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Old 01-12-2004, 10:36 AM   #3
Nightowl2
Galvatron
 

Join Date: December 11, 2001
Location: Plateau of Leng
Age: 47
Posts: 2,190
Yeah, that was my suggestion about time and Z'Ant learning the truth about your double-dealing. Here's a tip: once you know the coordinates he wants, in subsequent games, you don't have to do the black box/spaceport thing any more. After you get the quest, exit conversation, talk to him again and give him the coordinates. Then he'll give you the final job (which, of course, you won't do because you want the alliance). Now you can go to the Umpani and expose Kunar.

I always do the quests as quickly as possible. Once you know them, it's actually easy, especially when you can teleport around. Note that you can put off going to Bayjin until after the final quest from Z'Ant.

Also: you don't have to do any shooting at the target range; this is optional. I just walk to the back until Rubble disappears, then go to him for that silly "covert ops" stuff.

Almost forgot your question about the mage. I'd keep the mage as a mage. Just because you have 7th level spells doesn't mean your mage can cast them with any great degree of power. A level 1 nuke is not as good as a 7th level firebomb. If you really want those spells to be useful, you're gonna have to work at it.

Nightowl2


P.S. Your group has been very fortunate in the weapons they've found; you have one powerhouse team there and should be able to breeze through the rest of the game.

[ 01-12-2004, 10:38 AM: Message edited by: Nightowl2 ]
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