'스타트레일'에 해당되는 글 9건

  1. 2008.07.14 Star Trail Cheats and Links
  2. 2008.07.14 Temple of the Nameless One - Third Level
  3. 2008.07.14 Temple of the Nameless One - Second Level
  4. 2008.07.14 Temple of the Nameless One - First Level
  5. 2008.07.14 Blood Peaks - Third Level
  6. 2008.07.14 Blood Peaks - Second Level
  7. 2008.07.14 Star Trail Hints and Tips
  8. 2008.07.14 Manual
  9. 2008.05.06 Realms of Arkania - Star Trail Map
2008. 7. 14. 14:59

Star Trail Cheats and Links

My Star Trail Pages:

 Star Trail Game, with hints and tips, general gameplay information and suggestions.

 Star Trail Walkthrough, with details of each game location.

 Star Trail Review, a spoiler-free overview of the game for those considering playing it.

There are only a few other English-language Star Trail sites out there:

 Star Trail FAQ has monster and equipment information as well as a partial walkthrough.

 Lord Marcus Dragon has a fairly skeletal walkthrough with explicit travel directions.

 'Kid Faces' Patch is a Star Trail patch to fix the bug that causes imported Blade of Destiny characters to have weird faces.

 The Star Trail UGE module is an easy-to-use savegame/character editor you can download for free.
(The main program is also freeware and can be used to hex edit many different games.)

 Ein Reiseführer von Kunar is a very nice "travelling guide" to Star Trail with full maps, unfortunately the text is German-only.

The rest of these links aren't related to Star Trail, but you may enjoy them anyway...
most of them were created by me or by friends of mine. (-:

 Learn about American Indian tribes at a site maintained by Orrin Lewis and myself.
(There are also pages about American Indian genealogy and American Indians information for kids.)

 Visit the World of Ataniel, an AD&D gameworld created by Doug Barre and brought to the Internet by Kristin L'Kar Andersen.

 Read my Personal Pages.

 Check out Kristin L'Kar Andersen's Harry Potter Fanfiction homepage.

 Check out Sylvia Rudy's homepage, especially her cool Myths in Fiction pages.

 Check out Orrin Lewis' homepage with his essays about modern American Indian life.

   

원본 위치 <http://www.geocities.com/bigorrin/star3.htm>

출처 :

Realms of Arkania: Star Trail Cheats and other Links (bigorrin.org)

   

2008. 7. 14. 14:58

Temple of the Nameless One - Third Level

Temple of the Nameless - Third Level (Automap made by Obi-Wahn)

Temple of the Nameless - Third Level

Description

01) Stairs leading back to level 2

02) A stone tablet whose text is very important for you

03) The knight is carrying a cult-document

04) The combination for the lock can be obtained as follows: search the letters of the word CULT on the stone tablet. Their position within the line results in the right combination, which is 1325. After you have set the right combination, you may pass through the wall

05) Simply pass through these illusionary walls

06) The three teleporters (look on the floor) are interconnected. This means you are teleported between the locations marked with 6. It may actually happen that your position will not change

07) These secret doors are difficult to find if your perception skill fails

08) Each of the pillars has two letters on it. Pieced together in the right way a name is revealed, which needs to be mentioned at the foremost pillar

09) At this pillar, you are asked for the name of this vault's lord. The correct answer is ARKANDOR. A false answer brings 2 fire elementals to the scene

10) If you give the correct answer (see 9) this secret door will open

11) At the statue of a demon, one of your heroes will start to panic. The hero with the highest charisma may calm him/her down. Afterwards you have a special helmet and a dragon claw in your baggage

12) This door opens automatically if you carry the dragon claw (see 11)

13) The desk contains nothing of interest. In this part of the vault you have to deal with fights mainly

14) Arkandor lies in wait here. After you have defeated this final enemy, Ingramosch teams up with you and the wall at 15 disappears. You have retrieved the Salamander Stone as well!

15) You may pass through here if you have defeated Arkandor before

16) This is the exit from the vault and the end of Star Trail as well. After the final credits, you may save your game in order to import your heroes to Shadows over Riva

   

원본 위치 <http://nlt-hilfe.crystals-dsa-foren.de/page.php?119.1>

   

2008. 7. 14. 14:58

Temple of the Nameless One - Second Level

Temple of the Nameless - Second Level (Automap made by Obi-Wahn)

Temple of the Nameless One - Second Level

Description

01) Stairs leading up to level 1

02) Besides some gardening tools, you discover a bronze key if you examine the shelf twice

03) This secret door must be searched for and opened afterwards

04) You may fill your waterskins at this well

05) You may find dried whirlweed in the jars on this shelf. The herb is foul and will cause harm to your heroes if they take it in. Cast "Abvenenum" to achieve the desired healing effect

06) You find a fishing hook in this bed

07) In this bed you may find an otterskin

08) In this corridor you will have to face 5 crossbow traps in a row. You may reduce the harm done to your heroes by walking backwards through this passage

09) Simply pass through this illusionary wall

10) There is a recipe for sleeping potion and some silver coins on the tables

11) The chest contains 10 healing potions

12) Two tusk tigers await you here

13) The cages are inhabited by one tusk tiger each time

14) The chest contains 100 ducats

15) 2 healing potions, sleeping poison and 10 silver coins may be found in this chest

16) The secret door can only be opened with the bronze key (see 2)

17) Five cave spiders are on the prowl

18) Each skeleton warrior guards a quarter of an amulet. Hurry up to defeat all 4 of them (18, 18a - 18c) so the secret door at 20 will open with the help of the now complete amulet. Each defeated skeleton warrior frees another passage (19a - 19c). However, the warriors regenerate after some time and will recover the quarters by use of magic as long as the secret door at 20 has not been opened. Use spells like "Great need", "Paralyze" or "Ball and chain" to speedup the fights. Do not dawdle

19) These passages open if the corresponding skeleton warrior is defeated. Warrior (18a) opens passage (19a) and so on

20) This secret door opens if you have all 4 quarters of the amulet together

21) Stairs leading down to level 3. If you have the NPC Helen (see level 1, location 15) with you she will say goodbye and flee at this point. In case she had valuable items in her baggage, they will be lost! While descending the stairs, the Salamander Stone is stolen by a mage. You get him back after the final battle

   

   

While descending the stairs to level 3, it may happen that the game gets stuck if you play with the music turned on. In this case, enter the menu with F3, deactivate the music, descend the stairs and turn it on again afterwards.

   

원본 위치 <http://nlt-hilfe.crystals-dsa-foren.de/page.php?118.1>

   

2008. 7. 14. 14:58

Temple of the Nameless One - First Level

Vault beneath Tjolmar / Temple of the Nameless - First Level (Automap made by Obi-Wahn)

Temple of the Nameless One - First Level

Description

01) Entrance to Ingramosch's house, by which you can leave it as well

02) After the fight against the dwarf and his accomplices you receive a document and find yourselves at this point

03) With the help of the codes on the document you are able to open a secret door by counting the wall sections starting at the entrance door. If you hear a grating noise coming from inside the examined wall, you got the right section (pay attention to the text boxes showing up)

04) Several cave spiders defending their territory

05) The portcullis shuts down once you cross the ramp

06) You may discover a flame key in the pot with the strange tree. The danger of getting poisoned is very high

07) In order to leave this place, split your party so that one hero may pull the hooks hidden in the ornamental eye sockets. After this, the rest of the party is able to pull up the portcullis (see 5) easily. Let the single hero rejoin the party and leave this place together via the ramp, which will cause the portcullis to shut down again. Of course you may even cast "Transversalis" to leave this section

08) In the guard rooms you are attacked by cultists

09) Hitting the gong alarms the guards if you have not defeated them before (see 8)

10) This gong does not make a sound

11) The most interesting thing you may find on this shelf is an elixir of WD

12) A troll will put up a fight against you

13) The chest contains (among other things) a strong magic potion and 3 dried whirlweeds. The blue ring is just decoration and not magical

14) At the statue, Hesinde herself speaks to you. If you donated 1000 silver coins at the temple of Hesinde in Lowangen or Tiefhusen, a spellcaster can get his "Melt solid"-spell raised to 15 while losing 4 AP. Non-spellcasters may receive a permanent WD-gain of 2, losing 7 LP in return. In any case this is worth 2500 EP. Make sure your heroes are worthy otherwise Hesinde will be wrathful

15) Place yourselves on the eastern ramp and cast "Melt solid". The female warrior is released from the block of ice, the well water starts to melt and apart from the NPC Helen you receive another flame key

16) This door can only be opened with a flame key, which gets stuck in the lock afterwards

17) Four ghouls scare your heroes. The least courageous hero drops behind several squares and may rejoin the party after the fight (see automap)

18) Chest: dragon slayer, 2 green rings protecting from fire, 1 red fire banning amulet and a super healing potion. In order to open the chest, the second flame key is necessary!

19) The pseudo stairs do not lead to level 2, but teleport your heroes to different locations of level 1 instead

20) Behind an illusionary wall, you discover a statue of the Nameless. Take the small statuette with you!

21) Another illusionary wall

22) Open the door with the black statuette (see 20)

23) Downwards to level 2

   

원본 위치 <http://nlt-hilfe.crystals-dsa-foren.de/page.php?117.1>

   

2008. 7. 14. 14:57

Blood Peaks - Third Level

The Blood Peaks - Third Level (Automap made by Kunar)

Blood Peaks - Third Level

Description

01) Stairs leading down to level 2

02) At these points you may run into orcs occasionally. If this happens too often, the alarm is raised

03) Shrine of Tairach: mummified hand, copper disk

04) According to the solution book, this chest can only be opened with the cast iron key (see 13) and the copper disk (see 3). Due to a bug the chest will remain closed however, so do not waste your time on this object

05) You find winter and climbing equipment on the shelves

06) Chest: 3 writing utensils, 3 glass flasks, lute and an alchemy set

07) Chest: 20 torches, 3 lanterns, 10 oils

08) A war axe is lying on the floor

09) This crossbow trap may be disarmed

10) The orcs' war chest: 11 pieces of gold jewelry, 13 pieces of silver jewelry, 20 pieces of orc jewelry and 3211 silver coins in total

11) Chest: the orcish war flag can be torned joyfully

12) This room is just another smithy

13) Chest: robe, winter coat, boots (the only pair!), kukris dagger, 2 wine bottles, copper key, cast iron key

14) The lever deactivates the crossbow trap at 15

15) The crossbow trap is active only if the alarm was raised (see 2). It can be disarmed however

16) You may simply pass through this secret door

17) This exit leads to the outside and is a back entrance if you approach the Blood Peaks from Arsingen

18) 14 orcs and 5 orc veterans linger in the big hall

19) The goulash from the cauldron is saturating, however tasting it costs one LP per hero

20) There is a sword and a brandy bottle in the straw

21) There is plenty of rations and alcohol on the shelves

22) The chest should contain some of the items you had with you as you were captured by the orcs. This is not the case however, as the chest is always empty

23) You find a lot of weapons and armors on the shelves including special equipment for the orcish NPC Thurazz (see level 2, location 23). The chest contains 5 orc sabres, 3x shurin bulb poison, 2x fear poison, sleeping poison, golden glue and kukris

24) Chest: 5 throwing knives, 2x golden glue, menchal cactus, healing potion, 2 wine bottles and a brandy bottle

25) A high perception skill allows you to avoid the pit

26) Chest: 4 wine bottles, 2 brandy bottles, 5 pieces of orc jewelry, 2 silver jewelry, gold jewelry and a born thorn

27) Chest: crossbow, 20 bolts, 2x golden glue, 2 menchal cacti and silver jewelry

28) There is some gold jewelry in the straw

29) This chest cannot be opened! It requires a modified dexterity and lockpicking-skill, which can only be achieved using a hex editor

30) Chest: 3 pieces of orc jewelry, 2 brandy bottles, flute, 2 tarneles and 199 silver coins

31) Chest: orc sabre, dagger (heavy), orcish leather armor, 5 wine bottles, 2 brandy bottles, orc jewelry, silver jewelry

32) Chest: 2 sabres, 4 daggers, 3 pieces of orc jewelry, 2 torches, tinderbox, 2 blankets, 5 brandy bottles

33) You may find whirlweed in the straw

34) The stone sacophargus can be opened if the ST of the first two heroes amounts to 38 at least. A fight against an undead dwarf follows

   

원본 위치 <http://nlt-hilfe.crystals-dsa-foren.de/page.php?116.1>

   

2008. 7. 14. 14:57

Blood Peaks - Second Level

The Blood Peaks - Second Level (Automap made by Kunar)

The Blood Peaks - Second Level

Description

01) Stairs leading down to level 1

02) At these points you may run into orcs occasionally. If this happens too often, the alarm is raised

03) The door can only be opened with the cast iron key (level 3, location 13)

04) This door can only be opened with the arrow key (see 33)

05) The shelves in the store room contain some merchant's goods

06) This chest should contain all herbs and elixirs you had with you as you were captured by the orcs. As you might have guessed, this is not the case. The chest is always empty

07) Several orcs are standing in the way. The adjoining room to the east holds a red MR-ring if you are able to defeat the combat dogs guarding it

08) Facing the statue of Brazoragh, one hero succumbs to his avarice and begins to scrape off the gold busily. Loot: 3 pieces of gold jewelry

09) A small pile of arena fighters' weapons: 3 daggers (heavy), 3 spears, shield, morning star

10) One of the orcs in this room is carrying a pliers key

11) Chest: skraja, 3 daggers, lantern, 5 pieces of orc jewelry, oil, 2 brandy bottles, lynx key, healing potion and 510 silver coins

12) You should not search the orcs' messy sleeping places

13) Chest: chainmail shirt, pot helmet, dagger (heavy), 3 pieces of orc jewelry, brandy bottle, gold jewelry, sleeping poison and 410 silver coins

14) One of the orcs is carrying a spectacled key

15) You find 19 spears and one pike on the shelf

16) There is a round opening in the ceiling above this shelf. Using a spear, a pike or a stave, you may uncover a passage to the south. This cannot be done with the magical spear found in Blade of Destiny by the way

17) There are merchant's goods on the shelves mainly, additionally you find 2 winter coats and a francesca (throwing hatchet)

18) This chest should contain all pieces of armor you had with you, as you were captured by the orcs. And yes, annoyingly this is not true once again. The chest is always empty

19) The pit trap is active if you were discovered by the orcs and as a result the alarm was raised

20) There is alcohol and rations on the shelves

21) The water from the well temporary raises your CR

22) Table: 2 knives, dagger, tarnele, rations

23) Prison cell: You find the orcish NPC Thurazz in here. He will support you until you manage to leave the fortress

24) Prison cell: The NPC Praiodan vom Tann is imprisoned here. Being a shapeshifter who impersonates himself as a warrior, he will stick with your party longer than all other NPCs do. His companionship has to be handled with care however!

25) If you handed over the Salamander Stone to the battlemages near Lowangen, you will find a dead mage holding the stone in this cell. In case you defeated the mages, the cell will be empty

26) These cells tend to be empty usually. If you were captured by the orcs, your heroes will find themselves in one of the cells marked with 26

27) You find a mirror amulet in this cell

28) The chest can only be opened with the pliers key (location 10). Content: 3x arax poison, 2x fear poison, golden glue, 5 tarneles, 2 healing potions and 3 black phials. These phials contain antidote, which is necessary to fight the queen spider at location 32

29) There is danger of rocks dropping down at these points

30) Cut through the spiderwebs. In most cases you will have to fight several cave spiders afterwards.

   

Only with these kinds of weapons you are able to cut the spiderwebs:

  • all swords
  • all axes
  • all pointed weapons
  • all two-handed weapons
          32) If you destroy the clutch, the queen spider will attack you. Be sure you drank the phials from the chest at location 28, otherwise your heroes will not survive this encounter. Split your party in such a way that only the three heroes who drank the phials face the queen 34) You may cut through this spiderweb without being attacked by spiders 36) Several stagga beetles have settled down here 38) Stairs leading up to level 3 원본 위치 <http://nlt-hilfe.crystals-dsa-foren.de/page.php?115.1>
  •    
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  • 37) You may climb up here in order to reach level 3. It is easier to use the stairs instead (see 38)
  • 35) The stagga beetles' nests are full of maggots. Search them repeatedly and you shall find a few goodies, though they are not always equal to the ones shown in the text box
  • 33) This niche opens after a successful fight and holds (among other things) the arrow key opening the door at 4
  • 31) Examine the skeleton and do not deny the question. After battling some cave spiders, you find a magical sword in your baggage, which reduces the bearer's MP and stealth skill by one. A single hero is chanceless in this situation!
  • Note: It's not possible to burn down the spiderwebs with a burning torch in hand or using the burn-spell!
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

Manual

realms of arkania 2 - star trail manual pdf

RoA2-Manual.pdf (starehry.eu)

RoA2-Manual.pdf
5.97MB
ROA2-Manual-txt.doc
0.11MB

 

 

level07-040.jpg
0.25MB
score20-053.jpg
0.33MB
score19-0055.jpg
0.37MB
Startrail-Mapa.gif
0.39MB

 

 

 

 

 

Low-Spoiler Realms of Arkania 2: Star Trail Game Guide (angelfire.com)

 

Low-Spoiler Realms of Arkania 2: Star Trail Game Guide

Realms of Arkania: Shadows Over Riva 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 confi

www.angelfire.com

Low-Spoiler Star Trail Game Guide

Star Trail--"Sternenschweif" in the original German--is the second in a trilogy of Realms of Arkania CRPG's based on the popular "Das Schwarze Auge" roleplaying system, put out by Wizardry producer SirTech. These are underrated little games; maybe they got more attention in Germany (lord knows the English text is less than polished).

Gameplay is quick and the dungeons, some of the quests, and the character advancement system are great fun; downsides are a lot of pointless dull areas, problems with the mouse, tedious combats, and irritating inventory and other interface micromanagement. Hopefully this guide can help you minimize the latter aspects of Star Trail, and make the most of the former.

Realms of Arkania Review

Star Trail Hints and Tips

Star Trail Walkthrough

Star Trail Cheats/Links

Realms of Arkania: Blade of Destiny

Realms of Arkania: Shadows Over Riva

 

 

2008. 5. 6. 10:33

Realms of Arkania - Star Trail Map

http://en.wikipedia.org/wiki/Realms_of_Arkania:_Star_Trail

   

Star Trail Map

   

원본 위치 <http://nlt-hilfe.crystals-dsa-foren.de/page.php?27>