to Cormag: Jax: - I removed the weeds QUEST: For the Community REWARD: 500 XP WHERE: Angrim (Blacksmith -> 2 West -> 3 South) HOW: Talk to Angrim after starting quest "In service to the Warlords" DETAILS: Talk to Angrim. He will tell you that he is happy you decided to join the Berserkers. Jax: - I don't intend to be a cultivator for long? * How can I prove myself as a farmer? [ Angrim Likes ] Jax: * Tell me what I must do. - Why not just promote me? Jax: - I'll watch Zerwas Hit L and activate the quest: Edan -> For the Community This will provide a quest marker for Zerwas. Put on the Amulet of Deception if you have it then head straight to the marker as Zerwas almost immediately begins his rounds. You want to wait and listen to Zerwas collect from 3 people. He gets 300 from the first guy, 100 from the second and 200 from the last one. Follow him back to Angrim and listen to him report that he collected 400 shards. Once Zerwas has left, talk to Angrim. While there are other options, if you want Angrim's pledge, you need to tell Angrim that Zerwas cheated him. Jax: - He lied. He collected more than 400 shards. - Alright, what will have to Zerwas. NOTES: Some walk-throughs claim he has you kill Zerwas. However, in my test runs, the option to finish the quest was immediately available. It is possible that the quest was patched. Or it is possible that what Angrim asks you to do will depend on how your other interactions with him have gone. Some users, especially those on consoles may have to do more (kill Zerwas) to get Angrim's favor. QUEST: A Quick Rise REWARD: 800 XP WHERE: Ragnar (Hotel Ruins -> 1 East -> 1 South) HOW: Talk to Ragnar after completing quests: - Cormag's Solace - For the Community DETAILS: Talk to Ragnar once you have gained Cormag and Angrim's pledges. Jax: - About my promotion to Warrior - Will you give me your pledge? - I could do the task for you * What is he doing in the Valley of the Damned? - Back - End Ragnar sends you on a task to retrieve Gunnar from the Valley of the Damned. Hit L and activate Edan -> A Quick Rise to get a quest marker. NOTES: If the Valley of the Damned Teleport is unlocked, before you activate it, be aware that you may suddenly be surrounded by moderate to high level mutants. So make sure you have plenty of ammo and possibly a Power Wave at your disposal. Also SAVE first.. When you get to the quest marker, you will find Gunnar is dead. Collect his things and return to Ragnar. Jax: - About my promotion to Warrior - Gunnar can't help you anymore. QUEST: In service to the Warlords REWARD: 3000XP WHERE: Ragnar (Hotel Ruins -> 1 East -> 1 South) HOW: Talk to Ragnar after completing quests: - Cormag's Solace - For the Community - A Quick Rise DETAILS: Talk to Ragnar once you have gained pledges from all the warlords. Jax: - About my promotion to Warrior 1 Cormag has pledged me his support 2 Angrim has given me his pledge 3 I am ready to be promoted (Level 15) Go ahead and kick off the next Parent Quest "Seeking Promotion" Jax: - What do I have to do to become a Paladin? - I am ready - End Before the conversation ends, you will need to pick another power. QUEST: The Enemy of my Enemy REWARD: 800XP + 300 shards (+500 shards if you finished subversive Elements) WHERE: Cormag (Hotel Ruins -> 1 West -> 1 North) HOW: Talk to Cormag after starting quest "Seeking Promotion" DETAILS: Approach Cormag and ask about becoming a Paladin Jax: - Do I have your support to become a Paladin? - I am the best choice you can find - I am ready to become a Paladin. I won't disappoint you. Cormag sends you on a secret mission to Ignadon. Jax: - What do you need in Ignadon? - End He gives you a sealed letter to deliver to Reinhold in Hort. NOTE: If you want to read the letter, just save, read it and then reload. There are no surprises, it is more or less what one would expect. If you deliver the letter with the seal unbroken, Reinhold notes the Berserkers are more trustworthy than Outlaws. Go to the Cathedral Teleport and talk to Reinhold. Jax: - Warlord Cormag sent me [ C+ ] Return to Cormag Jax: - I delivered your message ... [ C+ ] QUEST: The Fight for the Canyon REWARD: 4000 XP + 200 shards WHERE: Angrim (Blacksmith -> 2 West -> 3 South) HOW: Talk to Angrim after starting quest "Seeking Promotion" DETAILS: Talk to Angrim. Jax: - Yes. I want to be promoted. - What do you want me to do? Angrim will tell you that Outlaws have seized a key bridge that supplies the World Heart in Abessa and that it needs to be liberated. Hit L and Activate the Quest: Edan -> The Fight for the Canyon It will lead you to Gardar. When you approach, he will force greet you. Jax: - Yes, that's right. - You were waiting for me? Jax: 1 Who are you 2 Explain to me again what we are doing - I'm ready - End If you select I'm Ready, the group will lead you south to: (Blacksmith -> 20 East -> 4 North) Killing all Outlaws along the way. NOTE: If you hit end and go there before saying "I'm ready" the place is empty. The enemies won't spawn until you say "I'm ready". Return to Angrim once Gardar tells you all Outlaws are dead. Jax: - The Blood Path has been cleared of Outlaws ... QUEST: Alarming News REWARD: 2000XP +200 shards WHERE: Ragnar (Hotel Ruins -> 1 East -> 1 South) HOW: Talk to Ragnar after completing quests: - The Enemy of my Enemy - The Fight for the Canyon DETAILS: Talk to Ragnar once you have gained Cormag and Angrim's pledges. Jax: - I want to talk about my promotion - What task do you require me to complete? - Back - End Ragnar will tell you that the Reaver raids are becoming bad and he wants you to put an end to them. This was the task he was going to give Gunnar. Hit L and activate the quest Edan -> Alarming News Talk to Thorgal: (Be ready for a fight when you agree to help) Jax: - Do you have a problem with reaver attacks? - Yes, I'll help you fight the Reavers [ C+ ] Talk to Thorgal when the fight is over: - Where are the Reavers hiding out? - End Hit L and activate: Edan -> Alarming News -> Smoke out the Reavers nest Follow the marker to the Reaver base, kill the leader and return to Thorgal. Sometimes Thorgal will force you to talk about helping him out before you can report your success. Jax: - What is it you need? - The reaver leader won't cause you anymore trouble. - End While you are up here, if you want to go ahead and do the quest Supply Difficulties, now is a good time (See Quest Below) Return to Ragnar to complete the quest: Jax: - I want to talk about my promotion - Reavers attacked Thorgal's post. QUEST: Supply Difficulties (optional) REWARD: 800XP + 1000 shards WHERE: Thorgal (Sandy Pines -> 10 East) HOW: Talk to Thorgal after helping him kill the Reaver Leader during quest Alarming News. DETAILS: After you kill the reaver leader during the quest Alarming news, Thorgal will feel comfortable enough to ask your help with some other issues he is having. Specifically in regards to food. Talk to Thorgal Jax: - What is it you need? - There is a farm in North Eastern Abessa... - End Hit L and activate the quest: Abessa -> Supply Difficulties Teleport to the Dam Teleport and make your way to Emmet (Activate the quest Abessa -> Supply Difficulties if you need a marker.) If you already helped out Emmet earlier, this is a breeze. Jax: - I spoke to a group of Berserkers... - I will tell them. Return to Thorgal Jax: - The farm to the northeast will trade supplies with you. QUEST: Seeking Promotion REWARD: 4000XP WHERE: Ragnar (Hotel Ruins -> 1 East -> 1 South) HOW: Talk to Ragnar after completing quests: - The Enemy of my Enemy - The Fight for the Canyon - Alarming News DETAILS: Talk to Ragnar once you have gained pledges from all the warlords Jax: - I have Angrim's pledge - I have Cormag's pledge - Are you ready to name me as a Paladin? (Level 25) When the conversation ends, you will automatically be given the remaining power. QUEST: Gear.... Okay, so this isn't a quest, but let's not forget the whole reason we did all these quests. You can now purchase the factions best armor from the Blacksmith. Note that the Blacksmith stands outside Angrim's house until you talk to him the first time. Then he moves to the workshop near the Blacksmith teleport. Paladin gear is super expensive. 20000 for the Armor and 5000 for the pants. But with it on, you can finally stop being a glass cannon and actually take a few hits/shots. -------------------------------------------------------------------------------- III.B.2 > > > > Outlaw Quests -------------------------------------------------------------------------------- Talk to William in Tavar (Fort -> 1 West -> 2 South) and ask him what you need to do to get promoted. Jax: - How do I get promoted? - And what do I have to do exactly? - Can't I just buy a promotion? - I want your armor. This will kick off "Contract Work" which is needed to enable most the conversations in the quests below. In addition to completing the quests, you need to meet the following minimum level requirements: Runner : Level 1 -> 14 Enforcer : Level 15 -> 24 Captain : Level 25+ QUEST: Crazy Idea REWARD: 1200XP + 75 Shards WHERE: Chloe (Dukes Bunker -> 2 West -> 1 South) HOW: Talk to Chloe after starting quest Contract Work DETAILS: Talk to Chloe Jax: - I need your word so I can become an Enforcer - You expect me to just do what you want? - Just tell me what I have to do - Where am I supposed to get these bottles? She tells you she wants you to collect 10 bottles of Strong Liquor for her. Press L and activate the quest: Tavar -> Contract Work -> Crazy Idea This will place quest markers on all the bottles. The fastest way there is to teleport to the Tavar Converter, but Sandy Pines is also reasonably close. Watch out for mines and there is some radiation, but none of the liquor is in the radiation, so you can just avoid it. Once you have the bottles, return to Chloe: Jax: - I found the bottles you want - You're a boss. You should understand why I want promotion QUEST: Collecting Protection Money REWARD: 200XP WHERE: Rat/Blake (Fort -> 2 East -> 2 South) HOW: Talk to Rat or Blake after starting quest Contract Work DETAILS: Talk to Rat or Blake (who depends on how you handled things earlier) Jax: - I need your approval so William will promote me - So do I get your word or what? * I will follow Burns - I will not follow Burns. If you are talking to Rat AND you gave him money when you first met him, you can refuse and Rat will still give you his word. Otherwise, you will have to follow Burns. This guide recommends following Burns to pick up the XP. Hit ESC and save. Then un-pause and activate the quest: Tavar -> Contract Work -> Collecting Protection Money This will highlight Burns. You need to get close enough to here him talk but far enough away that he doesn't engage you. You may find the Amulet of Deception helpful. After Burns collects from 3 people, he will return to Blake/Rat. As usual, listen to what he says to Rat but don't interrupt. Approach Rat once Burns leaves. If you lie to Rat, it will come back to bite you and get you in trouble later. So you should probably tell him the truth: Jax: - About Burns - He was lying. He didn't give you everything. - End QUEST: Desecrated REWARD: 200XP + 400 Shards if you ask for money at end 600XP if you don't ask for money at end +300XP if you kill the Clerics WHERE: Mad Bob (Fort -> 2 East -> 2 South) HOW: Talk to Mad Bob after starting quest Contract Work DETAILS: Talk to the Mad Bob. As you approach, he will force-greet you. Doesn't matter what you say. Jax: - Does it matter why I came? - Scrap is profit. I'm here for shards - It wasn't the scrap. It was your magnetic personality Jax: - I need your word to be promoted. - Tell me what I have to do. - What do you want me to do?... [ Cold Inc, N+, C- ] - What do you mean stop at nothing [ Cold Dec ] - Tell me about the Cleric's Shrines... - How can we take their God from them? - Which shrines do you want destroyed? - End Mad Bob wants you to destroy some Cleric Shrines. Activate the quest: Tavar -> Contract Work -> Desecrated Quest markers will light up the three Shrines. Go to them and activate the placard. One of them is guarded by Clerics. You can either murder them, activate the placard and them fight them in self-defense or... if there is a creature nearby, you can shoot an arrow at it (miss intentionally) to draw it to the shrine, then activate the placard while the clerics are busy. Note if you get close to them when they are not in combat, they will force-greet you and things will not end well. Once you have activated the placards of all 3 shrines, and selected "Place Explosives", return to the Scrap Baron. Jax: - Tell me about the Clerics' Shrines... - The explosives are in place - That is all I wanted (+400 XP) - And you can pay me (+400 shards) QUEST: Contract Work This rustic style tart would make a great dish for brunch, lunch, or a light dinner. To vary it, try using cooked sausage instead of the ham, try different kinds of cheese, or add other vegetables, like bell peppers or onions. 1.5 cups ham, diced 1.3 cups all-purpose flour, plus more as needed 0.5 tsp. chile powder 0.5 tsp. salt 4 Tbsp. cold unsalted butter, cut into small pieces 1 large egg, plus 1 large egg white - divided use 2 Tbsp. water 1 tsp. olive oil 1 cup diced tomatoes 0.5 cup shredded white cheddar cheese 1 cup fresh spinach, packed In a medium bowl, combine the 1 cup of flour, chili powder and salt. Use a pastry cutter to add the butter, working it until the butter is in large pea-sized pieces. In a small bowl, whisk the egg and water. Add the egg mixture to the flour mixture, and use your hands to start kneading them together. Add the remaining 1/3 cup of flour, a little at a time, transferring the mixture to a lightly floured work surface if you like, kneading until you have a smooth, supple dough (you might not need all the flour). Shape the dough into a 3/4-inch thick disk, cover with plastic wrap and set aside in the refrigerator for at least 1 hour. (Alternately, you can use an electric mixer or food processor to make the dough.) Meanwhile, in a medium skillet over medium-low heat, warm the oil. Add the ham and tomatoes and cook, stirring occasionally, until the tomatoes become thick and sauce-like, about 10 minutes. Remove from the heat and set aside. Preheat the oven to 375°F (190°C). Line a baking sheet with parchment paper or a silicone baking mat and set aside. On a lightly floured work surface, roll the dough out to a 10-inch circle. Transfer the dough to the prepared baking sheet and top with the ham mixture, leaving a 1 to 1.5-inch border around the edges. Top with the cheese and spinach. Fold the dough over the edge of the fillings, pinching it firmly together every inch or two. Brush the edge of the dough with the egg white (you won’t need it all) and bake until crust is golden, 30 to 35 minutes. Cool 5 to 10 minutes before slicing and serving. Makes 2 to 3 servings. REWARD: +3000XP WHERE: William (Fort -> 1 West -> 2 South) HOW: Talk to William after completing: - Crazy Idea - Collecting Protection Money - Desecrated DETAILS: Talk to William: Jax: - About my promotion 1 The Scrap Baron is satisfied 2 Chloe will speak for me 3 Rat/Blake has given me his word. - I did what you wanted - I am ready to take the rank of Enforcer (Level 15) Go ahead and kick off the next Parent Quest "Expansion of Power" Jax: - What do I have to do for a promotion? - Waiting was never a strength of mine QUEST: Money Collectors REWARD: 200 XP WHERE: Chloe (Dukes Bunker -> 2 West -> 1 South) HOW: Talk to Chloe after starting quest "Expansion of Power" DETAILS: Talk to Chloe Jax: * How about I pay for your word? - I'm not a Runner. I'm not fetching you more bottles - I'm not leaving until I've got your word Regardless of what you select, she tells you about tracking down 3 people and getting money from them. Jax: - So to get your support to become captain - Tell me who owes you money - End Activate the Quest : Tavar -> Expansion of Power -> Money Collectors. It will place markers on the 3 renegades: One is in the bar : (Dukes Bunker -> 5 West) One is at the entrance : (Fort Teleport (Same Cell)) One is at the Arena : (Dukes Bunker -> 3 North) The Renegade in the Bar can be intimidated and lands you two likes with Nasty if she is traveling with you: Jax: - That's why I came here. - You want to keep your freedom, pay the debt - What no struggle [ N+ ] * Smart Decision [ N+ ] - If you want this over, you'll pay extra [ Cold Inc, N+ ] The renegade at the Arena basically tells you to fuck off. To provoke him into a fight, talk to him twice: Jax: - You are going to pay every shard you owe - You're paying asshole Jax: - Last chance. Pay me. (Fight) Alternatively, you can just murder him or you can pickpocket him if you want to avoid bloodshed. (Grab "Handmade Bag") The renegade at the entrance will run from you if you talk to him. If you chase him down and you are insistent, he will give you a ripped bag which is only partially what he owes. You can also get the ripped bag by killing him or pickpocket him. Once you have the three bags, return to Chloe: Jax: - So to get your support to become a Captain 1 I got these shards back... 2 I got these shards from... 3 I found one Berserker... - End QUEST: Dispute Over Space REWARD: 400XP WHERE: Blake/Rat (Fort -> 2 East -> 2 South) ** He may be talking to Burns in the same cell. Look around if you don't see him. Don't get too close to burns or you may bug out the conversation and break things. HOW: Talk to Blake/Rat after starting quest "Expansion of Power" DETAILS: Talk to Blake/Rat Jax: - I need your word to reach the rank of Captain - You are giving me your word. Just like that? - I will fight them in the Arena if I must. Activate the Quest : Tavar -> Expansion of Power -> Dispute Over Space Find Smoke and talk to him. (It doesn't actually matter what you say) Jax: - Who says I want to fight? - I should take advice from someone... * So, you want to be Captain? He will move to the fire pit. Talk to him a second time: (It doesn't actually matter what you say) Jax: * Scared I'll beat you? - Any reason I shouldn't just kill you here? - We could both get promoted Finally you will be able to start the fight: - Let's fight now Once he goes down, wait for him to get up and talk to him. Now find Erin. The only way to convince Erin to fight you is to pay her. Jax: (It doesn't actually matter what you say) - We'll see about that - Whatever you did in the past... - Take these shards and meet me in the Arena (100 shards) - I challenge you After you beat her, wait for her to stand and talk to her. She will give you your shards back. Return to Rat/Blake: Jax: - About my promotion to Captain 1 I defeated Erin 2 I defeated Smoke - End QUEST: Recapture REWARD: 800XP WHERE: Mad Bob (Fort -> 2 East -> 2 South) HOW: Talk to Mad Bob after starting quest "Expansion of Power" DETAILS: Talk to Mad Bob Jax: - I want to become a Captain - Yes, I need your word - I'll get it done - End Load up on arrows/ammo before proceeding. Hit L and Activate the Quest: Tavar -> Expansion of Power -> Recapture It will lead you to Striker. When you approach, he will force greet you. Jax: - I'm ready. Lets attack You storm the canyon that connects Edan and Tavar and kill all the Berserkers. Once you are done, Striker will tell you to return to Mad Bob... The Scrap Baron. Teleport back to The Fort and let him know: Jax: - The attack on the Berserkers was successful QUEST: Expansion of Power REWARD: +4000XP WHERE: William (Fort -> 1 West -> 2 South) HOW: Talk to William after completing: - Money Collectors - Dispute Over Space - Recapture DETAILS: Talk to William: Jax: - About my promotion 1 Rat has given me his word 2 I have Mad Bob's approval 3 Chloe is vouching for me as Captain - I want to become a Captain (Level 25) End QUEST: Gear.... Okay, so this isn't a quest, but lets not forget the whole reason we did all these quests. You can now purchase the factions best armor from the Camp Master (Below Dukes Throne room). Captain gear is super expensive. 20000 for the Armor and 5000 for the pants, but with it on, you can finally stop being a glass cannon and actually take a few hits/shots. -------------------------------------------------------------------------------- III.B.3 > > > > Cleric Quests -------------------------------------------------------------------------------- If you have not already done so, Speak with Reinhold and ask him about what you are supposed to do: Jax: - What are the duties of a Cleric Acolyte? This will enable the parent quest "Obediently Perform One's Duty" and enable the sub-quests below. In addition to the quests, you will also need to meet minimum level requirements and bring 1000 shards to upgrade to the next level: Acolyte : Level 1 -> 14 Legate : Level 15 -> 24 : Level 25+ QUEST: An Acolyte's Pilgrimage REWARD: 1800XP WHERE: Balder (Cathedral Teleport -> 1 West -> 1 North) HOW: Talk to Balder after joining the Clerics NOTES: Bring 50 shards DETAILS: Talk to Balder - Yes, I am here to pay my tithe (50 shards) [ Balder Likes ] - I'm not here to pay anything Jax: - What must I do for this Pilgrimage? - End Hit L and activate the quest: Ignadon -> Obediently perform one's duty -> An Acolyte's.... When you go to your map, you will see the 4 shrines highlighted. - One is near the Hort Teleport -> 1 West - One is near the Hanger Teleport -> 2 West -> 5 South - One is near the Company Premises Volcano Teleport -> 1 East - One is near the Crater Teleport -> 8 East -> 4 North Most the shrines (Except Hort) are near enemies that you will have to fight. Each shrine has a plaque. When you click on it you can: - Pray - Pray and make Donation (100 shards). For each donation, you make Balder like you more. Return to Balder once you have visited all the shrines: Jax: - I have returned from my Pilgrimage QUEST: Learn Suggestion REWARD: WHERE: Balder (Cathedral Teleport -> 1 West -> 1 North) HOW: Talk to Balder and ask to be trained in Suggestion NOTES: You will need: - 30 Cunning - 30 Intelligence - 500 Shards - 1 or more Available Skill Points DETAILS: This isn't actually a quest, but it is a requirement to progress the Cleric's quest line. Once you meet the requirements above, talk to Balder: Jax: - Can you train me? Select Suggestion, and your requirement for advancement is met. QUEST: A Good Debut REWARD: 300XP WHERE: Martha (Hort Teleport -> 4 East -> 2 South) HOW: Talk to Martha NOTES: Bring 50 shards DETAILS: Talk to Martha Jax: - Thanks - I can't accept that - Why me? Jax: - I need your approval for promotion - I'll distribute the rations Find a bed and sleep Until Morning 2 times. Then return: Jax: - I'm here to distribute the rations. - So, you don't want me to take rations to everyone? Xander will try to buy a second portion of rations. Obviously this is a bad idea. - Here, take what you want. * That wouldn't be fair. Balder will quiz your knowledge of Calaan. If you pass his test, you get a free Plasma Rifle. Jax: - Yes, I am learning the teachings of Calaan. - Calaan - Ulbricht - Arvid Return to Martha Jax: - The stew has been distributed. - End QUEST: Obediently Perform One's Duty REWARD: 4000XP - 1000 shards WHERE: Reinhold (Cathedral Teleport -> 2 South) HOW: Talk to Reinhold after completing: - An Acolyte's Pilgrimage - A Good Debut - Learn Suggestion NOTES: Bring 1000 shards DETAILS: Talk to Reinhold: Jax: - About my duties as an Acolyte... 1 I have learned suggestion - Calaan does not exist... (Suggestion) 2 I have returned from my Pilgrimage 3 I have completed Martha's task Jax: - I would like to reach the rank of Legate. (Level 15) - I have it (1000 shards) After the promotion, you will receive the other PSI device that you didn't choose when you became an initiate. You can also now access better armor at the armory. (Though you may want to save your shards). QUEST: Renegade Clerics REWARD: 3500 XP + 500 Shards (If you kill them) WHERE: Hagen HOW: Talk to Hagen after becoming a Legate: NOTES: Makes sure you have plenty of ammo. DETAILS: Talk to Hagen: Jax: - Reinhold sent me. Said you have a job... - More than six renegade heretics? - No, I can handle it. If you did the Equipment Detour 2 earlier, then you will recognize this route as it is the same one we took when we grabbed the energy shield and dualskill ring earlier: Use your map and teleport to the Hort teleport. Then open your map and plant a custom marker at: (Hort Teleport -> 5 West -> 1 North) There is a tank sitting there. When you reach the tank, start heading south through the trenches (safer than the roads). You will eventually reach a supply stand: (Hort Teleport -> 3 West -> 2 South) Next open your map and place a customer marker at: (Hort Teleport -> 7 West -> 6 South) If you make a straight shot for it from the supply stand, you will likely run pass some enemies, but they shouldn't be able to keep up with you if you keep running. At the destination, you will find the lava flowing from a rock. Cross west over the rock and you will see a larger lava flow. Jet Pack over the lava to Cell: (Hort Teleport -> 11 West -> 8 South) This is where the group is gathered. You will notice if you look around several are marked "Defenseless". Approach the Heretic standing guard at the edge of camp. He asks if you are also a runner. Jax: - No - Why did you flee from the Hort? - Because I'm a friend (Suggestion) - Hagen has branded you Heretics and Renegades. - Give me a reason no to. - Alright, you don't have to die. [ Cold Dec, C+ ] - I've heard enough, you must die. [ Cold Inc, C-, N+ ] Return To Hagen. If you let them live versus killing them, Jax says something slightly different: [ If you let them live ] Jax: - The renegade heretics have been taken care of. (Live) [ If you killed them ] Jax: - The renegade heretics are dead. Hagen tells you to report to Reinhold, but you can wait for now. QUEST: Divine Mission REWARD: 8000XP - 270 shards WHERE: Balder (Cathedral Teleport -> 1 West -> 1 North) HOW: Talk to Balder after becoming a Legate: NOTES: Bring 6 raw meat and 600 shards. DETAILS: When you talk to Balder after reaching Legate Rank, he will immediately start talking about your duty as a Legate to recruit potential followers. Jax: - Who do you want me to recruit? He points out 3 people: Rider, Connor, and Galar. Connor ----- Connor is located immediately South of the Tavar Mountain Teleporter. He hangs out in a gas station with his tamed Jackal. Bring Caja along for a free like: Jax: - And what did you find? - When are you moving on? - How did you train that Jackal? - Do you have anything to sell? - Sure, I'll get you some meat. [ C+ ] Jax: - I got the meat you wanted - The Clerics need help - We need help from you... * This should be enough (500 shards) - You don't need to worry about him (Suggestion) [ Cold Inc ] - I can't pay you - That's everything I can offer (100 shards, CHR 2) Rider ----- Rider is located just West of the Southern Cliffs Teleport in Tavar. Be careful as the area tends to spawn moderate and high level enemies. Make sure you have plenty of ammo. Talk to Rider: Jax: - The Clerics want you to join them. - Your job here is done (Suggestion) [ N- ] - They pay well [ Cold Dec ] * Take the elexit (100 shards) - Join or I'll kill you. [ Cold Inc, C-, N+ ] Galar ----- You may want to stop by Origin and pick up Nasty before heading out to pick up Galar. There is a opportunity for a Like from her on this candidate. Galar is in a more dangerous area. The fastest way to him is to teleport to Berserker Island and make you way north from there: (Berserker Island -> 1 West -> 13 North) When you reach Galar's camp, there will be some weak Rotboars nearby you may want to dispatch (so they don't interrupt your conversations) Jax: - Why shouldn't I have gotten here alive?... - Who are you? - Why does Goliet get its timber from here? - What strange noises? - People are disappearing here? - Where could I look for these spirits? This starts the world quest "Sounds In the Dark". See above in the World Quests section if you have not already done the quest. When you are finished with that quest, look for the dialogue topic: Jax: - What will you do now? - I've come here to invite you to Ignadon.... - This isn't a debate (Suggestion) - You'll join the Clerics, or I'll bury you (fight) [ C-, N+ ] - You will be paid well If you fight Galar, it will just knock him unconscious. When he wakes, he will complain that you broke a rib and then ask about his family. Jax: - They will be brought later... [ Cold Dec ] - You wouldn't want anything to happen to them. [ Cold Inc ] Balder ------ Return to Balder and tell him you managed to recruit everyone: Jax: - About the initiates you want me to find... 1 Galar has agreed to join us 2 Rider is ready to start his initiation 3 The initiate "Connor" should arrive here soon. - End Balder says there is an issue at the Gate. Go talk to Xander (Follow quest marker) Jax: - Why wouldn't you let Connor into the Hort? - So the only reason you won't let him in... If you joined the Claws, Jax will vouch for Connor and claim he is a member. By Claws rules, Xander can kill him if he causes any problems. This didn't work for me. Despite being a Claw and having completed the Claws missions, I still had to pay Xander 200 shards or end up killing Connor. Talk to Connor: - I spoke with Xander Return to Balder once again: Jax: - About the initiates you want me to find... - Connor has arrived for initiation. QUEST: In the Service of Calaan REWARD: 13500XP - 1000 shards WHERE: Reinhold HOW: Talk to Reinhold after completing: - Renegade Clerics - Divine Mission NOTES: Bring 1000 shards DETAILS: Talk to Reinhold. If you killed the traitors, you will only be able to tell him that. If you spared them, you can explain that they were being forced by the power of suggestion. Jax: - About my duties as Legate - I located the initiates - The renegade Heretics are dead - Yes, I killed them. - No, I didn't kill them. - Your information was wrong. They weren't traitors. Jax: - I seek promotion to Paladin (Level 25, 1000 shards) ** Yes, it says "Paladin", even though the rank is Regent QUEST: Gear.... Okay, so this isn't a quest, but lets not forget the whole reason we did all these quests. you can now purchase the best armor the faction offers from the Armorer. Note that the armorer stands outside the cathedral (next to the Cathedral Teleport) until you talk to him the first time. Then he moves to the workshop with the guns over the door. If you want to steal the Acolyte Sword from the Weapons store, you should do so before talking to him. Regent gear is super expensive. 20,000 for the Armor and 5,000 for the pants. But with it on, you can finally stop being a glass cannon and actually take a few shots. The last thing we want to get is the Cleric Amulet. This amulet will restore your Mental Reserve. Then you don't have to worry so much about using or practicing with your Powers. If you picked it up earlier and sold it (to Doc), you might want to buy it back. Cleric Amulet: (Company Premises Volcano Teleporter -> 7 East) It is inside the building. Enter at the balcony, find the room with the plasma cells sitting in the middle. In one of the dark corners, there is a Level 2 locked chest with the necklace inside. ================================================================================ III.C > > > > World Quests ================================================================================ Earlier, we listed many of the world quests, however there are a few world quests that only become available in later chapters. There are also quests that have consequences and for timing reasons should be delayed until after you join a faction. -------------------------------------------------------------------------------- III.C.1 > > > > Abessa -------------------------------------------------------------------------------- QUEST: New Reactor Coil REWARD: 2000XP WHERE: Origin (Origin -> 3 South) HOW: 1 Become Leader of Origin 2 Start Chapter 3 3 Talk to Harley after you acquire your old Jet (Origin -> 1 East -> 3 South) DETAILS: Talk to Harley after he manages to salvage your Fighter from the crash site. Jax: - You said the reactor coil needs replacing? Activate Quest : Main Mission -> New Reactor Coil If you decide to use the Valley of the Damned Teleport to get there, keep in mind that you spawn in the middle of a monster pit. So be prepared for a fight. You should start by unlocking the Teleport: Company Premises West Edan : Valley of the Damned -> 8W -> 4N The quest markers help, but know that you need to go into the basement of the complex. The stairs leading down are at: Company Premises West Edan -> 3 West -> 1 South There is also an elevator shaft than you can also use to go down. One of the markers will take you to a switch which you use to open a secret lab beneath the building. The second marker takes you to the device. When you pick up the device, the quest completes. No need to actually return it to Harley. (Not so after the latest patch, but talk to Thorald first). QUEST: Orbit Radio REWARD: N/A (Like from Nasty) WHERE: Orbit Radio (South Abessa Converter -> 14 East -> 1 South) HOW: Find Herbert, the DJ running the radio station. DETAILS: If you explore a bit East of the South Abessa Converter, you will find the location of Orbit radio where Herbert broadcasts from. If you talk to Herbert he asks you a question. You can also ask what the place is. There is no quest or XP, however, you can use the conversation to get a free like from Nasty. Jax: - I came by here by chance - I'm not interested in Calaan [N+] Jax: - What is this place? - End -------------------------------------------------------------------------------- III.C.2 > > > > Tavar -------------------------------------------------------------------------------- QUEST: No Half Measures REWARD: 800XP + 200 shards (+ ~500XP from kills) WHERE: Bunker Teleport -> 1 North HOW: Talk to Iron Madison after completing the quest "Scattered Unit" DETAILS: If/When you complete the quest "Scattered Unit", Iron Madison is left irritated at the Dukes decision to let the Cleric go. She asks you to come see her for a special task later. Talk to Iron Madison. Jax: - What's this job you want doing? - How are you going to set an example? - I'm not interested. (Cancel) [ N- ] - You're asking a lot. - Alright, I'll do it [ N+ ] Caja doesn't react to this conversation. Note that once accepted, there is no way to cancel the quest or get it out of your quest log other than completing it. If you start this quest and wish to kill the Clerics, go to their camp. You can talk to the leader, but he refuses to leave. He even goes as far as to threaten you, saying "Maybe I should send you back in pieces". If you stand in the right place (On top of the pod behind Hartmut), you can take down Hartmut while no one is facing him and then you can take the rest down (closest to farthest) without anyone even noticing. War bow 3 is nice here because it is a silent weapon that can single shot kill all of them. Return to Iron Madison when the deed is done. Jax: - The Clerics are dead. QUEST: Life and Death REWARD: 500XP + ~153 shards (Remove Iron Madison, ask for payment) 500XP + ~50 shards (Remove Iron Madison, don't ask for payment) 100XP + 180 shards (Betray Cindy) WHERE: Cindy in Tavar Fort (Fort Teleport -> 3 West -> 6 South) NOTES: If you are not sure which faction you want to join, or you simply want to leave all options open, you may want to delay this quest until Chapter 2 or later. HOW: Talk to Cindy. DETAILS: Cindy is in love with a man named Liam, but William's sister, a woman known as Iron Madison has taken a liking to Liam and made him her new pet. Cindy wants you to free Liam by killing Iron Madison. More specifically, provoking her so that she starts a fight (if you just killed her, the whole fort would turn on you). In the end, you can either play the hero and take out Iron Madison, or you can be the villain and betray Cindy. The quest itself is pretty easy, however it requires you to make a choice that will affect your relationship with William and the Outlaws. If you help Cindy, you will still be able to join the Outlaws, but William won't like you and he won't offer you bonus shards or items when you do quests for him. If you joined or plan on joining the Clerics or the Berserkers, it doesn't matter. But if you join/plan on joining the Outlaws, you should either betray Cindy, not do this quest... or wait and do the quest after you have already completed all the faction specific quests (hence the placement of this quest in the walk-through). Talk to Cindy: Jax: - Sounds like you are the one who lost something... - It sounds like you are trying to pay me. - What do you mean she owns Liam? - Why do you care? - How can I help? - You'll have to pay me [ C+, N+ ] - If you want her dead...kill her yourself. [ C-, N- ] - I'll help you. You don't need to pay me. [ Cold Dec, C+, N- ] - How do you suggest I kill her? - End Talk to Iron Madison: (Activate Quest in Log to find location) Jax: - How much are you worth? - From what I've heard, you don't have much of a reputation - Cindy wants you dead (Betray Cindy) [ C-, N+ ] - Liam - I'm not telling you a thing. (Provoke) - You like to talk don't you? [ C+, N+ ] - Enough talk. Lets get this over with [ C+, N+ ] [ Fight Iron Madison ] If you are low level, dodge or use your shield to block the blows. She goes down easily, but deals significant damage. If you are higher in level, just jet pack up and shoot her with an arrow. Return to Cindy to tell her the good news. If you follow Cindy, she makes her way to Liam to tell him he is free. [ Betray Cindy ] After your talk, if you follow Iron Madison, she has words with Liam, but doesn't kill him. If you wish, you can return to Cindy and tell her you betrayed her (For another Cold Inc) QUEST: A Bounty Hunter REWARD: 1100XP WHERE: Chloe's Bar (Fort -> ->) HOW: Find all the audio logs of the Bounty Hunter DETAILS: Sitting on a table in Chloe's bar is a tape recorder with an audio log from a Bounty Hunter trying to get information from an unfortunate patron. Listening to the recording starts this quest to find all the audio logs. Activate the Quest Log and Activate Quest : Abessa -> Bounty Hunter Despite being listed as Abessa, this is a world quest, with audio logs found in several locations scattered all over Magalan. The audio log in Hort and Goliet is in an owned location and marked Forbidden, making it a bit harder to retrieve those. You can do it, just have to make sure no one sees you pick the item up. Once you collect all the audio logs, the quest Marker will point you to Krogi: Company Premises North Abessa -> 2 East -> 9 North Make your way there. When you arrive, you will see 3 Outlaws talking to each other, all looking for Chad. They don't attack. Simply finding the bounty hunters completes the quest. Feel free to listen to the conversation and even try to talk to the bounty hunters if you want. QUEST: Strong Aftertaste REWARD: 400XP WHERE: (Sandy Pines -> 10 East) HOW: Collect all the liquor bottles. DETAILS: This quest is a sub-quest you get from Chloe if you join the Outlaws. (Part of Crazy Idea). However, even if you don't join the Outlaws, you can still get 400XP by collecting all the liquor bottles in the building located in the cell above. -------------------------------------------------------------------------------- III.C.3 > > > > Hort -------------------------------------------------------------------------------- QUEST: The Road to Calaan (The Four Houses) REWARD: WHERE: Eva, inside The Hort (Hort Teleport -> 6 East -> 2 South) HOW: Talk to Eva after joining the Clerics and at least 24 hours after completing the quest "Question of Faith" or Skip Eva and just find the 9 pages listed below without her help. Eva helps a little, but in the end, isn't necessary to do this quest. DETAILS: If you decide to join the Clerics, when you talk to Eva, she will tell you something is off about the prophet Arvid. Some things just don't add up. Note this conversation only happens if you join the Clerics. Jax: - What are you talking about? - You mean the book from the Archives? No matter what you select, it kicks off this Quest. Next, is a giant treasure hunt for 9 notes. Activate the Quest: Ignadon -> The Road to Calaan The location of the first note is highlighted on your map. Each note has a worn map with a picture... but you won't get any more quest markers. You have to recognize the locations from your time roaming Magalan. (Or read this) Because the Quest doesn't actually offer much help, you can do most of it and finish it without actually getting it from Eva. First : Old Factory Teleport -> 1 Westthrough another gate -> 1 South [ If you are a cleric ] Return to Eva after you pick up the first one: Jax: - I followed the coordinates.... - What else can you tell me.... Then go pick up the other 8. Second : Small Camp -> 1 North (top of brick building) Third : Tavar Mountains -> 9 East Fourth : Company Premises: Volcano in the oil tank Fifth : Duke's Bunker -> 3 East -> 4 North Sixth : Valley of Damned -> 5 West -> 5 South Seventh: Domed City Teleport -> 2 West -> 15 North Eight : Snow Pass -> 1 West -> 7 South (up on the top floor) Ninth : Valley of Damned -> 11 West -> 4 North (top floor inside) Return to her once you have all of them: Jax: - I have an idea of where the next clue might be buried She will take the papers and mark the final location on your map. to see it, activate the quest: Ignadon -> Secrets of the Past [ Either Way ] With Nasty in tow, head to the Castle Ruins of west Ignadon. There is an elevator located at: Castle Ruins -> 4 West (Room Adjacent to Dirk, the Commander) If you read all the notes, you can deduce the number to open the silos is: 7817. Use the code to open both silo doors and loot the area. If you read the notes and listen to the audio recordings you quickly figure out the truth about the prophet Arvid. When you reach the platform overlooking a very large old-world space shuttle, the quest completes. OPTIONAL: If you talk to Ulbricht and/or Reinhold after completing this quest, you get a new dialogue based on your findings. QUEST: Final Arrangements / Request for Help REWARD: 200XP + Nasty Like : If you spare Eli /allow Balder to "heal" him 325XP + Nasty Like : If you kill Eli AFTER Balder "heals" him 425XP + Nasty Like : If you kill Eli BEFORE Balder "heals" him 625XP : If you kill Eli after helping him escape. WHERE: Wolfe, inside The Hort (Hort Teleport -> 5 East -> 3 South) HOW: Talk to Wolf near the mining area. NOTES: Bring Nasty along for this quest. NOTES: If you kill Eli during this quest (all but 1 outcome), Balder will bring up your actions the next time you talk to him and take 300 shards from you. So be prepared for that or Do this quest after all required conversations with Balder have passed so you never have to talk to him, i.e., you join a faction that is not the Clerics OR after you gain Paladin status within the Cleric Ranks and learn all the Cleric skills you want. DETAILS: There are a lot of ways to handle this quest. We will lead you to a point where all options are available to you and then you can decide what to do. Talk to Wolf. There are other options, but they all end up at the same place with no side-effects: Jax: - You think I should be afraid of a few rocks? - What are you doing out here? - Why don't you just have the machines work for you? - Do you need something doing here? - What do you want doing? - Why do you think he is dangerous - Why can't you just leave Eli to the suggestors? - And you want me to do that? Talk to Eli: Jax: - You are obviously not here willingly - How did you end up here? - Where are you from? - And you expect me to help you? - Maybe If you brought Nasty or Caja along, they will pipe in and encourage you to help him. Jax: * So about your escape - You must have some ideas. - Is there any equipment you need to help your escape - Wolf wants to see you dead - End There is a bed in the cell. Use it and sleep until midnight. Activate the quest: Ignadon -> Final Arrangements Use the quest marker to return to Wolf: Jax: - Eli says he knows you. Wolf claims he doesn't know Eli. Activate the quest: Ignadon -> Request for Help Use the quest marker to find Ferdinand Jax: - I want to buy some clothes - I'll take the armor (100 shards) Proceed to Balder's HQ for the second marker. Talk to Balder: (Hort Teleport -> 8 East -> 1 South) He will tell you he has had reports of you talking with Eli and tells you to stay away. This kicks off the quest "Hands Off". Steal the Axe: Jump through the window and grab it. All that matters is that no one sees you pick it up. Even if Balder and/or the robot go into alert mode, if they don't see you pick up the axe, they will simply demand that you leave. Return to Eli and save. Now it is time to decide how you with to handle the situation. Regardless of how you handle things, you got 100XP for getting Eli's gear and you eventually end up with his weapon which is worth 1200 shards. Options: 1) If you give the gear to Eli, you (eventually) end up killing him and get 525XP. But you also have to pay Balder 300 shards unless you don't need to talk to him anymore. - This is the way to go if you want to kill Eli but you want it to be in self-defense. (Unlike killing him in his cell, which is cold blooded murder). This is also the way to go if you want to maximize XP. 2) If you don't give the gear to Eli and tell him he can rot, you get a Nasty Like and between 325XP and 100XP depending on how you handle things. Recommendation: Go for the Nasty Like If you tell Eli he can rot, you get a Nasty Like. Unlike shards and XP, there are a finite number of opportunities in the game for those. [ Abandon Eli (Don't give him gear) ] Talk to Eli: Jax: - As far as I'm concerned you can rot here [ A-, N+ ] After saying that line to him "Request for Help" cancels and Eli refuses to talk to you. This limits you to 3 options: - Kill him immediately (325XP). - Let Balder brainwash him and let him live (100XP) - Let Balder brainwash him and THEN kill him (225XP) Killing Eli immediately nets the most XP, but you will owe Balder 300 shards next time you talk to him. To let Balder brainwash Eli, sleep in one of the nearby beds until morning 3 times. Then exit the prison. As you exit the prison, Hands Off will complete (+100XP) and Final Arrangements and Request For Help will cancel. If you return to Eli's room you will see Balder finishing up with his "suggestions". If you want to minimize bloodshed, this may be where you leave things. Return to Wolf and tell him Eli has been suggested to finish (Cancel) the quest. After Balder walks away, you can also "mercy kill" Eli if you wish for another 125XP. You won't get credit for Final Arrangements, but given how opposed to suggestion Eli was, it isn't completely evil either. [ Give Eli Gear ] Talk to Eli: Jax: - So about your escape - I have the things you need Eli will get dressed and then ask you for advice on how to proceed. Jax: - Wait outside the gate. I will get your friend to meet you there. - No. Stick with your plan If you tell him to stick with his plan and then follow him, he heads to Wolf. When they meet a not so pleasant exchange occurs before Eli attacks his "friend" Wolf. Apparently there was a grudge and one could safely assume that Wolf knew about it. While this reveals the true nature of Eli and Wolf, there is also the danger that you won't get credit for Eli's kill or completing the quest. That is why this guide doesn't recommend it. If you tell Eli to wait outside, you can follow him or just go to the Hort teleporter and wait. When you talk to Eli outside the gate, he gets suspicious because Wolf isn't with you and then attacks you. Thus you get to kill him in self-defense. Don't kill him outright. Talk to him first. If he dies/falls before drawing his weapon, you won't get the weapon back. Return to Wolf and talk to him: Jax: - Eli is dead ================================================================================ III.D > > > > Open War ================================================================================ -------------------------------------------------------------------------------- III.D.1 > > > > The Pilgrim -------------------------------------------------------------------------------- Before you approach the Pilgrim, you will want to unlock the Abandoned Cliffs Teleporter located at: Valley of the Damned -> 5 West -> 8 South This will make it easier to return to the Pilgrim later. The area is full of moderate and high level enemies. But by the time you approach the Pilgrim, dispatching creatures should be second nature. QUEST: Confronting the Pilgrim REWARD: 800XP WHERE: The Pilgrim : (Valley of the Damned -> 7 West -> 5 South) or (Abandoned Cliffs -> 2 West -> 3 North) HOW: Approach the Pilgrim. DETAILS: When you find and approach the Pilgrim, he will force greet you and tell you to leave. If you have progressed the story to Chapter 3, Jax will tell him that he knows about his plans and reveals his past. Jax offers to help the Pilgrim as their goals are aligned. The Pilgrim is not so trusting and suggests Jax might turn on him once he gets his revenge. Jax: - If you've got into the Ice Palace, what do you care? After some discussion, the Pilgrim asks Jax what he wants in return for his help. Jax: - Whatever is happening...has to be why someone sabotaged my mission. The Pilgrim tells Jax that he has to prove he can actually do something, besides talk. The Pilgrim tells Jax to shut down all the Alb Converters if he is more than just words. Only then will the Pilgrim help Jax. Jax: - You expect me to deactivate all 5 converters? - End This will activate the quest War of the Machines -------------------------------------------------------------------------------- III.D.2 > > > > Old Obligations -------------------------------------------------------------------------------- QUEST: War of the Machines REWARD: 4000XP (+3500 XP from East Xacor Converter) (+3500 XP from West Xacor Converter) WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Continue talking to the Pilgrim after completing the quest-specific "Confronting the Pilgrim" DETAILS: When Jax asks the Pilgrim for help getting into the Ice Palace, the Pilgrim asks for Jax help first. He wants Jax to shut down all the Alb Converters. He also emphasizes how important it is that Ulbricht succeed in his offense. Jax: - You expect me to deactivate all 5 converters? (Cut-scene) - End The line above starts the quest War of the Machines, but you have to exhaust your conversation options with the Pilgrim to get all the requirements: Jax: - The Albs aren't the only ones killing people. - You should hold only the Elexetors responsible... - What do you know about the Elexetors? (Cut-scene) During a cut-scene Jax learns about his father Wardek and learns he fled Xacor and joined the Separatists at the South Abessa Converter. Jax: - If you know so much, can you tell me who shot my raider down? After a lengthy conversation, the Pilgrim hints that Zardom may have had some hand in the fate of your raider. This starts the quest "Heavy Suspicion". Jax: - If I am to help you...I need help repairing an Alb raider. - End While there are still more options, you can stop the conversation at this point as you have enabled the dialogue that lets you report the success of some of the objectives Thorald just gave you. You now have a number of quests under "Main -> Old Obligations" However, to finish "War of the Machines", you need only complete Ulbricht's Big Offensive and Shut down all the converters. So that is what we will focus on first. Converters (Non-operational): x South Abessa Converter x Edan Converter Converters (Must be shut down) x Tavar Converter x Ignadon Converter x North Abessa Converter - Eastern Xacor Converter - Western Xacor Converter If you have been following this walk-through, you shut down the Tavar converter as a world quest, the North Abessa Converter when you rescued U4 and the Ignadon Converter when you picked up Nasty as part of Ulbricht's Big Offensive. So the only thing left to do is shut down the East and West Xacor converters. (On your map, the Xacor Converters look different). NOTE: If you have not been following this walk-through, search for the terms above to find the sections that explain how to deal with the Ulbricht's Big Offensive and the other converters. Taking out the remaining two converters is rather straight forward, but the Xacor converters are also bigger. About 3 times the size of the converters you dealt with so far. Other than telling you where they are, there isn't much hand holding to be done. Do some self improvement, make sure you have plenty of healing potions, arrows and immune boosters if you want to avoid cold damage. Xacor East : (Snow Pass -> 11 West -> 3 South) (Eastern Converter in Xacor code is 0666 : Same code for both storage room and the safe inside) Xacor West : (Southern Pass -> 8 West -> 4 South) Once all the converters are shut down, return to Thorald to complete War of the Machines: Jax: - Ulbricht's offensive ... was a success. - The Converters you wanted destroyed... - End QUEST: Heavy Suspicion REWARD: 4000XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talking to Thorald after starting Chapter 3 DETAILS: Talk to Thorald: Jax: - You expect me to deactivate all 5 converters? - The Albs aren't the only ones killing people. - You should hold only the Elexetors responsible... - What do you know about the Elexetors? (Cut-scene) - If you know so much...who shot my raider down? The last dialogue line above starts this quest. Head to Zardom's position: (Company Premises North Abessa -> 2 West) As Jax approaches the location where Zardom normally stands, he notices Zardom is away. Jax speaks up and mentions this might be a good time to look through Zardom's things. On a counter nearby is a Contract for Ray. Picking it up causes Jax to say he needs to have a talk with Ray. Make sure you read the note (and scroll to the bottom) before approaching Ray. Head to your camp (Probably origin) and talk with Ray. Ray says he had no choice. Jax: - You didn't give me a choice... [ Cold Dec, R- ] - I'm listening [ Cold Inc, R+ ] Ray says Zardom kidnapped his brother and threatened to kill him if Ray didn't do the job. Jax says that explains why the note mentioned turning someone into a jackal. There is a Jackal that wonders around Origin near where Ray sits. If you haven't already talked to it, do so now. If you have already talked to it you will see the dialogue indicating Jax thinks he knows where Ray's brother is and the trigger to change him back to human. Jax: - I think I know where your brother is. [ R+++ ] ** You probably want to ask Ray to follow you for this. Find the friendly jackal in Origin and talk to him. After a conversation between Ray and his brother, talk to Ray (You will get another like). Jax: - Where is Zardom Now? Ray stops following you as part of the cut-scene So ask him to follow you and then Dismiss him to origin (if you want). Now you can pick up your normal companion, if you have one. QUEST: Defective Reactor REWARD: 2000XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talking to Thorald after starting Chapter 3 DETAILS: If you have been following this walk-through, you completed this quest above in section III.C.1 when you did the quest: "New Reactor Coil" If you have not been following this walk-through, see that quest above for the details on how to get the reactor coil. However, if you did the quest earlier, you were not able to give the reactor coil to Harley because that option does not become available until you start this quest. So all you have to do is go to Origin, talk to Harley and give him the coil. Talk to Harley: Jax: - I found a replacement reactor coil for the raider. (cut-scene) When the cut-scene ends, Harley will approach you and say there is something that worries him about the Raider, but then takes it back, saying he wants to confirm before he says more. QUEST: Family Meeting REWARD: 9600XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talking to Thorald after starting Chapter 3 NOTE: You should complete Heavy Suspicion and Defective Reactor first. Heavy Suspicion so that the conversations with Wardek make sense and Defective Reactor so that Thorald won't bug out. DETAILS: Talk to Thorald: Jax: - You expect me to deactivate all 5 converters? - The Albs aren't the only ones killing people. - You should hold only the Elexetors responsible... - What do you know about the Elexetors? (Cut-scene) The last dialogue line above starts this quest. Head to the South Abessa Converter. Just inside the door to the right you will find Jax's Father, Wardek. Talk to him. He mentions he is fighting Elex withdraw and asks Jax how he is doing. Specifically how he has fared and what he thinks of the Free People of Magalan. Jax: 1 That the free people are capable of resisting the Albs. 2 What are you doing here with the Separatists? Wardek mentions the Elexetor Tarek. How his blind loyalty to the Hybrid was putting the Albs at risk. Jax: - What is it he is doing that threatens the Albs. Wardek says that Tarek is about to lead all the Albs on a pointless attack of the Free People to control more Elex. There are a number of conversations you can explore here, however, the main conversation is the one about where Kallax is. Here is the path to that one: Jax: - Then we should ask the Hybrid what he will become... - Where is Kallax now? - End This provides you with the location of Kallax. Note that he is not alone. So go prepared for a fight, but probably nothing you can't handle. Activate the Quest: Old Obligations -> Family Meeting -> A Brother's Love This will provide the quest marker. When you reach the marker, a cut-scene begins. MINOR BUG: During the conversation, Jax tells Kallax that Wardek revealed they were born free people in an effort to connect with Kallax. However, Jax doesn't actually discover this until later (After you fight Kallax). (After this ambush) When the cut-scene ends, you are surrounded by Albs. 5 behind you with a Colossus, 2 down below if you try to jumped off the cliff to flee. If you bring a tank like Nasty or Arx, you can jet pack up and they will all focus on your companion while you pick them off from the air. When the fight is over, you will see a new quest called "Misinformation" where Jax wonders why his father told him Kallax would be alone. Return to the South Abessa Converter to talk with Wardek. Jax: - Kallax lured me into a trap - Kallax told me I was to become an Elexetor. This opens up the quest The Gatekeeper. Jax: - And how do I do that without walking into another trap? - Lure Kallax, are you serious? - End Your father sends you to an abandoned fishing village (Berserker Island). Activate the Quest: The Gatekeeper -> Into the Darkness When you reach the quest Marker, Jax speaks to himself, revealing this is where he was born. He and Kallax were both born Berserkers (probably children of Exiles). The village was slaughtered in an Alb attack. He and "another boy" were the only survivors. Wardek was among the attackers. He took pity on the two of you and adopted you. Return to Wardek. Jax: - I have been to the fishing village in Edan. - Your Plans? (Requires low cold/high emotion) [ Cold Dec, N+, C- ] - Your plans didn't include my execution did they? [ N-, C+ ] - And how can your plans succeed now? (Requires high cold) The first option shows anger and very little gratitude to Wardek, which angers him. Being rude makes Nasty happy, but upsets Caja. The second option isn't presented in an accusatory tone. Rather more laid back and sarcastic. This is the more tactful response and should be available to everyone. While Wardek doesn't come out and say it, it is pretty obvious that Kallax wouldn't want anyone from Xacor knowing his past, so it is unlikely he would ever take soldiers to Berserker Island. Return to Thorald. It is time to turn in all your quests and wrap up chapter 4. (You won't get advice from Thorald for meeting Kallax until Chapter 4). Jax: 1 The converters you wanted destroyed... 2 You were right. Zardom was behind the attack on my Raider. 3 Ulbricht's Offensive against the Albs was a success. 4 My Raider is almost ready... 5 Kallax Trapped Me. A cut-scene begins and then Chapter 4 officially kicks off. ________________________________________________________________________________ IV. > > > > Chapter 4: The Secret of the Hybrid ________________________________________________________________________________ To begin Chapter 4, you must complete: - War of the Machines - Heavy Suspicion - Defective Reactor and complete most of the quest Family Meeting. ================================================================================ IV.A > > > > The Secret of the Hybrid ================================================================================ -------------------------------------------------------------------------------- IV.A.1 > > > > Milestone Save 005 -------------------------------------------------------------------------------- This is an excellent time to make a milestone save game and possibly clean up some of your older saves. Simply overwrite save game "005", so that you can return to this moment later if you want to try out the other endings. Even if you are Purely Emotional, it is not too late at this point to change yourself. Consuming Natural Elex lowers your cold score by 0.1 each. So if you stock up about 800 Natural Elex and then save, you can replay from here and experience the other major endings. During a play test, Jax had around 200 Natural Elex at this point and after selling all unused item he had about 100,000 shards... which was enough to buy the Natural Elex needed to make Jax Neutral or Logical for the various endings. ------------------------------------------------------------------------------- IV.A.2 > > > > The Ice Palace ------------------------------------------------------------------------------- When Chapter 4 begins, a new set of conversations will unlock with Thorald. These conversation topics start/unlock five quests that you need to complete before you can enter the Ice Palace: - Through the Ice Desert - Who am I? : Showdown with Kallax - The Separatists' Test - The Voice of Elex : The last Ingredient - The Last Flight The easiest way to unlock all the quests is to simply have a long talk with Thorald, and select the LAST topic until he has nothing left to say. Jax: 1 So what are your plans for ... the Ice Palace? (Q: Separatists' Test) 2 What will make you trust the Separatists? (Q: The Last Flight) 3 How are we going to destroy the ... generators? (Q: The Voice of Elex) 4 So what are you planning ... to the Hybrid? (Q: Through the Ice Desert) 5 The last time I tried to confront Kallax.... (Q: Showdown with Kallax) 6 You said we could change the Hybrid... (Q: Who am I?) - Killing the Hybrid is the only way... [Cold Dec, N+ ] (COLD 49-) - We should work with the Hybrid... - The constant wars show me... [Cold Inc, N+ ] (COLD 50+) 7 How far advanced is your plan...? (Q: The Last Ingredient) 8 Then ask Caja... NOTE: Your response to question 6 will affect what Thorald says later, but the game outcomes are still determined by your COLD level at the time you face the Hybrid. Nothing said here has any impact on the ending. The order that you do these quests in does make some difference. Most notably, your father Wardek disappears from the Separatists' stronghold once you face Kallax. So he may or may not be present when you approach the Separatists. QUEST: Through the Ice Desert REWARD: 3500XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talk to Thorald after starting Chapter 4. See Chapter 4 introduction above. DETAILS: After Starting Chapter 4, a new set of conversations will become available with Thorald: Jax: 1 So what are your plans for ... the Ice Palace? 2 What will make you trust the Separatists? 3 How are we going to destroy the Barrier generators? 4 So what are you planning to do... to the Hybrid? - End The 4th question above will cause Thorald to give you the quest: "Through the Ice Desert". The objective is to take out 6 Alb Commanders scattered throughout Xacor at various posts. Activate the quest in your Quest log and you will see 6 quest markers appear on your map. Make sure you are prepared. The Alb commanders almost always have flame throwers. However the other Albs get random spawn weapons and sometimes you end up fighting 6 albs all sporting flame throwers. So be ready. ** If you hover in the air while aiming and you are hit by a flamethrower, it won't knock you off your feet, but you will still take fire damage. Commander Cartex: Cartex is located in an outpost that has a spare Flight Controller. (Just North of the Southern Pass Teleporter). You will need to pick that item up for the quest "The last flight". Attack him first to secure the item. You will find it laying on a crate inside the bunker he is in. When you pick up the Flight Controller, you will see a quest complete called "Difficult to Acquire". Don't worry about it. Just continue on and take out the remaining 5 Alb Commanders in any order that you want. QUEST: The Separatists' Test REWARD: 3500XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talk to Thorald after starting Chapter 4. See Chapter 4 introduction above. DETAILS: After Starting Chapter 4, a new set of conversations will become available with Thorald: Jax: 1 So what are your plans for ... the Ice Palace? 2 What will make you trust the Separatists? 3 How are we going to destroy the Barrier generators? 4 So what are you planning to do... to the Hybrid? - End The first question above will cause Thorald to give you a quest to test the Separatists' position. If you activate the quest in your Quest Log, it will lead you to the South Abessa Converter to talk to Sestak. Teleport there. If you have not yet faced Kallax, Wardek will still be there. If he is there, you may want to exhaust any and all conversations first. There is also a Separatist Trader on the 3rd level of the converter. If you plan on taking out the separatists and want to buy anything from him, now is the time. When you are ready, talk to Sestak: Jax: 1 Which one of you convinced Wardek to join your cause? 2 Have you seen Wardek, my father (If you have faced Kallax) * I am ready to attack the Ice Palace - The Elexetors are our common enemy [ Cold Inc ] - I'm on the side of the Free People [ Cold Dec ] - The Albs and our cause must survive [ Cold Inc ] - This is not about sides [ Cold Inc ] No matter which option above you select, Sestak makes it clear he doesn't care what your motives are. He only cares if you plan to kill the Hybrid or not. If you do (Requires high emotion) he will side with you and provide support in the final battle. If not, he will attack you. Jax: 1 Do you want to fight in Xacor or fight me here? - The Hybrids rule must end [Cold Dec,N+,C+ ] (Cold 49-) - We should reason with the Hybrid... (Fight) - The Hybrids power should rule... (Fight) [Cold Inc,N-,C-] (Cold 50+) NOTE: If Wardek is present and the Separatists attack, Wardek will side with you in the fight. The game also makes him invincible, so you don't have to worry about hitting him. QUEST: Showdown with Kallax REWARD: 4725XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talk to Thorald after starting Chapter 4. See Chapter 4 introduction above. DETAILS: After Starting Chapter 4, a new set of conversations will become available with Thorald: Jax: 1 So what are your plans for ... the Ice Palace? 2 What will make you trust the Separatists? 3 How are we going to destroy the Barrier generators? 4 So what are you planning to do... to the Hybrid? 5 The last time I tried to confront Kallax.... The 5th question above will cause Thorald to give you a location to meet Kallax. It will also complete the Quests "Secretly", "Family Meeting" and "The Gatekeeper". Showdown with Kallax will then begin. If you activate the quest in your Quest Log, it will lead you to the Company Premises : North Abessa installation. (Where Zardom usually hung out). NOTE: Once you face Kallax, Wardek will disappear from the South Abessa Converter. So if you want to finish any conversations with Wardek, you will want to teleport to him and talk to him first. Teleport to the Company Premises : North Abessa teleporter. SAVE and head towards the place Zardom used to stand. A cut-scene will begin with Kallax. All conversations eventually lead to a fight. However whether Kallax is "Dead" or "Stunned" when he falls is determined by you cold score. When you ask about your parents, if your cold score is 50 or higher, you will have the option to reason with Kallax: Jax: - You are my brother. That must count... [Cold Dec] (Cold 49-) - You must remember your past.... - Something is wrong with the Hybrid.... [Cold Inc] (Cold 50+) If you choose the dialogue that requires Cold 50+, then Kallax lives and is simply stunned. However, if your cold score is below 50, you will not be able to choose that option and Kallax will be dead after the fight. Return to Origin and talk to Harley. In order to reach the dialogue where Jax tells Harley about what he learned from Kallax, you must first kick off the quest The Last Flight. Note that the options below that can cause a Cold Dec are only available if your cold score is already below 50. Jax: - How are you getting on with the raider? - I need that raider ready... - Unless you want me to cut you in half [Cold Dec,N+,C-] (Cold 49-) - This raider is the only chance... [Cold Dec,N-,C+] (Cold 49-) - What do I have to do to persuade you... [ N+, C+ ] - What do I have to pay to buy your half? [Cold Inc] Jax: - Alright so this is where we are up to. - I met with my brother Kallax - My brother won't trouble us anymore. - All I know is that the code has something to do with.... - End Activate the Quest: Main Missions -> The Ice Palace -> Who am I -> A Code for the Hybrid When you go to your map, you will see a location highlighted. This is the same location you visited earlier for the quest "New Reactor Coil". Chances are, all the creatures/mutants have re-spawned since you were last there, so you may want to load up on ammo before heading out. Go down towards the bunker and approach the quest marker. A cut-scene will begin where Jax will explain who the Hybrid is (If you haven't figured it out already from what you have read). Once it is done, you can teleport out (South Abessa Converter). [ Optional ] When you are done, return to Origin and talk to Harley: Jax: - I have the code to the Hybrids chamber QUEST: The Voice of Elex : The last Ingredient REWARD: 11900XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talk to Thorald after starting Chapter 4. See Chapter 4 introduction above. DETAILS: After Starting Chapter 4, a new set of conversations will become available with Thorald: Jax: 1 So what are your plans for ... the Ice Palace? 2 What will make you trust the Separatists? 3 How are we going to destroy the Barrier generators? 4 So what are you planning to do... to the Hybrid? 5 The last time I tried to confront Kallax.... 6 You said we could change the Hybrid... 7 How far advanced is your plan to transmute the Elex? 8 Then ask Caja... The 7th question above will cause Thorald to give you a quest to find a sorcerer. The 8th dialogue option will cause Jax to suggest Caja. Thorald is hesitant because he worries about her being willing to follow orders. He says you must ask her because Caja wouldn't say yes if it came from him. If you activate the quest in your Quest Log, it will lead you Caja, who most likely is at Origin if she is not already with you. Find Caja and talk to her: Jax: - Thorald needs your help with his Elex experiment. - End You should dismiss your current companion and bring her along with you. If you don't, the game will auto-dismiss your current companion when you start the cut-scene later anyway. Return to Thorald: Jax: - Caja will help with the experiment. - You can begin the experiment now. Things don't go well. Caja and Thorald are knocked out, Zardom shows up and teleports away with Caja. Talk to Thorald: Jax: - What if Zardom wasn't responsible for your failure? Thorald says the only other explanation would be that the Elex resisted the transformation. But that would only make sense if it had consciousness and purpose. He doesn't believe that to be true, even if Caja has said otherwise. While you are here, you can go ahead and start the Caja rescue quest: Jax: - What about Caja? - Where do you think Zardom has taken Caja? - End Despite Thorald's warnings, there is no time limit on rescuing Caja. In fact you can make doing so your very last act of the game if you want. However, things said during the conversation with Caja when you rescue her imply Jax has not yet faced Zardom or the Hybrid. So if you want to avoid awkward dialogue, you probably want to go ahead and save her now. To rescue her: Activate Quest : "Save Caja". Go to the Company Premises North Abessa complex. You will find her paralyzed on the floor of the complex, but unguarded. QUEST: The Last Flight REWARD: 10500XP WHERE: The Pilgrim : (Valley of the Damned -> 5 East -> 3 South) or (Abandoned Cliffs -> 2 West -> 2 North) HOW: Talk to Thorald after starting Chapter 4. See Chapter 4 introduction above. DETAILS: After Starting Chapter 4, a new set of conversations will become available with Thorald: Jax: 1 So what are your plans for ... the Ice Palace? 2 What will make you trust the Separatists? 3 How are we going to destroy the Barrier generators? 4 So what are you planning to do... to the Hybrid? - End The 2nd question above will cause Thorald to give you the quest The Last Flight, with an objective to destroy the enemy shield generators using your raider. To do that, you will need to help Harley finish the Raider. Talk to Harley in Origin: (You may have done this earlier) [ If you don't have the control Jet] Jax: - How are you getting on with the raider? - How do we get a new control Jet? - End Activate the Quest: Ice Palace -> New Control Jet It is not that far above the Southern Pass. Once you acquire the piece, return to Harley: [ Once you have the control Jet ] Jax: - Here, I got the replacement control jet for the raider. - I need that raider ready. The albs are gathering .... - Unless you want me to cut you in half.... [ Cold Dec, N+, C- ] - This raider is the only chance... [ Cold Dec, N-, C+ ] - What do I have to do to persuade you... [ N+, C+ ] - What do I have to pay to buy your half? [ Either way ] If you choose/chose to buy out Harley's half, you should go ahead and pay for it: Jax: 1 [optional] Alright, here are the 2000/5000 shards 2 All right, so this is where we are up to. - End If you have been following this walk-through, all other requirements are done. Selecting "All right" above will complete the quest and award 7000 more XP. There is still one more conversation option with Harley that will kick off the final phase of the game: "The Lair of the Beast". See below. ------------------------------------------------------------------------------- IV.A.3 > > > > The Lair of the Beast ------------------------------------------------------------------------------- You kick off the final phase of the game by talking to Harley and selecting the option: Jax: - Get that flier ready to go QUEST: The Battle of Xacor REWARD: 10500XP WHERE: Harley (Origin -> 3 South) HOW: Talk to Harley after completing all the tasks needed to attack the Ice Palace (See quest: "The Last Flight") DETAILS: After completing the quest "The Last Flight", a conversation topic will become available with Harley: Jax: - Get that flier ready to go This will start a cut-scene where the Raider is used to take down the Ice Palace shields. When the cut-scene is over, all of your companions are gone (headed off to the front lines to help with the coming battle). Activate the Quest: The Battle of Xacor. The quest markers will point out all the Alb forces that must be killed to complete the quest. What the markers do NOT include is where Thorald is located. Thorald as well as most of your companions and forces are located at: (Southern Pass -> 6 West -> 12 North) Make your way there. When you get close to the group, a cut-scene will kick off showing you the Alb forces and your forces from the sky. When the cut-scene ends, you will be standing in the middle of the forces. Just in front of you is Thorald. As soon as he sees you, he force greets you and tells you everything is ready. He says if you have anything left to do, now is the time to do it. Then gives you the very unrealistic option to walk away and and essentially put the final battle on pause for as long as you want: Jax: - I am ready. Let us commence the attack - End While you can walk away to prepare, you can not get your companions to follow you at this point. If you attack any of the Albs on the other side of the field, the battle also begins. Once the fighting has stopped, it will take a while for all the death tallies to appear on the screen. The quest doesn't complete until the game finishes counting off all deaths (It can take a minute or two after the battle is over for the quest to complete because of this). When the battle is over, the Faction Leaders will head to a spot on the battle field and stand with their remaining forces. They will continue to stand there until you talk to them. This guide recommends NOT talking to them. Once you talk to them, some of them begin walking home. So it is generally better to not talk to them after the battle and simply proceed into the Ice Palace. That way they will all be waiting for you when you emerge later. Your companions will also begin walking back to Origin. You can chase them down and ask them to follow you if you want, but they won't follow you into the Ice Palace. Sometimes Ray survives the crash and sometimes he doesn't. The current theory is that it is tied to Kallax. If Kallax survives, Ray dies and vice versa, but that is unconfirmed. QUEST: The Lair of the Beast REWARD: 8000XP WHERE: Harley (Origin -> 3 South) HOW: Talk to Harley after completing all the tasks needed to attack the Ice Palace (See quest: "The Last Flight") DETAILS: After completing the quest "The Last Flight", a conversation topic will become available with Harley: Jax: - Get that flier ready to go This will start a cut-scene where the Raider is used to take down the Ice Palace Shields. When the cut-scene is over, all of your companions are gone (headed off to the front lines to help with the coming battle). This event kicks off two quests. - The Battle of Xacor - The Lair of the Beast These two quests are technically independent. You can (for example) rush through enemy lines with lots of armor + Body Shield + Bone Marrow Soup active and address this quest within Xacor before you complete the battle. However, most users will complete the battle first and then enter the Ice Palace once the battle is complete. Inside the Ice Palace, you will see Elexetor Tarek. If you approach him, he will force greet you and start a conversation. Tarek is non-hostile and talking to him is completely optional. However, talking to him does shed some light on who ordered your execution. Jax: - You are nothing but a slave of the Hybrid (Cold 40-) - Elex might have strengthened the Albs in the past, but... - The Albs will evolve, but we must control our own destiny (Cold 60+) Jax: - I will learn the truth when I speak to the Hybrid - I was betrayed by someone here in the Ice Palace. - Who benefited from my execution? Follow the stairs up. The long hallway within the Ice Palace leads to the Hybrid. Along the way, you will come across Wardek's room. Within, you will find Alb Commander Armor as well as some personal recordings that reveal a few of Wardek's secrets. Listening to all four recordings completes the quest "A Danger for the People", whether you started the quest by talking to Tarek or not. When you get to the end of the hallway, there will be a door with a keypad lock. Activate the pad lock to hear Jax speak the Hybrids special phrase. You enter the room and as you approach the Hybrid the final conversation kicks off. Jax: - My kind? I am not the person I was.... (Cold 49-, Cold Dec) - You don't understand anything about me. - When will I reach the next step of evolution? (Cold 50+, Cold Inc) Jax: 1 Who is coming? 2 If you really know the future, then tell me what will happen. 3 If individuals aren't important, then why do we need you? Jax: 1 The Free People will never believe your story 2 Why not work with the Free People to stop these invaders? Jax: - Your only interest is your own survival (Cold 49-, Cold Dec) - Even is this is true... why can't we fight the invaders? - It seems you are the only one who knows the truth (Cold 50+, Cold Inc) No matter what is said, you end up fighting the Hybrid. However, the ending is determined by your COLD score AT THE BEGINNING of the conversation. So if you are "intuitive" with a cold score of 31 and flip to spontaneous by the end, you still get the neutral ending. [ COLD: 0 -> 30 : purely emotional, expressive, irrational, spontaneous ] If you have a High Emotional score, the Hybrid Dies. Jax kicks it a few times to make sure it is dead and then walks away. As Jax walks out of the room, nothing happens, but once you are down the hall a bit, a cut-scene begins where Jax explains what is to come. Ending credits will also start to roll afterwards, even though it is not yet the end of the game. SPOILERS: With the Hybrid dead, everyone is basically happy. The only person who might attack Jax is Zardom, and even that only happens if you provoke him by saying your goals don't align. [ COLD 31 -> 69 : intuitive , neutral, dispassionate ] If you have a Neutral Emotional score, the Hybrid is only stunned. As Jax is walking away, it gets up. After a brief conversation, Jax injects it with mana to give it emotions. Saddened by the realization of what it has done, the Hybrid asks for death. Jax refuses, saying it will serve Magalan and help to unite the people for what is to come. SPOILERS: Logan is unhappy with this outcome and attacks Jax when they talk. While the Outlaws of Tavar don't immediately become hostile, after Jax reports to William, all Outlaws loyal to the Duke attack Jax. (Not all, but pretty much anyone with a name). If you have been selling your gear to Doc and there is anything you would like to purchase before you lose access to him, you should do so before talking to William. One important Outlaw who doesn't turn on Jax is Nasty, who doesn't seemed bothered by her brother's death in the least. The Clerics and Berserkers are okay with this outcome, hoping the changed Hybrid will steer the Albs in a more civilized direction. [ Cold 70 -> 100 : mellow, logical, ice cold, synthetic ] As you walk out of the room, the Hybrid gets back up. The Hybrid yields, acknowledging that he had not foreseen his defeat and that Jax is perhaps more powerful than even he. He asks Jax to become the new Hybrid. Jax declines, stating that the Hybrid will serve him. (Essentially Jax becomes the new leader of the Albs) Jax appears in Elexetor Armor. As you can imagine, many won't take the news of their subjugation well. SPOILERS: Perhaps it is no coincidence that Jax resembles a Sith Lord in his Elexetor outfit. This ending results in going around and killing pretty much every named Berserker and Cleric in the game. Ironically, Logan and the Outlaws remain neutral in this scenario. Despite Jax' Ascension, this outcome results in hostile Alb troops spread throughout Magalan, particularly near teleporters. The Albs appearance isn't strange. It is the fact that they still attack Jax that is odd. (Potentially a bug) =============================================================================== IV.B > > > > The Future of Magalan =============================================================================== Once you complete these quests: - The Battle of Xacor and - The Lair of the Beast A new quest appears called "The Future of Magalan". If you activate it, it will direct you to talk to a number of people to wrap things up. Who these people are will depend on who is alive and some of the decisions you made. For example, if The Domed City did not fall, Alois is one of them. If you did not kill your brother, Kallax is one of them. This is one quest this walk-through does not cover in detail for the sake of not spoiling all the endings. However, know that if Logan attacks you and you kill him, then after reporting to William in Tavar, all of Tavar will become hostile towards you (even if you joined the Outlaws). Fortunately, it doesn't become hostile until you talk to William, so you can still finish up any business you have there. Once you finish talking to all the people marked by the quest, the game finally "ends" with a larger cut-scene summarizing the fates of all the major characters you talked to and factions. Before finishing this quest, there are a few other World quests you may consider addressing: ------------------------------------------------------------------------------- IV.B.1 > > > > The Domed City ------------------------------------------------------------------------------- The quest "The Future of Magalan" will direct you to Alois in the Domed city if he is alive. If you avoided making a decision on the Quest "Abessa Dispute" in section I.A.3, you may want to solidify your decision before talking to Alois. Note that Reaver groups will appear sprinkled around Abessa after the battle of Xacor. One such group is normally waiting for you at the Domed City Teleport, so be prepared for a fight when you teleport to the Domed City. If you side with the Outlaws, the Albs will still attack and destroy the Domed City 5 to 8 days after taking a side. You will have to fight your way in and activate the corpse of Alois to complete The Future of Magalan. If you side with the Berserkers, the clerics will kill off the Outlaws and the separatists 5 to 8 days after taking a side. You can also do nothing or choose the option to solidify that the Dispute never happens. ------------------------------------------------------------------------------- IV.B.2 > > > > Map Pieces ------------------------------------------------------------------------------- There is a game spanning quest to find 16 map pieces. The locations are all specified in Appendix E : Item Locations. Once you gather all the pieces, go to your room in Origin. There you will find a board you can activate and place all the pieces. Once all 16 pieces are placed, Jax will say "Good" and the board will be updated with a nicer map. The safe beside the map will unlock and within you will find the Amulet of Wanderlust, 500 Elexit and a Researcher's Notes on the Comet. ############################################################################### < < < < < REFERENCE > > > > > ############################################################################### =============================================================================== I > > > > Companions Info =============================================================================== Gaining a companion initially grants 500XP. Later, you get an additional 500XP when you assign them to guard a special camp. Each companion also has a personal quest that grants various amounts of XP. Some Companions are very easy to gain (Arx), while others are much harder (NASTY). Below is a listing of companions Relationships: -------------- Some companions are easier/harder to win over than other companions. For example, Duras can go from Neutral to True Friend status in about 10 likes. Meanwhile, Caja and Nasty take about 30 each. Here are the Progress Names: Neutral Respects Likes Admires Idolizes True Friend/Loves (Only Caja and Nasty eligible for Love) ------------------------------------------------------------------------------- I.A > > > > Duras ------------------------------------------------------------------------------- History ------- Duras is a Berserker Warrior who you meet early in the game. Personality ----------- Duras likes helping people in need. He also likes decisions that favor Berserkers. If you like to help people, and act like you think Berserkers are cool, you will get along with him. Where to Find him ----------------- You initially meet Duras during the beginning of the game when you emerge from the ruins. He later moves to the Entrance of the Hotel Ruins at the bottom of the stairs: (Hotel Ruins -> 1 West) How to obtain him ----------------- Talk to Duras and agree to help him with a task he has been given. You can't take him along with you until you complete his quest. See Quests: ----------- Walk-through -> I.A : The Basics - Quest Follow Duras East Walk-through -> I.A : The Basics - Quest Follow Duras into the Ruins Walk-through -> I.C.3 : Duras Walk-through -> I.C.3 : Duras - Quest Question Irdor Walk-through -> I.C.3 : Duras - Quest Question Geron Walk-through -> I.C.3 : Duras - Quest Question Barin Walk-through -> I.C.3 : Duras - Quest Question Thorgal and Rock Walk-through -> I.C.3 : Duras - Quest Review findings with Duras Walk-through -> I.C.3 : Duras - Quest Judgment ------------------------------------------------------------------------------- I.B > > > > Arx ------------------------------------------------------------------------------- History ------- Arx was an Alb who was cast out for criminal behavior. Unlike many of the separatists who left of their own accord for philosophical reasons, Arx was unwillingly thrown out. For this reason, he holds a grudge, particularly against those responsible for his expulsion. Personality ----------- Arx still feels that Albs are a superior race and that Free People are little more than cattle. If you behave as though you feel the same way in your conversations, you will get along well. Where to Find him ----------------- You can find Arx hiding in a house south of the Domed City: (Goliet Teleport -> 13 West -> 35 North) How to obtain him ----------------- Talk to Arx and agree to help him seek revenge by killing a number of Alb commanders. Then he will follow you. See: Walk-through -> I.C.10 : ARX See Quests: ----------- Walk-through -> I.A.1 : Equipment Detour 1 - Quest Get Companion Arx Walk-through -> I.C.10 : Arx - Quest Heads must Roll Walk-through -> I.C.10 : Arx - Quest Arx's Preparations ------------------------------------------------------------------------------- I.C > > > > Caja (Romance Option) ------------------------------------------------------------------------------- History ------- Caja is a Mage Berserker who voluntarily left Goliet to investigate a strange connection she has with Elex. A connection that formed shortly after her initiation into the ranks of Mage and her first exposure to Mana. Ever since then, her power has been growing. She left Goliet partially because she wanted to investigate this connection. Pursuing raw Elex for personal reasons is forbidden within Goliet. However, she also left because she feared she might lose control of the power growing within her and she wanted to be far from Goliet if that happened. Personality ----------- Caja believes in being a good person and doing right by other people. She also avoids violence and dislikes provocative statements meant to incite others. Where to Find her ----------------- Caja is currently in The Domed City: (Domed Teleport -> 1 North -> 5 West) How to obtain her ----------------- Gain access to the Domed city and talk to her. See Quests: ----------- Walk-through -> I.E.2 : Light Whispering (Deposit 1) Walk-through -> I.E.3 : New Findings (Deposit 2) Walk-through -> II.B.2 : Caja - Quest Strength of Will (Deposit 3) Walk-through -> II.B.2 : Caja - Quest Balancing Act (Deposit 4) Walk-through -> III.A.2 : Caja - Conclusion (Deposit 5) Walk-through -> III.A.2 : Caja : Quest More than just friends -------------------------------------------------------------------------------- I.D > > > > C.R.O.N.Y. U4 -------------------------------------------------------------------------------- History ------- C.R.O.N.Y. U4 is one of two drones that Jax had installed in his Raider. The drone's primary directive is to accompany and protect Jax. What makes U4 special is that it was damaged in the crash and is thus unable to communicate with or receive commands from Xacor. (No automatic updates or new directives). Under the direction of Jax, it is given a degree of freedom that few drones enjoy. U4 is the only companion equipped with a flashlight for dark areas. He is also the only companion that occasionally gives Jax items like Natural Elex that it finds on its journeys. Personality ----------- Unlike other companions, U4 is loyal to Jax regardless of any decisions Jax makes. Where to Find U4 ----------------- U4 was found by the Berserkers and is currently sitting in their "Technology Pit": (Goliet Teleport -> 6 South) The pit is guarded by a Berserker Soldier. The easiest way in is to enter Goliet and Jet pack down from the cliff above. How to obtain U4 ----------------- Talk to U4 in the Pit to send him to get repairs. Then talk to him again at the North Abessa Converter to discover what you need to do to fix him. See Quests: ----------- Walk-through -> I.A.2 : Goliet - Quest Food Supplies Walk-through -> I.A.3 : The Domed City - Quest Making Contact Walk-through -> I.C.5 : CRONY U4 - Quest You have to do everything yourself Walk-through -> I.C.5 : CRONY U4 - New Weapon Systems -------------------------------------------------------------------------------- I.E > > > > Ray -------------------------------------------------------------------------------- History ------- Ray is an Outlaw who discovers Jax at the Raider Crash site (and promptly steals Jax gear and sells it). You eventually learn he is on the run because someone put a contract out on his life. Given his circumstances, he figures hanging out with Jax or Jax's crew is safer than being alone. Personality ----------- Ray tries to maintain a positive view of life. A half glass full type of guy. He is also a fan of money, like most Outlaws. He will never fault you for a decision driven by a desire for more money. Where to Find Ray ----------------- Ray is currently hanging out the Sandy Pines hotel: See Quests : Walk-through -> I.A.2 : Goliet - Quest Food Supplies See Quests: ----------- Walk-through -> I.A.4 : Equipment Detour 2 - Quest Meet Ray Walk-through -> I.A.5 : Tavar - Quest The Crafty Crook Walk-through -> I.C.9 : Ray - Quest Mason Contract Walk-through -> I.C.9 : Ray - Quest Bomby Contract Walk-through -> I.C.9 : Ray - Quest Leo Contract Walk-through -> I.C.9 : Ray - Quest Jackson Contract Walk-through -> I.C.9 : Ray - Quest Walter -------------------------------------------------------------------------------- I.F > > > > Nasty -------------------------------------------------------------------------------- History ------- A man named Logan runs Tavar. Logan also goes by the name "The Duke". Nasty is his sister. While Logan is the brute force of the family, Nasty is the cunning and the brains of the operation. Personality ----------- Nasty considers her time very valuable and thus has little patience for people who she sees as wasting it. She prefers actions over words. And when words are necessary, she prefers people who speak their mind. She likes violence and the thrill of danger. She likes it when Jax says provocative things to incite a fight. Finally, she likes taking on near impossible challenges. Perhaps that is why she is drawn to Jax and his seemingly impossible mission. Where to Find Nasty ------------------- She sits on a shaded throne near the silo in Tavar: Fort Teleport -> 2 East -> 4 South If you approach her before you have done a significant number of quests in Tavar, she will tell you to get lost. Even once she starts talking to you, you have to enlist her help in a major battle before she will follow you. Nasty is not the type of companion you can pick up early in the game. See Quests: ----------- Walk-through -> I.A.5 : Tavar - Quest Desert Vultures Walk-through -> I.A.6 : Ulbricht's Big Offensive : A Pure Field Commander Walk-through -> I.C.2 : Nasty Walk-through -> I.C.2 : Nasty - Quest Angry Girl Walk-through -> I.C.2 : Nasty - Quest Ulbricht's Big Offensive Walk-through -> II.B.1 : Nasty Walk-through -> II.B.1 : Nasty - Quest Powerful Adversaries Walk-through -> II.B.1 : Nasty - Quest A Relentless Opponent Walk-through -> II.B.1 : Nasty - Quest It is written Walk-through -> III.A.1 : Nasty Walk-through -> III.A.1 : Nasty - Quest Playing with Fire -------------------------------------------------------------------------------- I.G > > > > Falk -------------------------------------------------------------------------------- History ------- Falk is a cleric on a journey to gather knowledge. Personality ----------- Falk is young and naive and a bit odd at times. As you travel with him, you will learn more and more about his history and what makes him tick. Where to Find Falk ------------------- Falk is trapped on the roof of the Edan Converter. Rescue him and he will follow you. See Quests: ----------- Walk-through -> I.C.4 : Goliet Revisited - Quest Elex Supplies Walk-through -> I.C.6 : Falk - Quest Electrical Technology for Falk Walk-through -> I.C.6 : Falk - Quest Random Access memory ================================================================================ II. > > > > The Claws Quests ================================================================================ The claws are a thieves' guild that operate under The Domed City. They like to steal items of interest, but only from people who have more than they need. To gain access to the Claws, see the Quest : A Strange Mechanism in the Domed City section. Alternatively, there is a cave entrance above the small farm, south of the domed city: (Small Farm Teleporter -> 2 East -> 1 North) That leads to their HQ. However, if you approach them without going through Vito, they will just tell you to get lost. If you join the Claws, you will get a key that opens a trunk in their base where you can get quests to steal items. You get XP and money in return. The nice thing about these quests is that most do not require fighting, making them a good way to gain XP and levels early on when your characters is still relatively weak. QUEST: On Behalf of the Claws : Rob Oran REWARD: 900XP WHERE: Domed City Sewers (See Quest : A Strange Mechanism) HOW: 1) Open Job Crate 2) Gain Access to Goliet (See Quest: ???) DETAILS: When you open the Job Crate in The Claws HQ, your first assignment will be to steal 4 crates of supplies from Oran in Goliet: (Goliet Teleport -> 2 East -> 4 South) If you don't already have Oran's Cellar key, you will need to pickpocket it off of him. Best to sleep until midnight. Then hang out in the tavern a few minutes. Oran steps outside to take a smoke every 4 or 5 minutes. Stand in the woods behind/beside him and grab his Cellar Key. Then look for a tunnel leading under the Tavern. You will find a room within with a broom leaning against the wall. The keyhole is behind the handle of the broom, so you need to take the broom to access the keyhole. A passage will open up leading down into the cellar. There is a broadsword within that isn't particularly remarkable, but can be upgraded. Once you have the 4 crates, go to Ragnar's Stronghold at the top of Goliet. Use your quest marker to find the drop box (trash can). Place the supplies in the box and then return to The Domed City for your next assignment. Taking the next assignment earns you another 100XP. If you are following this walk-through top to bottom and were directed here, then you might want to return to the walk-through ("A Strange Mechanism") QUEST: On Behalf of the Claws : Clerics Research REWARD: 250XP WHERE: The Hort Archives (See Quest: Question of Faith) HOW: 1) Open Job Crate 2) Gain Access to The Hort (See Quest: Enter the Hort in Ignadon) 3) Gain access to the Archives. (See Quest: Question of Faith) DETAILS: Upon finishing your first assignment, you will find two new assignments in the Job Crate located in The Claws HQ. One is called: Abessa -> On behalf of the claws -> Cleric Research First you must gain access to the Hort. Second, you need some advice from someone on how to gain access to the archives. These two tasks are covered by the Hort quests "Enter the Hort in Ignadon" and "Question of Faith". With "Question of Faith" running, it will point you to a man named Karl who works at the Hort archives. Enter the Archives and Karl is normally standing guard on the right. Behind Karl is a computer If terminal. If you wait long enough, Karl will leave to do the rounds. You can then walk up to the terminal and add yourself to the access list. It requires a crafting skill of 3. Which should be easy if you have the Mechanic's Amulet (can also be purchases in Hort). Now you can confront Karl and tell him to let you pass because you are an authorized user. Once inside the archives, hang a left and you will see some rooms where research is taking place. There is a bed in these room. Use the bed and sleep until Midnight. This will cause everyone to go to sleep. Now you can walk around and grab everything. When you enter a room where people are sleeping, make sure to hit CAPS LOCK to activate sneak mode so you won't wake them. The quest marker for the Claws quest will point you to two archivists (who should now be asleep). Put on the Thief's amulet and pickpocket them while they are sleeping. If you then activate the parent quest "On Behalf of the Claws", it will point you to some of the drop boxes you can use to drop it off. QUEST: On Behalf of the Claws : Blueprints for a Fighting Colossus REWARD: 250XP WHERE: The Hort Factory (Hort Teleport -> 10 East) HOW: 1) Open Job Crate 2) Gain Access to The Hort (See Quest: A Mechanical Guard) DETAILS: Upon finishing your first assignment, you will find two new assignments in the Job Crate located in The Claws HQ. One is called: Abessa -> On behalf of the Claws -> Blueprints for a Fighting Colossus First you must gain access to the Hort. This is covered by the Hort quest "Enter the Hort in Ignadon" Once inside, Make your way to the Factory (Hort Teleport -> 10 East) Activate the Claws quest to get a marker. The blueprints are in an office located up above the factory floor. Jet Pack up to the room. If you then activate the parent quest "On Behalf of the Claws", it will point you to some of the drop boxes you can use to drop it off. QUEST: On Behalf of the Claws : Compromising Recording REWARD: 200XP + 900 shards WHERE: (The Dukes Bunker -> 6 West) HOW: A number of Tavar related Claws Quests become available once you complete a similar set of quests in Hort. This quest activates when you take the job from the claws job chest. NOTES: This quest is only available if you joined the claws. DETAILS: Activate your Quest Log (L) and activate the quest: Abessa -> On behalf of the Claws -> Compromising Recording Follow the quest marker to the Strip Bar. If the room is busy where the record is found, try sleeping until morning and return. You basically just have to run in and run out of the room very quickly and grab the recording. Save, in case you get caught. Drop the item off in a drop-box QUEST: On Behalf of the Claws : Elex for the Claws REWARD: 200XP + 900 shards WHERE: (The Dukes Bunker -> 1 South -> 1 West) HOW: A number of Tavar related Claws Quests become available once you complete a similar set of quests in Hort. This quest activates when you take the job from the claws job chest. NOTES: This quest is only available if you joined the claws. DETAILS: Activate your Quest Log (L) and activate the quest: Abessa -> On behalf of the Claws -> Elex for the Claws Follow the quest marker to the Dukes Bunker. His belongings are stored on the top floor. Save, in case you get caught. Step 1 : Across from the room with his belongings is a note on a table. Pick it up. It has the access code to his safe: 8641 Next, you either need to kill the guard or distract the guard. If you kill the guard, someone may report your crime. You can take that chance if you want. Distracting is a trick. You go to the roof and drop down on top of the shed. The guard will see you and tell you to leave. Don't. When he goes hostile, move to the side so he can't shoot you. He will begin to run up the stairs to reach you. However, he loses interest quickly. By the time he gets to the roof, his alarmed state ends and he starts walking back. You jet pack up and fall down through the hole and beat him back. Open the safe quickly and get out before he goes hostile again. Drop the item off in a drop-box QUEST: On Behalf of the Claws : Rob Mad Bob REWARD: 200XP + 900 shards WHERE: (The Dukes Bunker -> 1 South -> 1 West) HOW: A number of Tavar related Claws Quests become available once you complete a similar set of quests in Hort. This quest activates when you take the job from the claws job chest. NOTES: This quest is only available if you joined the claws. DETAILS: Activate your Quest Log (L) and activate the quest: Abessa -> On behalf of the Claws -> Rob Mad Bob Follow the quest marker to Mad Bob. Put on your thief's amulet. Stand behind his throne and pick pocket him from behind. Grab his KEY. Drop the item off in a drop-box QUEST: On Behalf of the Claws : Return to Hector REWARD: 100 XP When you drop off the last of the Claws requested items, you will find a note in the drop-off box with a letter from Hector asking you to return. When you arrive, the Claws are gathered around in a circle. Jax: - Yes, I got the message. Jax: - You are leaving? - Did something happen? Jax: - I will follow later - No thanks. I still have something to take care of here. 1 What do you mean I helped you? 2 So that is why you needed the supplies from Goliet 3 Why do you need the Fighting Colossus Blueprints 4 Why did you need the recording from the Fort? Jax: - I will follow later - No thanks. I still have something to take care of here. The small band of thieves you have been working with known as the Claws are departing to head "Over the mountains" to start over. They invite you to come with them, but you have your own mission. ================================================================================ III. > > > > Merchants ================================================================================ -------------------------------------------------------------------------------- III.A > > > > Goliet -------------------------------------------------------------------------------- 1) SINDA --------------------------------------------------- Hatchet : 600 Forge Wrench : 350 --------------------------------------------------- Dark Green Cloth Cowl : 190 --------------------------------------------------- Apple : 5 Cultivators Loaf : 5 Raw Meat : 5 Small Healing Potion : 50 Small Mana Potion : 50 Mana : 90 Pelt : 40 Mandibles : 30 Gland : 20 Bone : 5 Gold Nugget : 12 Iron Ore : 7 Sulfur Nugget : 7 --------------------------------------------------- Instructions to Make Ring of Power : 100 Woodlice Meat Dish Recipe : 100 --------------------------------------------------- Arrow : 2 --------------------------------------------------- 2) ORAN --------------------------------------------------- Liquor : 25 Energy Drink : 20 Soup : 20 Beer : 10 Bread : 10 Wine : 8 Water Bottle : 7 Cultivators Loaf : 5 Small Healing Potion : 50 Small Mana Potion : 50 --------------------------------------------------- 3) ALRIK --------------------------------------------------- Brown Leather Cowl : 250 Thief Cap : 250 Classic Sunglasses : 2500 Hunter Armor : 800 Mechanic Shirt : 800 Mechanic Pants : 400 Thief Pants : 400 --------------------------------------------------- Healing Potion : 100 Small Mental Energy Reserve : 50 Natural Elex (20) : 100 Picklock : 25 --------------------------------------------------- Instructions to Make Elex Potion : 100 Instructions to Make Small Elex Potion : 100 --------------------------------------------------- 4) ARMOR SMITH --------------------------------------------------- Horned Sword 2 : 5130 Horned Sword : 855 Hatchet : 600 Forge Wrench : 350 Slaughterblade 1 : 2700 Warriors Sword : 1200 Iron Hammer : 930 War Bow 2 : 8000 --------------------------------------------------- War Shield : 500 Hunter Helmet : 500 Worker Helmet : 250 Hunter Armor : 800 Worker Armor : 500 Hunter Pants : 600 Worker Pants : 400 --------------------------------------------------- Gold Nugget : 12 Iron Ore : 7 Sulfur Nugget : 7 --------------------------------------------------- Instructions to Make Ring of Defense : 90 --------------------------------------------------- Arrow : 2 --------------------------------------------------- 5) WEAPON TRADER --------------------------------------------------- Broadsword 1 : 900 Hatchet : 600 Broadsword : 450 Forge Wrench : 350 Iron Bar : 100 Battleaxe 2 : 7875 Warrior's Sword : 1200 Cultivator Bow : 625 --------------------------------------------------- War Shield 1 : 1000 Wooden Shield : 500 --------------------------------------------------- Arrow : 2 --------------------------------------------------- 6) CALRIM --------------------------------------------------- Mana Potion : 100 Mana : 90 --------------------------------------------------- Instructions to Make Warriors Amulet : 210 Instructions to Make Amulet of Charisma : 170 Instructions to Make Healing Potion : 100 Instructions to Make Mana Potion : 100 Instructions to Make Small Healing Potion : 100 Instructions to Make Small Mana Potion : 100 Instructions to Make Ring of Defense : 90 --------------------------------------------------- -------------------------------------------------------------------------------- III.B > > > > The Domed City -------------------------------------------------------------------------------- 1) VITO --------------------------------------------------- Black Leather Cowl : 500 --------------------------------------------------- Liquor : 25 Energy Drink : 20 Soup : 20 Beer : 10 Bread : 10 Wine : 8 Water Bottle : 7 Healing Potion : 100 Small Healing Potion : 50 --------------------------------------------------- Instructions to Make Elex Potion : 100 Instructions to Make Small Elex Potion : 100 --------------------------------------------------- 2) RILEY --------------------------------------------------- Hatchet : 600 --------------------------------------------------- Liquor : 25 Energy Drink : 20 Energy Bar : 15 Beer : 10 Healing Potion : 100 Electronic Scrap : 12 Iron Ore : 7 Sulfur Nugget : 7 Picklock : 25 --------------------------------------------------- 3) FENK --------------------------------------------------- Drone Control : 600 Power Wave : 300 Body Shield : 200 Force Push : 200 Item Scanner : 200 Natural Elex (15) : 100 Instructions to make Elex Potion : 100 Instructions to make Small Elex Potion : 100 --------------------------------------------------- 4) GRISU (Claws Hideout) --------------------------------------------------- Modified Grenade Launcher 3 : 19000 --------------------------------------------------- Black Leather Cowl : 500 Mechanic Cap : 250 Sunglasses : 2500 Miners Shirt : 1000 Thief Vest : 600 Miners Pants : 600 Worker Pants : 400 --------------------------------------------------- Mighty Healing Potion : 250 Powerful mana Potion : 250 Powerful Mental Energy Reserve : 250 Large Healing Potion : 200 Large Mana Potion : 200 Strong Mental Energy Reserve : 200 Healing Potion : 100 Mana Potion : 100 Mental Energy Reserve : 100 Natural Elex (4) : 100 Mana : 90 Picklock : 25 --------------------------------------------------- Instructions to make Amulet of Camouflage : 170 -------------------------------------------------------------------------------- III.C > > > > The Fort -------------------------------------------------------------------------------- 1) WEAPONS TRADER --------------------------------------------------- Chainsword : 540 Forge Wrench : 350 Iron Bar : 100 Reaperblade 2 : 7425 Slaughterblade : 1350 Speargun 1 : 2650 Harpoon : 700 Crossbow : 625 Hand Grenade : 20 --------------------------------------------------- Healing Potion : 100 Lifeblood : 150 --------------------------------------------------- Tape : 10 --------------------------------------------------- Steak Dish Recipe : 100 --------------------------------------------------- Explosive Grenade : 20 Explosive Rocket : 20 Fragmentation Grenade : 20 Fragmentation Rocket : 20 Projectile : 10 Serrated Spear : 10 Explosive Bolt : 8 Spear : 4 Bolt : 3 Shotgun Shell : 2 --------------------------------------------------- 2) GOODS TRADER --------------------------------------------------- Hand Grenade : 20 --------------------------------------------------- Black Leather Cowl : 500 Brown Leather Cowl : 250 Protective Mask : 250 --------------------------------------------------- Amulet of the Provider : 2500 Ring of Stamina : 1000 --------------------------------------------------- Dried Meat : 10 Apple : 5 Raw Meat : 5 --------------------------------------------------- Lifeblood : 150 Natural Elex (18) : 100 Mana : 90 --------------------------------------------------- Entrails : 90 Beak : 50 Pelt : 40 Ivory : 30 Mandibles : 30 Gland : 20 Hose : 20 Ivory Plate : 20 Stinger : 20 Claw : 8 Feather : 8 Teeth : 8 Electronic Scrap : 12 Metal Scrap : 12 --------------------------------------------------- Tape : 10 --------------------------------------------------- Gold Nugget : 12 Iron Ore : 7 Sulfur Nugget : 7 Jackhammer : 100 --------------------------------------------------- High Performance Soup recipe : 100 --------------------------------------------------- Fragmentation Grenade : 20 Fragmentation Rocket : 20 Projectile : 10 Plasma Cell : 5 Spear : 4 Bolt : 3 Arrow : 2 Shotgun Shell : 2 --------------------------------------------------- 3) DOC --------------------------------------------------- Antitoxin : 150 Charmer : 150 Creative Urge : 150 Firebug : 150 Leadbelly : 150 Lifeblood : 150 Lifeline : 150 Thick Blood : 150 Upsurge : 150 --------------------------------------------------- Natural Elex (16) : 100 Mana : 90 --------------------------------------------------- Tape : 10 --------------------------------------------------- Instructions to make Steel Skin : 500 Instructions to make Elex Potion : 100 Instructions to make Healing Potion : 100 Instructions to make Small Elex Potion : 100 Instructions to make Small Healing Potion : 100 --------------------------------------------------- 4) HANK (Entertainment Building) --------------------------------------------------- Liquor : 25 Stew : 25 Energy Drink : 20 Beer : 10 Bread : 10 Wine : 8 Water bottle : 7 Lifeblood : 150 --------------------------------------------------- 5) BARKEEPER (Chloe's Bar) --------------------------------------------------- Liquor : 25 Stew : 25 Energy Drink : 20 Beer : 10 Bread : 10 Wine : 8 Water bottle : 7 Lifeblood : 150 --------------------------------------------------- 6) CAMP MASTER (Located on floor below Duke) --------------------------------------------------- Chainsword 1 : 1080 Serrated Axe : 675 Chainsaber : 640 Chainsword : 540 Forge Wrench : 350 Hand Grenade : 20 --------------------------------------------------- Scrap Shield : 500 Scrap Scavenger Hat : 500 Protective Mask : 250 Thief Cap : 250 Scrap Scavenger Shirt : 900 Thief Vest : 600 Scrap Scavenger Pants : 600 Thief Pants : 400 --------------------------------------------------- Amulet of Survival : 1500 Ring of Strength : 1000 --------------------------------------------------- Tape : 10 Gold Nugget : 12 Iron Ore : 7 Sulfur nugget : 7 --------------------------------------------------- Fragmentation Grenade : 20 Fragmentation Rocket : 20 Projectile : 10 Spear : 4 Bolt : 3 Shotgun Shell : 2 --------------------------------------------------- -------------------------------------------------------------------------------- III.D > > > > Hort -------------------------------------------------------------------------------- 1) XANDER --------------------------------------------------- Scrap Scavenger Hat : 500 Modern Sunglasses : 2500 Scrap Scavenger Shirt : 900 Worker Armor : 500 Scrap Scavenger Pants : 600 Worker Pants : 400 --------------------------------------------------- Mana Potion : 100 Mental Energy Reserve : 100 Natural Elex (13) : 100 Picklock : 25 --------------------------------------------------- Instructions to make Warriors Amulet : 210 Instructions to make Amulet of Camouflage : 170 Instructions to make Amulet of Charisma : 170 --------------------------------------------------- 2) FERDINAND --------------------------------------------------- Persuader : 475 --------------------------------------------------- Energy Bar : 15 --------------------------------------------------- Large Healing Potion : 200 Strong Mental Energy Reserve : 200 Healing Potion : 100 Small Mental Energy Reserve : 50 Iron Ore : 7 Sulfur Nugget : 7 Magnesium Torch : 5 Jackhammer : 100 Pack of Cigarettes : 24 Plasma Cell : 5 Energy Cell : 2 --------------------------------------------------- 3) ARMOR MASTER --------------------------------------------------- Regent Sword II : 3600 Acolyte Sword I : 1000 Regent Sword : 600 Laser Rifle LT5 1 : 2500 Laser Rifle : 875 Flamethrower Mark B : 775 --------------------------------------------------- Energy Shield : 500 Miner Helmet : 500 Mechanic Cap : 250 Miner Shirt : 1000 Mechanic Shirt : 800 Miner Pants : 600 Mechanic Pants : 400 Soldier's Amulet : 1500 Ring of Combat : 1500 --------------------------------------------------- Gold Nugget : 12 Iron Ore : 7 Sulfur Nugget : 7 Explosive Grenade : 20 Explosive Rocket : 20 Plasma Cell : 5 Energy Cell : 2 Fuel : 2 --------------------------------------------------- 4) SIEGFRIED --------------------------------------------------- Mechanics Amulet : 1500 Thief's Ring : 1000 --------------------------------------------------- Energy Bar : 15 Bread : 10 Healing Potion : 100 Small Mental Energy Reserve : 50 Electronic Scrap : 12 Gold Nugget : 12 Iron Ore : 7 Sulfur Nugget : 7 Jackhammer : 100 Old Coin : 7 --------------------------------------------------- Instructions to make Amulet of Camouflage : 170 --------------------------------------------------- 5) HAGEN --------------------------------------------------- Bladed Mace : 590 Calaan's Hammer : 975 Laser Blaster LSR-T II : 5800 Plasma Rifle : 950 --------------------------------------------------- Energy Shield : 500 --------------------------------------------------- Plasma Cell : 5 Energy Cell : 2 Fuel : 2 --------------------------------------------------- Bone Marrow Soup Recipe : 100 --------------------------------------------------- -------------------------------------------------------------------------------- III.E > > > > Origin -------------------------------------------------------------------------------- 1) Trader: (Origin -> 1 E -> 1 S. Purchase trader upgrade from Annie) --------------------------------------------------- Chainsaber 3 : 11520 Hand Grenade : 20 --------------------------------------------------- Protective Mask : 250 Amulet of the Provider : 2500 Ring of Stamina : 1000 --------------------------------------------------- Liquor : 25 Dried Meat : 10 Wine : 8 Water Bottle : 7 Apple : 5 Raw Meat : 5 --------------------------------------------------- Mighty Healing Potion : 250 Large Healing Potion : 200 Healing Potion : 100 Small Healing Potion : 50 --------------------------------------------------- Natural Elex (10) : 100 Mana : 90 Entrails : 90 Beak : 50 Pelt : 40 Ivory : 30 Mandibles : 30 Gland : 20 Hose : 20 Ivory Plate : 20 Stinger : 20 Claw : 8 Feather : 8 Teeth : 8 Electric Scrap : 12 Metal Scrap : 12 Tape : 10 Gold Nugget : 12 Iron Ore : 7 Sulfur Nugget : 7 Magnesium Torch : 5 Jackhammer : 100 --------------------------------------------------- Elixir of Quantity Recipe : 1000 Elixir of Stamina Recipe : 1000 Long-lasting Energy Reserve Recipe : 1000 Long-lasting Healing Potion Recipe : 1000 Long-lasting Mana Potion Recipe : 1000 Instructions to make Charmer : 500 Instructions to make Creative Urge : 500 Instructions to make Lifeline : 500 Instructions to make Elex Potion : 100 Instructions to make Small Elex Potion : 100 --------------------------------------------------- Plasma Cell : 5 Spear : 4 Bolt : 3 Arrow : 2 Energy Cell : 2 Shotgun Shell : 2 --------------------------------------------------- -------------------------------------------------------------------------------- III.F > > > > Other -------------------------------------------------------------------------------- 1) GERON : (River Delta Teleport -> 8 East) --------------------------------------------------- Hatchet : 600 Warrior's Sword : 1200 --------------------------------------------------- Apple : 5 Raw Meat : 5 Small Healing Potion : 50 Entrails : 90 Beak : 50 Pelt : 40 Ivory : 30 Mandibles : 30 Gland : 20 Hose : 20 Ivory Plate : 20 Stinger : 20 Claw : 8 Feather : 8 Teeth : 8 --------------------------------------------------- Arrow : 2 --------------------------------------------------- 2) SHORTY: (Must complete quest Hard as Steel) (Hort -> 5 West -> 1 North) (Hort -> 1 West) (Midnight -> Morning) * Stock of Natural Elex does not refresh --------------------------------------------------- Raw Meat : 5 Healing Potion : 100 Antitoxin : 150 Charmer : 150 Creative Urge : 150 Firebug : 150 Leadbelly : 150 Lifeblood : 150 Lifeline : 150 Thick Blood : 150 Upsurge : 150 Natural Elex (28) : 100 --------------------------------------------------- Explosive Grenade : 20 --------------------------------------------------- 3) SEPERATIST TRADER (3rd floor of South Abessa Converter) --------------------------------------------------- Drone Control : 600 Power Wave : 300 Body Shield : 200 Force Push : 200 Item Scanner : 200 Natural Elex (13) : 100 Instructions to make Elex Potion : 100 Instructions to make Small Elex Potion : 100 Instructions to make Strong Elex Potion : 100 --------------------------------------------------- 4) TRAVELING MERCHANT (Berserker : Often found near Domed City) --------------------------------------------------- Iron Hammer : 930 --------------------------------------------------- Brown Leather Cowl : 250 Hunter Armor : 800 --------------------------------------------------- Apple : 5 Cultivators Loaf : 5 Raw Meat : 5 Small Healing Potion : 50 Small Mana Potion : 50 Mana : 90 Pelt : 40 Gland : 20 Gold Nugget : 12 Iron Ore : 7 Sulfur Nugget : 7 --------------------------------------------------- Instructions to Make Ring of Power : 100 Gland Soup Recipe : 100 --------------------------------------------------- 5) TRAVELING MERCHANT (Outlaw : Often found near Origin) --------------------------------------------------- Serrated Axe : 675 Hand Grenade : 20 --------------------------------------------------- Scrap Shield : 500 Mechanic Cap : 250 Sunglasses : 2500 Miner Shirt : 1000 Scrap Scavenger Shirt : 900 Hunter Armor : 800 Miner Pants : 600 Worker Pants : 400 --------------------------------------------------- Mana Potion : 100 Mental Energy Reserve : 100 Lifeblood : 150 Natural Elex : 100 Mana : 90 --------------------------------------------------- Claw : 8 Teeth : 8 Electric Scrap : 12 Metal Scrap : 12 Tape : 10 Iron Ore : 7 Sulfur Nugget : 7 Picklock : 25 Magnesium Torch : 5 Jackhammer : 100 --------------------------------------------------- Instructions to Make Amulet of Camouflage : 170 --------------------------------------------------- Plasma Cell : 5 Arrow : 2 --------------------------------------------------- 6) TRAVELING MERCHANT (Cleric : Often found near Domed City) --------------------------------------------------- Bladed Mace : 590 Calaan's Hammer : 975 Plasma Rifle : 950 Laser Rifle : 875 --------------------------------------------------- Energy Shield : 500 Black Leather Cowl : 500 Grey Cloth Cowl : 250 --------------------------------------------------- Healing Potion : 100 Small Healing Potion : 50 Lifeblood : 150 --------------------------------------------------- Pelt : 40 Claw : 8 Magnesium Torch : 5 --------------------------------------------------- Plasma Cell : 5 Energy Cell : 2 Fuel : 2 --------------------------------------------------- =============================================================================== IV. > > > > Trainers =============================================================================== ------------------------------------------------------------------------------- IV.A > > > > Goliet ------------------------------------------------------------------------------- 1) BORN : SURVIVAL (Goliet Teleporter -> 1 South -> 5 East) 2) ALRIK: CRAFTING (Goliet Teleporter -> 1 East -> 4 South) 3) CALDRIM: Berserker (Goliet Teleporter -> 4 East -> 4 South) 4) SINDA: CHARISMA (Goliet Teleporter -> 2 East -> 3 South) 5) CORMAG: COMBAT (Hotel Ruins -> 1 North) 6) HAKON: SURVIVAL (Blacksmith -> 2 West -> 2 South) ------------------------------------------------------------------------------- IV.B > > > > The Domed City ------------------------------------------------------------------------------- 1) NYRA: CRAFTING (Domed City -> 5 West -> 1 North) 2) YASMA: CRAFTING (Domed City -> 6 West -> 2 South) (Claws hideout) ------------------------------------------------------------------------------- IV.C > > > > The Fort ------------------------------------------------------------------------------- 1) CHLOE: CHARISMA (Fort Teleport -> 8 South) 2) MAD BOB: SURVIVAL (Fort Teleport -> 3 West -> 5 South) 3) BIG JIM: COMBAT (Fort Teleport -> 3 East -> 3 South) 4) DOC: CRAFTING (Fort Teleport -> 1 East -> 3 South) ------------------------------------------------------------------------------- IV.D > > > > HORT ------------------------------------------------------------------------------- 1) EVA: CHARISMA (Hort Teleport -> 6 East -> 2 South) 2) GODEHARD: SURVIVAL (Hort Teleport -> 10 East) 3) XANDER: CRAFTING (Hort Teleport -> 3 East -> 1 South) ------------------------------------------------------------------------------- IV.E > > > > Origin ------------------------------------------------------------------------------- 1) LLOYDE: CHARISMA (Origin -> 1 South) 2) ECKARD: SURVIVAL (Origin -> 1 East -> 2 South) 3) JONESEY: COMBAT (Origin -> 1 East -> 2 South) ------------------------------------------------------------------------------- IV.F > > > > Other ------------------------------------------------------------------------------- 1) GERON: SURVIVAL (River Delta -> 8 East) 2) KARSTEN: CRAFTING (Castle Ruins -> 1 South) ################################################################################ < < < < < APPENDICES > > > > > ################################################################################ -------------------------------------------------------------------------------- A. > > > > Armor -------------------------------------------------------------------------------- ---------------------------------------------------------------------------- Head : | ARM | STR | CON | DEX | INT | CUN | OTHER/FX ---------------------------------------------------------------------------- Grey Cloth Cowl | | | | | | | Sunglasses | | | | | | | See Items Classic Sunglasses | | | | | | | See Living High-tech Sunglasses | | | | | | | 6th Sense Modern Sunglasses | | | | | | | See Machines Dark Green Cloth Cowl | +1 | | | | | | Brown Leather Cowl | +2 | | | | | | Thief Cap | +2 | | | | | | Mechanic Cap | +2 | | | | | | Worker Helmet | +2 | | | | | | Black Leather Cowl | +3 | | | | | | Hunter Helmet | +3 | | | | | | Miner Helmet | +3 | | | | | | Scrap Scavenger Hat | +3 | | | | | | Acolyte Helmet | +4 | | | | | | Cultivator Helmet | +4 | | | | | | Runner Helmet | +4 | | | | | | Enforcer Helmet | +6 | | | | | | Legate Helmet | +6 | | | | | | Warrior Helmet | +6 | | | | | | Captain's Helmet | +8 | | | | | | Paladin's Helmet | +8 | | | | | | Regent Helmet | +8 | | | | | | ---------------------------------------------------------------------------- Chest : | ARM | STR | CON | DEX | INT | CUN | PARRY ARM ---------------------------------------------------------------------------- Worker Armor | +10 | 10 | 10 | | | | +45 Thief Vest | +11 | 12 | 13 | | | | +45 Hunter Armor | +12 | 16 | 19 | | | | +45 Mechanic Shirt | +12 | 16 | 19 | | | | +45 Scrap Scavenger Shirt | +13 | 18 | 22 | | | | +45 * Miner Shirt | +14 | 20 | 25 | | | | +45 Runner Armor | +16 | 20 | 25 | | | | +50 Cultivator Armor | +16 | 20 | 25 | | | | +50 Acolyte Armor | +16 | 20 | 25 | | | | +50 Enforcer Armor | +20 | 30 | 40 | | | | +55 Warrior Armor | +20 | 30 | 40 | | | | +55 Legate Armor | +20 | 30 | 40 | | | | +55 Captain Armor | +30 | 40 | 50 | | | | +60 Paladin Armor | +30 | 40 | 50 | | | | +60 Regent Armor | +30 | 40 | 50 | | | | +60 ** Alb Commander Armor | +39 | 40 | 50 | | | | +60 * = Most powerful you can get (without cheating) before joining a faction ** = Most powerful you can get (with cheating) before joining a faction ---------------------------------------------------------------------------- Legs : | ARM | STR | CON | DEX | INT | CUN | OTHER ---------------------------------------------------------------------------- Mechanic Pants | +3 | | | | | | Thief Pants | +3 | | | | | | Worker Pants | +3 | | | | | | Hunter Pants | +4 | | | | | | Miner Pants | +4 | | | | | | Scrap Scavenger Pants | +4 | | | | | | Acolyte Pants | +5 | | | | | | Cultivator Pants | +5 | | | | | | Runner Pants | +5 | | | | | | Warrior Pants | +7 | | | | | | Enforcer Pants | +7 | | | | | | Legate Pants | +7 | | | | | | Paladin Pants | +9 | | | | | | Regent Pants | +9 | | | | | | -------------------------------------------------------------------------------- B. > > > > Weapons -------------------------------------------------------------------------------- Columns: DMG = Damage STR = Strength CON = Constitution DEX = Dexterity INT = Intelligence CUN = Cunning ATR: Total Attribute Point cost to obtain. This takes into account the different attribute point costs of raising an attribute. A smaller value indicates the ease of which you will be able to access/use the weapon. DMG/ATR: Damage Per Attribute Point Required. It doesn't indicate that a weapon is better than other weapons. After all, if the most powerful weapon in the game has a huge investment cost to use, so be it. However, this allows you to see things from a budget perspective. Particularly useful when trying to decide what to sell. ---------------------------------------------------------------------------- Bows: | DMG | STR | CON | DEX | INT | CUN | ATR |DMG/ATR ---------------------------------------------------------------------------- Cultivator Bow | 34 | 10 | | 10 | | | 0 | 34 Hunting Bow | 45 | 28 | | 41 | | | 59 | 0.76 Cultivator Bow 1 | 57 | 30 | | 45 | | | 69 | 0.83 War Bow | 60 | 34 | | 53 | | | 92 | 0.65 Hunting Bow 1 | 66 | 37 | | 58 | | | 108 | 0.61 The Phantom String | 72 | 70 | | 30 | | | 146 | 0.49 Cultivator Bow 2 | 76 | 40 | | 60 | | | 118 | 0.64 War Bow 1 | 79 | 41 | | 63 | | | 132 | 0.60 Hunting Bow 2 | 87 | 44 | | 67 | | | 158 | 0.55 Cultivator Bow 3 | 93 | 46 | | 69 | | | 172 | 0.54 War Bow 2 | 100 | 48 | | 71 | | | 186 | 0.54 Hunting Bow 3 | 108 | 52 | | 73 | | | 204 | 0.53 War Bow 3 | 120 | 56 | | 78 | | | 237 | 0.51 ---------------------------------------------------------------------------- One-Handed Weapons: | DMG | STR | CON | DEX | INT | CUN | ATR |DMG/ATR ---------------------------------------------------------------------------- Iron Bar | 20 | 10 | 10 | | | | 0 | 20 Hammer | 21 | 22 | 13 | | | | 15 | 1.40 Broadsword | 22 | 17 | | 17 | | | 14 | 1.57 Forge Wrench | 23 | 14 | 11 | | | | 5 | 4.60 Persuader | 23 | 26 | 14 | | | | 20 | 1.15 Acolyte Sword | 24 | 21 | | 21 | | | 22 | 1.09 Morning Star | 25 | 30 | 15 | | | | 25 | 1.00 Chainsword | 26 | 25 | | 25 | | | 30 | 0.87 Mace | 27 | 32 | 28 | | | | 41 | 0.66 Horned Sword | 28 | 28 | | 28 | | | 36 | 0.78 Bladed Mace | 29 | 36 | 18 | | | | 39 | 0.74 Hatchet | 30 | 33 | 23 | | | | 38 | 0.79 Regent Sword | 30 | 30 | | 30 | | | 40 | 0.75 Axe | 32 | 34 | 25 | | | | 42 | 0.76 Chainsaber | 32 | 31 | | 31 | | | 42 | 0.76 Serrated Axe | 34 | 38 | 28 | | | | 53 | 0.64 Scrap Hatchet | 36 | 39 | 29 | | | | 56 | 0.64 Forge Wrench 1 | 36 | 44 | 22 | | | | 59 | 0.61 Hammer 1 | 38 | 46 | 23 | | | | 64 | 0.59 Broadsword 1 | 39 | 36 | | 36 | | | 62 | 0.63 Gaia's Wrath | 39 | 25 | 65 | | | | 116 | 0.34 Persuader 1 | 40 | 48 | 24 | | | | 69 | 0.58 Acolyte Sword 1 | 41 | 38 | | 38 | | | 70 | 0.59 Snake Bite | 41 | 30 | | 60 | | | 99 | 0.41 Chainsword 1 | 42 | 39 | | 39 | | | 74 | 0.57 Morning Star 1 | 42 | 50 | 25 | | | | 74 | 0.57 Mace 1 | 44 | 52 | 26 | | | | 79 | 0.56 Horned Sword 1 | 45 | 41 | 41 | | | | 82 | 0.55 Bladed Mace 1 | 46 | 56 | 28 | | | | 89 | 0.52 Hatchet 1 | 46 | 49 | 39 | | | | 94 | 0.49 Regent Sword 1 | 47 | 43 | | 43 | | | 90 | 0.52 The Armor Cracker | 47 | 50 | 69 | | | | 180 | 0.26 Axe 1 | 48 | 51 | 36 | | | | 92 | 0.52 Chainsaber 1 | 49 | 44 | | 44 | | | 94 | 0.52 Serrated Axe 1 | 50 | 53 | 37 | | | | 98 | 0.51 Sword of Advent | 50 | 40 | | 74 | | | 185 | 0.27 Forge Wrench 2 | 52 | 61 | 31 | | | | 102 | 0.51 Scrap Hatchet 1 | 52 | 55 | 37 | | | | 102 | 0.51 Hammer 2 | 54 | 62 | 32 | | | | 109 | 0.5 Persuader 2 | 56 | 63 | 32 | | | | 114 | 0.49 Broadsword 2 | 56 | 49 | | 49 | | | 114 | 0.49 Morning Star 2 | 58 | 64 | 33 | | | | 121 | 0.48 Acolyte Sword 2 | 58 | 51 | | 51 | | | 122 | 0.48 Mace 2 | 60 | 65 | 33 | | | | 126 | 0.48 Chainsword 2 | 60 | 53 | | 53 | | | 130 | 0.46 Bladed Mace 2 | 62 | 67 | 34 | | | | 138 | 0.45 Horned Sword 2 | 62 | 54 | | 54 | | | 134 | 0.46 Hatchet 2 | 63 | 62 | 45 | | | | 135 | 0.47 Regent Sword 2 | 64 | 55 | | 55 | | | 138 | 0.46 Axe 2 | 65 | 63 | 43 | | | | 136 | 0.48 Chainsaber 2 | 66 | 57 | | 57 | | | 146 | 0.45 Serrated Axe 2 | 67 | 64 | 44 | | | | 143 | 0.47 Forge Wrench 3 | 69 | 69 | 36 | | | | 152 | 0.45 Scrap Hatchet 2 | 69 | 64 | 45 | | | | 145 | 0.48 Hammer 3 | 71 | 71 | 37 | | | | 164 | 0.43 Broadsword 3 | 72 | 60 | | 60 | | | 158 | 0.46 Persuader 3 | 73 | 71 | 37 | | | | 164 | 0.45 Acolyte Sword 3 | 74 | 61 | | 61 | | | 162 | 0.46 Morning Star 3 | 75 | 72 | 38 | | | | 171 | 0.44 Chainsword 3 | 76 | 62 | | 62 | | | 172 | 0.44 Mace 3 | 77 | 73 | 38 | | | | 176 | 0.44 Horned Sword 3 | 78 | 62 | 62 | | | | 172 | 0.45 Bladed Mace 3 | 79 | 74 | 39 | | | | 183 | 0.43 Hatchet 3 | 80 | 69 | 51 | | | | 182 | 0.44 Regent Sword 3 | 80 | 63 | | 63 | | | 182 | 0.44 Axe 3 | 82 | 70 | 52 | | | | 189 | 0.43 Chainsaber 3 | 82 | 64 | | 64 | | | 192 | 0.43 Serrated Axe 3 | 84 | 70 | 53 | | | | 191 | 0.44 Scrap Hatchet 3 | 86 | 72 | 55 | | | | 205 | 0.42 ---------------------------------------------------------------------------- Shields: | DMG | STR | CON | DEX | INT | CUN | ATR | DMG/ATR ---------------------------------------------------------------------------- Ironfist's Shield | 15 | 25 | 45 | | | | 64 | 0.23 Calaan's Bulwark | 15 | 35 | 60 | | | | 108 | 0.14 Wooden Shield | 18 | 20 | 30 | | | | 30 | 0.60 Scrap Shield | 19 | 20 | 30 | | | | 30 | 0.63 War Shield | 19 | 20 | 30 | | | | 30 | 0.63 Energy Shield | 20 | 20 | 30 | | | | 30 | 0.67 Wooden Shield 1 | 35 | 30 | 50 | | | | 79 | 0.44 Scrap Shield 1 | 36 | 30 | 50 | | | | 79 | 0.46 War Shield 1 | 36 | 30 | 50 | | | | 79 | 0.46 Energy Shield 1 | 37 | 30 | 50 | | | | 79 | 0.47 Wooden Shield 2 | 50 | 40 | 70 | | | | 165 | 0.30 Scrap Shield 2 | 52 | 40 | 70 | | | | 165 | 0.32 War Shield 2 | 52 | 40 | 70 | | | | 165 | 0.32 Energy Shield 2 | 55 | 40 | 70 | | | | 165 | 0.33 Wooden Shield 3 | 65 | 50 | 90 | | | | 285 | 0.23 Scrap Shield 3 | 68 | 50 | 90 | | | | 285 | 0.24 War Shield 3 | 68 | 50 | 90 | | | | 285 | 0.24 Energy Shield 3 | 70 | 50 | 90 | | | | 285 | 0.25 ---------------------------------------------------------------------------- Energy Weapons: | DMG | STR | CON | DEX | INT | CUN | ATR | DMG/ATR ---------------------------------------------------------------------------- Laser Blaster LSR-T | 27 | | | 25 | 20 | | 25 | 1.08 Laser Blaster LSR-C | 30 | | | 28 | 22 | | 30 | 1.00 Plasma Blaster PLS-T | 32 | | | 31 | 24 | | 35 | 0.91 Plasma Blaster PLS-C | 33 | | | 32 | 26 | | 39 | 0.85 Laser Rifle LT5 | 35 | | | 38 | 25 | | 50 | 0.70 Laser Rifle | 36 | | | 39 | 27 | | 54 | 0.67 Plasma Rifle PT3 | 40 | | | 39 | 27 | | 54 | 0.74 Plasma Rifle | 42 | | | 41 | 28 | | 59 | 0.71 Archon's Might | 45 | | | 45 | 56 | | 120 | 0.38 Laser Blaster LSR-T I | 46 | | | 43 | 35 | | 74 | 0.62 Laser Blaster LSR-C I | 47 | | | 44 | 36 | | 78 | 0.60 Plasma Blaster PLS-T I | 50 | | | 46 | 37 | | 84 | 0.60 Plasma Blaster PLS-C I | 52 | | | 47 | 38 | | 88 | 0.59 Laser Rifle LT5 I | 53 | | | 55 | 35 | | 98 | 0.54 Laser Rifle I | 55 | | | 57 | 36 | | 104 | 0.53 Plasma Rifle PT3 I | 58 | | | 57 | 36 | | 104 | 0.56 Plasma Rifle I | 61 | | | 60 | 37 | | 112 | 0.54 Laser Blaster LSR-T II | 64 | | | 58 | 45 | | 124 | 0.52 Laser Blaster LSR-C II | 66 | | | 59 | 46 | | 128 | 0.52 Plasma Blaster PLS-T II | 67 | | | 60 | 47 | | 132 | 0.51 Plasma Blaster PLS-C II | 69 | | | 61 | 48 | | 136 | 0.51 Laser Rifle LT5 II | 72 | | | 65 | 43 | | 146 | 0.49 Laser Rifle II | 74 | | | 66 | 44 | | 153 | 0.48 Plasma Rifle PT3 II | 77 | | | 66 | 43 | | 151 | 0.51 Plasma Rifle II | 79 | | | 67 | 45 | | 160 | 0.49 Laser Blaster LSR-T III | 83 | | | 65 | 55 | | 170 | 0.49 Laser Blaster LSR-C III | 84 | | | 66 | 56 | | 177 | 0.47 Plasma Blaster PLS-T III| 86 | | | 66 | 57 | | 179 | 0.48 Plasma Blaster PLS-C III| 88 | | | 67 | 58 | | 186 | 0.47 The Executor | 89 | 76 | | 50 | | | 215 | 0.41 Laser Rifle LT5 III | 90 | | | 72 | 50 | | 195 | 0.46 Laser Rifle III | 94 | | | 73 | 51 | | 202 | 0.47 Plasma Rifle PT3 III | 95 | | | 73 | 51 | | 202 | 0.47 Plasma Rifle III | 97 | | | 74 | 52 | | 209 | 0.46 The Redeemer | 100 | | | 65 | 65 | | 202 | 0.50 The Mortal Beam | 106 | 83 | | 59 | | | 268 | 0.40 ---------------------------------------------------------------------------- Heavy Weapons: | DMG | STR | CON | DEX | INT | CUN | ATR | DMG/ATR ---------------------------------------------------------------------------- Flamethrower Mark B | 39 | 31 | | 31 | | | 42 | 0.93 Grenade Launcher | 46 | 35 | | 35 | | | 58 | 0.79 Kaboom | 46 | 35 | | 35 | | | 58 | 0.79 Flamethrower Type A | 50 | 38 | | 38 | | | 70 | 0.71 Wrath Rocket Launcher | 50 | 38 | | 38 | | | 70 | 0.71 Heavy Slugthrower | 56 | 41 | | 41 | | | 82 | 0.68 Mod Grenade Launcher | 56 | 41 | | 41 | | | 82 | 0.68 Flamethrower Mark B 1 | 60 | 44 | | 44 | | | 94 | 0.64 Rocket Launcher | 62 | 45 | | 45 | | | 98 | 0.63 Grenade Launcher 1 | 66 | 48 | | 48 | | | 110 | 0.60 Flamethrower Type A 1 | 70 | 50 | | 50 | | | 118 | 0.59 Mod Grenade Launcher 1 | 77 | 54 | | 54 | | | 134 | 0.57 Flamethrower Mark B 2 | 81 | 56 | | 56 | | | 142 | 0.57 Rocket Launcher 1 | 81 | 56 | | 56 | | | 142 | 0.57 The Furnace | 83 | 68 | | 55 | | | 185 | 0.45 Grenade Launcher 2 | 87 | 60 | | 60 | | | 158 | 0.55 Flamethrower Type A 2 | 91 | 61 | | 61 | | | 162 | 0.56 Mod Grenade Launcher 2 | 97 | 62 | | 62 | | | 172 | 0.56 Flamethrower Mark B 3 | 102 | 64 | | 64 | | | 192 | 0.53 Rocket Launcher 2 | 102 | 64 | | 64 | | | 192 | 0.53 Dr. Strange | 104 | 75 | | 65 | | | 252 | 0.41 Grenade Launcher 3 | 109 | 65 | | 65 | | | 202 | 0.54 Flamethrower Type A 3 | 112 | 66 | | 66 | | | 212 | 0.53 Wrath Rocket Launcher 3 | 112 | 66 | | 66 | | | 212 | 0.53 The Widowmaker | 114 | 82 | | 60 | | | 265 | 0.43 Mod Grenade Launcher 3 | 118 | 68 | | 68 | | | 232 | 0.51 Rocket Launcher 3 | 125 | 70 | | 70 | | | 252 | 0.5 ---------------------------------------------------------------------------- Ranged Weapons: | DMG | STR | CON | DEX | INT | CUN | ATR | DMG/ATR ---------------------------------------------------------------------------- Crossbow | 28 | 20 | | 25 | | | 25 | 1.12 Harpoon | 31 | 20 | | 32 | | | 33 | 0.94 Scrap Shotgun | 35 | 32 | | 32 | | | 46 | 0.76 Heavy Crossbow | 39 | 28 | | 34 | | | 45 | 0.87 Speargun | 41 | 28 | | 41 | | | 59 | 0.69 Double Barrel Shotgun | 42 | 36 | | 36 | | | 62 | 0.68 Crossbow 1 | 46 | 35 | | 43 | | | 74 | 0.62 Harpoon 1 | 50 | 33 | | 50 | | | 84 | 0.60 Heavy Crossbow 1 | 53 | 39 | | 49 | | | 94 | 0.56 Scrap Shotgun 1 | 53 | 44 | | 44 | | | 94 | 0.56 Speargun 1 | 58 | 37 | | 59 | | | 110 | 0.53 Double Barrel Shotgun 1 | 61 | 49 | | 49 | | | 114 | 0.54 Crossbow 2 | 64 | 45 | | 58 | | | 124 | 0.52 Harpoon 2 | 68 | 40 | | 63 | | | 130 | 0.52 Scrap Shotgun 2 | 71 | 56 | | 56 | | | 142 | 0.50 Heavy Crossbow 2 | 72 | 49 | | 62 | | | 143 | 0.50 Daryl's Revenge | 75 | 65 | | 50 | | | 160 | 0.47 Speargun 2 | 77 | 44 | | 66 | | | 153 | 0.50 The Staker | 79 | 70 | | 43 | | | 171 | 0.46 Double Barrel Shotgun 2 | 79 | 60 | | 60 | | | 158 | 0.50 Crossbow 3 | 84 | 55 | | 65 | | | 170 | 0.49 Harpoon 3 | 86 | 48 | | 70 | | | 181 | 0.48 Heavy Crossbow 3 | 90 | 59 | | 68 | | | 193 | 0.47 Scrap Shotgun 3 | 90 | 64 | | 64 | | | 192 | 0.47 Thunderclap | 91 | 70 | | 60 | | | 205 | 0.44 Speargun 3 | 96 | 51 | | 74 | | | 207 | 0.46 Double Barrel Shotgun 3 | 96 | 66 | | 66 | | | 212 | 0.45 --------------------------------------------------------------------------- Two-Handed Weapons: | DMG | STR | CON | DEX | INT | CUN | ATR | DMG/ATR --------------------------------------------------------------------------- Iron Hammer | 31 | 38 | 19 | | | | 44 | 0.70 Calaan's Hammer | 33 | 40 | 20 | | | | 49 | 0.67 Warhammer | 35 | 42 | 21 | | | | 54 | 0.65 Two-Handed Sword | 37 | 38 | | 32 | | | 58 | 0.64 Dual Hammer | 37 | 44 | 22 | | | | 59 | 0.63 Ripblade | 38 | 43 | 29 | | | | 64 | 0.59 Warrior's Sword | 39 | 40 | | 33 | | | 64 | 0.61 Reaperblade | 40 | 45 | 31 | | | | 70 | 0.57 Battleaxe | 42 | 46 | 32 | | | | 74 | 0.57 Slaughterblade | 44 | 49 | 32 | | | | 80 | 0.55 Hammer of Advent | 45 | 33 | 67 | | | | 136 | 0.33 Iron Hammer 1 | 48 | 58 | 29 | | | | 94 | 0.51 Calaan's Hammer 1 | 50 | 60 | 30 | | | | 99 | 0.51 Warhammer 1 | 52 | 61 | 31 | | | | 102 | 0.51 Two-Handed Sword 1 | 53 | 53 | | 42 | | | 108 | 0.49 Ignis Artifex | 53 | 44 | | 65 | | | 148 | 0.36 Dual Hammer 1 | 54 | 62 | 31 | | | | 107 | 0.50 Ripblade 1 | 55 | 60 | 37 | | | | 112 | 0.49 Warrior's Sword 1 | 55 | 55 | | 43 | | | 114 | 0.48 Reaperblade 1 | 57 | 61 | 38 | | | | 116 | 0.49 Battleaxe 1 | 59 | 61 | 39 | | | | 118 | 0.50 Slaughterblade 1 | 61 | 62 | 40 | | | | 125 | 0.49 Iron Hammer 2 | 65 | 67 | 35 | | | | 140 | 0.46 Calaan's Hammer 2 | 67 | 68 | 35 | | | | 145 | 0.46 Warhammer 2 | 69 | 69 | 36 | | | | 152 | 0.45 Two-Handed Sword 2 | 70 | 63 | | 52 | | | 154 | 0.45 Dual Hammer 2 | 71 | 70 | 37 | | | | 159 | 0.45 Ripblade 2 | 71 | 67 | 45 | | | | 160 | 0.44 Warrior's Sword 2 | 72 | 64 | | 53 | | | 161 | 0.45 Reaperblade 2 | 73 | 68 | 46 | | | | 167 | 0.44 Battleaxe 2 | 75 | 69 | 46 | | | | 172 | 0.44 Slaughterblade 2 | 77 | 69 | 47 | | | | 174 | 0.44 Iron Hammer 3 | 81 | 75 | 40 | | | | 190 | 0.43 Calaan's Hammer 3 | 83 | 76 | 40 | | | | 195 | 0.43 Warhammer 3 | 85 | 77 | 41 | | | | 202 | 0.42 Dual Hammer 3 | 87 | 77 | 41 | | | | 202 | 0.43 Two-Handed Sword 3 | 87 | 69 | | 61 | | | 202 | 0.43 Kiss of Death | 87 | 76 | 92 | | | | 397 | 0.22 Ripblade 3 | 88 | 74 | 52 | | | | 209 | 0.42 Warrior's Sword 3 | 89 | 70 | | 61 | | | 207 | 0.43 Reaperblade 3 | 90 | 75 | 53 | | | | 216 | 0.42 Battleaxe 3 | 92 | 76 | 54 | | | | 223 | 0.41 Slaughterblade 3 | 94 | 76 | 55 | | | | 225 | 0.42 -------------------------------------------------------------------------------- C. > > > > Amulets and Rings -------------------------------------------------------------------------------- ---------------------------------------------------------------------------- Hands : | Effect 1 | Effect 2 ---------------------------------------------------------------------------- Thief's Ring | +5 DEX | Dualskill Ring | +5 DEX | +5 STR Ring of Dexterity | +10 DEX | Ring of Strength | +5 STR | Ring of Might | +10 STR | Ring of Power | +10 STR | +10 Stamina Ring of Vigor | +10 Health | Ring of Combat | +10 Health | +5 Attack Ring of Hardiness | +10 Health | +10 Stamina Ring of Vitality | +20 Health | Ring of Toughness | +20 Health | +10 Stamina Ring of Stamina | +10 Stamina | Ring of Defense | +10 Stamina | +10 Parry Ring of Durability | +20 Stamina | Ring of Ice Resist | +10 Resist Frost | Ring of Poison Resist | +10 Resist Poison | Ring of Rad Resist | +10 Resist Rad | Ring of fire Resist | +10 Resist Fire | Ring of Protection | +10 Resist All | Ring of Resistance | +20 Resist All | Berserker's Ring | +20 Mental | Cleric's Ring | +20 Mental | Outlaw's Ring | +20 Mental | ---------------------------------------------------------------------------- Neck : | Effect 1 | Effect 2 | Effect 3 ---------------------------------------------------------------------------- Amulet of Survival | +5 DEX | +2 Survival | Thief's Amulet | +5 DEX | +1 Pickpocket | Dualskill Amulet | +5 DEX | +5 STR | +2 Combat Survival Artists Amulet | +10 DEX | Exp'd Hunter | Hunter's Amulet | +5 STR | Exp'd Hunter | Soldier's Amulet | +5 STR | +2 Combat | Mechanic's Amulet | +2 Charisma | +2 Crafting | Amulet of Charisma | +2 Charisma | Practitioner | Reaver's Amulet | +1 LockPick | +1 Pickpocket | Researcher's Amulet | +1 LockPick | Bookworm | Adventurer's Amulet | +1 LockPick | +5 Armor | Amulet of Protection | +10 Health | +5 Armor | Amulet of Wanderlust | +10 Health | +25 Resist Frost | Poacher's Amulet | +2 Survival | Friend of Beasts | Scientist's Amulet | +2 Crafting | Bookworm | Warrior's Amulet | +5 Parry | +5 Attack | Berserker's Amulet | +10 Mental | | Amulet of Camouflage | Camouflage | | Amulet of Deception | Camouflage | Friend of Beasts | Sneaker's Amulet | Camouflage | Sixth Sense | Amulet of the Provider | Practitioner | | Amulet of Defense | The Last Stand | | Cleric's Amulet | Energy Regen | | -------------------------------------------------------------------------------- D. > > > > Chems -------------------------------------------------------------------------------- ---------------------------------------------------------------------------- Chem | Effects | LEN | CAP ---------------------------------------------------------------------------- Antitoxin | Resist Poison +40 | 90s | 20 Charmer | Charisma +5 | 120s | 20 Creative Urge | Crafting +5 | 120s | 20 Firebug | Resist Fire +40 | 90s | 20 Friend of Beasts | Lower Level Creatures ignore Player | 90s | 30 Immune Booster | Resist Fire+Cold+Poison+Rad +100 | 40s | 30 Leadbelly | Resist Radiation +40 | 90s | 20 Lifeblood | Health Regen +100 | 25s | 30 Lifeline | Survival +5 | 120s | 20 Mind Changer | Deal +200% Damage | 45s | 30 Overdrive | +20 Max Stamina | 45s | 30 Pick-Me-up | No pause between melee strikes | 25s | 30 Steel Skin | Resist Fire+Cold+Poison+Rad +25 | 90s | 30 Thick Blood | Resist Bleeding +40 | 90s | 20 Tough Guy | Take %50 Damage | 45s | 30 Upsurge | Combat +5 | 120s | 10 -------------------------------------------------------------------------------- E. > > > > Skill Requirements -------------------------------------------------------------------------------- ---------------------------------------------------------------------------- Combat | $$$ | STR | CON | DEX | INT | CUN | ATR | ---------------------------------------------------------------------------- Melee Weapons 1 | 500 | 25 | | 15 | | | 20 | Melee Weapons 2 | 1000| 55 | | 35 | | | 98 | Melee Weapons 3 | 2000| 85 | | 55 | | | 270 | Ranged Weapons 1 | 500 | | | 25 | 15 | | 20 | Ranged Weapons 2 | 1000| | | 55 | 35 | | 98 | Ranged Weapons 3 | 2000| | | 85 | 55 | | 270 | Heavy Weapons 1 | 500 | | 30 | 20 | | | 30 | Heavy Weapons 2 | 1000| | 60 | 40 | | | 118 | Heavy Weapons 3 | 2000| | 90 | 60 | | | 305 | Attack Strength 1 | 500 | 30 | 20 | | | | 30 | Attack Strength 2 | 1000| 70 | 50 | | | | 185 | Parry Strength 1 | 500 | 20 | 30 | | | | 30 | Parry Strength 2 | 1000| 40 | 70 | | | | 165 | Heavy Punch 1 | 500 | | | 20 | | 30 | 30 | Heavy Punch 2 | 1000| | | 50 | | 70 | 185 | Grenades 1 | 500 | 20 | | 10 | | | 10 | Grenades 2 | 1000| 50 | | 30 | | | 79 | Jet Pack Attack | 500 | | | 50 | 30 | | 79 | Machine Killer | 500 | | | 30 | 50 | | 79 | Mutant Killer | 500 | | | 20 | | 40 | 49 | ---------------------------------------------------------------------------- Survival | $$$ | STR | CON | DEX | INT | CUN | ATR | ---------------------------------------------------------------------------- Rad Resist 1 | 500 | | 30 | | | | 20 | Rad Resist 2 | 1000| | 60 | | | | 79 | Fire Resist 1 | 500 | | 30 | | | | 20 | Fire Resist 2 | 1000| | 60 | | | | 79 | Frost Resist 1 | 500 | | 30 | | | | 20 | Frost Resist 2 | 1000| | 60 | | | | 79 | Poison Resist 1 | 500 | | 30 | | | | 20 | Poison Resist 2 | 1000| | 60 | | | | 79 | Armor 1 | 500 | 15 | 25 | | | | 20 | Armor 2 | 1000| 35 | 55 | | | | 98 | Armor 3 | 2000| 55 | 85 | | | | 270 | Animal Trophies 1 | 250 | | | 15 | 15 | | 10 | Animal Trophies 2 | 500 | | | 30 | 35 | | 49 | Animal Trophies 3 | 1000| | | 45 | 55 | | 118 | Good Eater | 500 | | 30 | | | | 20 | Adventurer | 500 | | | | 40 | | 39 | Sixth Sense | 500 | | | | 40 | 60 | 118 | Extra Hitpoints | 500 | | 30 | | | | 20 | Stamina 1 | 500 | | 30 | | | | 20 | Stamina 2 | 1000| | 60 | | | | 79 | ---------------------------------------------------------------------------- Crafting | $$$ | STR | DEX | CON | INT | CUN | ATR | ---------------------------------------------------------------------------- Lock Picking 1 | 250 | | | 15 | 15 | | 10 | Lock Picking 2 | 500 | | | 35 | 30 | | 49 | Lock Picking 3 | 1000| | | 55 | 45 | | 118 | Locksmith | 500 | | | 75 | 50 | | 210 | Pickpocket 1 | 250 | | | 25 | | 15 | 20 | Pickpocket 2 | 500 | | | 55 | | 35 | 98 | Pickpocket 3 | 1000| | | 85 | | 55 | 270 | U Steal Twice | 500 | | | 30 | | 50 | 79 | Modify Weapons | 500 | | | 25 | 15 | | 20 | Goldsmith | 500 | | | 20 | 30 | | 30 | Gemstone Socket | 250 | | | 15 | 25 | | 20 | Chemistry | 250 | | | 15 | 25 | | 20 | Hack 1 | 250 | | | | 15 | 15 | 10 | Hack 2 | 500 | | | | 35 | 30 | 49 | Hack 3 | 1000| | | | 55 | 45 | 124 | Pro Hacker | 500 | | | | 30 | 20 | 30 | Hold Ur Horses | 500 | | | | 50 | 30 | 79 | Mining 1 | 500 | 30 | | 20 | | | 30 | Mining 2 | 1000| 60 | | 40 | | | 118 | ---------------------------------------------------------------------------- Personality | $$$ | STR | CON | DEX | INT | CUN | ATR | ---------------------------------------------------------------------------- Attribute Pts 1 | 500 | | | | 15 | 25 | 20 | Attribute Pts 2 | 1000| | | | 35 | 55 | 98 | Attribute Pts 3 | 2000| | | | 55 | 85 | 270 | Experienced Hun.. | 500 | | | | 50 | 30 | 79 | Bookworm | 500 | | | | 50 | 30 | 79 | Practitioner | 500 | | | | 50 | 30 | 79 | Haggler 1 | 500 | | | | 20 | 30 | 30 | Haggler 2 | 1000| | | | 40 | 60 | 118 | Combat Skills | 500 | 40 | | | 40 | | 78 | Survival Skills | 500 | | 40 | | 40 | | 78 | Crafting Skills | 500 | | | 40 | 40 | | 78 | Personality Skills | 500 | | | | 40 | 40 | 78 | Group 1 | 500 | | | | 30 | 20 | 30 | Group 2 | 1000| | | | 70 | 40 | 165 | Advocate | 500 | | | | 20 | 40 | 49 | Friend of Beasts | 500 | | | | | 50 | 59 | Attribute | 500 | | | | 50 | | 59 | Emotional | 500 | | | | | 50 | 59 | Balanced | 500 | | | | 40 | 40 | 78 | Synthetic | 500 | | | | 50 | | 59 | ---------------------------------------------------------------------------- Berserker | $$$ | STR | CON | DEX | INT | CUN | ATR | ---------------------------------------------------------------------------- Magic 1 | 250 | | | | | 30 | 20 | Magic 2 | 500 | | | | | 40 | 39 | Magic 3 | 1000| | | | | 50 | 59 | Magic 4 | 2000| | | | | 60 | 79 | Magic 5 | 4000| | | | | 70 | 126 | Mana 1 | 500 | | 15 | | 25 | | 20 | Mana 2 | 1000| | 35 | | 55 | | 98 | Mana 3 | 2000| | 55 | | 85 | | 270 | Enchant Weapon | 500 | | | 50 | 30 | | 79 | Scatter Shot | 500 | | | 40 | 30 | | 59 | Seeker Shot | 500 | | | 50 | | 40 | 98 | Camouflage Spell | 500 | | | 40 | | 50 | 98 | Leather Skin Spell | 500 | | 40 | | | 50 | 98 | Aspect of the Warrior | 500 | 40 | | | | 50 | 98 | Blood Transfer Spell | 500 | | 40 | | | 50 | 98 | Spirit Wolf | 500 | | | | 40 | 50 | 98 | Sense Life Spell | 500 | | | | 30 | 40 | 59 | Poisonous Aura | 500 | | 40 | | | 50 | 98 | Healing Spell | 500 | | 40 | | | 60 | 118 | ---------------------------------------------------------------------------- Outlaw | $$$ | STR | CON | DEX | INT | CUN | ATR | ---------------------------------------------------------------------------- Unscrew 1 | 500 | | | 40 | | 30 | 59 | Unscrew 2 | 1000| | | 70 | | 50 | 185 | Create Ammunition 1 | 500 | | | 40 | 30 | | 59 | Create Ammunition 2 | 1000| | | 70 | 50 | | 185 | Body Chemistry 1 | 500 | | 25 | | | | 15 | Body Chemistry 2 | 1000| | 55 | | | | 69 | Body Chemistry 3 | 2000| | 85 | | | | 201 | Low-Tech Weaponsmith | 500 | | | 50 | | 30 | 79 | Chem Capacity 1 | 500 | 20 | 25 | | | | 25 | Chem Capacity 2 | 1000| 40 | 55 | | | | 108 | Chem Capacity 3 | 2000| 60 | 85 | | | | 280 | * Overdrive Stim | 250 | | 50 | | | 40 | 98 | * Steel Skin Chem | 250 | 40 | 50 | | | | 98 | * Pick-me-up Stim | 250 | 40 | 50 | | | | 98 | * Scrap Scanner Chem | 250 | | 40 | | | 30 | 59 | * Immune Booster Chem | 250 | 40 | 50 | | | | 98 | * Tough Guy Chem | 250 | | 60 | | | 40 | 118 | * Mind Changer Stim | 250 | 40 | 60 | | | | 118 | * Animal Lover Chem | 250 | | 50 | | 40 | | 98 | * You don't have to learn stim recipes as skills. You can just buy them or find them in the game world (See Appendix F : Item Locations -> Recipes) ---------------------------------------------------------------------------- Cleric | $$$ | STR | CON | DEX | INT | CUN | ATR | ---------------------------------------------------------------------------- PSI 1 | 250 | | | | 30 | | 20 | PSI 2 | 500 | | | | 40 | | 39 | PSI 3 | 1000| | | | 50 | | 59 | PSI 4 | 2000| | | | 60 | | 79 | PSI 5 | 4000| | | | 70 | | 126 | Battery 1 | 500 | | 15 | | 25 | | 20 | Battery 2 | 1000| | 35 | | 55 | | 98 | Battery 3 | 2000| | 55 | | 85 | | 270 | High-Tech Weaponsmith | 500 | | | 50 | 30 | | 79 | One Man Army | 500 | 40 | 50 | | | | 98 | Suggestion | 500 | | | | 30 | 30 | 40 | Technophile | 500 | | | | 40 | | 39 | Cleansing | 500 | | 30 | | 40 | | 59 | Power Shield | 500 | | 40 | | 50 | | 98 | One with the Weapon | 500 | | | 40 | 40 | | 78 | Phasing Ability | 500 | | | | 50 | 40 | 98 | Power Wave Ability | 500 | 40 | | | 60 | | 118 | The Last Stand Ability | 500 | | 40 | | 50 | | 98 | Projection Ability | 500 | | | | 50 | 40 | 98 | -------------------------------------------------------------------------------- F. > > > > Item Locations -------------------------------------------------------------------------------- ---------------------------------------------------------------------------- Weapons | Location ---------------------------------------------------------------------------- Archon's Might | Domed City -> See quest "A Strange Mechanism" Axe | Fort -> 14 W -> 6 N Axe | Valley of the Damned -> 1 E -> 3 N Acolyte Sword 1 | Dam Teleport -> 6 E -> 11 N Acolyte Sword 2 | Southern Pass -> 4 E -> 8 N Bladed Mace | Crater -> 9 E -> 3 S Bladed Mace | Southern Pass -> 1 E -> 7 N (basement) Broadsword | Hotel Ruins -> 5 E -> 4 S Chainsword 1 | Southern Cliffs -> 3 W (In Ripper nest) Calaan's Hammer | Dam Teleport -> 2 E -> 18 N Calaan's Hammer | Snow Pass Teleporter -> 2 W -> 7 S Calaan's Hammer 2 | Snow Pass Teleporter -> 4 W -> 3 N Chainsaber | Southern Cliffs -> 5 W -> 1 S (Forbidden) Chainsaber | Southern Cliffs -> 6 W -> 6 S (2nd floor) Crossbow | Fort -> 4 N Crossbow | Fort -> 17 W (in Cave @18 W -> 2 S) Cultivator Bow | Game Start -> 1 E Cultivator Bow | Abandoned Cliffs -> 1 W -> 3 N Daryl's Revenge | Tavar Converter -> 5 W -> 2 S (top of cliff) Double Barrel Shotgun | Domed City -> 4 W -> 1 N (In bar, forbidden) Dr. Strange | Tavar Mountains -> 7 W -> 2 N (basement) Dual Hammer | Hort -> 4 W -> 12 S Energy Dual Hammer 1 | Domed City T -> 4 E -> 11 N (on Balcony) Gaia's Wrath | Valley of the Damned -> 1 E -> 3 N Gore Reaperblade 1 | Great Lift -> 2 E -> 8 S (Near top) Grenade Launcher | Domed City T -> 3 W -> 15 N Hammer | Berserker Island -> 6 W -> 9 N Hatchet | Goliet -> 1 W -> 4 N Hunting Bow | Small Farm -> 2 E -> 8 S (Forbidden) Hunting Bow | Valley of the Damned -> 3 E -> 1 S Hunting Bow | Hotel Ruins -> 6 E -> 8 S (In tower) Hunting Bow | Goliet -> 5 E -> 8 N Kaboom | Sandy Pines Teleporter -> 4 E -> 5 N Kiss of Death | Valley of the Damned -> 1 E -> 1 S (In cave) Laser Blaster LSR-T | Hangar T -> 3 W -> 1 S Laser Blaster LSR-C | Domed City -> 6 W -> 2 S (Warehouse,forbidden) Laser Blaster LSR-C | Hort -> 6 E -> 11 S Mortal Beam | Company Premises Volcano -> 11W -> 8N (Dangerous) Poison War Sword 2 | Crater -> 2 E -> 10 S Plasma Blaster PLS-T | East Xacor Converter -> 3 E Plasma Blaster PLS-C | Crater T -> 1 E -> 5 N Plasma Rifle | East Xacor Conv -> 3E -> 2N (2nd floor safe:0666) Regent Sword | South Abessa Converter -> 15 E -> 2 S Regent Sword | Hort -> 6 W -> 12 S (In tent) Reaperblade | Fort -> 18 W -> 2 S (Guarded by Rippers) Reflector Serrated Axe | Great Lift -> 2 E -> 11 S (Cave @10S) Rusty Axe | Great Lift -> 2 W -> 2 S Rusty Axe | Valley of the Damned -> 3 E Rusty Axe | Valley of the Damned -> 1 E -> 3 N Rocket Launcher | Ignadon Converter -> 5 W (Storage Room Safe) Serrated Axe 1 | Fort -> 14 W -> 6 N Scrap Hatchet | Tavar Mountains -> 3 W -> 10 S Snake Bite | Goliet -> 2 E -> 2 S (Sinda's house, forbidden) Stasis Dual Hammer 1 | Valley of the Damned -> 11 W -> 3 N (In building) Sword of Advent | Domed City -> 6 W -> 1 S (above sanctuary) The Armor Cracker | Tavar Mountains -> 2 W -> 9 S The Executor | Fort Teleport -> 2 E -> 5 N (top of conveyor) The Mortal Beam | Company Premises Volcano -> 11 W -> 8 N The Phantom String | Origin -> 2 S (Top of Tower) The Staker | Dam Teleport -> 1 E -> 4 S The Widowmaker | Hanger -> 6 E -> 4 N Thunderclap | Dukes Bunker -> 1 W -> 1 S (Guarded room, 3rd floor) 2-Handed Sword 1 | Berserker Island -> 7 W -> 7 N (forbidden) 2-Handed Fire Sword 2 | Company Premises Volcano -> 6 E Wrath Rocket Launcher | Fort -> 1 E -> 1 S (in ravine, Reaper Leader) Wrath Rocket Launcher | West Xacor Converter -> 2 W Warriors Sword I | Dukes Bunker -> 9 W -> 4 S (radiated area) War Bow | Origin -> 1 S War Bow | Small Camp -> 2 E -> 2 N War Bow | Mountain Lake -> 5 E -> 2 N ---------------------------------------------------------------------------- Armor/Shields | Location ---------------------------------------------------------------------------- Calaan's Bulwark | Cathedral T -> 1 S (2nd floor of Cathedral) Classic Sunglasses | Berserker Island -> 6 W -> 9 N Energy Shield | Hort Teleport -> 11 W -> 8 S Hunter Helmet | Berserker Island -> 7 W -> 7 N (Locked(1) Chest) Hunter Pants | Goliet -> 2 E -> 1 N (On wall in chest) High Tech Sunglasses | Small Farm -> 1 W -> 1 N (In trunk) High Tech Sunglasses | Crater -> 10 E -> 2 S (Near/under truck) Ironfist's Shield | Small Camp -> 4 N (Reaver camp) Mechanics Shirt | Hangar -> 8 W -> 5 S (Locked(2) Chest) Mechanic Cap | Domed City -> 2 W -> 2 S (In Vivian's(1) Chest) Miner Pants | Domed City -> 1 W -> 7 S (Locked(2) Chest) Miner Helmet | Dam Teleport -> 4 E -> 5 S (Locked(1) Chest) Miner Shirt | Company Premises Vol. -> 11W -> 8N (Locked(2) Chest) Modern Sunglasses | Dam Teleport -> 9 E -> 3 N Scrap Scavenger Shirt | Old Factory T -> 8 E -> 3 N, in chest Scrap Shield | Sandy Pines -> 11 E -> 3 S Scrap Scavenger Hat | Sandy Pines -> 1 E -> 1 S (in Locked(2) Chest) Sunglasses | Southern Cliffs -> 6 W -> 6 S (2nd floor) Sunglasses | Domed City -> 3 E -> 8 N (top of windmill) Sunglasses | South Abessa -> 3 E -> 7 S (On car on bridge) Thief Pants | Fort T -> 14 W -> 5 N (in Locked(1) Chest) Worker Helmet | Mountain Lake -> 4 W -> 8 N (Chest(2) in Tower) Worker Armor | Goliet -> 2 W -> 15 N Worker Pans | Great Lift -> Same cell (2nd floor, locked chest) Wooden Shield | Dam Teleport -> 3 W -> 2 N Wooden Shield | Valley of the Damned -> 3 E -> 1 S ---------------------------------------------------------------------------- Amulets/Rings | Location ---------------------------------------------------------------------------- Amulet of Deception | North Abessa Conv -> 8 W -> 3 S (in chest(1)) Amulet of Deception | Domed City T -> 11 E, 2 S (In cave 8E, 1S) Amulet of Defense | Crater -> 2 E -> 18 S Amulet of Defense | Great Lift -> 2 E -> 11 S (Cave @10S) Amulet of Provider | Small Farm -> 2 E -> 8 S Amulet of Protection | Valley of the Damned -> 10W -> 4N (Basement @11W,3N) Amulet of Survival | Old Factory -> 7 E Dualskill Amulet | Domed City -> See quest "A Strange Mechanism" Dualskill Ring | Hort Teleport -> 8 W -> 10 S Explorer's Amulet | Domed Ruins -> 5 W -> 5 N (behind Mutant nest) Outlaw's Amulet | Ruins of the Domed -> 1 E -> 2 S Outlaw's Ring | Ruins of the Domed -> 4 E -> 1 N Poachers Amulet | Sandy Pines Teleporter -> 4 E -> 5 N Poachers Amulet | Fort T -> 14 W -> 5 N (near sleeping bag) Researcher's Amulet | Castle Runes of West Ignadon T -> 3 W (In a trunk) Ring of Combat | Berserker Island -> 6 W -> 9 N Ring of Power | Southern Cliffs -> 4 W -> 9 S (Radiated area) Ring of Power | Sandy Pines T -> 26 E -> 10 S (Radiated area) Ring of Protection | Hangar T -> 4 E Ring of Protection | Southern Pass -> 1 W -> 8 N (2nd floor safe) Ring of Rad Res | Tavar Mountains -> 6 W -> 1 N (in chest(1)) Ring of Stamina | Tavar Mountains -> 6 W -> 1 N Ring of Strength | North Abessa Conv -> 2 E -> 6 S (top of tower) Ring of Toughness | Edan Converter T -> 3 N (in chest, conv floor 1) Ring of Hardiness | Domed City -> 6 E -> 5 N (in chest) Ring of Hardiness | Dam Teleport -> 2 W -> 1 N (On shelf) Ring of Fire Resist | Small Camp -> 8 W -> 3 S Ring of Ice Resist | Fort T -> 7 E -> 1 S (top of structure, look down) Scientists Amulet | Small Farm -> 1 W -> 1 N (in chest) Scientists Amulet | Domed City -> 5 W -> 2 S (2nd Floor, Forbidden) Sneakers Amulet | Easter Converter -> 3 W -> 4 S Survival Artists Amulet | Hort T -> 7 E -> 16 S Thief's Ring | Valley of the Damned T -> 1 E -> 3 N (on couch) Thief's Amulet | Domed City -> 1 E -> 2 S Thief's Amulet | South Abessa Converter T -> 3 E -> 4 S ---------------------------------------------------------------------------- Recipes | Location ---------------------------------------------------------------------------- Amulet of Charisma | Southern Cliffs -> 3 W (At Ripper Nest) Amulet of Defense | Lava Lake T -> 4 W Amulet of Defense | Sandy Pines -> 20 E -> 2 S Antitoxin | Tavar Mountain T -> 1 S (Gas station) Applejack | Tavar Mountain T -> 1 S (Gas station) Bone Marrow Soup | Dukes Bunker -> 3 W -> 1 S (Chloe's basement) Bone Marrow Soup | Small Farm -> 2 E -> 2 S (Dangerous location) Bone Marrow Soup | Fort -> 14 W -> 6 N Bloody Burger | Domed City -> 2 W -> 2 S (On table) Creative Urge | Dam Teleport -> 2 W -> 1 N (On counter) Elex Potion | Company Premises North Abessa -> 2 W Elixir of Health | Snow Pass T -> 4 W -> 3 N (In house, in cave) Elixir of Mana | Berserker Island -> 1 E Elixir of Mental Energy | Hort -> 8 W -> 10 S Elixir of Quantity | Lava Lake -> 4 E -> 5 N Elixir of Stamina | Hangar T -> 3 W -> 1 S (on Air traffic controls) Energy Reserve | Company premises Central Abessa -> 5 W -> 2 N Energy Reserve | Domed City -> 4 W -> 1 S (Forbidden) Firebug | Company Premises Volcano -> 7 E (3rd floor) Gland Soup | Great Lift Teleport T -> 1 E -> 1 S Healing Potion | Domed -> 2 E -> 1 N Healing Potion II | Domed -> 5 W -> 1 N (Brabak's house) High Performance Soup | Sandy Pines T -> 1 E -> 1 S (in Restaurant) High Performance Soup | Origin -> 1 S High Performance Soup | Valley of the Damned -> 2 E -> 1 S (3rd floor) Immune Booster | Old Factory -> 1 E -> 1 S Leadbelly | Dukes Bunker -> 3 W -> 1 S (Chloe's basement) Lifeblood | Mountain Lake -> 1 W -> 8 N Lifeline | Goliet -> 2 W -> 15 N Mana Potion | Valley of the Damned -> 1 E -> 2 N Mana Potion | Berserker Island -> 16 W -> 9 N (In barrack) Mind Changer | Southern Pass -> 2 E -> 4 N Pick-Me-up | Sandy Pines Teleport -> 21 E -> 3 S Powerful Energy Reserve | Hort -> 6 E -> 2 S (forbidden) Powerful Healing Potion | Origin -> 2 S (In your Room) Powerful Mana Potion | Valley of the Damned -> Same Cell as Teleport Powerful Mana Potion | Tavar Mountains -> 7 W -> 1 N (basement) Reavers Amulet | Tavar Mountain T -> 6 E -> 4 N Ring of Defense | Great Lift -> 2 E -> 11 S (Cave @10S) Ring of Dexterity | Domed City T -> 2 W -> 18 N (Cave @17N) Ring of Durability | Crater -> 3 W -> 1 N Ring of Power | Valley of Damned -> 6 W -> 8 S (Top of building) Ring of Resistance | Great Lift -> 6 E -> 4 S (2nd Floor, Poison Gas) Scrap Scanner | Sandy Pines T -> 1 E -> 1 S (in Restaurant) Small Energy Reserve | Small Camp -> 1 North Small Energy Reserve | Edan Converter T -> 3 N (conv floor 3) Small Elex Potion | Domed -> 2 West -> 9 N (In house) Small Healing Potion | Goliet -> 1 West -> 2 S (1st floor of tower) Small Mana Potion | Hotel Ruins -> 2 W -> 3 N (In shrine/forbidden) Strong Energy Reserve | Dukes Bunker -> 1 N (In silo behind Konrad) Strong Energy Reserve | South Abessa Converter -> 1 W -> 1 S Strong Elex Potion | Crater -> 9 E -> 1 S Strong Healing Potion | Old Factory -> 8 E -> 3 N Strong Healing Potion | Sandy Pines -> 12 E -> 4 S (Reaver Cave) Strong Mana Potion | Fort -> 14 W -> 6 N Steak Dish | Small Camp -> 2 W -> 23 N (Table in camp) Steel Skin | Sandy Pines -> 6 E -> 9 N Thick Blood | Sandy Pines -> 1 W (Room 15) Tough Guy Stim | North Abessa Converter T -> 8 W -> 2 N Upsurge | South Abessa Converter T -> 9 E -> 14 N Warming Soup | Domed City -> 4 W -> 1 N (in Bar, Forbidden) Woodlice Meat Soup | Sandy Pines T -> 1 E -> 1 S (in Restaurant) Woodlice Meat Soup | Dukes Bunker -> 3 W -> 1 S (Chloe's basement) Woodlice Meat Soup | Sandy Pines -> 12 E -> 5 S (Reaver Cave) ---------------------------------------------------------------------------- Plants | Location ---------------------------------------------------------------------------- Wolf Leaf | Berserker Island -> 8 W -> 8 Wolf Leaf | Berserker Island -> 1 E -> 1 Wolf Leaf | Berserker Island -> 8 N Wolf Leaf | Berserker Island -> 13 W -> 6 N Wolf Leaf | Blacksmith -> 7 E -> 4 N Wolf Leaf | Blacksmith -> 20 E -> 5 N Wolf Leaf | Castle Ruins -> 3 N Wolf Leaf | Company Premises Volcano -> 6 W -> 4 N Wolf Leaf | Crater -> 5 E -> 1 S Wolf Leaf | Crater -> 3 E -> 5 N (Dangerous Area) Wolf Leaf | Crater -> 9 E -> 5 S Wolf Leaf | Crater -> 10 E -> 6 S Wolf Leaf | Dam Teleport -> 2 E -> 5 N Wolf Leaf | Domed City -> 7 N Wolf Leaf | Domed City -> 6 W -> 6 S Wolf Leaf | Domed City -> 4 W -> 6 S Wolf Leaf | Domed City -> 4 W -> 5 N Wolf Leaf | Duke's Bunker -> 4 W Wolf Leaf | Duke's Bunker -> 5 W -> 1 S Wolf Leaf | Duke's Bunker -> 5 W -> 1 S (A second one) Wolf Leaf | Duke's Bunker -> 1 W -> 8 S Wolf Leaf | Fort Teleport -> 1 W -> 5 S Wolf Leaf | Fort Teleport -> 2 W -> 1 S Wolf Leaf | Fort Teleport -> 13 W -> 7 N Wolf Leaf | Fort Teleport -> 8 W -> 5 N Wolf Leaf | Fort Teleport -> 9 W -> 1 N Wolf Leaf | Goliet -> 1 W -> 5 N Wolf Leaf | Goliet -> 1 W -> 15 N Wolf Leaf | Goliet -> 2 E -> 21 N Wolf Leaf | Goliet -> 4 E -> 2 S Wolf Leaf | Goliet -> 3 E -> 1 S Wolf Leaf | Great Lift -> 3 E -> 1 N Wolf Leaf | Great Lift -> 4 E -> 1 S Wolf Leaf | Great Lift -> 4 W -> 2 S Wolf Leaf | Great Lift -> 3 W -> 2 S Wolf Leaf | Hangar -> 4 E -> 2 S Wolf Leaf | Hangar -> 1 E -> 1 N Wolf Leaf | Hangar -> 7 E -> 1 N Wolf Leaf | Hort -> 2 N Wolf Leaf | Hort -> 12 N (In cave. Dangerous Area) Wolf Leaf | Hort -> 5 W -> 1 N Wolf Leaf | Hort -> 6 W Wold Leaf | Hotel Ruins -> 3 E -> 1 N Wold Leaf | Hotel Ruins -> 7 E -> 6 S (Poison cloud) Wold Leaf | Hotel Ruins -> 8 E -> 7 S (Poison cloud) Wold Leaf | Hotel Ruins -> 11 E Wolf Leaf | Mount Lake Teleport -> 2 W -> 2 N Wolf Leaf | Mount Lake Teleport -> 2 W -> 1 S Wolf Leaf | Mount Lake Teleport -> 3 W -> 3 N Wolf Leaf | North Abessa Conv -> 2 W -> 6 S Wolf Leaf | Old Factory -> 1 E -> 10 N Wolf Leaf | Old Factory -> 1 E -> 5 N Wolf Leaf | Old Factory -> 10 E -> 1 S Wolf Leaf | Old Factory -> 11 E -> 2 S Wolf Leaf | Old Factory -> 13 E -> 4 S Wolf Leaf | Old Factory -> 5 W -> 13 N Wolf Leaf | Origin -> 3 E Wolf Leaf | Origin -> 3 E -> 2 S Wolf Leaf | Origin -> 2 E -> 3 N (Mountain summit) Wolf Leaf | Origin -> 7 E -> 6 S Wolf Leaf | River Delta -> 6 E Wolf Leaf | River Delta -> 10 E -> 4 N Wolf Leaf | Ruins of the Domed -> 4 N Wolf Leaf | Ruins of the Domed -> 1 E -> 3 S Wolf Leaf | Ruins of the Domed -> 5 E -> 3 N Wolf Leaf | Ruins of the Domed -> 3 W -> 2 N Wolf Leaf | Ruins of the Domed -> 3 W -> 2 N (2nd) Wolf Leaf | Ruins of the Domed -> 7 E -> 4 S Wolf Leaf | Sandy Pines -> 2 S Wolf Leaf | Sandy Pines -> 6 E -> 7 S Wolf Leaf | Sandy Pines -> 6 E -> 7 S (2nd one) Wolf Leaf | Sandy Pines -> 7 E -> 4 N Wolf Leaf | Sandy Pines -> 10 E -> 1 N Wolf Leaf | Sandy Pines -> 14 E -> 1 N Wolf Leaf | Sandy Pines -> 15 E -> 4 S Wolf Leaf | Sandy Pines -> 15 E -> 4 S (2nd one) Wolf Leaf | Sandy Pines -> 5 E -> 5 N Wolf Leaf | Sandy Pines -> 19 E -> 5 N (In Gorge) Wolf Leaf | Sandy Pines -> 19 E -> 5 N (In Gorge) Wolf Leaf | Small Camp -> 2 E -> 19 N Wolf Leaf | Small Camp -> 2 E Wolf Leaf | Small Camp -> 5 S Wolf Leaf | Small Camp -> 7 W -> 1 S Wolf Leaf | Small Camp -> 9 W -> 2 S Wolf Leaf | Snow Pass -> 5 W -> 4 S Wolf Leaf | Southern Cliff -> 1 W -> 6 S (Behind Lighthouse) Wolf Leaf | Southern Cliff -> 5 W -> 4 S (Below bridge) Wolf Leaf | Southern Cliff -> 3 S Wolf Leaf | Tavar Mountain T -> 5 E -> 4 S Wolf Leaf | Tavar Mountain T -> 5 E -> 4 S (2nd one) Wolf Leaf | Valley of Damned -> 1 E (Dangerous Area) Wolf Leaf | Valley of Damned -> 5 W -> 3 N Wolf Leaf | Valley of Damned -> 2 W -> 7 N Golden Whisper | Abandoned Cliffs -> 1 W -> 3 N (Top of mountain) Golden Whisper | Company Premises Volcano -> 1 S Golden Whisper | Fort -> 6 W -> 5 N (On top of ripper nest) Golden Whisper | Hangar -> 4 S Golden Whisper | Hangar -> 15 W -> 5 S Golden Whisper | Hort -> 7 W -> 11 S Golden Whisper | Old Factory -> 2 E -> 2 S (On top of oil tank) Golden Whisper | River Delta -> 2 E -> 1 S (basement, poisonous) Golden Whisper | Sandy Pines -> 10 W -> 7 N (base of tower) Golden Whisper | Small Camp -> 2 W -> 1 N Golden Whisper | Small Camp -> 3 E -> 3 N Golden Whisper | South Abessa Conv -> 1 S (Avail on top post shutdown) Golden Whisper | Southern Cliff -> 1 W -> 6 S Golden Whisper | Southern Pass -> 1 E (Cold dmg going up) Golden Whisper | Tavar Conv -> 7 E -> 4 S (on top of dead world heart) Golden Whisper | Valley of the Damned -> 2 E -> 5 N Golden Whisper | Valley of the Damned -> 1 E (top of mountain) Golden Whisper | Xacor East Conv -> 2 E -> 2 S King's Sorrel | Domed City -> 1 E -> 8 N King's Sorrel | Edan Converter -> 5 N (Top of converter) King's Sorrel | North Abessa Conv -> 9 W -> 6 S King's Sorrel | North Abessa Conv -> 6 E -> 2 N (Top of converter) King's Sorrel | Origin -> 4 W -> 3 N King's Sorrel | Small Farm -> 2 E -> 2 N ---------------------------------------------------------------------------- Special | Location ---------------------------------------------------------------------------- Map Piece 01 | River Delta -> 8 E -> 6 S Map Piece 02 | River Delta -> 5 W Map Piece 03 | Small Camp -> 9 W -> 2 N (In Observatory) Map Piece 04 | Sandy Pines -> 14 W -> 1 N (On top) Map Piece 05 | Origin -> 2 S (In the basement) Map Piece 06 | Mountain Lake -> 2 E -> 12 N (On Cliff) Map Piece 07 | Southern Cliff -> 1 W -> 6 S (Behind Lighthouse) Map Piece 08 | Ruins of the Dome -> 4 N Map Piece 09 | Crater -> 2 W -> 2 N Map Piece 10 | Hangar -> 3 W -> 1 S Map Piece 11 | Company Premises Volcano -> 1 W -> 1 N Map Piece 12 | Snow Pass -> 4 W -> 3 N Map Piece 13 | West Xacor Converter -> 7 E -> 3 N Map Piece 14 | Domed City -> 12 E -> 2 S (Cave starts @8East) Map Piece 15 | Domed City -> 7 W -> 2 N (Bottom of gorge) Map Piece 16 | South Abessa Converter -> 6 E -> 6 S (above the poisoned area Small Blue Gemstone | Berserker Island -> 7 W -> 7 North (Locked(1) Chest) Small Blue Gemstone | Company Premises Volcano -> 1 W -> 2 N Small Blue Gemstone | Crater Teleport -> 3 W -> 2 N (2nd floor:5976) Small Blue Gemstone | Dam -> 1 E -> 4 S (Locked(3) Chest) Small Blue Gemstone | Domed City -> 2 W -> 17 N Small Blue Gemstone | Domed City -> 2 W -> 1 N (Locked(2) chest) Small Blue Gemstone | Great Lift -> 4 E -> 6 S (near top) Small Blue Gemstone | Hangar -> 3 W -> 1 S Small Blue Gemstone | Hotel Ruins -> 1 E -> 1 S (4rd floor) Small Blue Gemstone | North Abessa Converter -> 8 W -> 3 S (In Tower) Small Blue Gemstone | River Delta -> 3 E -> 1 S (in locked trunk) Small Blue Gemstone | Sandy Pines -> 12 E -> 5 S (Reaver Cave) Small Blue Gemstone | Snow Pass -> 6 W -> 4 S Small Blue Gemstone | Southern Pass -> 1 W -> 2 N (Locked(1) Chest) Small Blue Gemstone | Tavar Mountains -> 2 W -> 9 S Small Blue Gemstone | Tavar Converter -> 2 E -> 1 N (2nd floor. Safe:9273) Small Green Gemstone | Berserker Island -> 12 N (forbidden locked chest(3)) Small Green Gemstone | Berserker Island -> 2 E Small Green Gemstone | Crater -> 5 E -> 2 N (2nd Floor) Small Green Gemstone | Dam Teleport -> 4 E -> 5 S (In locked(1) chest) Small Green Gemstone | Domed City -> 6 W -> 1 S (Alois Chest(2)) Small Green Gemstone | Domed City -> 6 W -> 1 S (Basement) Small Green Gemstone | Domed City -> 6 W -> 2 S (Warehouse (forbidden)) Small Green Gemstone | Fort -> 6 W -> 6 N (In ripper nest) Small Green Gemstone | Goliet -> 5 E -> 7 N Small Green Gemstone | Hort -> 11 W -> 8 S Small Green Gemstone | Lava Lake-> 4 E -> 5 N (in locker) Small Green Gemstone | Old Factory -> 7 E -> 4 N (Ray's Personal Quest) Small Green Gemstone | Sandy Pines -> 10 E -> 1 S (safe:6974) Small Green Gemstone | Southern Pass -> 1 E -> 11 N (safe: 7391) Small Green Gemstone | Southern Pass -> 2 E -> 5 N (cold zone, in barrel) Small Green Gemstone | Valley of the Damned -> 1 E -> 1 S (In cave) Small Red Gemstone | Cathedral -> 1 S (In Archive next to bed) Small Red Gemstone | Company Premises: West Edan -> 3 W (3rd floor) Small Red Gemstone | Crater -> 2 E -> 18 S Small Red Gemstone | Crater -> 6 N -> (1st floor safe:3265) Small Red Gemstone | Dam Teleport -> 9 E -> 4 N (In barn, in backpack) Small Red Gemstone | Dam Teleport -> Same cell (Base of Dam in backpack) Small Red Gemstone | Domed City T -> 2 N (on roof of Outlaw house) Small Red Gemstone | Fort -> 14 W -> 6 N (in wagon) Small Red Gemstone | Great Lift -> Same cell (2nd floor, locked chest) Small Red Gemstone | Hotel Ruins -> 8 E -> 6 S Small Red Gemstone | Sandy Pines -> 6 E -> 9 N Small Red Gemstone | Sandy Pines -> 1 E -> 5 S (Locked Chest(1)) Small Red Gemstone | Small Farm -> 2 E -> 2 S (2nd Floor) Small Red Gemstone | Southern Pass -> 1 W -> 7 N (Garage) Small Red Gemstone | Southern Pass -> 7 E -> 3 South Small Red Gemstone | Tavar Mountain T -> 6 E -> 5 S (in unlocked safe) Small White Gemstone | Small Camp -> 1 E -> 1 N (basement) Small White Gemstone | Goliet -> 1 W -> 3 N (in building) Small White Gemstone | Great Lift -> 1 S (2nd floor, forbidden) Small White Gemstone | Great Lift -> 2 E -> 11 S (Cave @10S) Small White Gemstone | Edan Converter -> 6 W -> 4 N (poisoned area) Small White Gemstone | Domed City -> 1 W -> 7 S (in locked(2) Chest) Small White Gemstone | North Abessa C -> 1 E -> 9 S (in tunnel) Small White Gemstone | Origin -> 2 S (Chest in your room) Small White Gemstone | South Abessa C -> 1 E -> 1 S (3rd floor storage room) Small White Gemstone | Sandy Pines -> 11 E -> 3 N (East fence, in safe:6584) Small White Gemstone | Tavar Converter -> 1 E -> 3 S (1st floor) Small White Gemstone | Dukes Bunker -> 1 W -> 2 N (steal from behind curtain) Small White Gemstone | Old Factory -> 1 E -> 1 S (steal through crack) Small White Gemstone | Hort Teleport -> 8 W -> 10 S (locker:3179) Small White Gemstone | Snow Pass -> 13 E -> 1 N (locker:7321) Small White Gemstone | Snow Pass -> 4 W -> 3 N Small Yellow Gemstone | Company Premises Volcano-> 5 W-> 11N (safe: 3710) Small Yellow Gemstone | Crater-> 2W->1N (Enter house through 2nd floor window) Small Yellow Gemstone | Dam Teleport -> 3 W -> 2 N Small Yellow Gemstone | Domed City -> 2 W -> 9N (in locked Chest(2)) Small Yellow Gemstone | Dukes Bunker -> 1 W -> 1 S (Under Dukes Throne) Small Yellow Gemstone | Dukes Bunker -> 6 W (Back of club on shelf) Small Yellow Gemstone | East Xacor Converter ->first level locked trunk(3) Small Yellow Gemstone | Great Lift -> 6 E -> 4 S (2nd Floor, Poison Gas) Small Yellow Gemstone | Hort -> 12 N Small Yellow Gemstone | Mountain Lake -> 5 E -> 3 N (in ravine) Small Yellow Gemstone | Origin -> 4 W -> 15 S (locked Chest(2)) Small Yellow Gemstone | Origin -> 7 E -> 5 S Small Yellow Gemstone | Small Camp -> 9 W -> 3 N (Start of game) Small Yellow Gemstone | Small Farm -> 2 E -> 8 S Small Yellow Gemstone | Snow Pass -> 1 E -> 1 N (Back of truck) Small Yellow Gemstone | Tavar Conv > 8 E-> 6 N (safe:7946) Strong Elex Drink | Domed City -> 3 E -> 11 North (2nd floor of house) Strong Elex Drink | East Xacor Converter -> 3 East -> 2 North (on top) Strong Elex Drink | East Xacor Conv -> 2 E -> 1 N (Locked trunk (3)) Strong Elex Drink | Edan Converter T -> 3 N (4th floor, near controls) Strong Elex Drink | Hangar Teleport -> 12 W -> 7 S Strong Elex Drink | Origin -> 4 E -> 6 South Strong Elex Drink | Valley of the Damned -> 10 W -> 4 N (roof w/radio) Heal | Southern Pass -> 4 E -> 8 N (single use Alb spell) -------------------------------------------------------------------------------- G. > > > > Bugs and Cheats -------------------------------------------------------------------------------- 1) Lock Picking: During play testing on PC (2019), I found after about an hour or so of game-play, about 75% of the time, lock-picking bugs out. When this happens, if you go to pick a lock and hit ESC, it just opens immediately. I'm not sure what sequence of events leads to this behavior, but the fact that it almost always happens after about an hour of game play likely means it is somehow related to combat or possibly event queues filling up. Whatever it is, it is common enough that everyone should always try hitting ESC when first attempting to pick a lock. You will be surprised how often it just unlocks immediately. When the bug happens, it remains in effect until you quit the game and restart. So if you are lucky enough to have this happen to you, remember that it stops working when you leave the game. 2) Getting the Alb Commander Armor back: This trick only works on PATCHED games. (Alb Commander Armor was added by a patch). Normally, you get the Alb Commander Armor towards the end of the game. As it turns out, you can get the Alb Commander Armor at any point in the game thanks to a clipping bug. Unfortunately, the clip bug is located in a cold zone. So while it is available from the beginning of the game, you need to be able to survive for a little over 2 min in a cold zone to take advantage of it. The easiest way is with 4 Immune Booster chems. There is a video here that shows where the clip bug is and where to go to get the armor once inside the Ice Palace: https://www.youtube.com/watch?v=vzjyqYh3qMA What the video does not show is how the user got to the Ice Palace and where they got the immune boosters from. This guide can help with that part. I recommend waiting until Milestone Save 01 or later to get the armor (roughly level 16). Why? For one, to get leather for the immune boosters, you need Animal Trophies 2, which you don't exactly start the game with. The armor itself has a 40 STR and 50 CON usage requirement. What point is there in getting armor you can't wear? And even if you just plan on selling it, waiting until Milestone 01 will ensure you are capable of defending yourself. (and that the snowpass teleport is likely unlocked). The recipe for Immune Booster is located at: Old Factory Teleport -> 1 East -> 1 South It is a forbidden item, so you will have to steal it without getting caught. It calls for: 2 Leather 1 Natural Elex 2 Electronic Scrap. You can buy the Natural Elex and Electronic Scrap. So the other challenging ingredient is leather. The following creatures drop leather if you have Animal Trophies 2: Biters Raptors Skex Pack Leaders Raptors are common in Edan. A number can normally be found North and or south of the Small Camp teleport or East/West of the River Delta Teleport. Once you have 4 immune boosters, the best way to get to the ice palace is from the Snow Pass Teleport. Stick to the (frozen) water. There will be creatures and patrols, but it will be safer than the roads. Generally aim for: Snow Pass -> 9 West -> 6 South From there, follow the water until you reach the bridge just south of the ice palace. If you run into a Troll, it is likely better to just run past it than try to fight. When inside the Ice Palace, don't activate the Teleport. Don't talk to anyone. Don't pick up any recordings, etc... Even if you have finished the game before, you might break the game as activating things/people finishes quests (likely breaking the game later) Get the Commander Armor and then Teleport Out. For those not interested in the armor (Sort of lore breaking walking around as a Berserker in Alb armor), know the armor sells for 7000 shards and the helmet sells for 2000. So if you are strapped for cash, it is yet another Legendary quality item you can pick up and sell for easy shards. 3) Ridiculously Overpowered The Amulet of Defense grants The Last Stand ability, which restores your health when you drop to 0 hp. Here is the thing, the Aura of Life spell effect is bugged. According to the game, it is suppose to only restore 50% of your health and it is supposed to have a 5 min cool down. However, in reality it restores 100% of your health, and has no cool down. Clerics who learn the Last Stand skill are still somewhat limited in that it takes Mental Energy to cast and it only lasts for 45s (has to be recast all the time). But as an amulet, it has infinite duration and all you have to do to re-cast is toggle the necklace on/off. No mental energy needed. So for example, if you need health, put the Amulet of Defense on and jet pack into the air as far as you can. Allow yourself to fall. The landing that would normally kill you just restores your health to 100%. No more need for health potions... Jax can still die if he is in an elemental zone that applies constant damage. In these zones, health potions or other attempts to heal fail. The healing effect applied by this spell/necklace also fails. See Item Locations -> Amulet of Defense if you wish to take advantage of this bug. I recommend grabbing the recipe near Sandy Pines. 4) Making money through refinement ** "Bug" fixed by patch in 2017. However may still work if you have an un patched version (Mostly applies to console users) This isn't really a bug as much as it is what people do in real life to make money. You take something raw, buy it in bulk and then turn it into something refined and useful using specialized knowledge. Ultimately, you sell it at a profit. The "bug" revolved around the ingredients needed for Strong Mental Energy Reserve potions. They use raw materials that can be purchased at merchants (Most other potions require plants, which can't be purchased in bulk and the game has a limited number of). The potions sell for 50 shards each and require the following: 3 sulfur Nuggets 3 Electronic Scrap In the original version of the game, they priced these items so that with Haggler 2, you could make a Strong Mental Energy Reserve Potion with less money than it sold for. So buying the ingredients in bulk, crafting in bulk and then selling in bulk, one could crank out about 10K in 5 minutes. You can find old videos of this online. In late 2017, the developers changed the pricing of the raw materials so that even with Haggler 2, you only break even when making refined items. ################################################################################ < < < < < CONTRIBUTIONS > > > > > ################################################################################ -------------------------------------------------------------------------------- A. > > > > Websites -------------------------------------------------------------------------------- During the creation of this guide, there were a number of sites I used to gather tips, advice and locations ---------------------------------------------------------------------------- Name | URL ---------------------------------------------------------------------------- Elex Wiki | https://elex.gamepedia.com/ELEX_Wiki Game-Maps.com | https://game-maps.com/ELEX/ gamepressure.com | https://guides.gamepressure.com/elex/ -------------------------------------------------------------------------------- B. > > > > Videos -------------------------------------------------------------------------------- Some YouTube authors have videos for some of the particularly hard to find items. ---------------------------------------------------------------------------- Author | Channel URL ---------------------------------------------------------------------------- Kuposaur | https://www.youtube.com/user/Kuposaur MirePlays | https://www.youtube.com/channel/UCS7gGSq-H1w7jlZIzl2yY_A Myke | https://www.youtube.com/channel/UCqUjIxQeO1IbLv2kfLoRzNg -------------------------------------------------------------------------------- C. > > > > Contributors -------------------------------------------------------------------------------- Inevitably there will be things this guide has missed. Or possibly the guide may expand in the future to include additional sections (Like a location guide for all plants, not just Wolf Leaf, Golden Whisper and Kings Sorrel). As users send information to include, this section will be updated with user name and details to provide credit where it is due. ---------------------------------------------------------------------------- User Email | Contribution Summary ---------------------------------------------------------------------------- example@gmail.com | Identified location of additional Wolf Leaf Plants. ################################################################################ < < < < < Example Leveling Strategy > > > > > ################################################################################ This may seem a bit out of place here, but it was placed at the end of the walk-through for fast and easy access. (Just scroll to the bottom to find it). Here is a "foundational" example of how one might level up (And the one used when making this walk-through). Keep in mind, there are rings and amulets that boost stats for Strength and Dexterity (but not for CON, CUN or INT). So you can equip high level items that require higher level stats earlier with those items (This walk-through will point out most of them). This leveling plan creates a generalist with a a slight lean towards ranged weapons. It does not account for the use of Elex potions. The first 12 levels are highly recommended, but the decisions are ultimately yours. --------------------------------------------------------------------------- Allocation : Skills Acquired STR CON DEX INT CUN --------------------------------------------------------------------------- L2 : +5 DEX +5 INT : Survival: Animal Trophies1 | 10 10 15 15 10 L3 : +10 CUN : Crafting: Lock Picking 1 | 10 10 15 15 20 L4 : +5 CON +5 CUN : Charisma: Attribute Pts 1 | 10 15 15 15 25 +5 STR +5 INT : | 15 15 15 20 25 L5 : +10 CON : Survival: Armor 1 | 15 25 15 20 25 L6 : +5 CON +5 INT : Crafting: Chemistry | 15 30 15 25 25 L7 : +5 STR +5 INT : Charisma: Group | 20 30 15 30 25 L8 : +10 STR : Combat: Melee Weapons | 30 30 15 30 25 L9 : +10 DEX : Combat: Ranged Weapons | 30 30 25 30 25 L10: +5 DEX +5 CUN : Survival: Good Eater | 30 30 30 30 30 --------------------------------------------------------------------------- --------------------------------------------------------------------------- Allocation : Skills Acquired STR CON DEX INT CUN U --------------------------------------------------------------------------- L11: +5 DEX +5 STR : Survival: Stamina 1 | 33 30 33 30 30 L12: +9 INT : Survival: Animal Trophies2 | 33 30 33 35 30 1 L13: +10 INT : Charisma: Haggler | 33 30 33 40 30 1 L14: +10 INT : Crafting: Goldsmith | 33 30 33 45 30 1 L15: +10 INT : Charisma: Attribute | 33 30 33 50 30 1 L16: +12 DEX : Combat: Machine Killer | 33 30 39 50 30 L17: +10 DEX : Craft: Modify Weapons | 33 30 44 50 30 1 L18: +10 INT +2 DEX : Survival: Animal Trophies3 | 33 30 45 55 30 L19: +10 DEX : Combat: Heavy Punch | 33 30 50 55 30 1 L20: +10 DEX +2 STR : Combat: Ranged Weapons 2 | 34 30 55 55 30 --------------------------------------------------------------------------- --------------------------------------------------------------------------- Allocation : Skills Acquired STR CON DEX INT CUN U --------------------------------------------------------------------------- L21: +11 CUN : Combat: Jet Pack Attack | 34 30 55 55 36 L22: +8 CUN +2 STR : Combat: Mutant Killer | 35 30 55 55 40 1 L23: +10 STR +2 DEX : Crafting: Lock Picking 2 | 40 30 56 55 40 L24: +10 STR : Survival: Poison Resist 1 | 45 30 56 55 40 1 L25: +10 STR +2 DEX : Craft: GemStone | 50 30 57 55 40 L26: +10 STR : Combat: Melee Weapons 2 | 55 30 57 55 40 1 L27: +2 STR +2 DEX : | 56 30 58 55 40 +7 CON : | 56 34 58 55 40 1 L28: +12 CON : | 56 40 58 55 40 L29: +10 INT : | 56 40 58 60 40 1 L30: +12 INT : | 56 40 58 63 40 --------------------------------------------------------------------------- Allocation : Skills Acquired STR CON DEX INT CUN U --------------------------------------------------------------------------- L31: +10 INT : | 56 40 58 65 40 1 L32: +12 CON : Survival: Rad Resist 1 | 56 46 58 65 40 L33: +10 CON : Survival: Fire Resist 1 | 56 51 58 65 40 L34: +12 CON : Survival: Armor 2 | 56 57 58 65 40 L35: +6 CON +4 STR : Survival: Stamina 2 | 58 60 58 65 40 L36: +11 STR : Survival: Poison Resist 2 | 62 60 58 65 40 L37: +10 STR +2 DEX : Survival: Rad Resist 2 | 64 60 59 65 40 L38: +10 STR : Survival: Fire Resist 2 | 66 60 59 65 40 1 L39: +10 STR +2 DEX : | 68 60 60 65 40 L40: +7 DEX : | 68 60 62 65 40 4 --------------------------------------------------------------------------- Allocation : Skills Acquired STR CON DEX INT CUN U --------------------------------------------------------------------------- L41: +15 DEX : | 68 60 65 65 40 L42: +10 DEX : | 68 60 67 65 40 1 L43: +10 DEX : | 68 60 69 65 40 2 L44: +10 DEX : | 68 60 71 65 40 3 L45: +10 DEX : | 68 60 73 65 40 4 L46: +15 DEX : | 68 60 76 65 40 L47: +10 DEX : | 68 60 78 65 40 1 L48: +10 DEX : | 68 60 80 65 40 2 L49: +10 DEX : | 68 60 82 65 40 3 L50: +10 DEX : | 68 60 84 65 40 4 L51: +10 CUN +5 DEX : Ranged Weapons 3 | 68 60 85 65 45 --------------------------------------------------------------------------- Milestone Notes: --------------------------------------------------------------------------- L17 : War Bow L20 : War Bow 1 L24 : War Bow 2 (With Survival Artists Amulet + Dualskill Ring) Regent Sword 2 (With Dual Skill Amulet + Dualskill ring) L26 : Melee 2 L27 : War Bow 3 (With Ring of Dex + Survival Artists Amulet) Regent Sword 3 (With Dual Skill Amulet + Dualskill ring) Chainsaber 3 (With Dual Skill Amulet + Dualskill ring) Double Barrel Shotgun 3 Flamethrower Type A 3 Wrath Rocket Launcher 3 L31 : Can use The Redeemer L39 : Can use The Mortal Beam (with +15 STR from items.) L51 : Ranged Weapons 3