Legend of faerghail walkthrough4/1/2023 I'd dump him, but I think he's the only thing keeping me alive. Complicating matter is the fact that Siegurd, my NPC companion, does so well in combat that he takes far more experience than anyone else. The way the game distributes experience points-based on the number of successful actions each combat round-means that it'll be a long time before some of my characters level up. After a few hours trying to be honest and replacing them, I ultimately caved to reloading every time a character dies.įortunately, this doesn't happen as often since I've discovered that fleeing combat has, as far as I can tell, a 100% success rate. What I don't like is that combat is horrifically deadly at these early levels, and there simply isn't enough money to keep resurrecting slain characters. What do you suppose it means that I "unknowingly" meet the trolls? There are aspects I like about the combat system, such as memorizing the last position and actions used, which encourages you to tweak your strategy rather than start from scratch with every new enemy and round. In that case, I have to congratulate the Count of Thyn for his little hidden pocket of the world, impenetrable on all sides except for the mine exits.Īs I painstakingly mapped every tree and wall in the wilderness, I engaged in sporadic combats with various beasts and humanoid enemies. ![]() I suspect it's through the dwarven mines, since a map in the manual has my current area as "wilderness map - east," suggesting that there's a separate "wilderness map - west" on the other side of the western forest, and the dwarven mines entrances are on the west. I'm not sure how I'm supposed to get to the neighboring land of Cyldane. The game's presentation was also praised, with its atmospheric sound effects.This left three locations to go: the dwarven mines, the derelict castle, and the Temple of the Savants. Zzap!64 awarded an overall of 90%, highlighting game mechanics such as the language system, different ways of tackling locked doors, and wearing effects on weapons and armour. She criticized the IBM PC version's graphics, documentation, and combat as "poor" and "absurd", and "a mediocre effort at best". The magazine's Scorpia was much more negative, describing the game as a "German import that should never have crossed the Atlantic". The magazine praised the Amiga version's graphics and audio, but criticized the lengthy load times, poor play balance when starting with new characters, and errors in the translation. Peter Olafson of Computer Gaming World in 1991 described the game as "a Bard's Tale cousin with a horde of bells and whistles". It also offered the player the opportunity to continue their characters from previous games such as Phantasie I, Phantasie III, The Bard's Tale and The Bard's Tale II: The Destiny Knight, although Faerghail does not take place in the same fictional world as these games. ![]() The game world includes an overworld split by a mountain range, and eight dungeons. ![]() The game is viewed from first-person perspective. Characters have attributes (such as wisdom, strength and constitution), skills (such as pick-pocketing and various languages) and hit points. The player first creates a character by selecting race and class. ![]() Legend of Faerghail is set in a medieval fantasy world. Legend of Faerghail is a 1990 role-playing video game, developed by Electronic Design Hannover and published by reLINE Software for the Amiga, Atari ST and MS-DOS.
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