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Neutral, Friendly, Liked and ?
07/20/2014, 02:54:38

    Biamaria writes:

    As you might figure, my party is Liked in Stone City. Is there a higher reputation, and if so, how do I get them elevated? Also, my party is at Friendly in Harmondale. Is there any way to raise them up? I've been donating at the temples a lot, but it doesn't seem to do anything for their standing.




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"Liked" is the highest possible reputation.
07/20/2014, 03:58:12

    Deimos writes:

    To maximize reputation, donate money at the temple and complete all the available quests. I think five donations per temple are enough (although I'm not absolutely certain). Even if you do this, some areas have fewer available quests than others; thus you won't reach the same maximum reputation everywhere in the game.




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improving reputation in stone city
07/20/2014, 11:18:42

    LoneVVolf writes:

    there's 1 quest you can get in stone city and it will change your rep from -5 friendly to -40 or -45 liked.

    Note : you need to donate to temples before doing any quests in that area, else you don't get the benefit anymore.

    Deimos , i once donated 300 times (nighon)to see if i could get more then -5 from temples. It didn't change anymore after the first 5.





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Will work on rep
07/20/2014, 15:33:56

    Biamaria writes:

    in Harmondale, then, as my party is already liked in Stone City. I know it can go higher in some of the games, though. Guess it's temple donations only for Harmondale (sigh) Thanks.




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harmondale rep
07/24/2014, 09:22:52

    LoneVVolf writes:

    There are 3 optional quests in harmondale, each of them improves your rep.
    Also i do have the impression 2nd promotion quests improve your rep also.
    I currently have -40 liked rep in harmondale :
    light party, done all quests except obelisks & 2 advisor quests.
    (need to clear LoG for xp before i can take on the pit)




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Harmondale quests
07/24/2014, 19:23:21

    Biamaria writes:

    I've done all three of the ones from the main area of Harmondale, and the one from the other area as well. Since my party is on the dark side, guess donating is about my only option there. I'll get there ... it's just annoying is all. Thanks.




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It takes time, but a moderately inexperienced Light Path party can clear . . .
07/25/2014, 05:31:55

    Peter2 writes:

    . . . the area of The Pit accessed from the Hall of the Pit fairly safely. Using ranged attacks, and staying within reach of the door, concentrate on one Queen of the Dead. If you can kill it without suffering terminal damage, your party can clear the area, because it can go back into the Hall and rest after each kill. Dispose of the Queens of the Dead and the Power Liches first; only kill anything else if it gets in the way or attacks you.

    Staying within reach of the door is key, because you can suffer a lot of damage very quickly in that place, and you need to be able to turn and exit almost instantly when one of your characters gets perilously low on hit points. Losing a character in that place is likely to be fatal for the rest of the party if it hangs around in there.





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Thanks for the tip
07/25/2014, 16:07:35

    Biamaria writes:

    I'll have to give that a try. Not sure what you mean by 'moderately inexperienced' though.




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In terms of level, I can't remember.
07/26/2014, 04:46:36

    Peter2 writes:

    You can't find The Pit or Celeste until you've chosen the new Judge, and my first serious* Light Path party assaulted The Pit in that way pretty well as soon as it became available. Fairly obviously, the game has to know whether you've taken the Light or the Dark path before it can programme the appropriate reactions into the populations of Celeste and The Pit.

    I should emphasize that I tackled this game in a very simple-minded way. I did not cherry-pick the easy quests to get experience without risk to my party, nor did I take especial care to do all the quests available to me at the time. [For instance, the only character in my party with access to the Disarm skill was my Archer, and his skill was inadequate to open the chests in the Haunted Mansion without them blowing up (there is seldom long enough line of sight for a sorcerer to open them safely using Telekinesis). I had a torrid time until I found an item that gave him a substantial Disarm boost.] So whatever level you reach playing the game in this way would be the level I tackled The Pit at.

    * Explaining "serious": My first party incorporated a druid, who I found was a waste of space after she'd prepared the black potions for the rest of the party, to the extent that I abandoned that game and restarted with an APCS party. I found that one much better — ideal, in fact, for my style of play. I'll explain that in detail if you want me to.





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I have two parties
07/27/2014, 21:25:17

    Biamaria writes:

    one light, one dark. Don't remember exactly what my light party consists of, but Dark party is ASCD. Would love tips on playing either of my parties




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My Dark party was ACSS, and I found the game too easy after . . .
07/28/2014, 05:55:32

    Peter2 writes:

    . . . they got good enough to get Shrapmetal. I took it to the point at which I had done all the quests unique to the Dark Path, but after that I abandoned it.

    I had much more fun with the Light Path party. I like magic-heavy parties rather than pure magic ones. My reasons for choosing APCS are:-
    (1) All have access (eventually) to Light magic and the Paralyze spell, which I find is one of the most important combat spells
    (2) Archer is the only character with access to Light magic and the Disarm skill, plus he's got a degree of combat ability, although he's not as good as the Paladin. He's not a brilliant disarmer either, but if it's the only game in town . . .
    (3) Paladin, because Light magic is primarily healing and defensive, so there is greater need for some melee ability than with a Dark path party and their killer spells
    (4) Cleric for Power Cure and GM Protection from Magic (or Day of Protection)
    (5) Sorcerer for Lloyd's Beacon, GM Day of Protection and the most powerful versions of the Elemental combat spells.

    As I've already said, I found a Light Path druid of limited use once she had prepared the black potions for the party. Her lack of access to either GM Elemental spells or Paralyze left her definitely under-powered for combat, but the Warlock might be better. I'd be interested in your thoughts. If you come to the same opinion as I did, you might try collecting some wands of Shrapmetal and so on, and see if those help.





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Shrapmetal?
07/29/2014, 05:29:22

    Biamaria writes:

    Sure, I if I can find them. Not sure about my druid, yet. She's been of more use than my Sorcerer, for some reason. If I had a guide book, I might be able to pick my parties better. I'm a bit handicapped by not knowing who can do what. Light party is currently ASD and whatever a hunter started as.




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We can solve THAT problem!
07/30/2014, 13:34:55

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Unable to resolve servers DNS problem
07/31/2014, 01:12:08

    Biamaria writes:

    That message comes up on a blank screen under a little unhappy face. But, not to worry ... I will have a player's guide by Friday. Found one on Amazon and ordered it.




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Hmm. That's very odd indeed.
07/31/2014, 03:46:32

    Peter2 writes:

    I agree that if I try and access the link from my post, it doesn't work. However, if I click on the link from my computer, it works just fine. Could you please try pasting a copy of the link address into your browser and see if that if that is any more successful, and let me know what happens?

    Thanks.



    Related link: http://www.zimlab.com/wizardry/flamestryke/mm7/flamestrykes_mm7.html

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Ahh — problem solved — my mistake
07/31/2014, 03:51:15

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Both ways worked.
07/31/2014, 06:09:34

    Biamaria writes:

    Thanks for the link. Eventually, I may work up to using all these other neat things I see mentioned here in the Tavern.




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It's invaluable, but you need to be careful. You hit a lot of spoilers if you're not.
07/31/2014, 06:49:55

    Peter2 writes:





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Spoilers
07/31/2014, 23:01:52

    Biamaria writes:

    don't bother me. TBH, I can use all the help I can get on this game. Not to mention, I'd rather have a spoiler to help me find things I might miss because I spend way too much time running around in circles.




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Running round in circles
08/01/2014, 09:32:25

    Peter2 writes:

    I think we all do that! The great advantage of the M&M games is that they are non-linear. If you get stuck on one particular problem, you can always go and do something else until you work out what to do. In a linear game, like the old Eye of the Beholder series, you were completely stuck until you could solve the problem in front of you. I remember it taking me two evenings to get past one room in EOB2, and it wasn't until I spotted a tiny variation in the pattern on some of the floor tiles that I worked out what to do.

    That was a problem with some of the early adventure games. I remember being outside a locked house, once. I searched the garden (and found a flower), I searched my pockets (and found a handkerchief and a couple of other items I cannot remember), but there was no sign of a key or anything I could use to either pick the lock or break the door down. It wasn't until much later that I realised that I had to smell the flower, the pollen would make me sneeze, and only when I pulled the handkerchief out of my pocket would I find the key! But you couldn't find the key by searching your pockets, oh no, that would be much too easy!

    That was a problem with Space Quest 4, too. The first 3 Space Quests were superb games, but the fourth — oh dear me! The thing you had to do in the opening scenario was catch this blasted rabbit. To do so, you had to find a rope, hide in one particular alcove with the rope in a loop just outside, and wait for the rabbit to hop past — and I never found any sort of clue that this particular alcove was the only one that offered success. I never bothered with the game after that, it was too much like hard work.





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What I mean
08/02/2014, 17:34:46

    Biamaria writes:

    When I say running around in circles, I mean things like going to Bracada Desert, Titalia or where ever, to look for horseshoes, ore or stuff in the shops (mostly weapon and armor upgrades or regen stuff) then to Erathia to turn the ore into armor (cuz the other two crafters make junk), then to Stone City to sell the stuff...and then start that all over again. Some of the quests in my book are things I'm too low a level for, and some of them I can't do until I do other stuff (that I'm too low a level to do). So, running around in circles and getting nothing much done.




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Hmm. Let's see. ***spoilers***
08/12/2014, 07:15:33

    Peter2 writes:

    I don't remember the game all that well, but from what I do remember:—

    It is easier to do the Red Dwarf Mines in two visits. The top level, where you rescue the dwarves, is much easier than the lower one.

    Apart from that, some of the easier quests are
    (1) To find the lost Arcomage player
    (2) To find the Site of Power
    (3) Killing the troglodytes under Stone City
    (4) Entering the Faerie Mound (once you can get to it), and
    (5) following on from (4), Deliver a letter to the Faerie King. You'll have to go to the Tularean Forest to be able to do this, but that's not a difficult area.

    I'd be a bit wary of the Haunted Mansion until you're level 11-12 at least, and you need a decent disarmer if you're not going to spend an inordinate amount of time healing your party.





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Done most of them
08/15/2014, 04:26:47

    Biamaria writes:

    I don't know what the site of power quest would be, though, so not sure if I've done that one or not. I've done all the baby quests, and am ready for new stuff ... I just can't find anything now that isn't too big for me.




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The "Site of Power" quest is . . . ***spoilers***
08/15/2014, 05:02:11

    Peter2 writes:

    . . . the quest to promote monk to initiate, given by Bartholomew Hume in the little village south of Harmondale. It involves clearing the tombs in the Barrowdowns, which will give you some useful experience. I remember doing that one fairly early on. You can retrieve the Lantern of Light (see Tarin Withern in Harmondale) at the same time.

    You might also try the Paladin to Crusader promotion quest. Killing a dragon at your stage sounds horrendous, I know, but Wromthrax isn't really all that tough. Try and weaken him from range — a few effective wands might prove useful here — before you close in for the kill. Save first, obviously!

    You can also get experience from killing monsters, so a bit of exploration would probably help.





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do promotion quests
08/17/2014, 17:46:49

    LoneVVolf writes:

    If you feel like getting further, try the priest promotion quest.
    You get it from someone in deyja, and you have to kill harpies to get to him.




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Done that one N/T
08/17/2014, 19:52:25

    Biamaria writes:





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If you have the "Invisibility" spell . . . ***maxispoiler***
08/18/2014, 10:50:45

    Peter2 writes:

    . . . there is a trick you can play in the Titan Stronghold in Avlee. Make sure all your party have bows and the bow skill. If you can find a bow of Carnage, so much the better.

    Cast Invisibility, and save your game. Enter squeezing past the Titans you meet without bumping into them, go left at the first junction, go left again at the next crossroads, and follow your nose round the corner into a long corridor. (About half-way up is a room off to the right. It's probably advisable to clear this room; you don't want to be interrupted in what you do next. Incidentally, there is a superb bow in there — the Perfect Bow — which is part of the 2nd Archer promo quest for both Light and Dark paths.)

    You will see a bunch of Titans up ahead of you at a junction. Hold down the "A" key, and inch very, very slowly forward until you start to register hits with your bows. Stop immediately, and hold down the "A" key. (To explain — there is a very narrow region in which you can just hit the Titans with arrows, and they cannot see where the arrows are coming from, so they just mill around there in confusion.) Eventually, they will all drop, and you can loot the corpses. Save before you loot, and if you don't get a bow of Carnage, reload and try again.

    Now you can really go hunting, because the bow of Carnage casts Fireball when it hits, so you don't actually have to hit your target to damage it. Just firing into the room usually works quite well *evil grin*. You can clear almost the whole place like this with a party of level 15-20, for lots of experience and goodies.





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Scrolls no spell
08/19/2014, 17:47:45

    Biamaria writes:

    but this is great. One ? You are talking about the left hand path the minute you get up the entry stairs, right? Just want to be sure I go the right way the first time around. Thanks!




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Yes, that's right.
08/23/2014, 20:51:36

    Peter2 writes:

    Up the stairs, turn left into the passage, round the corner, and left again at the first available opportunity.




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