Games PC ERAGON-MINIGUIDE 2 User Manual

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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Ruins of Orthiad
urtagh cursed, clenching the
pommel of his sword. ‘That
right, then those are Kull, elite of the Urgals.
I should have guessed the chieftains had
been put in charge of them. They don’t ride
because horses can’t carry their weight—not
one of them is under eight feet tall—and they
can run for days without sleep and still be
ready to battle.’
Eragon by Christopher Paolini
Prima Offi cial Game Guide
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Ruins of Orthiad
Walkthrough
Having weathered an intense fl ight from Gil’ead, Murtagh and Eragon fi nd themselves in the Ruins of Orthiad, a
dead, haunted place. Sadly, the “ghosts” take the form of large, hulking, humanoid creatures known as Kulls.
Kull Wrangling
The Kull is an imposing beast but, sadly for it, an almost ineffectual one. Although Kulls are brutally strong, what you can do with them more than makes up for their ability to extinguish life. Essentially, dealing with a Kull is a simple process:
1. Charge up a one-hit kill arrow to stun the beast. You can also use magic to garner a similar effect, but that won’t do any damage, so this is the preferred method.
Kull Wrangling (cont’d)
2. As the monstrosity attempts to remove the shaft from his lacerated eye, run in behind it and hack away till it drops to one knee.
3. At this point, by pressing strong attack, you can mount the beast.
4. From here, you have a few options (more details follow for specifi c encounters) but we primarily focus on then switching to attack and stabbing it in the back of the neck.
5. After a number of blows, the Kull goes on a mad rampage. You can steer it into a nearby, unyielding wall; into hapless foes; or over a cliff.
From there, repeat that process until the beast is destroyed. If there’s more than one (and more than one player) you can double up on this strategy. If there’s not more than yourself but more than one Kull, you can still use the same strategy, though you might want to substitute pull magic to mount faster (although this doesn’t harm the beast).
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Take on the fi rst batch of Kulls following the strategy outline in the previous sidebar. They should be an easy bunch to dispatch—just remember that if you try to ride for too long, you will be thrown off, painfully.
Once the Kulls cease arriving, proceed through the gap that opened ahead (snag the chests fl anking either side fi rst) and a short cinema triggers before you’re cast into the catacombs themselves.
Two foes, supported by a few archers, immediately rush forward. You should have time to drop one with an arrow and then burn and hack up the second. From there, take aim and kill the archers as well.
The bas-reliefs that line this tunnel, in most cases, have a crystal embedded in them. Use magic to tag the fi rst one on the left before
proceeding. As the path ahead leads off to the left, note the statue standing guard solemnly to the right. Just behind it lies the hidden egg. Grab it before moving on.
Ere long a chest lurks just to your right, as well as a second crystal upon the wall to the left. Crack open the chest with a sharp blow, then activate the nearby (and second) crystal.
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Ruins of Orthiad
After the crystal springs to life, more enemies come storming from deeper within the ruins (a pair for starters). Burn one up and then hack the second to pieces.
As soon as the next length of tunnel comes into view (revealing the third crystal on the left), another cadre of foes
erupts. As they are far enough down the tunnel, quickly kill as many as possible with arrows. If you’re fast, this leaves you with two immediate problems and a third, farther back. Light one foe on fi re, cut down the second, and meet the third as it arrives. As soon as your magic recharges, burn one of the remaining foes and fi nish off the other. Alternately, if Murtagh ends up wedging, use one-hit arrows to take out foes while he absorbs errant blows.
With that gang destroyed, activate the next crystal, then jog down the tunnel ahead to take out the archers who, unluckily for their compatriots, were out of range for the previous fi ght. Walk forward, strike them down with arrows, and then activate the next crystal on the right (there is also a chest).
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As the tunnel bends
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Prima Offi cial Game Guide
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once more to the right, you fi nd another chest and another crystal. You can activate it fi rst or deal with the enemies approaching. As there are only one or two, take them out, then tag the crystal.
Now you fi nd yourself inside a large chamber. Race across and crack open the chests, and then tag the last crystal in the back right corner. That grants you access to the large, central doorway that stands watch over the hall.
Once through, another fi ght awaits. A Kull lurks at the far end of the room and, if you are quick, you can stun him with an arrow, run to him, and then ride him into his friends. Barring that, focus on the smaller enemies with fi re magic to send one running, then deal with the other two until you can seize the Kull.
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Once your foes are vanquished, you must make a long, steady climb around the chamber’s perimeter. As you continue ever upward, watch for foes coming from above and below. The best bet here is to use your bow to rack up one-hit kills before your foes can even reach you. If they do, use fi re and jump attacks to send them careening over the edge.
Once you reach the top, you’re on a large chunk of amber—very fragile amber (at least when Kulls keep jumping on it). This is pretty simple: just stun the Kull as usual, hack its neck, ride it into a wall, and repeat until it’s dead. You have to repeat this process a few times, but it’s very straightforward.
Ruins of Orthiad
The next chamber contains a puzzle. Use Eragon’s magic to manipulate the crystals just beyond the rotating device in the fl oor. The proper combination is: red, red, green. This grants you an exit from the chamber.
Outside once more, you step into a picture out of hell: a Kull charges from the left very soon after your arrival, while archers let fl y with fl aming arrows from a ridge in the distance. Ignore the archers for now and get out of the doorway as quickly as possible, though you’ll now have two Kulls to deal with, as well as few more enemies. Your fi rst
priority is to get rid of the Kulls, so use the standard strategy and run them over the cliff. From there, engage the other interlopers with sword and fi re—if you’re near the edge, the fl aming foes will careen right over it.
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With that business sorted, head left and clamber up the ledge, but be prepared! Though there are only three enemies, the confi nes are
very
tight, and you can easily become disoriented or juggled to death. This is a good time to use your Team Power meter to cut them down as fast as possible. Trying to gain the advantage by outmaneuvering them is very diffi cult. A few chests are right there in case your Team Power needs topping off.
Now press gradually to the right, wiping out archers on the ridge above as you go (magic actually reaches here, but it doesn’t work
very well). Two foes arrive from the right, but fi re and jump attacks should vanquish them in short order.
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That melee dealt with, climb up the next rise and take out the nearest foe with an arrow and retreat downward if you’re about to be overwhelmed. Shortly thereafter you can summon Saphira to lighten the enemy load.
Upon the next ridge are a few more chests for you to explore, then you should head away from the camera and up the
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hill until the path bends left. Drop down and move forward
slowly
until a band of foes begins to run in. Use quick kill shots to take down as many as possible, then burn and bludgeon those who get in close—use the nearby wall on the right to pin them in and hack away.
As the ridge levels out, you spot two more chests to the right. Shortly thereafter, two more Kulls lurch into view, but this should be fairly simple. With Murtagh tying them up, stun one and run it over the ledge. Repeat the process on the second (in 2P this is fantastically easy).
Ruins of Orthiad
Moving onward, as you approach a low ridge, another band of foes advances. Again, pick them off as they come with arrows, then use fi re and the blade to tackle one at a time until victory is yours.
Finally, tag two archers waiting on the road just ahead. After they fall in bloody heaps, race up the path to complete the level.
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Eragon: The Making of the Motion Picture
Eragon: The Making of
the Motion Picture
As an added bonus, we have a special sneak peek at the upcoming
Eragon
a chapter from House’s inside look at the making of the movie. The chapter, “The Dragon’s Realm,” examines the process of transforming Saphira, Christopher Paolini’s dragon creation from his Inheritance trilogy, into a presence on the movie screen. Through Industrial Light & Magic’s wizardry, Saphira has come to life as a winged, fi re-breathing dragon. Check out the following pages to get an in depth perspective of Saphira’s evolution.
motion picture event! In the following section, we have
Mythic Vision: The Making of Eragon
, Random
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At the thumb tip of San Francisco juts the Presidio,
a green and hilly expanse of land whose vantage point
once made it the prize for strategic control of the western
coastline of the New World. The longtime army base,
which became part of the National Park Service in the
1990s, gained a high-profile tenant in 2005—filmmaker
George Lucas. The $350 million Letterman Digital Arts
Center, which includes ILM, is Lucas’s state-of-the-art
effort to shape the future of film into a purely digital
medium.
Testament to the sweeping changes that had trans-
formed Lucasfilm and filmmaking itself was the fountain
outside the Digital Arts Center’s main building, an Art
Deco–ish base topped with the painted statue of a famil-
iar wizened green figure in a robe gripping a gnarled staff—
Star Wars
Jedi master Yoda. In 1980, when Yoda first
appeared in the
Empire Strikes Back,
Yoda was a physically
animated puppet, but by
Attack of the Clones
in 2002, the
Jedi knight was a completely computer-generated and ani-
mated character.
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C H A P T E R S I X
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Early conceptual artwork for Saphira.
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ILM had come a long way to its high­tech home in the Presidio. Lucas had formed the unit in the mid-1970s to create all the marvels he envisioned for
Star Wars
.
They operated out of an industrial ware­house in Van Nuys, near Los Angeles, and
those first young ILMers were as insurgent a group in Hollywood as the rebel forces who battled the Empire in the movie. They broke all the rules and made up a few new
ones. They resurrected filmmaking tools abando ned by the ind ustry (such a s
VistaVision film and cameras, a wide­screen process introduced in the 1950s), took cameras built before most of them had even been born and bolted together new
hybrid cameras, and developed the ability to program repeatable moves for cameras and models.
Today they are using advanced computer systems to push traditional
effects to the limits—and they are still the gold standard in visual ef
fects.
THE D RAGO N MYTH
Coming into
Eragon,
there was plenty of precedent for creating a dragon.
The dragon myth itself has fired the human imagination throughout time and in many cultures. The classic winged, fire-breathing creature was described in the epic poem
Beowulf,
one of Paolini’s sources when he was
researching his novel. Beowulf, great hero of the Danes, slew a dragon that had been ravaging the countryside, but he was mortally wounded in
the battle. So great was this feat, Beowulf’s funeral pyre was built high and laden with helmets, war shields, and armor. The poem describes the crea­ture’s awesome power: “The dragon began to belch out flames and burn
Arya and Eragon saddle up Saphira.The mock-up of the dragon’s torso would be replaced in the post­production period by Industrial Light & Magic’s computer-generated creation.
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