The soul jars are immune to magic damage (hence nullifying the Shaman's main attack), and have a permanent Blade Shield, which makes it a bad idea to engage them in melee. If all 4 are present, he's completely invulnerable. You want to keep that number down, because the more of them there are, the less damage you can do to Redbeard. In those rooms, golem-like "soul jars" will appear when Redbeard summons them-up to 4 at any given time. Pressing them will open up two rooms to the south. It's also not a good idea if your main character happens to be a shaman.Īfter the fight begins, two statues along the north wall will disappear, giving you access to two secret door switches. However, if you really must, the distilled version of that thread is as follows:ĭon't even attempt it if you don't have at least 3 of your companions with you. You will be much happier taking the loyalist ending, trust me. It's a miserable way to end an otherwise very enjoyable game. There is a long discussion to that effect here. Seriously, this fight is not fun it's widely regarded as the worst-designed boss fight in Spiderweb history. It's not that Redbeard will kill you, it's just that it will take you so long to kill him that you'll wish you were dead. Just stay out of their line of sight, and also avoid their camp. Fortunately, it's easy to avoid the patrols: Watch them from the trees, then dash across the bridge or road as soon as they have their backs to you and are moving away. The rest of the troops in that area aren't quite as tough, but they'll pile on if they see you, and you may need all of your resources for the coming fights. As long as at least one character makes it to Tayce, you can exit combat mode and resurrect everybody. Flee the initial group you may have to sacrifice a pet to keep them busy, or even leave a warrior behind to be "killed". When Jeff gives you strong hints about what you should do ("The western path looks very tempting." sort of thing), it's wise to pay attention. While it is possible to beat them, it is intended as an optional extra challenge, and is therefore very hard. While I generally avoid giving tactical advice in this FAQ, in this case I will make an exception: Run away. How do I escape from the dungeon in the tutorial? The doors are locked. The first two maps linked to below function as a sort of a walk-through of the tutorial if you look at them closely. In the early areas, all "treasure" is noted if it has any utility, even if it has no sale value. Many of them have tips for some of the tougher fights, like Shunacha or the Sorceress Shade. Or if you don't mind risking some spoilers, check out the annotated maps. If you're still stuck, search the forum for similar questions, or start a new thread. Like all Spiderweb RPGs, Avadon is essentially text-based skimming is likely to get you into trouble. Holding down the shift key to see the names of all the creatures can be helpful, too. Other dialogs will give you hints about your enemy's potential vulnerabilities. You may choose to stay and fight, but you can expect it to be a challenge. If the text suggests that it would be a good idea to flee, for example, this is not a casual suggestion - it's probably your best bet. This will often contain vital clues, or strong hints. This may seem obvious, but read the text - in dialog boxes, and in the messages at the top of the screen. In some cases you can come back at a higher level.Ģ. These are optional extra challenges, and you can expect them to be hard. Often, you are given the opportunity to avoid a fight by letting someone go, or just not starting it. In general, it's helpful to bear in mind two things:ġ. This FAQ is not intended as a strategy guide, though it includes some advice for those fights that can be beaten with a very specific tactic.
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