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Elex (PC)
Walk-through/FAQ
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Jan 29, 2020
Version 1.0
Written by: Dheu
Email:
[email protected]
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.
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Table of Contents:
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------------
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 coarse 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).
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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 swords 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 suppose 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 games 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.
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D. > > > > Skills
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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.
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D.1 > > > > Combat
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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 coarse 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 wont 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!
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D.2 > > > > Survival
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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.
</pre><pre id="faqspan-2">
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.
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D.3 > > > > Crafting
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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.
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D.4 > > > > Personality
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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 Artists 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 wont 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. Their 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 wont 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
wont 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 wont 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 games "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 wont 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 - 1000, 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 Wold : +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
wont use this much. The whole point of being a RANGED fighter is to NOT
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 wont 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:
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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
over powering.
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 strait 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
adventures 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 Scientists 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 wont 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]
* Your 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 coarse 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 Hunters 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 stair case 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</pre><pre id="faqspan-4">
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 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 wont 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 Thieves 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
wont 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 role 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 ether 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 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 will 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 alter.
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 wont 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 wont 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 strait 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 wont 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 wont 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 strait 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</pre><pre id="faqspan-5">
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 wont 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 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 wont 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 wont 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 looting 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.
[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 wont kill the outlaws".
Once you select "I wont 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
pick pocket 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 West)
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 strait 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)
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 strait for it (avoiding lava of coarse), 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 wont pay for my equipment [ Cold Dec, C-,R- ]
- Give me my armor and I wont 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 coarse for:
(Sandy Pines Teleport -> 15 East -> 1 North)
And head strait 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 Spikes 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?
- Your 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 on top of the Dukes 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:
* Lets 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 mid-day. Cindy is
normally busy and wont talk at night.
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 wont 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 ]
</pre><pre id="faqspan-6">
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 ran 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 changed
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 suppose 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 Rats conversation with Chloe before heading down, Rat
will leave. If you then go down and rob the chest, you wont get caught,
but Rat wont 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 wont 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:
- Your 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 peace 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 strait 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
Hunters 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
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 his 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 wont 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. One leads to Elmar.
The other 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 strait 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. 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 wont 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 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 that
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+ ]
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 Like, you have to use this path. Otherwise, you will end up with the
same choices, but you wont 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+ ]
- 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</pre><pre id="faqspan-7">
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 option 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 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?
- Your 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 Thieves 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 coarse 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 wont 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 Dirks 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
Talk to Karsten:
Jax:
- I am here on an investigation....
Unlike dirk, Karsten wont give you his security code. Talk to him again
and he will. Or you can put on the thieves 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 ...
- Your hiding something (Charisma 3)
- It sounds like you had a bad experience
- So you left?
- Thank you. I will stay. [ Cold Dec ]
- End
Jax:
- Your 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 Slim 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 -> 8 West, hidden 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 lead 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 your 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 gets 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</pre><pre id="faqspan-8">
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 pickup 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 too 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 are 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 anymore 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 wont 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 wont 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 wont 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 wont 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
punishment. IE: Kill Barin. When you tell Duras, you get a like. When
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 will 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 no where 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 you 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... [ 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 wont 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</pre><pre id="faqspan-9">
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 willing
attacks 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. IE: 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 sited 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:
- Your 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 your 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 are 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.
Strait 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 strait 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:
- Your 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- ]
- 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 you 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 -> U have 2 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 strait 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 creature 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 rats claw)
- And you will trust me with this because of this claw?
- Alright, I'm in.
- About the dukes 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 Dukes 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 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.
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 person 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 there 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 left overs), Jet pack down and loot the
building. Then Teleport back to The Dukes 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 Domed 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 Domed Ruins:
Ruins of Domed 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 Domed 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:
</pre><pre id="faqspan-10">
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 strait 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 Bobby is a bit confusing. The game assumes
Ray is with you and that you killed Bobby. The line doesn't even say
Bobby'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 wont force
greet or attack, so that gives you a chance to save.
SUGGESTION:
If you plan on sparing Walter (read ahead), then go outside Walters
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 your the one who took out the contract on Ray....
Jax:
- Lets 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 Walters 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 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, IE: 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 you 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 coarse 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 you it is a good
opportunity 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 Converters 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 Franks Freedom
- Here is the Elexit for Frank (1000 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. 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 wont 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:
</pre><pre id="faqspan-11">
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, strait 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
"Bitters" wandering around. You want to get the attention of the bitters
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 strait 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 wont 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 want's 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 Jacks 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 eludes 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)
</pre><pre id="faqspan-12">
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 strait 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 wont 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 lets 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
- Your 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
- I 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
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
Regent : 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 strait 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- ]
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)
- 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 wont 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.
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.
(And in fact, 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. 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 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.
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
</pre><pre id="faqspan-13">
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
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 highlight 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 West -> 1 South
Second : Small Camp -> 1 North (top of brick building)
Third : Tavar Mountains -> 9 East
Fourth : Same cell (East) of Hort Company Premises Volcano
Fifth : Dukes Bunker -> 3 East -> 4 North
Sixth : Valley of Damned -> 5 West -> 5 South
Seventh: Domed Teleport -> 2 West -> 15 North
Eight : Snow Pass -> 1 West -> 7 South
Ninth : Valley of Damned -> 11 West -> 4 North
[ 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. 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 ]
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 Wolfe 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. IE: 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 hand
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 [ 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 wont 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 wont 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 by 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 strait 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 not 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 call "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 wont 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 willing
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 simple 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 wont 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: </pre><pre id="faqspan-14">
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 pad
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. Sadden 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 brothers 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 Researchers 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.
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 wont
wake them. The quest marker for the Claws quest will point you to two
archivists (who should now be asleep). Put on the Thieves 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</pre><pre id="faqspan-15">
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
Thieves 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 Whiled 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</pre><pre id="faqspan-16">
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 Vol -> 11W -> 8N (Dangerous area)
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 (Ignadon) -> 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 (Ignadon) -> 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 -> 4 E -> 8 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 tanker)
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 Domed -> 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 W -> 3 N
Map Piece 14 | Domed City -> 12 E -> 2 S (Cave starts @8East)
Map Piece 15 | Domed City -> 13 W -> 5 N (Bottom of gorge)
Map Piece 16 | South Abessa Converter -> 6 E -> 6 S
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 (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 Thrown)
Small Yellow Gemstone | Dukes Bunker -> 6 W (Back of club on shelf)
Small Yellow Gemstone | East Xacor Conv -> 2 E -> 1 N (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 Farm -> 9 W -> 3 N (Start of game)
Small Yellow Gemstone | Small Farm -> 2 E -> 8 S
Small Yellow Gemstone | Snow Pass -> 2 W -> 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
</pre><pre id="faqspan-17">
--------------------------------------------------------------------------------
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
----------------------------------------------------------------------------
[email protected] | 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 : <FACTION SPECIFIC> | 56 30 58 55 40
+7 CON : | 56 34 58 55 40 1
L28: +12 CON : <FACTION SPECIFIC> | 56 40 58 55 40
L29: +10 INT : <FACTION SPECIFIC> | 56 40 58 60 40 1
L30: +12 INT : <FACTION SPECIFIC> | 56 40 58 63 40
---------------------------------------------------------------------------
Allocation : Skills Acquired STR CON DEX INT CUN U
---------------------------------------------------------------------------
L31: +10 INT : <FACTION SPECIFIC> | 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
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Allocation : Skills Acquired STR CON DEX INT CUN U
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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
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Milestone Notes:
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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