End of the road? - ID: 1660

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This topic was started by Taverdweller on 17/03/2021, 03:19:02

I have the silversword, but I am not getting past the lava pits in the inferno.
If I go back to Savage Crossing, is there anything else to do?
Can I get the expansion and carry on?


Thanks


You can do a lot in the expansion without finding and killing Maruziel, but you cannot win the expansion or even create a Dragoncaller. You could explore some of the new areas in the expansion to strengthen your party (*) and then go back to Inferno if you want, but unless you were very, very lucky earlier, you are ready for Maruziel now. The "trick" to the lava field in Inferno is to cast Restoration -- a LOT! -- and if necessary let a character or two die along the way and revive them later. I let my rogue and my monk die to avoid casting Restoration every single step!

Work your way west and north and you will find an "island" in the lava field. IIRC it is a teleport to the rest of the maze, which is pretty straightforward. Once you are past the lava, use Beyond Death and Restoration (or just Divine Restoration if warranted) and use harmonic gems or Spirit Chant to charge up your magic users. Then follow the path and you can't miss the evil one.

  • there are a few "cheats" I've described elsewhere from using the expansion before you are "supposed to," but here are my favorites:

1. In Watertop, get your rogue the "Master Thief" ability and go looking for lots of encounters, and have the rogue Hide every turn of every encounter. (Horon's Sanctuary is good for this.) Once he or she gains a certain number of points (1300 IIRC) go back to Watertop and pay for improved master thief ability. As I recall, at 13% your rogue will hide automatically at the beginning of combat.

2. In Watertop, give someone (probably the rogue) "Alchemy" ability. This is only really useful if you have ingredients, and far and away the most useful is garlic. But if you have a chance to buy them at the shop (inventory changes every four days, and occasionally they have garlic) you can buy 99 of them per character for free. That would allow your rogue to disappear before battle begins and heal from the shadows (2 garlic per spell).

3. There are some nice items you can get, like Boots of Speed, Gloves of Force, (both in Miner's Deep) and a Firestaff (in the Dragon's Grave), without getting in over your head. But be really careful in Miner's Deep! The monsters are not much tougher than Horon's Sanctuary, but the dark/damage areas are killers -- potentially literally -- and if you enter via the train and you take the stairs up on the opposite end of Level 1, you will be stuck in a very dangerous part of the Iron Valley and unable to walk back to Watertop without meeting one of the toughest encounters in the game.

Quote from Author: Taverdweller

I have the silversword, but I am not getting past the lava pits in the inferno.
If I go back to Savage Crossing, is there anything else to do?

Can I get the expansion and carry on?

Thanks for the help.
I'll try the lava pit again.


icetear likes lava.  ;)

Just make sure you keep an eye on your magic users -- you don't want to get to the other side with no archmage to cast Restoration and Beyond Death!


You'll want your characters to have lots of HP, some walkthroughs say around 900 or 1,000. The lava in Horon's sanctum hits for 80 damage, and in Inferno you take a whopping 100 damage per step (using a spell/item and singing also counts!)
Rogue is by far the hardest to hit that milestone, cause he has low HP growth and CON is a secondary stat.
Or ditch the rogue, since almost all foes are immune to critical hits, and replace him with a warrior or spell caster.
Also, restoration costs 25 SP, try to keep your caster(s) high on magic or (even better but tedious), master them. 100 casts decrease the cost of the spell by 1. This stacks until the spell costs only 1 SP. At that point you don't need gems to re-energize your caster.


As Visstar wrote, I let characters die in the lava and res them after the survivors make it through. Archmages have crazy hit points due to their rapid level-ups from class changes, so it’s even reasonable to let everyone die except the archmages until you get through the lava.