Wednesday, March 4, 2009

Arcanum: Day 6

Today was an especially productive day. I started it off by reporting what I had learned to Bates. He seemed to think that the dwarves may have been taken to the Isle of Despair, a remote island that serves as a penal colony, kind of like Australia. He also allows me to take Chukka, his half-orc bodyguard, along for the ride. Surprisingly, the game lets him join my party, even though I already had the maximum number of followers for my Charisma level. This must be a bug, but it is an alright bug!

Before heading for the Isle of Despair, I decide to do some quests. I decide to except Ms. Pettibone's quest to retrieve a headstone from an elven tomb. When I arrive there, I find a pack of elves that are hunting for graverobbers. The only way I can resolve this peacefully is to tell them who sent me. If I do that, Ms. Pettibone is, presumably, killed, (the character just disappears from the gameworld) and the quest is marked as failed. Interestingly (and annoyingly) this happens even if I turn around and kill the elves. Stupid game! Anyway, I dispatch the elves and loot the tomb (fighting some ghouls along the way). I report back to Pettibone in Tarant, get my reward, and head off to Ashbury.

Ashbury is nothing special; it just has a bunch of quests. The best part of Ashbury is the haunted castle sitting right in the middle. It is not part of any quests and is barely mentioned by the townsfolk, it is just there for players to gain some experience and a little loot. It is atmospheric, and the fight with the Lord of the Damned is very fun. The Lord himself is not too tough, but he has a bunch of Lord's slaves with him, which are the toughest undead I have encountered. I once again resort to luring the slaves to me one or two at a time. The Lord even has two voiceover, but I can't make out what he says.



After the lord is dead, I exit the castle and talk to Captain Edward Teach, who transports me to the Isle of Despair. After setting foot ashore, I arrive at the main encampment. Apparently, there is a dwarf living here, but to see him I have to win a fight in the pit, their arena. Since fighting solo would require me to leave my party member behind, which would not be good since I was already over the limit, I decided to chat-up the guard, and he decided to let me in anyway. This is one thing I like about games like Arcanum: there is almost always a nonviolent solution to a problem.



I then talked to Thorvald and convinced him to join me. I then did a few quests and learned about some political intrigue: apparently the rightful king of Cumbria is being held on the isle. I then left for the mainland. On the way back to Tarant, I was accosted by a specter that claimed to be Arronax, some evil elf-dude who was banished from Arcanum thousands of years before. Since he has a voiceover, he is probably important.



I then report back to Bates who suggests I head for the Wheel clan to find out why the dwarven king deported his people. The entrance to the Wheel Clan can only be seen using special dwarven spectacles. Fortunately, Thorvald had some, and when they were equipped, I could click on the entrance. This part was quite annoying because sometimes the entrance did not appear.

Anyway, when I get into the Wheel clan, Thorvald bids me farewell. The place looks big, and it is bound to have some sidequests, but for some reason I just don't like the place. I guess it reminds me too much of those damn dungeons I have been wading through, and it is a sprawling mass of corridors. I resolve to just speak to the dwarven king; however, only his son is available. I learn that the king is located in a cave that is accessible through a trapdoor in the throne room (otherwise I would have had to trudge through another mine, and since I was sure more of those weapon-damaging monsters would be present, I decided not to). If the main character has a high enough intelligence, he can learn dwarven philosophy, which proves useful for convincing the king to return to his duties. The king tells me that he only handed over the Black Mountain dwarves because a group of elves threatened war. He said they claimed to come from the elven capital, and I should go there to check. He said I should check in the village of Stillwater for a way to find it.

This pretty much brings us up to speed with my current position. I will play the game some more and get back shortly.

Arcanum: Day 4 & 5

Well, it has been a while since I last updated. I have been busy. I played Arcanum a while back, and I remember where I left off. This will be a double post since I did not do much on Day 4.

Well, I spent most of Day 4 at Liam's shack leveling up by fighting the portal monsters. Apparently, monsters from another dimension have started to invade Arcanum, and I have to close the portal. To do this, I can use either a Dispel Scroll (magic) or a portal closing gizmo (technology). However, I decided not to be so hasty. Since the portal constantly summons new monsters, it is a great place to level up. Those were some tough fights, though! The Lesser Void Lizards were not too hard; the Greater Void Lizards were a challenge, and the Infernal Araya (picture Giant Flying Jellyfish) were basically impossible to take down until I had leveled up a bit. The problem was that if I got too near to the portal, multiple monsters would attack, which was pretty much a Game Over.

I dealt with this problem with guile. Since an assault from the east (the direction the forest path leads to) proved too difficult, I decided to loop around and approach from the west. I then learned how to make effective use of the F1-F5 keys. I would leave my party some distance away from the portal. I would then creep up to the portal close enough to aggro a single enemy but not enough to summon the entire pack. When the enemy rushed at me, I would run back to my party members, and we would carve up the monster. I went solo because if I took my party members in too close, they might rush at an attacking enemy and draw the entire pack down on us. Even with my strategy, I still had to make good use of the Quicksave.

I continued fighting these monsters for an hour or so and went from level 11 to level 20. I then decided to continue on, which was a good thing since my armor was almost destroyed.

Awash in a field of blood and tentacles

After repairing my equipment, I headed for the Black Mountain mine. This place was a piece of cake with two notable exceptions: the abundance of traps and the rock golems. Since they are made of stone, you damaged your weapon with every strike. This made for a harder fight, since I refused to use my nice magical weapons on them.

This little man caused me big trouble.

To reach Gudmund Ore-Bender, the last dwarf in Black Mountain, I had to navigate through a long-corridor on the second floor that was laden with traps. To make it through, I had to use my Scroll of Sense Invisible Traps, and I still ran in to some. Having reached the last dwarf present, I learned that all the dwarves had been carted off by a pack of elves and the dwarven king. Their crime was sharing their technology, specifically the steam engine, with humans, specifically Gilbert Bates. This is an interesting development, but we will have to wait until next time to see where it leads.