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Tales of the Sword
Coast Hints and Tips
Durlag's
Tower |
This is a pretty hard quest, hard
not because of the Monsters, but the TRAPS.. be VERY ready
for traps of ALL Kinds, Traps on Bookcases,
Floors, Chests, and even Candlesticks!
Make sure your thief has at least a 85-90% chance
of detecting traps, this is a must.. or use the
spell detect traps, this will also help a lot..
Many of you are asking how to use the Gong, well,
you will find a Mallet, and a Mallet Head, when you
have both, take the entire party to the Anvil, then
it will FIX the mallet, and then go to the
gong, this will complete one of the Riddles. |
Finishing
all 4 Riddles |
Watch out on your way back to talk
to the last guy when you complete the last riddle,
after you talk to them, he will say, "You
must kill me to get the Key", then all
4 of the little punks attack you! This is a
harder battle than some, so be ready, cast Bless,
and other prep spells before talking to the last
guy. |
"Odd
looking Gem" - Tip Posted By Vincent N. Robinson |
Be very careful to look at all
your Gems, one of them will say something
like "This is a rare Gem, but
looks Odd", This odd (valuable!) gem on the
level with the four warders is to be given to one
of them. The key for the unpickable desk drawer I believe is in a trunk, in a closet in the bedroom
to the south of there.
Other Hints I will give for TotSC: Carry as
many healing potions as possible into the
Tower, and don't worry about taking missile
weapons in. If you are careful and want to spend
the time like I did, you can even exit at times to
sell your loot at the "store" right near
the tower, as you will soon fill up your backpack
slots.
If you have a choice to go upstairs or downstairs
when in the tower, go up first.
Save often and in different
slots, in the rare case that you get
stuck in the dungeons somehow.
If the target won't perish nor give chase, perhaps
you can hit it a few times and run away, lest you
expend all of your party's missile weapons in a
possibly vain attempt If the penalty for checkmate is
death, you'd better cheat, as you
know your opponent will.
Some foes and rooms may be better avoided, if you
are weakened and can find another path to your
destination, but very few rooms hold no reward for
your effort.
Some things, are simply best left untouched until
the foe is vanquished...
It is usually best, to be "presentable" to
your host when returning from a mission such as
Durlag's Tower, they don't like seeing half dead
adventurers bleeding on them, so always rest up
first. (this damn near got me wiped
out, what with the huge battles!!)
Oh,
and get the beta (or final) patch
before entering it, to save much grief.
These are simple but could help a lot without
spoiling any fun. Feel free to do what you want
with them. I don't like giving specific or
exacting hints so I am vague on purpose.
:-) |
"Werecreatures"
- Tip Posted
By Parn1313@aol.com |
Make sure to pick pocket the
psychotic mage (in the shack next to
Balduran's Ship) for an extra wolfs bane necklace.
Also, save and then attack this mage, just for
fun, as he has an interesting attack. I actually
survived two of these attacks, but I am not sure
if he is killable.
To kill the "boss" or greater wolfwere I
think you may need to use the silver dagger, so
make sure that someone other then a mage can use
small weapons.
Finally, most of the containers in Balduran's ship
are trapped. May the fates smile on your quest.
If your thief doesn't have high find trap scores,
stock up on potions of perception, but generally
avoid potions of master thievery. Remember,
potions of perception build up, so if your in a
jam, down two or three. They last for 6 hours or
so as well, so you can cover a couple of levels.
Also, it seems that the programmers
really like traps. The ice cave is
also filled with traps, mainly of the magical
variety. The mage Shandalar transports you to this
island, which is stocked with magic users.
Obviously, you should stock up on magical
resistance potions. Oh, and beware the Ankhegs.
As a last tip for the whole game, emotion-hopelessness is one of
the best spells in the whole
game. Use it with pride. Or
against lycanthropes |
"Durlags
Tower and the Demon Quest" |
I just got through
Durlags
Tower and the demon quest. Whew! what a
fight! Wasted 40 bolts of biting and 2 wands of
frost on that demon plus some. Found a Nice trick
I tried third time trying to kill him and after I
figured out that the little cobra looking icon
meant my guy was gonna turn into a ghast (oops).
To keep my guys from being stunned and poly'd I
kept my hasted thief loaded with 20
arrows of dispelling from Durlags tower.
One shot, and poof! no more hold!
I think I used 12 arrows up just doing that trick
and none of my guys died! Bring on the death gaze!
The potions of freedom just didn't seem to be
all that effective and he resisted the
otilukes sphere. |
"Monster
Infested Ship" - Tip Posted
By Vincent
Robinson |
When returning from the
monster-infested ship, take care of all other
quests by talking to everyone, before you talk to
the town leader.
There will be NO second chance to collect
your rewards for them, after you have
spoken with her. |
"Tips
in Ulgoth's Beard" - Tip posted
By Vincent San
Pedro |
In Ulgoth's Beard, try to
Pickpocket every NPC. the wizard gives juicy new
spells, the gnome wears a ring of
freedom, the dwarf has a hammer I haven't
identified. |
"Battle
Plans in Durlags Tower" - Tip posted
By John Pitta |
Here is a battle plan for two area
in Durlags Tower.
Chess
Game
You will come to an area of Durlags
tower that you must face foes in four
chambers. There is a riddle that warns that after
all are beaten the game will begin. Save the
second from the top till last. I found it to be
the easiest and will let you prepare for the next
section. Before you kill the Fusion Slime in the area
prepare your group because you will instantly be
teleported to "the game". When you are
teleported there you will find your self on a
Chess board.
You will have to follow the rules they give you of
suffer lightning strikes.
Here is the tactic I used to finish it quite
easily. Don't let anybody move! I used my wizards
to cast web on the middle right of the board. This
stopped them almost completely. I then used my
archer to target the farthest enemy they could
with arrows of detonation. While I pounded the
helpless victim I used basic monster
summoning and summon skeletons to handle
the 2 people who actually made it across the
board. The summoned creatures were free to move
anywhere. The rest of my party had missile weapons
to help with the closer targets. The battle went
quickly and when they were all dead you are free
to walk right across the board.
Wyren Cave
In a lower level of Durlags tower you will come
into a room with a repeating fireball
blast. to the north of it there is a Wyrens
cave. I entered on the west
side of it. There are several statues that if you
click on them will come alive and serve
you but under dire harm. When it wears off they
will attack you. I drew the Wyrens out one at a
time. They were tough but I
managed to kill them all with little harm to my
group. After that I went to each one of the
statues in turn animating them. I would then
surround them, have my thief hide and then
backstab them. I would then pound them and get the
exp and minimal treasure from them. Another way to
kill them is to have them walk into the fireball
room and just stand there but no exp
for that. Or have them stand on side of it and
have an archer shoot them from the other side.
They will walk across and you
can close the door on them and let the
fireball do the rest.
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