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The Sunken City

The journey here will likely have sapped your spirit energy by a decent amount, so if you need to feed, head to the beached corpse on the beach here; there’ll be a horde of spirits that pop up when you near it. Check the corpse and the beetle mound for items, then speak to Fentomy on the shore. With a little jawing, you’ll discover that he’s actually a genie, although he seems to wish you no harm. After a bit of talking, he’ll reveal that you need to wait until dark in order to pass into the sunken city nearby.

Tip: It’s best to have Gann in your party when you attempt to enter the Sunken City. He’ll be helpful in a number of spots.

If you do wait until dusk, a Shadowy Portal will appear. Head through it and explore a bit. Fentomy is here, as well, and offers you a deal. If you destroy an earth elemental for him, he’ll give you your weight in gold.

Quest: An Audience With The Hags

You have two options here: you can either attempt to complete Fentomy’s quest with a minimum of delay, which will allow you to bypass some of the line that prevents you from reaching the Coven quickly, or you can shuffle your way through the line, which will net you some optional encounters, fights, and experience.

Even if you do attempt to gain an audience with the Coven the regular way, you’ll probably wind up inside the Skein and wind up having to fight your way out, so if you just want to get started on the dungeon, head around to the side of the building near the Uthraki and head in there.

Since you get a bit more experience for taking the long way around, we’ll assume that that’s what you do. First you need to actually get inside the building: that will entail clearing out some of the other petitioners in the area.

Count Crowroost: On the Shadow plane side of the beach here, a small imp stands guard over a coffin. Inside lies Count Crowroost, a vampire. Depending on your choices in the conversation, you can either have Kaji pick the lock on the chest, or attempt to pick it up and throw it back through the portal to the Material Plane if you’re strong enough, or if Okku is in your party. If you throw it through, and it’s daylight back in the real world, the Count will run off, but otherwise you’ll probably have to fight him. You get more experience for running the Count off (by about 400 points), but if you kill him, he’ll drop a nice kukri that you can sell for 25,000 gold.

Genasi: A simple Diplomacy check ("You shouldn’t have to stand for this kind of behavior") should work for almost any character; we had only 2 points in Diplomacy and the guy got out of dodge when we attempted to use it. Barring that, you can try to Intimidate him to leave.

Telthor: If you have Okku in your party, he will want to drive these Telthor off from the area; they apparently have been corrupted by dwelling in the shadow plane. If that doesn’t work, you can probably clear them out by using Provoke Spirits and killing the lot of them.

Illithid: The Illithid on the docks is patient, and doesn’t mind waiting, but he won’t necessarily like talking to you. Getting rid of him is a speechcraft check; you’ll need to tell him, and convince him, that you evaded Githyanki forces on your way here. If he believes you, he’ll leave, but he likely won’t.

Uthraki: The Uthraki here are somewhat hostile to your presence, or at least they were to us, since we killed the Hill Tribe in the Wells of Lurue. They want to fight, but they’re easy enough to kill.

Into the Coveya Kurg’annis

When you’ve dealt with the bulk of the petitioners, speak to Guard Turlok at the gates. If you managed to clear out a couple of the petitioners, he’ll let you through after you bribe him for 50,000 gold. If you eliminated at least four of them, he’ll let you through for free.

There are three groups of petitioners inside the Coveya that you need to deal with if you want to reach the Coven.

Gawatha: Gawatha is an orc shaman that has come to ask the Coven about a boy in his possession, named Kepob. You have some options here: you can simply attack Gawatha, if you wish, which will net you some experience, gold, and a peculiar piece of medium armor. Alternately, you can attempt to buy the boy off of him; he claims that bringing Kepob to the Coven will tell you why he’s so valuable. If Gann is along, tell Gawatha that Kepob is an insult, and he’ll knock the price down to 20,000 gold.

In our case, we traded for Kepob, who was added as a temporary party member. He’s mute, and doesn’t talk, but no matter. The main problem with him is that he’ll attempt to fight in combat, which he’s terrible at. You can’t control him at all, to make matters worse, although he does respond to orders telling him to wait in a certain spot, and so on. If you want to keep him alive, simply park him a good deal to the rear of any fights that you get in, and order your other party members around manually.

Uthraki: The Uthraki group in the next room refused to bargain with us, and in fact attacked us as soon as they saw us coming, so we were forced to take them down.

Undead: Ankhriva the lich and his minions are first in line. Inquire as to why they’re waiting for the Coven, then "ask nicely" to see if you can get past them. You likely can’t, unless you have a high Diplomacy skill. So, you’ll have to fight them.

Luckily, you can prepare yourself for this fight and choose when to become hostile. Keep your ranged attackers back, summon a couple of creatures to help you out, and go to town. The Elite Vampires are probably going to be what you want to take down first, as they’re spellcasters. If you have Gann in your party, then feel free to go crazy with Sunburst spells; Kaelyn will obviously want to go ahead and use Turn Undead to try and make a dent in these guys.

Ankhriva will drop a very nice wand when he dies, and you’ll net a couple thousand experience for the kills.

Mistress: When you defeat the undead, speak to the guard and head through to talk to the Mistress. Kepob will run away at this point. No matter what you say, the Mistress will teleport you to the Skein when your conversation is done.

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