Games PC ERAGON-MINIGUIDE 1 User Manual

Magic Shield: “Skolir!”
Power: Strong Damage: 0 Effect on Hit:
Knockback
Effect on Blocking
Enemies:
Breaks the block
Base Recast
Time: 6 seconds
(Daret Docks)
Recast Bonus per Level: – 5% per level completed Minimum Recast Time: 3.6 seconds (Urgal Encampment)
As you might imagine, the shield provides you with a scant few seconds of defense against foes. It also knocks back any foe caught in its initial radius, but you likely won’t be using this much because it simply gives your foes more time to surround you, making things even hairier than they were previously. However, if you fi nd yourself surrounded and there are a lot of ledges about, try this to send enemies fl ying—hopefully over an edge.
Power: Very
Strong
Damage: 750
over 5 seconds
Lights the enemy on fi re and burns them for 5 seconds
Effect on Blocking Enemies: Breaks the block Base Recast Time: 6 seconds (Daret Docks) Recast Bonus per Level: – 5% per level completed Minimum Recast Time: 3.6 seconds (Urgal Encampment)
This is the single best form of magic you have. It recharges fairly quickly, does substantial damage, and takes a foe out of a fi ght for fi ve full seconds regardless of armor status. It also sends foes careening over ledges as easily as push and pull magic does, making it a triple threat. Once you earn this ability at Durza’s Fortress you’ll fi nd that it renders those other forms of magic obsolete.
Minions of Evil
King’s Soldiers
Soldier Recruit
Magic Fire: “Brisingr!”
Prima Offi cial Game Guide
Base Health: 750 Armor: None Immunities: None Block Chance:
None
Evade Chance:
Low
Enemy
Specialties:
Dying quickly
Special Tactics: None
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Combat Essentials & Bestiary
Soldier Grunt
Base Health:
1,250
Armor: Medium
Armor
Immunities: None Block Chance:
Low
Evade Chance:
Very High
Enemy Specialties: The Soldier Grunt is trained to evade
attacks and then attack with his own round of melee attacks.
Special Tactics: As the Soldier Grunt evades a great deal,
attacks with knockdown effects will keep him in place.
Soldier Commander
Block Strength: Medium Evade Chance: None Enemy Specialties: Heavy blocking and heavy armor make
this a tough opponent to beat.
Special Tactics: Knockdown and Magic Arrow work well
against the Commander. Do not use Headshot Arrow against the Commander until his helm is knocked off.
Soldier Shieldbearer
Base Health: 750 Armor: Heavily
Armored (with shield), None (without shield)
Immunities: None Block Chance:
Constant from the front when shielded
Evade Chance: None Enemy Specialties: This enemy’s shield prevents nearly all
attacks from the front. He will also bash the player away from him when shielded.
Special Tactics: Magic Arrow or Pounding Jump Attack can
remove this enemy’s shield easily. Attacking the Soldier Shieldbearer from behind also works well.
Base Health:
1,200
Armor: Heavily
Armored
Immunities:
Headshot Arrow, while armored
Block Chance:
Very High
Soldier Archer
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Base Health:
1,250
Armor: None Immunities: None Block Chance:
None
Evade Chance:
None
Enemy
Specialties: Arrow attacks from this enemy can be deadly.
Special Tactics: Headshotting an archer can take him down
before he can do too much damage. Dodge his shot and then line up for a Headshot Arrow.
Urgals
Urgal Grunt
Urgal Scout
Base Health:
1,000
Armor: None Immunities: None Block Chance:
High
Evade Chance:
High
Enemy
Specialties: Smaller then their Grunt counterparts, these
Urgals are usually the fi rst raiders into towns and villages.
Special Tactics: See Urgal Grunt.
Base Health:
1,500
Armor: None Immunities: None Block Chance:
High
Evade Chance:
None
Enemy
Specialties: With heavy blocking and heavier hits, these
Urgals are the bread and butter of the Urgal horde.
Special Tactics: Parry the Urgal’s attack and then stun him to
grab and then beat him down—this would also be a good time to grab and throw one into his cohorts.
Urgal Berserker
Base Health:
2,000
Armor: None Immunities: None Block Chance:
High
Evade Chance: Low Enemy Specialties:
These are the biggest and meanest Urgals.
Prima Offi cial Game Guide
14
Daret Docks
covered by a too small breastplate. An
n Urgal stood over him,
face set in a gross leer. The
monster was tall, thick, and
broader than a doorway, with gray
skin and yellow piggish eyes. Muscles
bulged on his arms and chest, which was
iron cap rested over the pair of ram’s
horns curling from his temples, and
a roundshield was bound to one
arm. His powerful hand held a
short, wicked sword.
Eragon by Christopher Paolini
Prima Offi cial Game Guide
24
Daret Docks
Walkthrough
Finding themselves on the docks of Daret town, Brom and Eragon are immediately set upon by a band of enemies from the right. This fi ght is fairly straightforward, but it features some interesting elements. You can launch foes off the dock by using combos or, more simply, by luring them to the edge and jumping and using a strong attack to send them over the edge to a watery demise. Alternately, use charged shots with arrows while Brom absorbs most of the onrushing foes’ attacks, treating him as a wedge to keep the foes at bay. From there, you may pick them off at your leisure.
hile “wedging” is a very viable technique
W
all the way through the game, you must be wary because Brom (and, later, Murtagh) are not invincible. Remember: if they die, you die.
Multiplayer Mayhem
down incoming foes from your prior position. Their lifeless bodies hit the dock with a dull, wet thud. Even Brom joins in the arrow-fl inging action, doubling your fi repower and making short work of troublemakers.
Now that the second band of hooligans is defunct, turn your attention to the opposite direction, shatter the nearby barrels, and use your bow to pick off foes in the distance as they race, in vain, to strike at you before a missile pierces their blackened hearts.
After taking down a half dozen or so, continue forward to the next landing, smash the debris blocking the path, and
resume fi ring till the foes stop coming. With the bodies piled high, crack open the two chests nearby and collect the goods (health, if you’re wounded, and power for your Team Power meter.)
When you play with two players, it’s even easier to dispatch foes. You can both execute jumps followed up with strong attacks, making short work of a rather large crowd.
After dispatching that fi rst, futile band of interlopers, leap down to the left and crack open the chest. From there, begin drawing your bow and taking
Now keep following the docks upward, along the path. Once the path ahead splits to the left and right, take up your bow once more and begin shooting down offscreen interlopers. Keep fi ring till your foes are so much bloody chaff, and then press on.
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Not too much farther along, you’ll see foes pursuing the area’s innocent denizens (just to your left.) Take up your bow and aid them by
striking swiftly from afar till they menace your kin no more.
Drop down from the dock to a level just above the water, and proceed till you come upon a gang of barrels. Pause here and, once more, draw your bow to strike down foes that think themselves safe from retribution. Be wary, however, as foes approach from behind, and have your blade at the ready. It will taste blood shortly.
emember: you can launch foes into the water
R
if you can force enemies near the edge, and
then jump with a strong attack.
As the cinema unfurls, Eragon is granted the fi rst of several gifts of magic. Utilizing the nearby battle full of steel shafts, follow the on-screen prompts and begin hurling them at distant enemies—one hit equals one kill. After mowing down that bunch, turn your attention to the nearby crane and give it a push to send it careening around. Mount it and continue on your way.
The next few steps are fairly straightforward: you have to take out a few Urgals after you smash some crates barring your progress. Pass another barrel of steel shafts—you won’t need them as you can gang up on each Urgal as it comes.
When the ruckus dies down, shatter the barrels and leap up to the exposed ledge. At the top you fi nd a chest, then continue around the thatched-roof building to the right to dispatch another pair of barrels. After that, a cinema plays.
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Ere long, you reach another crane. Once more, give it a magically­powered shove to send it spinning ‘round, then take aim at the counterweight with your bow. This sends the very hefty load straight into the (no longer) menacing Urgals below.
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From there, drop down to the beam just below the edge of the dock you are currently standing on and keep moving forward. Another crane awaits here, so spin it ‘round and drop its load to clear the path ahead. From there, use your magic to construct a path so that you may proceed.
Daret Town
Continuing forward around a ring-like section of dock, you come to a ramp heading downward. Rushing toward you are several enemies—let loose with arrows to cut them down, and keep heading to the far right till you fi nd a set of chests at the very end of the dock.
Once you reach an open section of dockwork, you spot another barrel of shafts, and then a rapidly increasing number of Urgals (up to fi ve at once). Using jump attacks, you can quickly and easily drive foes over the edge. You can also use the shafts but, in all likelihood, this act is more dangerous than a sound strategy. Keep moving till your foes no longer do and the battle will be yours.
If you run the dock, you can smash open a chest to claim a pickup. After that, clamber up your recently constructed ledge and then move atop the dock leading off to the right. Prepare yourself for a multi-Urgal encounter…
under
Once you’ve dispatched all your foes from afar and claimed the chests, use your magic to pull the mast around to you. Climb aboard and clamber across it, then drop on the ship. From there, spin the mast once more and then fi nish your journey across to the opposite side.
Once across, head all the way left and follow the path as it leads back under the dock you were recently atop. Within its shadowed eaves, you discover this level’s hidden egg!
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Prima Offi cial Game Guide
Doubling back, make your way over to the mast, but instead of continuing, take the path leading away from the camera and you spot a hut on the left (there’s a chest in there). Also, you see foes massing at the far end of the dock. Use your bow to take down as many as possible from afar, then engage in
close-range warfare with your blade, using jump attacks to prevent them from getting a steady bead on you.
Following the docks as they unfurl ahead, drop down before long— directly behind you at this point is another chest in the shadows. Once you have it, keep heading left and clamber atop the dock as it continues onward.
You now have a series of brief encounters with foes, mainly because you are pushing and pulling most of them into the water. Keep your eyes open and make sure you push where you
should push and pull where you should pull—otherwise you’ll do little more than distract a foe for a scant few seconds (due to their range). You can also mix in jump attacks and one-hit kills with arrows when in between magical
charges. Navigate numerous beams as you go to make progress.
Eventually you reach a point where the way ahead is out: simply utilize your magic to reconstruct the debris to bridge the gap ahead, then clamber up another beam to the left and haul yourself onto the ledge till you reach the waterfall room.
Prima Offi cial Game Guide
Prima Offi cial Game Guide
At this point you fi nd yourself beneath a very large structure—you also gain access to push and pull magic! Use it on the fi rst foe that approaches to push him into the brackish water. From there, clamber across the swill by using the nearby beam.
Once you are in the waterfall
room, immediately hoist
yourself up the nearest ledge
and cut down the fi rst archer
available. From there, begin
taking aim and pulling foes
to their deaths (mixing in
arrows during downtime) to
clear the room of immediate
threats. From there, clamber
across the beam spanning the
rushing torrent and head up
the left side of the area, killing
as you go. Once you reach the
doorway at the top, you’re
home free!
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Trapped!
owever, I can tell you
this: they aren’t human.
When I glimpsed
one’s head, it appeared to have
something resembling a beak
and black eyes as large as my
fi st—though how they manage our
speech is a mystery to me. Doubtless
the rest of their bodies are just as
twisted.
Eragon by Christopher Paolini
Prima Offi cial Game Guide
42
Walkthrough
his level consists of freeing Saphira, who fell
T
into a trap set by the twisted Ra’zac.
As the confl ict begins, Eragon and Brom (along with the dragon, Saphira) fi nd themselves in a wooded glade. Saphira is
pinned beneath several trees and tied down with vines. Eragon must use his magic to remove the vines and trees so that Saphira can be freed.
As you attempt to free the trapped dragon, a single Ra’zac menaces you. If the Ra’zac is targeting Eragon, run by Brom till he picks up the Ra’zac, then get to work.
Trapped
First you must undo fi ve spots with your magic. As soon as Brom is dealing with the Ra’zac, start undoing the debris holding Saphira. Start on the left and work right as new spots light up (then back left if need be). Heavier debris (primarily the trees) takes longer to move and might require exerting effort for a few moments the targeting icon is fi lled.
after
Multiplayer Mayhem
The 2P strategy for this sequence is 1P. The player using Brom must keep the Ra’zac off of Eragon’s back or he won’t be able to free Saphira and, thus, complete the level.
exactly
the same as
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After the fi rst fi ve spots are opened up, attack the Ra’zac with Brom. Your best bet is repeated jumping strong attacks. It may
not look pretty, but the Ra’zac seems oddly incapable of dealing with this manner of attack. Brom will likely keep fi ring arrows while you slowly grind the creature to death.
Now repeat the process on the second Ra’zac and dispatch it as you did the fi rst. As you’re doing this, move toward the camera and grab the hidden egg at the edge of the screen.
Another Ra’zac soon appears. Once the fi rst Ra’zac dies, proceed to undo the next three spots holding the dragon down. Once more, allow Brom to hold the Ra’zac at bay and go to work, gradually freeing Saphira.
Once the second Ra’zac goes down,
two
will take its place. As before, run around till Brom snags both, then proceed to free Saphira once more—this time there are fi ve hotspots. Once you clear them, the level comes to a very abrupt end for your Ra’zac “friends.”
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44
Trapped
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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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