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Avernum 2 Annotated Maps

Strategy and Tips

Small tips:

Tips from silver:

Tips from Dr. S. Douglass:

[ed. note - Dr. Douglass beta tested the games and has played through it quite a few more times than I have. I retyped most of a letter he sent me mostly about character/ party design]

"I noticed that you have mentioned having two swordsmen up front as quite a few else have, and I agree. This can be a good thing. However, there is a good use for spears. The enchanted ones like Ghoulbane and Smite are useful, and then there is the SHDB. Super heavy damage blow. With a Blessed Halbred, a high assassination skill, and battle rage, I have seen a character hit for 200+ damage in one strike. You must admit that is pretty impressive." [ed note - even with my cheated-for-mapping character, I never saw strikes over 100 damage using a sword].

"The same thing for Crossbows. 32 points of damage is the base factor for damage. With battle rage, and a good hit, they can do some serious damage. Quite good for a spell caster with low spell points or when those damn Mung Demons dumbfound you. Archery is a good skill to have for limited purposes.

"Me personally, I have a slightly different party structure, and I find, in the long run, this works. Two swordsmen, one spearman, and one mage/priest (like a hedge wizard). Starts off slow and you need to buy a lot of knowledge brews for the spell caster, but, in the end this guy is a powerhouse. With all the mage and priest levels, his (or her) magic resistance is top notch. Spell points in the hundreds. I have even seen my spell caster resist a dumbfounding from a Mung Demon once (and only once. since then, this has never repeated).

"Also, fun things to try: Beat the game with four fighters. No spell casters. It can be done. Just have one guy with potion making skill. This is not at all easy. For even more of a challenge, same deal, with with 4 Archers. In some ways this is actually easier. You seem to take less damage when you avoid close combat. Killing Hawthorne was a problem that I would rather not talk about, but I will say, each shot took about one point most of the times from those Royal Guards. Ugh. Four Priests. Plenty of healing, and some serious punch at the end. Four Priests, each one casting Divine Warrior on themselves. The effect was awesome. For all these parties, bring tons of Dispel Barrier crystals and scrolls. And then four Mages. I think this one was my favorite. You can summon an entire army of critters with this team, and have them do the physical combat. However, fighting Mung Demons was a serious problem. That was very bad. And last but not least, four thieves. In this game there are blessed daggers, an Assassin's dagger, and a Diamond Dagger. This was kinda interesting. I mostly would sneak around and avoid combat all together. Lots of Assassination skill made the times when I did have to fight much easier."

Tips from Alexander Denev:

Scott Rychnovsky's Two-Character Party Story and Tips:

I went through the game with a two-member party: Priest-(elite warrior) and Mage a (natural mage). It was very hard early on, and lots of the groups one wanders into are very rough. Always use battle rage and haste or you will not have a chance. I turned both of them into very good fighters, with the priest specializing in melee weapons and archery and the mage specializing in pole weapons and archery. A group of two improves fast because they split all the experience points. By the end of the game they were completely maxed out (well over 24000 experience points; they max out at level 40). The priest ended up at level 17 and the mage at level 13, but they were very good warriors and very hard to kill. Keep lots of potions around (healing and energy) for the nasty parts. The various ambushes were very interesting. I found the Grah-Hoth fight easier with this pair than with the default group -- you don't have any weak characters to die on you. The best pole weapon is the jade halberd and the best melee weapon is the alien blade. There are always enough magic rings and good armor and weapons to equip two characters.

Hints from Matt P

COMBAT VS MONSTERS

REPLAYING SUGGESTIONS:

GOING SOLO:

This is one way of determining whether or not you're a true Avernum 2 master. To see if you're a king, try it on Torment difficulty. A few suggestions first, though:

COMMON QUESTIONS:
If you just want to find something fast, check here. Then search this faq for the areas listed.

I'm having trouble opening a book. What's up?
One of several possibilities: you don't have enough rune reading skill, you don't have enough vahnatai lore, you don't have the deciphering lens, or you don't have the blessed athame.

Where are the passes?
Red- GIFTS cave, area east of Motrax's cave, Almaria (on the Blosk spy quest). Blue- Secret Empire Fort, Unfinished Empire Fort. Gray- Totem halls.

Where do I get the deciphering lens or the blessed athame?
Patrick will give you the deciphering lens. Go to his tower. The blessed athame is found in the Halls of chaos.

I'm having problems in the empire portal fort. Help?
Make sure you have the ritual from the barrier tower, and the onyx scepter. Then get or do the things needed in the three sections (SW, SE, NE).

How do I get into Pyrog's cave?
Present the evidence found in Fort Dolthar to the vahnatai council, then go around back.

How do I bring down the barriers in Angierach?
Use a phoenix egg. You can get one in Pyrog's cave or from Rentar.

How do I get passed some empire guards?
As often as not, you can't. These serve to end the explorable area. Examples of this are Bargha, the cliff in front of Garzahd's fortress, and the area north of Dharmon. Otherwise, you probably need a pass, or need to kill them.

Where is the Adamantite armor?
There is no adamantite armor. You've been had.

HIDDEN SKILL SUMMARY
Same info as in walkthrough, but also with the location of raising places, ignoring mind crystals.

BARTER is a very useful skill. It increases the selling prices of your items. Get 5 points for everyone, pretty much as soon as you can. Don't bother training in this skill, though, just get Tor to max you out. Every time you get 150 coins or so, come back and have him educate you. You'll quickly max out your skill. 60% is the maximum selling price obtainable through any means. (Tor)

PATHFINDER is a nice and useful skill. It allows you to walk on places which normally hurt you, like swamps, magic-zappers, and even lava. As such, possessing enough of this skill makes the safe travel spell completely obsolete. By everyone 5 points, except for one character. For this one character buy only 2 points. You'll find a learning crystal later on which'll give you three more points in this skill. Don't bother training in this skill, as there is no benefit to getting more than 20 (or even ~17 for that matter). (Priest in Formello)

VAHNATAI LORE- A special skill that can not be trained. This skill will help you in a few important encounters. Get around about 10 points total, that's all you really need. (Vahnatai in ruins, E of Avit, W of Mancuso)

ANATOMY: This is an expensive skill. It's worth it though. Almost all the enemies in Avernum are humanoid, meaning you'll always get more damage. It does around about 1 point of damage per skill point invested, but only against humanoids. It affects both melee and missile, but only seems to add .5 points of damage per skill point with missiles. It also affects first aid, if you use it. Buy it when you can or remember. When you get a big batch of cash, go ahead and use it on this. When someone gets a 5 in this skill, you may want to get that mind crystal you found in Chapter 1 and get 3 more free points. (Priest in Mertis)

MAGERY: A great skill. Unfortunately, you can't train in it. It will increase the power of all your spells (even magery). It's a great skill for mages and not too bad for priests. Get more points from the drake. (Solberg, Ice Drake, Erika)

PARRY: A decent defensive skill. It makes you dodge blows occasionally, especially if you defend. Max it out, as it's cheap and useful for everyone. Later you'll be able to acquire another point in this skill for free, so that's why it's best to get everyone at 5. (Mancuso, island near Patrick's tower)

BLADEMASTER: A nice skill. Unfortunately, no one teaches it to you, so you have to train yourself in this skill. It's worth training in occasionally, as it increases your melee ability. (Bug shrine)

GYMNASTICS: A decent skill which is trainable. It makes you act faster in combat, and dodge more blows. Buy some and be happy. (Trainer near Fort Remote).

FIND HERBS: A nice skill, which unfortunately can't be trained in or otherwise improved (unless you have Wendy, who starts with a point). With this skill you'll randomly find potion ingredients when traveling about by land. (Justin in Blosk).

DREAD CURSE: Technically, it's a special ability. Don't pursue it, though. Fortunately in this game it's a lot harder to get than it was in Avernum 1. Mother Clarisse in the tower will cure it for you. (Doing bad things)

RESISTANCE- a most excellent skill. It'll block a lot of damage. There's only two ways to get this skill unfortunately, and you can't train in it, or it'd make your party unstoppable. Damn. (Vahnatai fort).

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