RPGDot Network    
   

 
 
Freelancer
Display full image
Pic of the moment
More
pics from the gallery
 
 
Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement

FAQ
Members
Usergroups
Swamp camp - What to do next
  View previous topic :: View next topic
RPGDot Forums > Gothic - Spoilers, Tips & Tricks

Author Thread
SilkenKidden
Tempered Warlord
Tempered Warlord




Joined: 25 Mar 2003
Posts: 297
Swamp camp - What to do next
   

I did some of the quests in the swamp camp and have two gurus to speak for me - Lester's pal and the fellow I gave the gift to from the new camp.

Now I need to find sleep spell and impress another guru. I tried using a fire bolt I have and was told to cool it, that I'd accomplished my ends, but that didn't impress the guru. Where do I get the sleep spell. I just came all the way back to the new camp hoping to buy it from the fellow there, but he doesn't have one. What a wasted walk:)

I thought I'd stop and recruit the fellow in the old camp on the way. I talked to his friend in the swamp and got a message. But I must have restored after talking to the friend, becuase Dusty had nothing at all to say to me. Now I forget his friend's name. Anyone?

I did get some stats on the way home, killing black gibbons, but I haven't gotten into that tempting gibbon cave. Are there goodies in there?

I have ten points of experience to spend, but the second bow level costs 20. I have 40 in Dex, 30 in Strength (both with rings), and the beginning 5 in mana, but no magic skill. How do I get the magic skill?

My goal is to be s mage with good bow skills. Should I save the 10 now for mana or bow 2? Or should I put it into dex?

How high is good for strength and dex?

Thanks.
_________________
SilkenKidden
Post Mon Apr 07, 2003 12:08 am
 View user's profile
Moriarty
Eager Tradesman
Eager Tradesman




Joined: 21 Jan 2002
Posts: 49
Location: Toronto
   

When you manage to impress the weed-masher guru he'll give you a sleep scroll. To get started with his quests talk to the weed mashers - not him - and go from there. You can reach the mashers if you go right just after entering the camp. Dusty's friend is across from the entrance where lester is and across a little bridge - he's also the only guy in the camp in diggers dress. The goblin cave is part of a quest - but you can go in early if you're tough enough.

If you're really dedicated to the archer-mage combo - a tough but viable character - you might want to put your juice into Bow 2. However, if you intend to complete most or all of the optional quests and kill everything that moves you can earn a lot of extra experience. You might consider spending some on one handed weapons - I'm kinda biased towards the warrior route though.

Also an Archer-mage won't really need strength, for now you should focus on dexterity both with rings and with experience. Between experience, potions and jewlery you should have you're primary attribute well over 100 by the end of the game - though mana will probably be what you rely on most by then. Mana isn't important untill you start relying on healing scrolls or become a mage - and later with teleports and other essential scrolls. The earliest you can become a mage, however, is after gaining admitance to the old camp and completing a number of their missions.
Post Mon Apr 07, 2003 2:00 am
 View user's profile
SilkenKidden
Tempered Warlord
Tempered Warlord




Joined: 25 Mar 2003
Posts: 297
   

I hope no one minds my replying mostly to say thanks, but your advice has cleared up a lot for me. I now have 20 exp. points to spend, so I can get bow 2 and will do that.

I do intend to do all quests possible. But it seems like it will be a long time from now before have exp points to spare. As soon as I do I'll build strenth and swords.

I was wondering if it is worth getting acrobatics. My char can't jump and somtimes it would be nice to do so, especially as an archer. You can do a lot from a safe perch on a rock if the creatures don't find the same route up it that you used


quote:
Originally posted by Moriarty
When you manage to impress the weed-masher guru he'll give you a sleep scroll. To get started with his quests talk to the weed mashers - not him - and go from there. You can reach the mashers if you go right just after entering the camp. Dusty's friend is across from the entrance where lester is and across a little bridge - he's also the only guy in the camp in diggers dress. The goblin cave is part of a quest - but you can go in early if you're tough enough.

If you're really dedicated to the archer-mage combo - a tough but viable character - you might want to put your juice into Bow 2. However, if you intend to complete most or all of the optional quests and kill everything that moves you can earn a lot of extra experience. You might consider spending some on one handed weapons - I'm kinda biased towards the warrior route though.

Also an Archer-mage won't really need strength, for now you should focus on dexterity both with rings and with experience. Between experience, potions and jewlery you should have you're primary attribute well over 100 by the end of the game - though mana will probably be what you rely on most by then. Mana isn't important untill you start relying on healing scrolls or become a mage - and later with teleports and other essential scrolls. The earliest you can become a mage, however, is after gaining admitance to the old camp and completing a number of their missions.

_________________
SilkenKidden
Post Mon Apr 07, 2003 10:21 pm
 View user's profile
Moriarty
Eager Tradesman
Eager Tradesman




Joined: 21 Jan 2002
Posts: 49
Location: Toronto
   

I actually found that acrobatics was more trouble than it was worth. In a few places the longer jumps came in handy for travelling faster. However, before getting acrobatics I found I could actually get around easier. In the game you can jump and if you hit the edge of a rock or something you will sort of pop up and do a wild running in midair move, this lets you get up on to higher ground in a number of places. When I got acrobatics I could no longer do this trick because the character goes into a sort of dive position when he jumps. Acrobatics seems to trade climbing ability for distance jumping and may be counter productive to what you plan. You should experiment with regular jumping, save your game and then try acrobatics.
Post Tue Apr 08, 2003 6:15 pm
 View user's profile
Toaster
Bread Alert
Bread Alert




Joined: 27 Jan 2003
Posts: 5475
Location: Sweden
   

If you are standing beneath the thing you want to climb, you can do it with acrobatics too. I think it is really worth 10 skill points.
_________________

Tabbrowser Extensions
DictionarySearch
Post Wed Apr 09, 2003 10:38 am
 View user's profile
Irf
High Emperor
High Emperor




Joined: 18 Jul 2002
Posts: 1032
Location: England
   

I quiet liked acrobatics myself, faster traveling beause i could just jump and roll along the path...and climing wasnt a problem one u got used to it, as toaster said, you needed to be right next to the ledge you want to climb and find th right angle sometimes. I think it's worth it, even if its just to see the way the character moves.
_________________
=High Shadow of the RPGDot Shadows=
=Mercenary of the Gothic Rogues=
=Member of the Sixth House=
Post Wed Apr 09, 2003 12:43 pm
 View user's profile
SilkenKidden
Tempered Warlord
Tempered Warlord




Joined: 25 Mar 2003
Posts: 297
   

quote:
Originally posted by Moriarty
I actually found that acrobatics was more trouble than it was worth. In a few places the longer jumps came in handy for travelling faster. However, before getting acrobatics I found I could actually get around easier. In the game you can jump and if you hit the edge of a rock or something you will sort of pop up and do a wild running in midair move, this lets you get up on to higher ground in a number of places. When I got acrobatics I could no longer do this trick because the character goes into a sort of dive position when he jumps. Acrobatics seems to trade climbing ability for distance jumping and may be counter productive to what you plan. You should experiment with regular jumping, save your game and then try acrobatics.


Oh dear, I didn't know I could jump without knowing acrobatics. I tried it in the beginning of the game and couldn't so I never tried again. My problem was that I was trying to jump in place. Once I combined it with running, my character jumped very nicely.

I think I'll wait a while before getting acrobatics and try it out once I do to see if I want to keep it. It is nice to have all the pros and cons on it.

Thanks everyone.
_________________
SilkenKidden
Post Thu Apr 10, 2003 11:28 pm
 View user's profile



All times are GMT.
The time now is Sat Apr 13, 2019 9:06 pm



Powered by phpBB © 2001 phpBB Group
 
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.