'게임/Realms of Arkania - Star Trail'에 해당되는 글 33건

  1. 2008.07.14 Dwarven Pit - Fifth Level
  2. 2008.07.14 Dwarven Pit - Fourth Level
  3. 2008.07.14 Dwarven Pit - Third Level
  4. 2008.07.14 Dwarven Pit - Second Level
  5. 2008.07.14 Dwarven Pit - First Level
  6. 2008.07.14 Finsterkoppen (City Map)
  7. 2008.07.14 Gashok (City Map)
  8. 2008.07.14 Kvirasim (City Map)
  9. 2008.07.14 Star Trail Hints and Tips
  10. 2008.07.14 Realms of Arkania: Star Trail Low-Spoiler Walkthrough
2008. 7. 14. 14:54

Dwarven Pit - Fifth Level

Dwarven Pit - Fifth Level (Automap made by Kunar)

Dwarven Pit - Fifth Level

Description

01) Stairs leading to level 4

02) Your heroes will take a bath, if they got dirty while climbing the shaft leading to the double bearded key (see level 1)

03) Swim around within this area to find a magical waterskin. Make sure each hero has at least one free inventory slot and will not get overloaded in case of picking up the waterskin. Otherwise it will be lost!

04) If you let the water flow off by giving the wheel a spin (see level 4, location 8), you may reach this slab. The only way to open it is using a crowbar. This will free a passage to level 6

   

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2008. 7. 14. 14:54

Dwarven Pit - Fourth Level

Dwarven Pit - Fourth Level (Automap made by Kunar)

Dwarven Pit - Fourth Level

Description

01) Stairs leading up to level 3

02) The figures on the well come to life if you examine them. They turn out to be gargoyles, 4 in number. Defeating them will earn you a nice bunch of EP. The well itself is of no further interest

03) You may rope one of your heroes wearing the asthenil ring down the lava pit. There is nothing here however. Alternatively, you can throw in the fire powder discovered earlier. This will cause a somewhat heavy reaction, but it is not critical

04) The shaft leads to level 3 or 6

05) A fight against 4 undead dwarves and 1 zombie awaits you. Besides other goodies, you receive a stone medallion, which is very important

06) A red fur is covering the wall. If a hero slips and shores up against the wall, his hands begin to smart

07) The wall is covered with a blue fur, which cools your hands

08) Do not care about the wheel until you have found the magical waterskin on level 5. After that, return here and give the wheel a twirl. This will let the water flow off

09) You may find a healing potion in this hole

10) Stairs leading to level 5

   

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2008. 7. 14. 14:54

Dwarven Pit - Third Level

Dwarven Pit - Third Level (Automap made by Kunar)

Dwarven Pit - Third Level

Description

01) Stairs leading up to level 2

02) The rail truck can be greased with the cart-grease. If one your heroes takes a ride with the truck and does not jump off in time, it will crash against the wooden construction at the end of the path, leaving him unconscious and a few EPs richer

03) The rubble can be cleared out using shovels. The first two heroes receive EP for this task

04) The hallway has collapsed at these locations, but it can be cleared nevertheless

05) The shaft leads to level 2 or 4

06) You find jewelry (red), copper key (big) and an asthenil dagger. The key is useless

07) When you examine the skeleton, it will attack at once. It carries some scrolls of parchment, which crumble to dust very soon. A few fragments are recorded in your diary however

08) There is danger of a caving-in here

09) Chest: 10x piton, rope ladder, rope, grappling hook

10) An agile hero may jump over the pit. Give him a rope, so he can fasten it at the other end.

11) This lever closes the pit at 10

12) Chest: whetstone, dagger (heavy), sickle, 2 knives, dagger

13) Chest: kukris dagger, coins (red)

14) Leave the dwarven graves alone. If you violate them, Ingerimm's wrath will be upon you and you will be attacked by an undead dwarf each time you do this. This is fatal in case you do not have the Salamander Stone already! If you do not want the game to end this early, better ignore this room

15) Your heroes can slide down the ore chute, which is a real joy

16) You can take as much pieces of ore as you can carry. It is rather useless however, so you should take only one piece, in case you want to try out the recipe of moneymaker (which is useless too)

17) Stairs leading down to level 4

   

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2008. 7. 14. 14:53

Dwarven Pit - Second Level

Dwarven Pit - Second Level (Automap made by Kunar)

Dwarven Pit - Second Level

Description

01) Stairs leading up to level 1

02) This lever deactivates the crossbow trap at 13

03) This pressure plate triggers the crossbow trap at 14

04) Chest: cart-grease, crank

05) Chest: throwing axe, hatchet, girdle of Might, skull girdle

06) Chest: girdle of Might, 3 shields, 3 iron shields, 3 boots

07) This hole holds a pouch with some coins and jewels in it

08) The shaft leads to level 1 (upwards) and 3 (downwards) of the pit

09) The door cannot be opened. There is nothing behind

10) If you pull the lever, the floor beneath you will open and you find yourself in a small room, where you have to face 5 undead dwarves. If you are victorious, you may leave the room via a ramp

11) Chest: 10x ration package, 10x tableware, 10x cutlery, 10x water skin, drinking horn

12) This crossbow trap is not loaded

13) The crossbow trap is loaded. You may deactivate it by turning the lever at 2

14) The crossbow trap is not active. See 3

15) This piece of wall descends behind you, when you enter the room to the North. Make sure you took the chain (level 1, location 14) and crank (level 2, location 4) with you

16) You are able to fix the mechanism using a chain and a crank. If you succeed to do so, the wall at 20 opens

17) When you try to examine the chest, you are discovered by a gnome. Be polite and donate a present, which is worth 5 ducats at least (a festering toadstool for example). The answer to his riddle is MOOSE. After this you receive the rich silver key, which is necessary to leave the pit. If you laugh at the gnome or attack him, he teleports your party to rather nasty locations of the pit

18) This hole holds a rat trap

19) Stairs leading down to level 3

20) This piece of wall disappears after you have fixed the mechanism at 16

   

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2008. 7. 14. 14:52

Dwarven Pit - First Level

Dwarven Pit - First Level (Automap made by Kunar)

Dwarven Pit - First Level

Description

01) Entrance to the Dwarven Pit

02) This door opens with the rich golden key obtained from the priest in the temple of Ingerimm. In order to leave the pit, you need the gnome's silver key (see level 2, location 17)

03) The skeleton carries a runish document and a glass flask

04) You can search the coal brazier for an asthenil ring. The ring is magical and protects from fire. Apart from that, it can be useful on level 6

05) Climb up the shaft and get the double bearded key. There is also a healing potion here

06) Chest: strong healing potion, elixir of ST, elixir of DX, 2x Hylailian Fire, recipes for Vomicum and Hylailian Fire

07) Chest: quarterstaff, 2x girdle of Might, wolf knife, lantern, 2x oil and a document

08) Chest: alchemy set, robe, kukris mengbilar, 2 bronze flasks, crystal ball, 2x obsidian dagger and a document

09) Chest: this chest will destroy your lockpicks! It contains a bag of fire powder

10) The bearer of the asthenil ring falls into trance at this point and is introduced to the art of forging. This is worth 500 EP

11) Relief of Ingerimm. If you light the torches using a tinderbox, the first three levels of the pit will light up

12) There is a slight risk of getting hurt in this room

13) In this corner you find 3 torches, lockpicks, tinderbox and a mattock

14) You will find a chain, a rope, a crowbar, 2 shovels and a hammer

15) This piece of wall disappears, if you keep walking north. It will take up to 10 attempts however

16) Stairs leading down to level 2 of the pit

   

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2008. 7. 14. 14:52

Finsterkoppen (City Map)

Finsterkoppen City Map (Automap made by Kunar)

Finsterkoppen City Map

Description

01) Route point (East), leading to the Finsterkamm

02) "Red Earth" tavern

03) "Blackbeard's" tavern

04) "Hammer and Anvil" tavern

05) Entrance portal. Elves, druids and witches are not allowed to enter the pit. You should use appropriate spells (like "Visibili" or "Harmless") to disguise them or make them invisible, so they can walk past the dwarf guards.

06) Temple of Ingerimm. Ask the priest about the "Dwarven Pit" three times and you will finally get the key to the pit.

07) Healer "Thoram, son of Cadrima"

08) Merchant "Gundgrima"

09) Smith "Ogrim, son of Olgosch"

10) Smith "Arombolosch Ironarm"

11) Smith "Xagula, daughter of Xebrima"

12) Entrance to the Dwarven Pit

   

If you want to stay for the night, just knock on the doors of the dwarven inhabitants. Some of them will let you stay for free. Be sure to return the key to the priest in the temple of Ingerimm. Otherwise the dwarves will be upset, which may result in the loss of your life.

   

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2008. 7. 14. 14:51

Gashok (City Map)

Gashok City Map (Automap made by Kunar)

Gashok City Map

Description

01) Route point (North), leading to Hillhouse - Kvirasim or Tiefhusen. When entering Gashok for the first time, you are hit by a well-aimed crossbow bolt fired from an ambush.

02) Temple of Boron

03) Temple of Praios

04) Temple of Phex

05) "Second Home" tavern

06) "Safe shelter" inn. Exquisite menus!

07) "All Roads" inn. If you choose to stay for the night, you will witness a nightly gathering on the market place (skill "Ritual" is tested)

08) "Svellt Thaler" tavern. Dwarves are not welcome here!

09) "Night and Day" tavern

10) Merchant "Praiadne Oldenstein"

11) Merchant "Raul Zumendick". Has a way more distinguished stock than Praiadne

12) Healer "Ernbrecht Tralloper". Most incompetent healer in the game

13) Market (each Praiosday). Stock varies weekly

14) Herbalist "Gerlanje". Open all days and the only herbalist offering miracle cures and anti-disease elixirs. Instead of consulting Ernbrecht Tralloper, better use one of those. Gerlanje is the person to talk to concerning various happenings in and around Gashok

15) Smith "Rowena Pauspiarken". Elves will not be served

16) Herbalist "Ginya Ingborn". Ginya has a slightly more diverse stock than Gerlanje, though this is not significant

17) Erholt of Tiefhusen. Newcomer, who is innocent however

18) Valpor Hesindian of Kuslik. The first address you receive from Gerlanje. Is innocent too and mentions the names of Erholt and Deregorn

19) Deregorn of Thunderbreech. Break into his house and kill him. Afterwards, search his home for a document, which will identify him as a leader of the Order of Anathema

20) Route point (East), leading to a grove, where the elven miller Artherion can be found and (Southeast), leading to Reichsend

21) Route point (South), leading to New Lowangen - Lowangen

22) A burnt out mill, which needs to be investigated

   

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2008. 7. 14. 14:51

Kvirasim (City Map)

Kvirasim City Map (Automap made by Kunar)

Kvirasim (City Map)

Description

01) Temple of Peraine

02) Market (each Fireday). One day after the game starts, market is open and you will be offered ALL wares. This is a unique occasion however, as the offer will be reduced the next time.

03) Merchant "Jadwina Grunsten"

04) Herbalist "Ancoron". If you invested your money into herbs at the end of "Blade of Destiny", you may sell them now to have a starting capital

05) Healer "Daleone Morningdew". Is able to cure petrified heroes and the best healer in the game. Probability of a successful healing is 99%, according to the official Star Trail solution book

06) "Lovely Meadow" tavern. Here, Elsurion Starlight, the elven ambassador you met after leaving the temple of Peraine, will introduce you to your quest. Additionally, you receive a dubious offer from a twilight merchant

07) "Peraine's table" tavern

08) "Rest" inn. Nightly visit of a young priest of Phex, who sends you on a quest to find Star Trail

09) Route point (South)

이미지 링크

 

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2008. 7. 14. 14:50

Star Trail Hints and Tips

Star Trail Hints and Tips

Realms of Arkania: Star Trail is a very straightforward, self-contained game. The character advancement system is well-done and extremely detailed, leaving you enough flexibility that you can win the game with any configuration of characters you like. Here are my notes on the more problematic/annoying elements of Star Trail, as well as caveats on the things you might want to know in advance.

   

Bugs and Gameplay Problems: I've had mouse problems with this game under both Windows 95 and Windows 2000 (the cursor jitters and is difficult to use). It's not a big deal, since you can use the keyboard for everything (even shopping, unlike Blade of Destiny). Either use keyboard commands (which are listed in the manual), or right-click the mouse and use the arrow buttons to choose from the pull-down menu (the mouse buttons work just fine). There's an irksome bug when you try to import your Blade of Destiny characters: the import works just fine, but all your male characters have the same 'boy' face, and all your female characters have the same 'girl' face. To add insult to injury, the characters' portraits can no longer be changed. To get around this, you can either use the Star Trail "kid faces" patch (this is apparently a known problem), or simply start your characters over again; I found my imported characters to be too overpowered for this sequel anyway. Finally, I had a lot of problems with the automap--opening the map would frequently cause the game to crash. If you reduce the size of the map the very first time you open it, you may be able to avoid this problem. The huge, overly detailed maps of all the house facades are distracting and hard to navigate anyway. Regrettably, though a feature has been added to this game whereby you can move your characters on the automap itself (thus eliminating a certain amount of boring movement time in towns you've already visited,) using this option ALWAYS caused my game to crash. Your mileage may vary, but save before trying it.

   

Continuity: Star Trail is the second in a series of three games, and since they come bundled together on one CD these days, there's no reason not to play them in order. The first game in the series, Blade of Destiny, is very similar to this one--Blade of Destiny runs slightly faster but has a fistful of minor gameplay annoyances that have been solved for Star Trail, so it's definitely easier to go from Blade to Trail than vice versa. Plus, of course, you can import your characters from Blade of Destiny to Star Trail. It's up to you whether you want to do this, due to the aforementioned faces bug. There are new portraits available in Star Trail but no new races or classes, so there's no strong incentive to start over, but an imported party will be a bit overpowered for this game, which some gamers will find boring (I found it a pleasant excuse to skip combats, myself). Most of your items will transfer with you, though not your gold reserves. Quest items from the last game disappear--the red moon amulet, "glorifications" scroll, cult membership scroll, and the black statuette are exceptions, but these four items don't seem to have any more purpose in Star Trail than they did in the first game (the black statuette will open a secret door in the final dungeon, but since you can find another black statuette for that purpose in the same room with the secret door, there's no point carrying the old one around with you.)

   

Classes: If you play on Advanced, you won't need to worry about classes very much, since you will be able to give any character any skill. The exception is magic--only mages, elves, druids, or witches can learn spells, and they will not be able to master more than a few spells from mismatched classes, so if you're the sort of gamer who won't be happy without access to every spell in the game, you'll need four spellcasters in your party. Otherwise you can easily go without a druid, a witch, or both. Going without a magician or elf is harder, since the teleport spell and automatic lighting of the magician and healing spells of the elf eliminate unpleasant inconveniences. (The magician also comes with an unbreakable weapon--a welcome relief!) Unlike many CRPGs, you don't really need a thief; a dexterous fighter-type can learn to handle locks and traps just as well, and your lockpicker needs to be in the party lead to be valuable anyway. Ignore notations in the manual about special magical abilities possessed by ice elves--they have exactly the same spells as other elves. Combat action sprites are not customizable. Different elven races all look identical, so if you want two kinds of elves, consider making one male and the other female so you can tell them apart easily in a fight. Be warned: all male druids look like wizened old men in combat, and all female witches look like a caricature of Cyndi Lauper circa 1982. I believe it is impossible to solo Star Trail, since you will occasionally need to have characters in more than one place at the same time.

   

Health Care Issues: The Realms of Arkania trilogy is probably the most accurate CRPG ever in terms of adventurers' health problems. This is not a good thing. Your characters will become sick if they aren't dressed for each climate they pass through. They will get sick if they sleep on the ground. They will get sick if their boots rip. They will get sick if they don't get enough sleep. They will get sick if undead things or rabid dogs attack them. Their wounds will get infected if they don't stop and dress them after each combat. If you aren't monitoring their health closely and constantly, they will come down with dread diseases. You will get a headache. There is no easy way around this. Give each character a sleeping bag, a shirt, a winter coat, and two pairs of boots (boots wear out slowly after time, frustratingly enough, so you must keep switching them for new boots whenever they get in bad shape). In the early stages of the game, heal everyone after every combat; alternately, give one of your characters (preferably two, since you can't heal yourself) a very high Cure Disease skill and go with cure rather than prevention. Unlike Blade of Destiny, your characters' portraits will change to a "sick face" when they become ill, so you don't need to check them all for disease every night.

   

Equipment: Two welcome additions to the inventory are the key ring and the recipe book, which hold, respectively, all your party's keys and recipes. This frees up a lot of inventory space. There are also finally slots on the character body available for rings, belts, and amulets, so you no longer need to put away a shield or a weapon to hold your belt up. If you import your party, be sure to shuffle their inventory so that accessories are in the proper place, otherwise they will not function. (Blue magic resistance amulets are the exception; they'll work even if you have them stashed in your backpack.) On the other hand, the weapons and armor that can be used by various classes have been retooled for this installment--so, for instance, my ice elf could no longer wield her silver mace (and had long since thrown away her seal slayer, a hard weapon to find in stores). The magic waterskin and food bag eliminate the annoying micromanagement of nutrition (I was half-expecting a calorie chart for each character)--you will find these items about halfway through the game, but in my opinion it's worth cheating to have them from the beginning (they don't imbalance gameplay at all, as there's always more than enough money for the party to eat well anyway). Nothing eliminates the annoying micromanagement of keeping your weapons in good condition. Buy a whetstone and sharpen them all faithfully after every combat, or give up and just keep a few spare weapons for every character, discarding each as it breaks. Don't bother with smiths, it's usually cheaper to buy a new weapon. Every character needs a rope, a sleeping bag, two pairs of boots, a winter coat, pants, and a shirt. (Sleeping bags seem to be qualitatively better than blankets, but I didn't notice any advantage to carrying both.) You need to take the winter coats off when it's hot out and put them on when it's cold out, which can get very annoying very fast. Unlike Blade of Destiny, you will need a torch and tinderbox even if you have sufficient magical lighting, and it's a good idea to have two pairs of lockpicks. There are half a dozen tools available in the game (mattock, shovel, hammer, grappling hook, etc.) and I don't know if most of them were ever useful or not (I carried one of each, so if the lack of one of these items would have hurt me at some point, I wouldn't know.) A net and crowbar are definitely both eventually useful to the plot. Cutlery and tableware don't seem to have any effect other than being sellable. A crystal ball can increase your danger sense a little, but the leftmost character has to actually be holding it in his hand for it to work, so it's pretty useless. Gold jewelry, silver jewelry, and blue rings are only good for selling. Never pay for healing potions, since it's cheaper to buy whirlweeds and they take up less space. You don't really need an alchemy set, nor any herbs other than whirlweed, loneberry, tarnele, thonnys, and gulmond leaves; you can use the other herbs to brew potions (see Alchemy below), but none of them are really worth the effort and expense. If you can afford it, buy expensive poison and put it on your weapons before entering heavy combats; it makes them MUCH more effective. You will need to 'use item' to read a scroll, book or note, and remember to use a character with high literacy. A key, tool, or quest item should be used automatically if it's in your party's inventory, but it doesn't always work that way--try putting it in your first character's inventory if you're being stymied.

   

Magic Items: Unfortunately, most magic items look exactly like nonmagical items, and their names do not change once you've identified them. If you have a sword vs. the undead, it is called "sword" and looks like any other sword. I kept getting identical-looking magical amulets mixed up and having to re-identify them. Sell off magic items you have no use for to avoid confusion.

   

Money: In Blade of Destiny I was always swimming in money, but in Star Trail, I was surprised to find myself hard up for it through most of the early game. Nothing you own fetches very much money at the store, not even spare magic items, and buying equipment can be expensive. Haggling and searching for herbs have both been streamlined in Star Trails, and you should definitely make use of both--since herbs are pricey, weigh next to nothing, and stack easily, collecting them is like free cash every night.

   

Save Your Game: The annoying XP penalty from Blade of Destiny has been lifted, and this is a game with a lot of random misfortunes in it; unless you want to replay the last hour and a half of dungeon crawling because one of your characters failed his 'sharpen weapon' roll and suddenly died of gangrene (I'm exaggerating, but not by much), save early and often. The annoying, old-fashioned copyright protection scheme on this game forces you to look up word x on line y of page z of the manual every time you save, which shouldn't be too much of a hassle unless, like mine, your 18-month-old has colored all over the manual.

   

Skills and Spells: Irritatingly, only the first character in the marching order can use most skills (exceptions are haggling, healing, and skills used in bars or while camping). This means whoever is going to walk in front in dungeons needs to have the lockpicking, perception, and danger sense skills, and preferably a high strength. Whoever walks in front while traveling needs the tracking, orientation, and nature lore skills, and preferably stealth and hiding. Whoever walks in front in town needs the social skills and a good charisma. If your mouse doesn't work well with this game, you may want to consider cheating to give the party leader all those skills so you don't keep having to swap the party order every five minutes. You will want to specialize each character in one hand-to-hand weapon style (sword, pointed, edged, two-handed, axe, or polearm) from the outset so as not to waste leveling points; however, which style of weapon each one uses is largely irrelevant (except for Magicians and Witches, who have default weapons--wands are polearms, brooms are 'edged'.) All two-handed weapons and all the really good 'edged' weapons (mace, morning star, war hammer, etc.) can be used only by fighters and dwarves, so don't waste other characters' skill points in those proficiencies. Basically, characters can have a weapon that deals 4-9 points of damage in any of the categories, but if they want one that will do better than that, they will have to be a fighter or dwarf, use a sword or an axe, or fire a bow or crossbow. Make sure you have the Transversalis and Banish Spirits spells, and if you have Witches, Druids, or Elves in your party each of them will need Chameleony, Visibili, or Eagle Wolf.

   

Alchemy: Alchemy is close to useless in this game; the few recipes require many ingredients to produce mediocre concoctions. HYLAILIC FIRE fire makes a good missile weapon, but each vial can be used only once, hurts only one opponent, cannot be stacked, and requires 6 non-stackable ingredients (plus the recipe and an alchemy set, all eight items carried by the same alchemist--so you have to do major inventory shuffling every time you want to create one vial of fire). I've never found this to be worth it. Of more use are VOMIC and EXPURGIC, which you can use to poison your weapons; this requires only two non-stackable ingredients and two herbs (plus the recipe and set), so you can brew up several at once. If you're short of cash for some reason, this is cheaper than buying poison. STRENGTH POTION is completely useless, since raw gulmond leaves can boost your strength on their own without any of the rigmarole. POTENT MAGIC POTIONS are extremely useful, but making them yourself requires thonnys blossoms, which are expensive, rare, and more useful to your spellcasters as meditation aids. And HEALING POTIONS aren't worth the trouble they take to make; raw whirlweeds are nearly as effective and can be stacked.

   

Miracles: Be sure to donate once at the temple of each god, but don't waste your time shooting for miracles every time you go in. Most miracles really aren't worth wasting your time with. Tsa and Boron may resurrect dead characters for you, and Peraine may cure an illness. Travia feeds the party (big spender she is). Phex will give a temporary bonus to the party's dexterity, thief skills, or haggling, Rahja to the party's dance and seduce skills, and Hesinde to the party's analyze or lore skills. Rondra is probably the best: she may turn one of your weapons 'magical', which will give it a permanent +2 bonus to hit. Ingerimm will also bless your weapons, but I haven't noticed any effect from this blessing and assume it's temporary if anything. Ingerimm may also fix a broken weapon for you. Firun and Ifirn give you "hunter's luck" and Efferd gives you "protection overseas," neither of which I've been able to discern the concrete effect of. I've never seen a miracle out of Swafnir; if you have, let me know. I've yet to get a miracle from Praios.

   

Combat: Although the combat screen does not appear to have changed a bit since Blade of Destiny, it consistently runs slower. However, there is one new combat option worth noting: "computer fight." Rather than handling combat yourself or watching the AI try to do it for you, you can just tell the computer to shake the dice, skip to the end and tell you who won (after a little movie of two silhouettes fighting, which you can't skip; it still takes up much less time than actual combat). If you've imported your party, they are probably sufficiently overpowered that you will be able to win just about every fight this way. This frees you from the tediously mediocre combat sequences (I never did get used to the awkward diagonal movement patterns, and the combat menus are terrible). It does tend to be hard on the spell points, but since there are no time limits in Star Trail, there's no reason not to hole up and recover them every time they get low anyway. It's too bad that the combat sequences in these games are so crappy that I'd just as soon skip them; if your mouse fucntions properly with this game, combat may be less frustrating and more worthwhile, but even if you come to the same conclusion I did, rest assured that there's plenty else in this game to keep your attention.

   

Movement: Sadly, both local and global movement have taken a step backwards since Blade of Destiny. Local ("town") movement is still blatantly tile-based, but a pseudo-3D look has been added to try to hide this fact from the player. It doesn't hide anything, just slows down movement by 'gliding' your progress from one map square to the next. On the world map, routes no longer blink when you're scrolling through the selection menu, so it can be hard to tell where you're going. Making a crude map on a piece of notebook paper can help you navigate.

   

NPCs: Party NPCs are of limited use in Star Trail, since they may leave you without warning to pursue their own goals. Don't let any NPC carry any item you really need. None of them have any interactions with the game or with you once they have joined you, so you may not consider them worth the trouble. If you cast "respondami" and "sensible," you may learn a thing or two about any NPC you have with you at the time. Korima is a 7th-level she-warrior (who translated this thing, Tarzan?) that you can find west of the road between Kvirasim and Gashok. She's a solid player, though you do have to pay her one silver piece every day.

   

Conversations: Possibly because of the RoA games' association with SirTech, the conversation style in Star Trail has switched to the multiple-choice 'Wizardry' style dialog box--pick a conversational topic, read what the person has to say about it, then pick another one. There's a certain nostalgia factor to this system, but the truth is it didn't work. What happens is you pick three topics from the sea of twenty, get boring "I don't know anything about that" responses to each, the NPC ends the conversation and leaves, and then you reload to see if he had anything useful to say about any of the other topics. Just as in the Wizardry games, NPCs rarely have any valuable clues anyway, so you wind up wasting a lot of time pumping them for redundant information you didn't need. Don't fall into this trap. When you chat somebody up, just pick random topics until he leaves; in almost all cases the NPCs just pick their responses from a pool of available ones anyway (you'll get the same three comments about "orcs" from everyone in town, for instance). There are only a couple of map NPCs who provide plot information (none of which you really *need* anyway): the fighter you pass on the road out of Kvirasim will tell you a story about Star Trail if you ask. I've noted the few others with unique reactions in my walkthrough. If you miss any of them, however, your enjoyment of the game will not be diminished.

   

Visiting Towns: As in Blade of Destiny, most houses contain only a badly-drawn occupant who will make one of about six rude, partially comprehensible utterances like "Not exactly prem flounder noses. Get lost then." (I'm going to give the benefit of the doubt and assume this was more entertaining in German somehow.) A few houses, however, will contain a named occupant who will give you a clue (you don't need to enter into conversation with them, it's the same clue every time). So you do need to poke around the many boring, repetitive flounder-nose houses if you want to see all the clues. Bars are far less useful sources of information than they were in the last game, as you have to manually move your party around the bar to talk to different people and then go through the tedious conversation screen with them (rather than them conveniently approaching you to offer a clue). On the other hand, there are several dozen very quirky little town events which may randomly happen as you walk around--from an encounter with a thief to a misadventure with a garbage hauler. There's no point trying to force one to happen; they are random and can occur in any town, so you'll eventually probably see all of them just going about your normal routine.

   

Traveling the Countryside: Overland journeys involve multiple random events, such as being caught in a storm or trying to shoot a deer. Those aren't particular to any specific travel route, so I haven't included them in my walkthrough, though some of them are fun. Always travel with enough rope and provisions, and keep a character with nature skills in front. By right-clicking the mouse (or pressing 9 on the keypad) you can interrupt your journey at any time to turn back, examine your characters, or check a plethora of boring mundanities like the weather, road condition, and your travel speed. You'll move fastest and get sick least often if you're dressed for the weather (i.e. coats when it's cold, no coats when it's hot, snowshoes when it's snowy), however, the weather changes randomly every day, and checking the temperature, putting six coats on, checking it again, taking six coats off, and so on is an EXTREMELY boring waste of time. I left winter coats on my characters at all times and suffered no noticeable ill effects other than the game whining that they were hot periodically.

   

Visiting Dungeons: The cool dungeons are the best reason to play this game; unfortunately, there are very few of them (the Dwarven Pit, the Blood Peaks, and the Nameless One Temple). Explore them thoroughly, as there are tricks, traps, and little ambience bits sprinkled throughout; I'm not going to mention them in the walkthrough unless there's something confusing or special about them. Traveling around dungeons has been greatly streamlined since Blade of Destiny--to examine something, flip a switch, or open a door you can just bump into it and select from a helpful menu. Always carry enough rope, two sets of lockpicks, a light source (magicians have an automatic one), and an extra torch.

   

Injoke of the Game: When NPCs gets tired of talking to you, they will occasionally say "If you're that hard up for conversation why don't you visit Asgrimm in Breida" (the big windbag from Blade of Destiny). :-D

   

Random Comment: What the @#^!!@! is with that 'camping in the wilderness' picture? Why does the male fighter have what appears to be a sleeping child in his lap? There aren't even any halflings in Arkania, so it can't be a fellow adventurer. Could he just not find a babysitter, or what?

   

원본 위치 <http://www.angelfire.com/hero/tjekanefir/star.htm>

   

2008. 7. 14. 14:50

Realms of Arkania: Star Trail Low-Spoiler Walkthrough

Welcome to the walkthrough section of my Star Trail site. This is technically a non-linear game, as you can go anywhere you want to and do anything you want. However, like most non-linear games, if you don't attend to the main quest, you're going to have a very boring go of it. Wandering around the backwoods killing random monsters for hours and hours on end isn't very thrilling, and the game designers obviously spent more time designing the quest parts of the game than others. So go ahead and explore wherever you like, but I'm going to tell you where the highlights are. The truth of the matter is you'll get a full helping of the wandering monsters and random travel events just going back and forth between quest points.

Kvirasim and the Early Game Walkthrough

There are only three useful things to do in Kvirasim: get assigned the main Salamander Stone quest, learn about Star Trail, and equip your party appropriately. You can't miss the first: as soon as you step outside the temple, two quest people will pull you aside and give you their spiels. To learn about Star Trail, you need to spend the night in an inn (any inn will do, but the one in Kvirasim is convenient). To equip your party, you can use the stores and the market in Kvirasim (the market is in town only one day a week, conveniently the day after you're done talking to the plot people; other days of the week the market stalls will look like empty tent frames and be useless).

   

As you leave town, if you are playing with a new party, you will get an encounter with a priest of Rondra and some orcs. Winning this battle will give you two bonus experience levels and some loot. If you imported your characters, you not only won't get the bonus, you won't get the encounter, either.

South From Kvirasim

Along this road you can meet a heavily armed warrior, who has a lot to say about Startrail (though it's largely incoherent). There's also a tinker, though he didn't have anything special to say. The roads branch out quite a bit here, but the different paths you can take are essentially a distraction from the fact that there are only three places to go from Kvirasim: west, to the cities of Tiefhusen and Tjolmar (not useful at the moment and you will have to go there later anyway); south, to Gashok and that dwarven pit you heard about in Kvirasim; and east, which will lead you to the edge of the elven territory, from which you have no choice but to turn back (though if your party is imported you may be able to defeat one of their patrols for hefty experience). So you probably want to keep heading south (it's fine to explore anywhere you like, but doing the plot in the intended order will minimize the retracing of steps and boring travel time). If you take the first road west but then loop southwards along the east side of the mountains rather than crossing them, you can meet a 7th-level NPC, Korima, who can join your party, and the path will lead you back to the main road. Actually, it doesn't matter what route you take southwards in the slightest--there are a few wilderness encounters along the way, but none of them are worth going out of your way for (they're things like "you see a deer, do you shoot it?" and "you cross a stream and get wet, one of you will get sick now.") You will also see a woman riding an unusual steed; I assume she's an injoke, but she'll be useful later. Eventually you will come to Gashok.

Gashok

As you enter this town you will always get attacked by a stranger with a crossbow; you can try to investigate this within the town if you like, though many people will hang up on you if you broach the topic and as far as I know you can't learn anything about it. In the market square you can find unusual ashes the inhabitants are equally reluctant to talk about. However, you can do something about the burned-out mill in the south of town, which turns into a very nifty side quest. Without spoiling any of it, the person you want to talk to once you've investigated the mill is the witch in the market square; she will tell you exactly where to go next, and the rest of the investigation is straightforward and satisfying. Sleep in one of the inns on the market square after talking to Artherion for another interesting interaction, and again after finishing his quest (if you try to skip staying the last night in Gashok you'll continue to be hassled by Gashokian patrols until you do).

Southeast From Gashok

Again, you can wander aimlessly around the Star Trail map for days, but the only places you can really get to from Gashok are the swamp, Lowangen, and the Finsterkamm mountains; you'll need to hit Lowangen and the swamp later in the game, so you might as well go into the mountains and get the Salamander Stone. The Finsterkamm is the mountain range southeast of Gashok; you can't miss it. The Pit is accessible from a hidden town in the mountain range, Finsterkoppen.

Finsterkoppen and the Dwarven Pit

Finsterkoppen is even more pointless and unpleasant to travel around than most towns in Star Trail. There is absolutely nothing useful or interesting in town except for the temple of Ingerimm (ask the priest about the holy pit three times in a row to get the key) and the entrance to the dungeon. The unmarked houses are a particular pain... you have to knock twice to see if they're occupied or not, and if they are, all you get is the option to pitch camp in that house. Either way, leaving the house will turn you in a random direction, which makes navigation difficult. There are a new set of street encounters, though, involving dwarves, and some of them are cute.

   

Anyway, the dwarves here won't allow elves, druids, or witches into the inner city, which is where the temple and the dungeon entrance are. You can split the party, but this is a pain in the ass you already have to go through too many times in this game; better just to deceive the dwarves by casting an invisibility or disguise spell. I'm particularly fond of "eagle, wolf" (which turns the caster into a dog) and "camouflage" (which makes the caster look like a child). The dwarves aren't very bright; they'll tell you no elves allowed, you'll back off a step, mumble a few spells, and come back with a dog and a child and they'll cluelessly show you right in. (-:

   

The pit itself has six levels. Once you enter, you won't be able to leave again till you find another key (there's an exception, a back exit from the lowest level, but it collapses once you've used it once, so you can absolutely doom your game if you go out there before acquiring the Salamander Stone). Be sure to bring with you a torch and tinderbox (even if you have a mage, you need the actual items), two pairs of lockpicks (you can make do with one if you have Foramen), and rope (a mage's staff will do). Sufficient food and water and all necessary tools can be found in the dungeon itself. I won't spoil the puzzles for you--they're all fairly straightforward and you can find everything you need for them in the dungeon itself-- but here are the highlights you want to be sure not to miss.

   

1) The dwarf priest warned you not to loot the pit, but in fact, it's only the very obvious desecrations you should refrain from (i.e. robbing graves and stealing from Ingerimm's offering bowls). Chests and things laying around on the floor are just fine. If the floor doesn't shake after you pocket something, Ingerimm doesn't care. (I don't know what Ingerimm actually DOES about it if you rob the graves or loot his altar, mind you... the dwarves of Finsterkoppen will mob you in outrage if you hang around their city too long after robbing their god, but I don't know if there are any effects beyond that. It may hose your future chances of miracles, as sacrileges tend to, but it won't affect your ability to get the Salamander Stone or escape from the dungeon.)

   

2) There are at least six girdles of strength down here (even Korima wound up with one in my party). Make sure you look in all the chests; girdles of strength practically eliminate annoying encumbrance issues.

   

3) Once you enter the big double doors to the first level, they will shut behind you and you will not be able to leave. There's a key in this dungeon that will open these doors again, and there is also a second exit on the bottom-most level of the dungeon. Don't leave the pit until you have the Salamander Stone in your possession, however; it can be a real pain getting back in once you've exited.

   

4) You can get from level to level via the staircases or via the chimney shaft; however, one of the levels (the watery one) isn't accessible via the chimney shaft, so you'll need to use the stairs for that one.

   

5) There is an altar on the first level; if you approach it while wearing the red asthenil ring, one of your characters will get a vision. I'm not sure this is actually necessary in order to get the stone, but it's pretty cool anyway. Lighting the torch by the altar will cause the hammer to sound in 12 hours, but again, I'm not sure this matters to the actual quest.

   

6) The irritating little gnome on the second level will give you a key if you answer his riddle correctly; however, the key is not necessary. The ruder you are to him, the more he will inconvenience you by scattering your party members all over the map when he teleports you out.

   

7) On the third level, there's a cart you can take a ride on. There doesn't appear to be any point in doing this, but the character who takes the ride does get about 1500 xp for the trouble--*if* he stays for the whole ride and gets knocked unconscious. What doesn't kill you makes you stronger, I guess?

   

8) On the fourth level, there's a lava pit. A hero wearing the asthenil ring can explore this safely, but there doesn't seem to be anything there. You also have the option to throw something down there; the fire powder causes lava to surge up into the room if you use that, but this appears to be pointless as well. If anyone has any idea of what this pit is useful for, please send me email.

   

9) The fifth level has stairs leading up to a sixth, watery level you can't reach from the chimney elevator, and on that water level is the magic waterskin. If you haven't already cheated to give yourself this item, you want it now; it frees up inventory slots (though this was more important in Blade of Destiny) and releases you from the annoying micromanagement of finding fresh water, which wasn't that fun to begin with. However, to find this item you must NOT TURN THE WATER-DRAINING WHEEL ON THE FIFTH LEVEL until you've already explored the water level and secured the bag. If you turn the wheel first, the bag will disappear with the water.

   

10) The seventh level is accessible only from a trapdoor in the sixth, watery level (not from the chimney shaft or the stairs). In the puzzle that involves dressing your characters up in special garb, you can save yourself some hassle by just dressing ONE character up and sending him to do that bit alone. Otherwise you'll need to make room for 18 extra items in your inventory (21 if you have an NPC with you). Make sure the character you pick brings a torch, tinderbox, and all the quest items with him if you do this, though! If you loot the treasure chest in Ingerimm's forge, by the way, the ground will not merely shake threateningly: your character will be sealed in the forge forever. Be careful about saving in here--if you find that the way back is blocked by a strange wall that tells you it appears to have no opening mechanism, you have screwed up and need a reload. If you can't find the stairs up, you've probably just forgotten to return Ingerimm's pants. He's fussy that way. Go put them back and the stairs will reappear.

   

You really do have to give up the sword you forge here, by the way. You can cheat to keep it if you really can't cope with that, but it's really not that special a sword anyway, just cool-looking.

   

12) You can either exit the dungeon from the hole in the lowest level (accessible only from the chimney shaft) or, if you found the rich silver key, through the front door. Once you enter the dwarven pit, all of Finsterkoppen will inexplicably be deserted (except for the temple, where you will have the option to return the priest's key before he disappears.) I have no idea why the town empties out like this. I had some weird flashback memories of trying to quickly navigate my way through the mazelike inner city before angry dwarves converged on my party and killed them, and after many wasted hours trying to determine whether my brain was making that part up, I -think- I've finally determined that this happens if you piss off Ingerimm in the dungeon, then dawdle too long in the dwarven city. However, the city still seems to be deserted even if you behaved with complete decorum in the pit. I guess that's just a bug.

Lowangen

You now have the Salamander Stone, which everyone wants you to take to Lowangen. Lowangen is besieged, which is interesting plotwise but logistically annoying. Entering the city, you will lose all your possessions except, by a silly contrivance, your magic items. You can either split the party and leave somebody behind to hold your stuff, create 'mule' characters to leave behind holding some of your equipment, or just write it off as a loss. It seems like there should be a way to enter the city secretly from the content of one of the parchments you find, but it is impossible to access that entrance yet; the only way in is to surrender to the orc patrol.

   

Also, you should be able to figure this out, but it's normal and unavoidable for the Salamander Stone to be stolen now. It doesn't matter whether you bring Antharon with you or not (though the plot makes a bit more sense if you do, and none of your other NPCs will accompany you into the besieged area anyway). This plot is timed, though you're never warned of this: you have ten game days to recapture the Salamander Stone, or the Nameless God worshippers abscond with it and you lose the game.

   

Lowangen itself is extremely frustrating to navigate; most of the plots in town revolve around finding somebody in an unmarked house, and most unmarked houses are useless, snarky, and badly translated "prem flounder nose" places which rotate you 180 degrees every time you try to knock on one. The automap doesn't work well because you can't use it to cross from one side of town to the other, which you nearly always need to. There are a handful of conversable people out of whom you can get clues which are interesting and may actually help you figure out what's going on, but you have to somehow guess the right topic out of a sea of conversational choices and you only get two or three choices before each NPC gets impatient, insults you, and ends the conversation for no real reason. And then there are the Salamander Stones. Two of them. One is evidently fake, though the plot never exactly gets around to explaining this; the only way you'll learn what's going on is if you let ten game days pass without acquiring the 'real' one, at which point Elsurion will yell at you for losing the game by wasting your time with an imitation stone. There's absolutely no way for your characters to know or suspect that whichever stone they find first isn't the right one, but if you search every section of the city like any competent gamer would you'll find both stones anyway and be left merely scratching your head in puzzlement, rather than cursing and restoring an old savegame as the game designers must have intended.

   

Things you can find in Lowangen, besides the stones:

   

1) The temple of Hesinde actually has a map of the city that you can look at, if you ask about "Lowangen." It may help orient you somewhat.

   

2) You can find Gavron, Vindaria, and Ailian all on your own just by mounting a house-to-house search, but it's less frustrating to find Dragan the information merchant first. He lives in the far west area of town just beside a fountain, and he will answer three questions for you in exchange for doing three little quests for him. Pick your questions carefully--you won't get do-overs. In particular, if you don't ask Dragan how to escape from the city, you'll have to reload an earlier game; there's no other way to learn that information. I recommend asking about the Salamanderstone and Gavron for the other two, since you really don't need to know about food, weapons, or inns that badly (there are food and weapons stashed away in the villains' houses, and you can just sleep on the street). After you ask about Gavron you can ask about Ailian for free, too, though you won't learn anything about him other than the oblique suggestion that he might be gay.

   

The quests themselves are straightforward; make sure you have a charismatic character in the lead when you talk to the Vinsalter (if he slams the door on you, wait a day and try it again), and make sure you have a character with decent stealth in the lead before attempting the B&E job. I don't know what the hell the third quest was supposed to be about, frankly. Whoever translated this thing wasn't exactly up to the Vinsalter's standards.

   

3) Dragan tells you which bar to find Gavron in--sit down at a table and hang around for a while and he'll stick his nose in eventually. You won't get the chance to kill him, and in fact confronting him is totally useless (all he does is implicate Vindaria, who you were already tracking down anyway), but due to a glitch in the game, you must have encountered Gavron for the plot to progress past a future point, so make sure you find him.

   

4) You can find Vindaria and Ailian's houses just by opening random houses in the appropriate neighborhoods, or you can ask around after them. Vindaria lives in Eydal and some of her neighbors--Kysira the healer, the innkeeper of Eydal House, and the bartender of At The Canal--can give you directions. Ailian lives in Colorful Flight and you won't be able to ask about him until Dragan tells you who he is. Once you can, some of his neighbors--the proprieters at Svellte Palace and the Salamander Stone Inn--can give you directions. Farmion the herbalist, Jhaell the healer, and the priest of Rahja know Ailian as well--ask all three of them about him twice in a row, ask Jhaell about the Salamander Stone, and ask Farmion about "Ingramosch" for the oddest bit of all. Desdira the merchant also has a tidbit of gossip about Ailian, and the bartender at Last Hour has some comments if you ask about "Ingramosch" twice and then Ailian once.

   

This is all very interesting (and bewildering in some ways), but the truth is even if you've neglected to learn about Ailian from Dragan, you will still be able to trail Gavron to his house if you just follow him stealthily from the bar he frequents. The subplot about Ingramosch and Ailian being in cahoots somehow is never followed up on, and appears to have no bearing on the actual plot.

   

5) At the town hall, you can donate any extra food or weapons you may have found after defeating a villain. If you donate enough, you will be rewarded with a cutscene in which you are given the key to the city. This is a nice heroic thing to do and also gets rid of extra food (which otherwise attracts the attention of starving gangs). Whatever you do, though, don't tell the magistrate you have something important to tell her if you don't have extra food or non-magical weapons to donate, because you'll get thrown in jail. The "adventurers in jail" picture is cute, but some of your magic items will be confiscated, and you lose more than enough of your hard-earned loot in this game as it is.

   

6) Everything is insanely expensive within this besieged city, so if you need gold for some reason (though you really shouldn't at this point in the game), you can make a real killing by smuggling items into the city and selling them, once the tunnel is open.

   

7) You will get some odd responses when you ask about "Star Trail" and "Salamander Stone" around town... that's because there's an elven healer in Colorful Flight named Jhaell Startrail and a bar named Salamander Stone. Ha, ha. :P

   

8) If you ask Roglima the smith about "smithery" and then about "master smith," she'll tell you part of the Star Trail legend, if you're following that subplot-- including the backstory of the golem you met in Finsterkoppen Pit. She can also tell you where Ingramosch has gone (as can the priest of Ingerimm). If you ask the priestess of Phex about Star Trail twice in a row, you can get some useful information. At the Trenchbog Inn, if you ask about "Lowangen" and then "Orc Death," you'll get a little background on that establishment. If you ask at the Temple of Tsa about "orcs" and then "walls" and/or at Farmion the Herbalist's about "travel," you can learn about the escape tunnel. If you ask Duridanya the weapon merchant about the Svellt Swamps, you can learn an important fact about swamp rantzies; she knows a bit about Ingramosch, too. If you ask the innkeeper at the Little Prince about the swamp, she will tell you a bit about Ansvell (and put it on your conversational list so that you can ask others about it, if you like.) If you ask the priestess of Hesinde about "lodging" and then "refugees" you can learn a bit about Tiefhusen; if you ask her about Ansvell you can learn a bit about the Lizardmen.

   

9) At one of the bridge crossings, you have the option to put an amount of your choosing into an offertory bowl. I've noticed no effects whatsoever from this exercise, but it's possible that it increases your general standing with the gods.

   

10) There's nothing in any of the rivers at all; don't waste your time swimming around in them.

   

11) In the financial quarter of town, there is a market square filled with beggars (who may initiate a fight with you, but they quit easily), and also a warehouse where you can stash goods (though why you'd want to in Lowangen is beyond me).

   

12) In the northwest corner of town you can pick a fight with town guards, though you'll only get tossed in jail if you do. If you want some pointless combat, you can wander out the front gate and kill a band of orcs as many times as you like. There will never be fewer of them as a result, though.

   

13) There's a fellow in the Old Quarter named Brin Vaskendantz--you can talk to him, but he won't help you unless you've asked Dragan about lodging already (and even then, he'll sometimes be full--it may help to have a character with a high charisma in the lead, but it's a pointless digression, since you can just as well sleep in the street.) Similarly, Raisha Rotenegger in the far southeast corner will be of no use to you unless you've already asked Dragan about buying food, and Falkert Duberwin in the northeast part of the Old Quarter won't even answer the door unless you've already asked Dragan about buying weapons. The merchants will disappear once you've bought from them once, so make sure you've gotten everything you want if you go that route (though there's really nothing special at either, and the prices aren't wonderful.)

   

14) Pagon Droler in the Eydal district knows nothing useful and is very annoying, but you can pay him to sleep in his barn if you really want to.

   

15) Once you've learned about "travel" from Dragan, you'll be able to leave the city (if you don't get this information from Dragan there is no other way to learn it, so if you used up all your questions on other things you'll have to reload.) Unfortunately, you'll have to leave two characters behind and do a quest in the swamp to get them back. Make sure you bring a net with you (you can buy them at Vistella's or Ugo's)--there's one in the swamp, but a bug may prevent you from getting it. It's best to leave the Salamander Stone behind for now, as it will be stolen again soon after you leave town with it and you'll once again face an annoying time limit to retrieve it; best not to start the clock till you're done with the swamp. (If you bring the fake stone with you, the thieves will somehow notice it's fake right away.)

Swamp

This can be a frustrating area to clear because of your plot-induced need to leave two characters behind in Lowangen. It's OK to sleep every time you do battle--there's no time limit on this quest. If you created 'mule' characters to hold your stuff while you went to Lowangen, you can now use them to carry your extra equipment for you. (Their backpacks still work even if they die, though I personally feel rather guilty about dragging corpses around a dungeon just to cheat the game system into letting me access two more inventories.) Before you enter the swamp, you have the opportunity to make offerings to your characters' patron gods. As with most god-related activities in this game, it's not at all clear what the practical effects of this are, if any.

   

The swamp itself is set up more or less like a dungeon, only a simple and rather boring one. There are objects that look like a buried chest in the mud and a submerged skeleton in the water, but there seems to be no way to access them. This is a bug. The best solution is simply going into the options page and turning off "stepwise" motion. Since 3D motion is so lousy in this game (and tends to make the automap crash), you probably don't want to keep it off for long, but shutting it off long enough to access the chest is a good idea if it works. (You may not be able to get into it anyway, but don't despair; there's nothing you truly need in them, as long as you have your own net.) To get at the submerged skeleton, you have to turn stepwise motion off, creep as close to it as possible, then look down by using the "end" key. You won't find anything there, but if you have a necrophobic character, there'll be a creepy little bit of ambience. The cabin near the buried chest is afflicted by the same bug, but there's nothing in there except for endless, mindless fights with zombies, which you probably don't want to waste your strength on right now. A second pitfall is the lizardman encampment--if you approach it from the wrong side, you'll be wandering around it fruitlessly for some time before happening to step in the square that makes the lizardmen notice you. Head to the west of the swamp, south of the pointless green cave, then turn north for the best entry to lizard territory. And immediately tell the lizardmen you need their help; if you thank them for their hospitality and promise to respect their wishes first, you won't be able to locate them a second time. :P

   

Other things of interest in the swamp include:

   

1) You'll notice an unopenable tower right away; this one is not a bug, and will always open normally once you have gotten the quest asking you to enter it.

   

2) Snakes periodically slither by and try to bite you. Cure poison immediately if one succeeds, obviously.

   

3) To the far southwest of the map, you'll run across the house of a witch. She gives you a quest which is only difficult due to translation problems--you're supposed to pick words that are the opposite of those chosen by the evil mage, but the German-to-English translation has utterly obliterated that distinction. The opposite of "death" is easy enough, but the others are tougher: when the mage says "destroy" you can say "mercy" or "love," for example, but not "peace" or "kindness." Her reaction when you return seems completely uncorrelated to actions you have taken in the game either, and you will not learn anything or acquire anything from her. Just a quirk of the game. Annoyingly enough, casting "witch's eye" has no effect here, even though this is the only witch you'll encounter in the game (except for Gerlanje in Gashok, and you can't cast it at her, either.)

   

4) The big green-walled cave in the eastern part of the swamp will be empty until you are assigned the lizardmen quest, at which point there will be a special monster waiting for you there.

   

5) When you talk to the lizardman chief, it is a singularly useless conversation (he will only tell you to find the witch in the southwest, who you could have found anyway). He does know a legend about Star Trail, though, if you ask him.

   

6) There are a couple of points at which you can hack through the green undergrowth to get from one area of the map to another without having to go through the long backtracking and path-winding. Transversalis works best of all, of course.

   

7) To the best of my knowledge there is no clue in this game as to which of the 20 heather plants you need to use, but if you bring the rantzy with you to examine them, it will have a strange reaction to one of them; that's the one you want.

   

8) Once you've found Agdan, cast "Sensible" on him if you can; it's really funny. (-:

   

9) You can retrieve your missing friends regardless of whether or not Agdan survives the journey, but it's nicer to bring him back alive; attend to his illness ASAP if you intend to do this.

   

When you're all finished with the swamps and have collected your missing friends, your next port of call is the Blood Peaks (you're supposed to have learned this in Lowangen, by talking to Roglima and/or the priest of Ingerimm). First you'll get mugged by a group of mages who steal the Salamander Stone. Do not resist this, because if you win the (very tough) fight with the mages, your game will be permanently hosed--the writers didn't provide for that eventuality. :P Neither did the writers consider the move that is most obvious to a seasoned gamer, i.e., trying to give the muggers the otherwise pointless fake Salamander Stone instead of the real one. They take both, which at least saves you an inventory slot. Follow them to the Blood Peaks.

Blood Peaks

You can arrive in the Blood Peaks dungeon by traveling to the far southwest corner of the map (or a couple of spots in the forest west of Tiefhusen) and getting yourself captured by the orcish patrols there, if you like. I'm a fan of these iron-man dungeons you have to fight your way out of starting with nothing but your fists and some spell points; unfortunately, you will lose all your equipment forever if you take that route. You can also enter the Blood Peaks just by locating the cave in the western forest, which is conceptually less inspired but saves your hard-earned stuff. This programming team doesn't seem to understand how annoying it is for gamers to repeatedly lose equipment they spent a game and a half gathering.

   

Assuming you want to go the equipment-conserving route, just head westward. You'll get an encounter with a shepherd before long; ask him where the mages went and he'll tell you to turn south. Eventually you'll get a choice to continue following the river southwest or head northwest into the mountains. These are the Blood Peaks, though they're not labeled on your map. That's where you're heading.

   

Things of note within the Blood Peaks:

   

1) There are many secret doors within this dungeon that look just like walls; bump into them to walk right through them. They appear on your automap, so they're not really all that secret.

   

2) On the top level, in the main room with firepits in it, you can look in the cooking pot by hitting space bar (just bumping into it won't have any effect). The roasting spits with what appear to be humanoid remains on them cannot be examined more closely, though; they're just creepy decor. There's an orcish flag you can rip up, but as far as I know this has no effect. Destroying the orcs' grain stores also has no apparent effect.

   

3) There's a lever on the top floor that apparently does not do anything other than foist a poorly translated pun on you, and, most bizarrely of all, the outlines of two doors that exclaim "Wow!" whenever you examine them. As far as I know there's no way to make them open. There are also two potentially unopenable chests, one that needs a special key but is rather buggy, so it may not open anyway; and one that just doesn't open no matter how many attempts you make. There's nothing important in either.

   

4) There are plenty of storerooms throughout this dungeon, not of much use to you unless you entered the dungeon by getting captured and are therefore in danger of starving to death or in need of rusty weapons. In one of the storerooms on the top level there are some bottles of poison, though--useful for slogging through big fights with lots of orcs. The other interesting object you can find around here is orcish armor. It looks really cool, much nicer than human armor, but it's unwearable by any character class and as far as I know, it's useless. If you free the orcish prisoner on the middle level, you can give one to him, anyway.

   

5) On the middle level, it is possible to find a magic item by searching through the dog crap in one of the kennels (the other just lowers your charisma temporarily). There's also a golden statue of the orcish god nearby, which an avaricious party member of yours may take it upon herself to convert into jewelry. I have no idea what the significance of this is. There is also a notable bloodstain on the floor of this room, which appears to serve no purpose other than decorative.

   

6) In the prison cells on the middle level, you will find a room the game informs you was the "one you were kept prisoner in." This will probably be confusing if you are entering the Blood Peaks for the first time in the usual way, i.e., following the Dark Mages here. There's a second way into the Blood Peaks, which involves being captured by orcs in the far southwest of the map (where there's no real reason to go), and if you entered the dungeon this way, this would have been your cell. That's all there is to that. It's also the explanation for all the mundane objects (like water and daggers) that are treated by the narrator as precious finds: your characters would have arrived in the dungeon empty-handed except for shirts and pants, had they been captured.

   

7) You can read the graffiti in the dungeon cells over and over again for a few humorous or undecipherable slogans, but there are no clues to be found there. There's also a magic item in one of these cells, and an important (and familiar) quest item. Most intriguingly, there are two prisoners you can release here, named Praiodan and Thurazz. "Sensible" and "respondami" tell you interesting things about Praiodan's motivations. Unfortunately, this subplot is weakened by your inability to take both characters into your party at once (accepting one makes the other leave) and the fact that either character will automatically leave when you exit the dungeon (so escorting one to safety and then going back for the other is not an effective way of gaining a long-term NPC.) Make sure neither of them is carrying anything you want when you exit.

   

8) The cauldron and table in the kitchen can be examined, but only by using the space bar. The pool in here has a (briefly) useful effect if you drink from it.

   

9) The spider cave (accessible once you manually open a secret door on the middle level) has little to offer except for fights with spiders, a possible ascent to the upstairs latrine, and the chance to destroy some spider eggs (an instant-death scenario if none of you have drunk the antidote phials, and cool-looking but of no apparent use otherwise). Perhaps it was just a sly reference to Blade of Destiny. Unlike in that game, destroying the spider eggs does not cause the entire dungeon to become filled with carbon monoxide. You can find a key down here, and a strange glowing sword whose effect I never was able to ascertain.

   

10) On the lowest floor there are two cauldrons, two vats of ale, and one pool which can all be examined and (if you care to) tasted; use the space bar if bumping into it isn't sufficing. There's really nothing of value down here and the whole area seems rather pointless (and quite anticlimactic after the difficulty involved in finding your way down here.) A few stashes of orcish weapons and an orcish idol can be destroyed here (or not), some caged dogs may be killed (or not), and there are two exits on this level (in addition to the one exit on the top level).

Tiefhusen-Tjolmar Area

It is possible to cross the river at Hilvalla and muck around in the forest at the western edge of the map, but there is nothing there except for a particularly cool instant-death scenario in the northwest corner (it's worth a brief detour for).

Tiefhusen and the Phex Dungeon

Tiefhusen is a rather boring city. It's apparently been conquered by the orcs, but other than one really interesting random street encounter with an orcish officer and a little girl, there's no evidence of this. You can learn about the one useful person in town, Hensger, by asking about Star Trail in the temple of Hesinde and at an occupied table in any bar; then you can find him sitting by a tree near the river outside the gates (he doesn't have a house, a detail omitted from Jandor's directions which caused me to waste far too much time on mindless flounder-nose houses). Once you find him, he'll let you into the Phex Dungeon. (Here's something I guarantee few of you will have encountered in this game before: if you insult Hensger enough that he refuses to talk to you anymore, then go to sleep in an inn in town, orcs will come in and execute you because Hensger told them you were spies. (-: ) Anyway, there's nothing else of any importance in this city at all. Before you enter the dungeon, make sure you have the spell "Banish Ghosts" and a healthy amount of gold ducats (50 should be sufficient).

   

Things of note in the Phex Dungeon:

   

1) Transversalis doesn't work in this dungeon (which is only sensible, since most of the tricks and traps have to do with getting secret doors to open and teleporting past them would spoil the fun). Secret doors are not visible on the automap, by the way, although on the movement screen they appear visibly discolored.

   

2) There's one secret door and a large portion of the map that seem inaccessible. What's going on there is that if you try to steal from Phex's offertory bowl, you will get tossed into a maze in that corner of the map as punishment. It really is a good punishment. The maze is long and boring, and has many teleport squares that make you repeat large sections of it, and nothing else in it at all. There's no reason to go out of your way to see it.

   

3) After opening all the secret doors and figuring out a couple of easy but nifty puzzles, you can escape this dungeon; but you will not be able to re-enter it, so make sure you have done everything you want to down here (finding the magical helmet, shield, and axe are the only things that come to mind) before exiting. You will be offered the oppurtunity to kill the morons who've been jerking you around this whole time at the end--I recommend restraining yourself until after they've exposited where Star Trail is and what was really going on this whole time, as you'll have a second chance to attack them at the end of their monologue. It hardly matters anyway, since they'll only run away before you can hit them either time. :P

Tjolmar and the Nameless Dungeon

Tjolmar is even smaller and less noteworthy; you're really in the endgame now, and your primary motivation should be finding Ingramosch and learning what is going on with this Salamanderstone. The Red Lotus bar is actually a brothel in disguise, as you can find out if you ask the bartender about "lodging." She has useful information about Ingramosch as well; ask about him twice. You can also learn more about Ingramosch from a patron in the Bridge Guard. However, as near as I can tell, the smith said to be Ingramosch's ex-girlfriend won't say even a word to you about him.

   

The Tjolmar dungeon is really, really cool-looking and contains several very nifty tricks, but unfortunately stepwise movement seems to be broken down here, which is bad because unless the game thinks you've stepped fully into a square it won't tell you what's there. This makes secret door-finding much more of a pain than it should be.

   

Things of note in the Tjolmar dungeon:

   

1) There's a chest that won't open no matter how many times you try to pick it or foramen it; though this usually means it just has a high lock rating and you have to keep trying, in this case, there's a key for it elsewhere on this level. The contents should make you go "hmmm," especially if you ID the magic amulet and rings.

   

2) It is possible to free the woman entrapped in ice; find an appropriate spell to cast at her. She will join you as an NPC for the first two levels of this dungeon, but leave when you reach the third. She's not much help, but she looks a little like Nicole Kidman, so you may like her anyway.

   

3) I was never able to figure out the purpose behind the gongs. There are inaccessible areas with more gongs in them, leading me to believe that the gongs must somehow open secret doors, but I was never able to figure out how, and teleporting into those inaccessible areas revealed nothing special. There was also one gong with a deadened sound that I was unable to do anything with. If anyone knows what these gongs are for, please let me know.

   

4) As near as I can tell, the stairs on the first level are just illusory stairs; stepping on them will just cause your characters to be randomly teleported around the dungeon (the least lethal and most annoying trap in known existence). I don't know whether there was supposed to be some way to avoid this, but there is a second way out that will be revealed when you find a special statuette, so it may just be a red herring. (If you've lugged around the black statuette you got way back in Blade of Destiny, by the way, that one will work just as well as the one you can find in this dungeon.)

   

5) On the second level, you have to click on the first set of shelves twice before your idiot characters find the one useful object on them.

   

6) You will find an "otterskin" on this level; it appears to have no purpose.

   

7) The quest to collect the four amulet pieces is timed; if you take too long, some of the old ones will disappear and you'll have to find them all over again. Transversalis is your friend--once you've got all four pieces, just teleport back to the southeastern corner to open the secret door.

   

8) On the third floor are many unusual features that appear to be pointless. The bottomless pit in the floor, for example, is examinable if you turn stepwise motion off, but there seems to be nothing you can do with it. There's a piece of demonic art that does not seem to serve any purpose. Most bizarrely of all, there's a warren of desks in one corner of the maze. None of them is examinable with or without stepwise. I can only assume that this must have been a floor map of the programmers' office or something along those lines.

   

After this is the final fight (visually a very nice one), an anticlimactic exit through the dungeon, and then the congratulatory endgame cutscene. Once you've finished Star Trail, you can export your characters to the sequel, Shadows Over Riva, and you really should. It's the best of the three in my opinion. (-:

   

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Realms of Arkania: Star Trail Walkthrough (bigorrin.org)  

 

Realms of Arkania: Star Trail Walkthrough

Adventure Role Playing Games Game Walkthroughs Game Cheat Codes Game Reviews Realms of Arkania: Star Trail Low-Spoiler Walkthrough Welcome to the walkthrough section of my Star Trail site. This is technically a non-linear game, as you can go anywhere you w

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