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Chapter 1 - Introduction.................................................... 3
Chapter 2 - General Advice..............................................4
Chapter 3 - Walkthrough.................................................. 5
Chapter 4 - Area Descriptions.........................................17
Chapter 5 - Area Maps................................................... 40
Geneforge 2 World Map........................... 41-42
Chapter 6 - Special Stuff Location Guide........................51
Chapter 7 - Cheat Code Guide........................................ 53
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2
Chapter 1 - Introduction
Although it doesn’t seem like it at first, the mountains of Drypeak are
actually a vicious nest of traitors, rogues, and homicidal maniacs. Powerful and
dangerous experiments are taking place, projects that could lead to massive
destruction and the overthrow of the Shapers.
You may want to fight to support the Shapers, or you might want to
turn on them. Either way, this hint book is here to support you. The advice con-
tained within will help you navigate the lands of the Barzites, Awakened, Takers,
and others. Whichever faction you want to support (or even if you want to help
none of them), this guide will provide step by step instructions to reach the best
possible outcomes.
This hint book is here to help you when you, through no fault of your
own, get stuck. The purpose of Geneforge 2 is to provide fun. Being stuck and
frustrated is not fun. You shouldn’t feel guilty for using this book. In the end,
both you and we have one goal: the most pleasant passing of your leisure time.
This guide has several parts:
3
A note about directions: In Geneforge 2, north is to the upper right and
west is to the upper left. They are marked by an N and a W by the corners of the
terrain view.
This hint book has all the secrets necessary to help you do what you
want, when you want, and to whom you want. Now get out there, pick a side,
and start swinging!
4
Chapter 3 - Walkthrough
Geneforge 2 has a very wide-open storyline. There are a variety of
different goals and different paths to reach them. This guide takes you through
all of the stages of the game and describes what choices are available to you and
where you should go to make your wishes reality.
This chapter does not provide an exact description of every area you
must go to to finish the game. The next chapter has detailed descriptions of all of
the areas in the game. If you’re stuck in a particular location or quest, go there.
This section just provides a general overview.
When the game begins, you will be in the tutorial. The first two sections
of the game are very simple and designed to help you learn how to play. You
begin in the back room of an abandoned shop. Walk outside and meet Shanti.
Follow her down the road through the first section (Entry Valley),
speaking with her when she stops. You can find useful supplies in the buildings
at the side of the road. Also, you can kill the rats for a little easy experience.
Eventually, you can follow her into the second section (Drypeak Gates).
Again, follow the path, killing enemy rogues as you go. You will soon
see a building on the right. It contains healing pools you can use to restore your-
self. When you reach Shanti, wait for her to kill the crowd of rogues and then
follow her north to the gate.
The gate to Drypeak is locked. Talk to Shanti, and she will ask you to
find the key. Walk east, killing rogues as you go. The key will be hidden in a nest
guarded by several rats. Recover the key, return to Shanti, and open the door to
the west (west is upper left). Pull the lever in the room beyond to open the gate.
Follow Shanti through the gate. If you pass through the door on the
left, you will find an abandoned barracks. Search it and get supplies. Finally, go
up the path to the north (north is upper right), talk to Shanti one more time, and
enter Drypeak. The tutorial is over, and your mission can begin.
Enter Drypeak. (You will find a map of Drypeak in the Chapter 5 Area
Maps.) Takena will approach and speak with you and Shanti. When prompted,
choose to remain silent. When Takena and Shanti walk north, follow them and
exit at A on the Drypeak map.
You will be in the Drypeak Warrens. Walk east and north and you will
enter Zakary’s hall. Shanti will be there waiting for you. Approach and listen
to them. Talk to Zakary. Return to Drypeak and go to your quarters (B on the
Drypeak map). Talk to Shanti.
Shanti is being watched, but you are free to explore the valley. Shanti
thinks that the situation is suspicious, and she isn’t sure that Barzahl is actually
dead. You are being sent to investigate.
Explore Drypeak and the Drypeak warrens, speaking with everyone
you meet. Sometimes, people will ask you your opinion about whether or not
serviles should be free and independent. Think carefully about what you re-
5
spond. Your answers will get around and determine what factions will welcome
you. Your answers will never disqualify you from winning the game, but they
will affect what paths you can follow.
When you are ready, explore the outdoor areas north and west of
Drypeak. Each is described in detail in the next chapter, and there is a map of
the entire game world in the center of the book. The areas to the west have more
fighting, while the mines to the north can be passed with stealth and Mechanics
skill. Be sure to, at some point, go to Sharon’s Grove and speak with Sharon.
When you have explored and gained some experience, go northwest to
the Secret Tunnel.
There is a map of the Secret Tunnel in the Area Maps chapter. If you are
more comfortable with combat, go down the corridor marked A. Fight through
all of the guarded rooms to reach B. If, on the other hand, you have some Me-
chanics skill, go north up the corridor marked C. There will be several mines.
Click on a mine to approach and disarm it. Otherwise, it will go off a second after
you get close to it. Go north and west, disarming the mines, until you reach B.
At B, you will find your first skill canister. Click on it to use it. The
canisters give you powers, but they also affect your mind and make you cold and
arrogant. This doesn’t have a large effect during the game, but it can affect what
ending you get. Using this canister, at least, is safe and teaches you a useful spell.
Leave the tunnel to the west to enter Freegate. Everything is, strangely,
green and grassy, and plants are growing successfully here. Walk west to find
out that something has happened to Shanti. Walk farther west to be ambushed
by armed serviles. Shortly after you are attacked, different serviles will approach
and rescue you.
Talk to the serviles and learn of the Awakened. They will leave to the
north and invite you to follow them. First, return to the Drypeak Warrens. Talk to
Zakary. He will tell you the real story about what has been happening.
At this point, your mission is to explore more of the mountains and find
Barzahl. You will also learn about the different factions that live in these moun-
tains, one of which you may want to join.
Barzahl is actually to the southwest, far from from Awakened lands.
However, the monsters you meet in his territory will be more dangerous than the
foes to the north. If you don’t want to risk it, head north and enter the town of
Medab. If you are trying to avoid combat, don’t stray from the roads.
You will find a map of Medab in the Area Maps chapter. Walk up to A
to speak with Kashya. Tell him that you will not harm Learned Pinner. Then go
north to B and talk to Pinner. She will tell you a lot about these mountains and
where all of the intelligent serviles came from. She will also try to get you to join
the Awakened. Speak to everyone in town. You will be able to buy new supplies
and spells and learn a lot about the other factions and the area around Medab.
For more magical training, you can travel northeast to the Magus Com-
plex.
Once you have explored and gained a few more levels, go south to the
Rising lands. Creatures in this area will be much more hostile to you. When go-
ing west from Rising, if you stick to the north (closer to the mountains), you will
be able to use your Mechanics and Leadership skills to pass safely. If you take the
6
southern route, you will need skill at combat. Stop in the town of Gheth and talk
to people. You will learn much more about the Barzites.
Go west to Rising (a map is in the Area Maps chapter). Go to A on the
Rising map to meet Barzahl at last. He will tell you much more about the history
of the people in the mountains and try to get you to join the Barzites. The people
in Rising will try to sell you valuable goods, and Corin will give you skill canis-
ters in return for supplies.
At this point, the only faction you have not contacted is the Takers.
They live in the northwest corner of the mountains, but they are very hostile
to Shapers. If you have allied with Zakary or Barzahl, they will automatically
attack you. If you haven’t, then you can travel to Zhass-Uss, their capitol. If you
approach from Rising through Western Pass and the Pit of Misfits, you can use
stealth and diplomacy to reach Zhass-Uss. If you approach from the east through
Northern Pass and Infected Crossroad, you will need to fight.
In Zhass-Uss, you can meet Syros (at A on the Zhass-Uss map), leader
of the Takers. You can talk to him and learn of the Takers. Actually speaking with
them is optional, but you might find it interesting. You can join them, although
you have to have responded to the questions people have asked you in a very
pro-servile way.
At this point, whether or not you went to speak with the Takers, you
have explored a large portion of the mountains. You have met with most of the
factions, and you know what they believe. Now you have to choose whether you
will join one, and which one you will join. First, however, it might be good to
find out what happened with Shanti.
Go to the Guarded Groves, just northwest of Gheth. You can either kill
the patrolling monsters or sneak past them. Explore the center of the area and
you will find Shanti’s body.
Go west to Rising and talk to Barzahl. Ask him who killed Shanti. He
will tell you that Stanis did it. Stanis is standing next to him. Talk to Stanis.
You can either duel Stanis to avenge Shanti’s death or forgive him. If
you forgive him, the issue is settled. If you challenge him, he will move to B on
the Rising map.
Go duel Stanis. Bear in mind that your creations will be able to help you
very little during the fight.
The following sections provide instructions for completing the game for
each of the factions (or for not joining a faction). When you have decided who
you want to join, skip ahead to the appropriate section.
7
can find valuable equipment in the caves in the northwest corner of the warrens.
The first thing Zakary wants you to do is destroy the research in the
Magus Complex (in the Awakened lands to the northeast).
Go north to Awakened lands. In Section 10, read the instructions for
Infiltrating the Magus Complex. This will explain how to enter the complex and
sabotage the machinery there.
When the Magus Complex has been sabotaged, return to Zakary. Now
he will tell you to go to The Radiant College, the research center for the Barzites,
and destroy the work there. In Section 10, read the instructions for Infiltrating
The Radiant College.
Finally, Zakary will send you to Benerii-Uss, the core of the Takers’
power. In Section 10, read the instructions for Entering Benerii-Uss and Killing
the Three Drayks. There are two different sets of instructions, one for heavy
combat and one for stealth/diplomacy. Which one will be more useful depends
on your play style.
You have done enough damage to the rogues to slow them down. They
won’t be able to rebuild their power before the Shapers come. Return to Zakary
and get your final instructions: leave the mountains. Return to the Entry Valley,
walk south down the road from where you started the game, and enjoy the end-
ing.
Learned Pinner would like you to help her win freedom and indepen-
dence for her serviles. If you want to help her, however, you will need to prove
yourself by performing two tasks. (Although, if your Leadership skill is high
enough, you can talk your way out of them.)
First, you must find a spy in East Medab. The spy is Crillie. He lives in
a house in the southeast corner. Enter his house and talk to him. If your Leader-
ship skill is high enough, you can get him to confess. Otherwise, leave his house
through the south door. He will panic and attack you. Evidence of his treachery
is in a box past the turrets.
Your second test will be to find a drayk who is spying for Zhass-Uss and
get it to leave. The drayk, whose name is Trine, is in the crystal mine, in a side
chamber about halfway in. You can either kill Trine or use a high Leadership skill
to convince it to leave.
Return to Pinner and you can join the Awakened. You will be given a
key, which will enable you to get some good equipment (at C on the map of Med-
ab).
Powerful training is now available to you. Go northeast to the Magus
Complex (map is in Chapter 5). Enter and swear to the guard at A that you won’t
do any harm. Talk to Loha (at B) to get a key and leave at C.
In the Complex Core (map is in Chapter 5), go to A and talk to Tuldaric
(if he’s not there, wait a moment and he will enter). Ask for magical training and
then ask to be made more powerful. He will give you a key. Go to I and step on
the platform. You will be altered. Tuldaric can now teach you the most powerful
spells.
When you are ready, Pinner will give you your instructions. Her first
mission is to steal research from the Barzites. To learn how to do this, go to Sec-
tion 10 and read the instructions for Infiltrating The Radiant College.
8
Return to Pinner. Your next mission will be to help complete the Barrier
of Winds. She will give you a key. Go west to Northern Pass. If you go south from
the westernmost Taker checkpoint, you will find a narrow valley. Walk down the
valley and past the turrets. Leave the area to the south.
You are now in the Barrier Of Winds (map is in Chapter 5). The Barrier
is actually a force of drakons, which will defend the mountains from Shaper
attack. Your key will unlock the doors. Enter, go to A, and speak with Learned
Varkan.
The first thing Varkan will have you do is get rid of a confused drakon.
The drakon spends its time pacing between B and C. Find it and either kill it or
use a high Leadership skill to convince it to leave.
Next, Varkan will ask you to find a servile named Marjan, who left with
valuable information.
Marjan is in Gheth (map is in Chapter 5). He is at A on the Gheth map.
Talk to him and he will say that he will return if you can find out what is going
on in Gheth. Enter the secret research area at B and sneak around into the room
at C. Return to Marjan and tell him what you saw, and he will join you.
You should immediately return him to the Barrier. If, however, Marjan
dies, return to Varkan and say what happened. Then return to Gheth and search
the barrel at D. Return the papers you find to Varkan.
Finally, to complete the Barrier, you need to find a conduit shard. To
learn how to do this, go to Section 10 and read the instructions for Finding a
Conduit Shard.
Once the Barrier is complete, return to Pinner for your final task. You
must slay the three drayks that rule Benerii-Uss. In Section 10, read the instruc-
tions for Entering Benerii-Uss and Killing the Three Drayks. There are two dif-
ferent sets of instructions, one for heavy combat and one for stealth/diplomacy.
Which one will be more useful depends on your play style.
When this task is done, return to Pinner. She will tell you to return to
the Shaper Council. Return to the Entry Valley, walk south down the road from
where you started the game, and enjoy the ending.
Barzahl wants you to eradicate his enemies and help him to build de-
fenses against the inevitable Shaper attack. In return for your assistance, he offers
power. Lots of it. Should you want to help his lot, go to Rising and talk to him.
Before Barzahl will let you join him, you must perform two tasks to
prove yourself (though you can skip one or both tests if your Leadership skill is
high enough).
First, you must find and eliminate a spy from Medab. His name is Mez-
rich, and he is in the Guarded Groves section, in the northwest corner. You can
either kill him or convince him to leave.
Second, you need to eradicate an encampment of Shaper Loyalists. They
are at the north end of the Loyalist Encampment section. They have to actually
be killed. However, if your Leadership skill is high enough, you can convince
Barzahl to put a drakon at your service. This creation is in a small building in the
southeast corner of the Loyalist Encampment.
In addition, before he will consider allowing you to join the Barzites,
you must settle the whole Shanti issue. See section 4.
9
Once you have finished your tests, asked Barzahl to let you join, and
sworn obedience, you’re in. You can now go to The Radiant College and get
training. You can also find useful equipment and canisters at C on the map of
Rising.
When you are ready, ask Barzahl for your first mission. He will send
you to steal research from the Magus Complex in Awakened lands. Go northeast
to Awakened lands. In Section 10, read the instructions for Infiltrating the Magus
Complex. This will explain how to enter the complex and find the research.
Once this mission is completed, new training is available. Go to the
Radiant College and find Burham (at A on the college map). Ask him for magical
training. Go step onto the platform at H, and then return to him. You can now
learn much more powerful spells.
Your next mission is to kill Zakary. This can be done fairly straightfor-
wardly. Just go to the Drypeak Warrens and attack him. He will flee to his cham-
bers in the northwest, and you’ll have to chase him down. Alternately, if your
Leadership skill is high enough, you can convince Barzahl to give you assistance.
He will tell you to go to the Radiant College for help. Go there and speak with
Burham. Burham will give you an orb. When you get close to Zakary, a pair of
drakons will appear, which will be a great help to you.
Once Zakary is dead, you can return to Barzahl to get your final
mission: go to Benerii-Uss and destroy the Geneforge. In Section 10, read the in-
structions for Entering Benerii-Uss and Destroying the Geneforge. There are two
different sets of instructions, one for heavy combat and one for stealth/diploma-
cy. Which one will be more useful depends on your play style.
When this task is done, return to Barzahl. He will tell you to return to
the Shaper Council. Return to the Entry Valley, walk south down the road from
where you started the game, and see what happens.
The Takers of Zhass-Uss want their freedom, and they are preparing to
wage a devastating war on the Shapers to get it. To join them means completely
turning your back on your people. However, if this is what you want to do, it is
possible.
To join the Takers, you must not have joined the Loyalists or the
Barzites. Also, when people asked you for your opinions, you must have been
consistently anti-Shaper. When you are ready to join them, go to Zhass-Uss and
talk to Syros (at A on the Zhass-Uss map).
Before Syros will let you join the Takers, you must perform two tasks to
prove yourself. First, you must win the approval of Toivo (at B on the Zhass-Uss
map). Toivo sends you to recover a cursed idol, believing you will be killed in the
process. The idol is in a cave in the far northeast corner of the section Dead Pass.
Get the idol and return it to Toivo. Alternately, if your Leadership skill is high
enough, you can convince Syros to let you skip this step.
Second, you must win the approval of Amena Blade (at C on the Zhass-
Uss map). The requirement for his approval is a difficult one. You must slay one
of the three faction leaders: Barzahl, Zakary, or Pinner. If you are a strong warrior,
Zakary or Pinner are probably the easiest targets. However, if you are good at
Mechanics, you might want to try to kill Barzahl. For hints on how to do so, read
the section on Rising in the next chapter.
10
Once you have won the approval of Toivo and Amena, return to Syros,
ask to join, and swear the oath. You are now a Taker. You can get supplies at D on
the Zhass-Uss map. When you are ready, ask Syros what you should do.
He will send you to steal research from the Magus Complex in Awak-
ened lands. Go east to Awakened lands. In Section 10, read the instructions for
Infiltrating the Magus Complex. This will explain how to enter the complex and
find the research.
Now Syros will allow you to go to Benerii-Uss for training. Go north-
west to Benerii-Uss Entry (map is in Chapter 5). Unfortunately, the creations
there are not enthusiastic about letting you proceed farther in. If your Mechanics
skill is high enough, you can pick the lock at D. If your Leadership skill is high
enough, you can convince Chryst Eye (at B) to give you a key. Otherwise, you
will have to allow Tessera Eye (at C) to drain your energy to get a key. Use it to
unlock the door at D. Kill the battle alphas beyond or convince them to leave you
alone, and proceed north.
You are now in Benerii-Uss Shaping (map is in Chapter 5). Go to A to
talk to Rhakkus. Talk to him and, when he offers, agree to let him Shape you. You
can now learn powerful spells from Salgurdar (at G on the map).
When you are ready, return to Syros. Now he will tell you to go to The
Radiant College, the research center for the Barzites, and steal the research there.
In Section 10, read the instructions for Infiltrating The Radiant College. Get the
papers and return them to Syros.
Finally, you must help the Takers complete the Geneforge. Return to
Rhakkus in Benerii-Uss Shaping. Ask him about the Geneforge. He will tell you
to bring him a Conduit Shard. To learn how to do this, go to Section 10 and read
the instructions for Finding a Conduit Shard. Show it to Rhakkus, and he will
send you to perform the next task.
Go north to Benerii-Uss Holding (map is in Chapter 5) and talk to Akkat
(at A on the map). Akkat asks you to find an escaped drayk. Go southeast to the
section Clawbug Canyon. The drayk you need is in the caves in the southeast
corner of the section. There is a locked door there, but your Taker pass will get
you through it. Talk to the drayk. If your Leadership skill is high enough, you
can convince him to join you. Otherwise, you must fight him. When you have
damaged him enough, he will submit and you can talk to him again. Tell him to
join you. Return to Benerii-Uss Holding and walk to Akkat. The drayk will leave
you. Talk to Akkat and you will get a key. Go to the section The Geneforge.
(If, somehow, the augmented drayk ends up dead, talk to Akkat. Akkat
tells you to recover the drayk’s heart. Return to its cave in Clawbug Canyon, and
you will be asked if you want to get the heart. Do so, kill the drayk that appears,
and return it to Akkat.)
When you are in The Geneforge (map is in Chapter 5), go talk to Easss
at A. First, Easss will ask you to install the conduit shard. Go to G and use all
of the devices in the room (your Mechanics skill will need to be high for some
of them) and then go use the device at I. If the pylons are shooting at you, you
weren’t skilled enough to use the right device in the control room. You’ll need to
haste yourself and run past them.
When the shard is in place, talk to Easss. He will prepare to use the
Geneforge. Go north with him to L and wait for Rhakkus and Akkat to arrive.
Watch. When Akkat goes crazy, the others will flee. If you are good at combat,
kill Akkat. Otherwise, if your Leadership skill is high enough, go south and con-
11
vince Easss to help you kill Akkat. Either way, Akkat must die.
Once Akkat is dead, if Easss is dead too, just return to Syros and tell him
that the Geneforge is complete. If Easss is alive, talk to him, watch him use the
Geneforge, and then return to Syros.
When this task is done, return to Syros. He will tell you to return to
the Shaper Council. Return to the Entry Valley, walk south down the road from
where you started the game, and watch the carnage.
Of course, you may feel that none of the factions are worthwhile (or
sane). You might just want to prevent anyone from doing anything terribly harm-
ful to the world, get out, and let the Shapers clean up the mess.
There are some people who will provide guidance if you want to avoid
joining a faction. Talk to the Shapers at the Loyalist Encampment. Go to Phari-
ton’s Encampment and talk to Phariton. They can help you and give you train-
ing.
To prevent the most dangerous threats to the world at large, you should
first kill Barzahl. If you’re strong enough, you can just walk in and fight him.
Alternately, you can use Mechanics skill to kill him. For details, go to the next
chapter and read the section on Rising.
Second, you must destroy the three masters of Benerii-Uss, Rhakkus,
Akkat, and Easss. In Section 10, read the instructions for Entering Benerii-Uss
and Killing the Three Drayks. There are two different sets of instructions, one
for heavy combat and one for stealth/diplomacy. Which one will be more useful
depends on your play style.
When these two things are done, you can return to where you began
the game, walk south down the road out of the section, and return to the Shaper
Council. They can handle it from here.
Several of the factions need you to recover the same item, and some
faction missions are very similar to others. This section describes how to perform
the tasks that overlap.
If you rely mostly on combat, enter the Magus Complex section (map is
in the Area Maps chapter) and fight your way northeast to C. There is a locked
door there. Go south to D and you will find an alchemy lab containing a Shaper
named Raeche. Kill him and you will get a key. It will unlock the door. Proceed to
the Complex Core.
On the other hand, instead of going to the Magus Complex, you can
enter through the Experimental Chambers (map is in Chapter 5). If your Mechan-
ics skill is high enough, you can unlock the doors and go through the rooms at
A, B, and C and leave to the east. Alternately, there is a servile named Kizer at D.
If your Leadership skill is high enough, you can get him to give you a key which
will unlock the doors between you and C.
12
The Complex Core (map is in Chapter 5) is where the Awakened alter
serviles and make them capable of casting powerful magic. The research area,
where you need to go, is in the northeast corner. If you enter from the Exper-
imental Chambers, you can head straight east, sneaking past the guards, and
enter the research area at B. If you entered from the south, you will need to fight
your way past guards and enter the research area at B or C.
Tuldaric walks around the research area, but he will not see you if you
don’t get too close to him. If you want to steal his research, use the book at A and
choose to tear out the pages.
If you have to sabotage the complex, you can use the control panels at
A, D, E, and F. Use one of them once to get a warning, and then use each panel
(using a panel sabotages it). Alternately, if your Mechanics skill is high enough,
you can use the single panel at G to destroy the research facility all at once.
Whatever you do, you will either need to avoid Tuldaric or fight him.
Several times while fighting him, he will run to a special platform and heal him-
self. Fortunately for you, he can only do this a few times.
There are two conduit shards in the mountains. Several people give
hints about where they are. To get one requires great skill in combat. The other is
obtained through trickery and stealth.
To take the combat path, go north to Ellhrah’s Tomb (map is in Chapter
5). When you enter, Connavar (at A) will talk to you and start following you. He
is useful for a while, though if your Mechanics is high enough, you can get him
to leave you alone.
Fight your way to B and then C. The doors are locked, but Connavar
13
can unlock them. Go to D and use the spore box to disarm the mines at E. Walk
north to F. If Connavar is with you, he will go insane and attack you. Leave to the
north.
You will be in the Pit of the Bound (map is in Chapter 5). The shard you
want is at A, but it is blocked by a demon at B. One way to get there is to sneak
through the tunnels at C (some of the burning floors can be disarmed by levers in
the tunnels). The other way to get there is to fight up to D. Go to E and take the
key out of the box. This unlocks the door and lets you into the room at B.
Inside that room, attack the battle betas first, and then the demon. When
you damage it enough, it will flee to F (you can hunt it down and kill it if you
want). Get the shard and leave.
The other conduit shard is in Phariton’s Hall, southwest of Rising. If
you don’t want to do a lot of fighting, go there (map is in Chapter 5). You will
start at A on the map. Go through the passage at B. The serviles won’t attack you
if none of them see you walk through that corridor.
From here, you can run past the killer plants in the cave at C, disarm the
traps in the hall at D, or sneak past the pylons in the passage at E. Go through the
door at F and walk east to Phariton’s chamber at G.
You can attack Phariton. If your Leadership skill is high enough, you
can convince him to let you enter the corridors to the east. Finally, you can kill
him with Mechanics skill. When he can’t see you, turn on the machines at H and
I. Then, when Phariton is next to the incubation chamber at J, use the controls
at J. The chamber will explode, killing Phariton. Finally, however you deal with
Phariton, the conduit shard is in a box at K.
Whatever faction you join, you will eventually find yourself entering
Benerii-Uss, the core of the Takers’ power. Of course, if you are not a Taker get-
ting in can be difficult. All of Benerii-Uss is mapped in the Area Maps chapter.
The order you kill the drayks in will depend on whether your character
depends on combat or mechanics and diplomacy to get things done. If you rely
on diplomacy and stealth, read the next section. If your character prefers combat,
enter through Benerii-Uss Entry (map is in Chapter 5). You will have to fight a
lot of rogues at A. Though Rhakkus will fight you, once he has taken a certain
amount of damage, he will flee. Go kill one of the gazers at B or C and you will
get a key. Go through the door at D and exit to the north.
You will be in Benerii-Uss Shaping (map is in Chapter 5). Go west to A
to find Rhakkus. Kill him. Then go north to B to leave the area. Of course, you
will have to do a lot of fighting along the way.
Now you are in Benerii-Uss Holding (map is in Chapter 5). Go east to
A to find Akkat and a large number of his smaller friends. Fight them as usual.
When Akkat dies, you will have a key. The key will open the door at B in this
area or C on the Benerii-Uss Shaping map.
Open one of those doors and proceed to The Geneforge (map is in
Chapter 5). The Geneforge is a powerful Shaping device that the drakons will
use to make themselves incredibly powerful. Fortunately, at this point, you don’t
have to worry about it. Easss is at A on the map. If you have a lot of Mechanics
skill, you can unlock the doors at B or C to bypass a lot of the guards. Alternately,
you can enter from the north and use the passages at D and E to sneak past the
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guards. (You can also kill the guards, although you will have to hit the golems
very hard to damage them faster than they can heal.) Once you reach Easss, kill
him to finish your mission.
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machine at K, use it, and choose to send a power surge. Do this quickly, before
Easss’s transformation is complete. Victory!
Enter through Benerii-Uss Entry (map is in Chapter 5). You will have
to fight a lot of rogues at A. Though Rhakkus will fight you, once he has taken
a certain amount of damage, he will flee. Go kill one of the gazers at B or C and
you will get a key. Go through the door at D and exit to the north.
You will be in Benerii-Uss Shaping (map is in Chapter 5). Go north to B
to leave the area.
Now you are in Benerii-Uss Holding (map is in Chapter 5). Go east to
A to find Akkat and a large number of his smaller friends. Fight them as usual.
When Akkat dies, you will have a key. The key will open the door at B in this
area or C on the Benerii-Uss Shaping map.
Open one of those doors and proceed to The Geneforge (map is in
Chapter 5). You need to kill the drakon Easss (at A on the map). You can walk
there, fighting golems on the way (you will need to produce a lot of damage to
outrun their healing ability) or sneak through the small tunnels. Once you reach
Easss, kill him. You will get a pair of gloves, and the door to the Geneforge will
open. Go to the Geneforge (at L), choose to throw the gloves into it, and run.
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Chapter 4 - Area Descriptions
This section lists all of the 84 areas in Geneforge 2. You can find how
best to get through them, what quests are available there, how to complete them,
and what interesting secrets are hidden there.
To find the area you are in, look at the world map (in the middle of the
book). Each area is depicted there, with its number. Use that number to find your
area in this list.
Sometimes, the descriptions of the quests in one section refer to doing
something in another section. If something isn’t clear, read the description of the
other section.
Some of the more important areas have maps. All of the maps are in
Chapter 5. Important spots inside the mapped areas are labeled with letters.
Most of the sections are turned green on the world map by entering or
crossing them. If there is a special clearing condition, it is described in the sec-
tion’s description.
There are four people who can each make a powerful item for you.
These are made using items spread throughout the mountains. When a character
has one of these items, it will be noted. The powerful item quests are described in
detail in chapter 6.
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Slay Three Rogues - Allizar asked you to track down and kill three rogues.
They are Broken Fang (found in Drypeak Fields), Warped Thahd (found in
The Crags), and Old, Withered Artila (found in Infested Woods).
Rescue Serviles In Mine - Keeper Thossila asks you to rescue some serviles.
They are at A on the Drypeak Mines map. When you find them, walk with
them until they exit the area at B. Wait for all of them to leave. You probably
should kill the monsters between them and the exit first.
Fetch Iron Bar - Zuniga will pay you for iron bars. These can be found all
throughout the mountains.
Get Saltweed - Elili wants some saltweed. One of the places you can find
some is in the trash pit in the northeast corner of Sharon’s Grove.
Get Wiry Moss - Elili wants some wiry moss. One of the places you can find
some is in the trash pit in the northeast corner of the Infested Woods.
Find Smart Servile - Keeper Thossila asks you to find a smart servile. You
need a Leadership skill of at least 3 to finish this quest. Talk to the serviles
until you find one who seems peculiar. Choose to tell her that you need to
punish her. She will reveal herself. You can then decide whether to turn her
in to Thossila or say that none of the serviles are smart.
Locate Crystal Cavern - Takena asked you to find the Crystal Caverns. They
can be entered through a small valley in the southwest corner of The Crags.
Enter, walk around a little bit, and return to Takena.
Items of note: Chainmail vest, Iron shield, Shielding band.
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Area 6 - The Crags
There are numerous rogues in these valleys. Some of them will flee
when they see you, trying to lure you into others. Some will ambush you when
you enter the abandoned house to the south.
There is a friendly man named Braan at the west edge of the area. There
is a thahd in the northwest corner who will join your group if your Leadership
skill is high enough.
Quests:
Find Escaped Servile - Braan asks you to find his missing servile. It is in the
southeast section of Crystal Caverns. You can convince it to return if your
Leadership is high enough.
Items of note: Thahd skin tunic, Chainmail vest.
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Quests:
Search Guarded Tunnel - Sharon asks you to investigate the tunnel to the
northwest. Go to the Secret Tunnel, walk through to Freegate, and then
return to Sharon.
Sharon’s Book - Sharon wants help translating a book. It is in the room just
to the south of where you find her. Read it. Go to the Radiant College and
read the book at I on the map. Return to Sharon and say what you learned.
Items of note: Sharon’s bracelet, Shaper robe, Shielding knife, Purified essence.
Area 12 - Saltmarsh
Rogues roam around this area, guarding the entrance to the Secret Tun-
nel at the northwest corner. There are a lot of rogues at the entrance, but most of
them go on patrol. If you wait and wander around far from their camp, you can
fight most of them when they’re alone.
Eventually, you can go to the tunnel entrance, where you’ll be con-
fronted by Beka, an armed servile. If your Leadership is high enough, you can
convince her to flee. Otherwise, you have to fight her.
If you have trouble getting through this section, you can try to get Ci-
phar (in Western Mines) to help you.
Items of note: Venom baton, Grounded robe.
To Clear: Kill Beka or convince her to flee.
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Items of note: Artila skin tunic.
Area 14 - Freegate
When you enter this section, walk west to the gate. You will find that a
lot of illegal shaping has been going on and learn that Shanti has been abducted.
Some hostile serviles will attack you, and others will appear to help you.
There are a lot of rogues and some useful supplies in the woods to the
northwest. There is a building with a healing and essence pool at the east edge of
the area. You can avoid fights by staying on the road.
Items of note: Fiery wand, Grounded boots.
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her room to defend her. They will keep appearing until Pinner is killed.
There are some valuable plans hidden at D. Barzahl and Syros will pay
you well for them.
Carnelian (at E) can teach you spells.
Quests:
Find Zyan’s Package - Zyan lost a package of potion ingredients and wants
it back. It is in the Warren of the Three (at A on the map).
Clear Medab South Road - Seli wants you to clear the Medab south road. Go
south to Medab Road and kill the two spawners (one is to the northwest and
one is in the southeast corner).
Help Medab Troops - Seli asks you to help get rid of a fort of hostile Takers.
Go southwest to Infiltrator’s Fort and find Alvarny and his soldiers. They
are at the far northeast corner of the area. If your Leadership skill is at least
4, you can convince Alvarny to attack. Follow the serviles and help them kill
the invaders. Alternately, if you are strong enough, you can eliminate the
Takers yourself.
Get Shaper Equipment - Lora is paying for shaper equipment, which can be
found throughout the game.
Find Healing Spores - Carnelian wants healing spores. These can be found
throughout the game.
Cure Servile Disease - Carnelian asks you to find a cure for the disease af-
flicting the serviles. Only the Takers of Benerii-Uss have found a cure. Go to
Benerii-Uss Shaping and read the book at H on the map.
Find Lost Ornks - Praw wants you to recover three specially bred ornks. One
is hiding in the far northeast corner of Patrolled Path. The other two are at
the edges of Stinking Marsh. Talk to the ornks to get them to join you and
return them to Praw before they get killed.
Find Dayna’s Book - Dayna needs a copy of the book Paths of Fire. One copy
is at E on the Magus Complex map.
Items of note: Agent robe, Iron breastplate, Shaped breastplate, Reaper baton.
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more damage you will take. Also, the hostile shades will flee and regain health
when you attack them.
There is a spawner near the entrance that makes unstable roamers. Kill
it to be able to clear the Stinking Marsh.
There is a side tunnel at the southeast corner which leads to a drayk
named Trine. One of Pinner’s quests (in Medab) is to find and get rid of this
drayk.
If you go far enough in, you will find a servile body. Search it to find
black crystal powder, which is used for one of the powerful item quests.
If you proceed all the way to the center of the area, you will start to take
lots of damage.
Items of note: Black crystal powder.
To Clear: Kill the spawner and walk into the mines until you discover where the
servile miners tunneled too deeply.
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choose to take the gem.
There is a rear entrance to the Magus Complex in the northeast corner of
the area.
Items of note: Ring of the Eye, Thrusting gauntlets.
To Clear: Kill enough of the rogues or shut down the power station.
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If you walk along the road through this area, you will be hunted down
by a giant thahd named Gragh. If he is damaged enough, he flees into his swamp
(to the east).
There is a supply cache in the woods to the west, guarded by a servile
named Dent. If you are allied with the Awakened or your Leadership is high
enough, you can convince him to let you in.
Items of note: Acid baton, Shaped gauntlets.
To Clear: Kill Gragh.
Area 31 - Triola
Triola is a small Awakened outpost. You can rest and restore energy in
the inn, and the people will sell you equipment.
Quests:
Kill Bandit Leaders - Griffith wants you to kill the three head rogues in the
bandit fort to the southwest. For more information read the section on the
Warren of the Three.
Message For Muck - Griffith will give you a sealed message to take to Herik
Blade, inside Fort Muck.
Check Ellhrah’s Tomb - Wald is trying to find out if anything has infested
Ellhrah’s Tomb. Walk inside the Pit of the Bound and you can verify Wald’s
fears.
Items of note: Steel sword, Shaped blade, Shaped belt, Steel gauntlets.
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area. He can help you and sell you potions if you bring him some of the spores.
Quests:
Get Some Spores - Lindian won’t help you until you get spores by using one
of the spore plants.
To Clear: Convince the Takers to leave you alone or kill all of them.
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To Clear: Kill both groups of serviles or convince the Takers to let you pass.
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watch the road. You will encounter fewer of them if you stick to the north edge of
the area.
The cryoa are all being created by two spawners in the building at the
south end of the area. There is a drayk named Kss-Urg in the center room of this
building. He will talk to you. If you are a Barzite, you pay him off, or if your
Leadership skill and level are high enough, you can convince him to have the
cryoa stop attacking you.
Items of note: Mica band, Shaped gauntlets, Armor band.
To Clear: Kill the two spawners or convince Kss-Urg to let you pass safely.
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Elissia starts at M on the map and wanders around her laboratory. She
can give you training and advice.
Items of note: Quicksilver chain, Puresteel ring.
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their powerful creations. You will have to kill a number of rogues to get through
this area.
The leader of the rogues is a mad battle beta. He is next to the south side
of the river in the southeast corner of the area. He will challenge you to a duel if
you approach him.
There is a small Shaping hall at the east edge of the area with a heal-
ing and essence pool. A small path on the north side of the river leads west to
Darian’s Sanctuary. You can find it by going to the north end of the bridge and
walking straight west.
Items of note: Stabilizing band.
To Clear: Walk across the bridge.
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Area 54 - Breeding Pits
These Breeding Pits, where the Barzites plan to raise hordes of creations
to fight the Shapers, are not yet completed. If you have been to Rising (and aren’t
a Taker), you can pass through this area freely.
Otherwise, Barzahl will test you by having the serviles attack you. You
will have to fight past them. When you reach the northwest corner of the area,
you will meet a gazer named Thot-Tha. Speak with it, and it will unlock the
doors into Rising for you.
The path leading to Phariton’s dungeon is in the southwest corner of the
area.
Items of note: Green boots.
To Clear: Enter this area after having been in Rising, unlock the door north into
Rising, or convince Thot-Tha to open it.
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You can meet a number of bitter serviles here, all thrown out of their
homes in Rising. Some will sell you supplies, and you can rest in the inn.
There is a Taker spy named Rior hiding in the building in the northwest
corner. He will tell you interesting things about the Takers.
Quests:
Hurt Krogst - Zoka wants you to kill a Guardian named Krogst. He patrols
around the lake in the southeast corner of Mountain Base, to the north.
Find Control Center - Lem is an Awakened spy. If you are allied with the
Awakened, he asks you to find the creation control center for Rising. Enter
Rising and go to E on the map. Then return to Lem.
Speak With Tiree - Degena asks you to find and speak with Tiree. He is at G
on the Rising map. To open the door, pull the second lever from the left at H.
Items of note: Samaritan boots, Puresteel ring, Wisdom charm.
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Area 60 - Phariton’s Hall (map in next chapter)
For directions to get to Phariton, read the section of the walkthrough on
getting conduit shards.
If you have not joined any of the factions, Phariton will be friendly to
you. If you complete the quest he gives you, he will give you training. When you
complete the quest (or if your Leadership skill is high enough to convince him
sooner), he gives you permission to leave through his quarters. You can get out
quickly by using the door at L.
There is a Battle Alpha named Hryk at M who will join you if your
Leadership skill is adequate.
Quests:
Stuff For Phariton - Phariton gives you a long shopping list of items he
needs. They can all be found by keeping your eyes open while wandering
around.
Items of note: Charmed falchion, Shaper’s boon, Puresteel ring, Purified essence.
To Clear: Kill Phariton or get permission to enter his chambers.
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Items of note: Airy fibrous shield.
To Clear: Open the door out of the area to the northwest.
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Items of note: Puresteel shield.
To Clear: Kill most of the guards or get their permission to pass safely.
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the area. The lever which opens the door is hidden behind a barrel. You will have
to fight two drakons to reach the canisters.
Quests:
Bring Wand of Death - Bayor will reward you if you bring him a wand of
death. There are several of them in Taker lands. Note that helping the Takers
will decrease your standing with the Loyalists and Barzites.
Making Wands - Symon can make wands for you if you bring the correct
supplies.
Items of note: Shining shield, Girdle of nimbleness, Girdle of leadership, Imper-
vious band.
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control of your creations. You can remove it by entering the center building,
deactivating the four power spirals in the corners (by using them), and using the
control pillar in the center.
There is a friendly servile named Learned Shath at the north end of the
area. He will be friendly to you and offers one of the four powerful item quests.
Quests:
Test Creations - Shath asks you to test three creations by fighting them. They
are in the three caves just north of his house.
Items of note: Dodging boots.
To Clear: Test the three creations or deactivate the creation-confusing field.
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Syros has given you a horn token, the creations won’t attack you. Otherwise, you
will have to fight through a lot of guards.
When you get close to the northwest gate, you will find several blue
alarm crystals. You need high Mechanics skill to disarm them. If you don’t, a
group of shades will appear and attack you.
The gate blocking the exit from this area is in the far northwest corner.
There is an office east of there. If you search the jar inside, you will find the key
to the gate.
Items of note: Puresteel blade, Bhargeth’s girdle.
To Clear: Walk all the way through the pass and unlock the northwest gate.
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This is where power is generated for Benerii-Uss. If you are a Taker, you
will be attacked by the patrolling golems until you talk to the servant mind at D
on the map.
If you aren’t a Taker, this is where you should enter Benerii-Uss if
you are better at stealth than combat. The walkthrough will tell you how to get
through here.
Items of note: Infiltrator cloak, Infiltrator vest, Stability boots, Puresteel gauntlets.
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each of Benerii-Uss Shaping, Benerii-Uss Holding, and the Geneforge.
Items of note: Mutated gamma skin, Puresteel plate, Essence chitin, Leader’s
sword, Quicksilver boots, Belt of purity.
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Geneforge 2 World Map- Western Regions
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Geneforge 2 World Map- Eastern Regions
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Chapter 6 - Special Stuff Location Guide
Ability-giving canisters, potential allies, and other useful resources are
hidden throughout Geneforge 2. This section lists where you should look to find
many useful things. It doesn’t always say, however, exactly where you should
look. It may take a little searching.
Magic Spells:
All of the magical abilities are gained by getting trained by townsfolk,
reading spell books, or using skill canisters. You can find people who will teach
you spells in the Drypeak Warrens, Medab, Magus Complex, Complex Core,
Upper Research Hall, Rising, Radiant College, Loyalist Encampment, Phariton’s
Hall, and Benerii-Uss. The Drypeak Warrens is a particularly useful source for
the lower level spells.
The two most powerful spells in each area can only be learned from
a canister unless you have been modified to be able to cast them. (Rhakkus,
Tuldaric, and Burham can do this.)
In addition to leaning them from trainers, you can also find spells using
canisters and other means at the following locations ...
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Unlock - Freegate, Experimental Valley.
Terror - Warren of the Three, Rising.
Dominate - Magus Complex, Old Rising Bridge.
Strong Daze - Upper Research Hall, Trapped Forest.
Charisma - Phariton’s Hall, Benerii-Uss Holding.
Mass Madness - Demonic Depot, Benerii-Uss Holding.
Essence Shield - Secret Tunnel, Infiltrator’s Fort.
Speed - Magus Complex.
Mass Energize - South Rising Road.
Steel Skin - Rising.
Essence Armor - Benerii-Uss Shaping.
Battle Roar - Taker Toll Road, Benerii-Uss Shaping.
Augmentation - Patrolled Path.
Heal - Magus Complex, Mountain Base.
Group Heal - Rising.
Remove Effects - Rising.
Major Heal - Zhass-Uss, Benerii-Uss Power.
Mass Restore - Demonic Depot, Benerii-Uss Entry.
Shaper Creations
You can learn to make creations at the same places you can buy spells
(listed above.) In addition, here are locations where you can learn to make Shaper
creations using canisters and other ways ...
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The components can be found in a variety of the more dangerous areas:
Pure crystal shard - Crystal caverns.
Purified essence - Sharon’s Grove, Phariton’s Hall.
Rogue drayk tendon - Clockwork Maze.
Black crystal powder - Crystal Mine.
Perfect glaahk scale - Creation Holding, Loyalist Encampment.
Claws of a demon - Pit of the Bound One, Demonic Depot.
Mutated gamma skin - Outer Gazak-Uss.
Deep focus orb - Warren of the Three.
Vial of blood poison - Icy Breeding Pit.
nomorecheats - Turns off cheats permanently. None of these codes will work
anymore. If you ever want to turn them on again, go to the Geneforge 2 tech
support page on the Spiderweb web site.
healmenow - Heal your group.
rechargeme - Recharge your essence and energy.
exitzone - Takes you out of the zone you are in and sends you to the world map.
Very useful if you get stuck.
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pleaselikeme - Makes all of the areas in the game forget your crimes. If you
were hated there, you won’t be anymore. Note that certain crimes (stealing
artifacts, killing major characters) won’t be forgotten.
iwanttobestronger - Gives you some experience.
clearthisarea - Turns the current area green on the world map.
giveasnack - Gives your main character some cake.
iloveserviles - Makes the serviles think you told all of them that they should
have rights. Makes it possible to join the Awakened or the Takers.
ihateserviles - Makes the serviles think you told all of them that they shouldn’t
have rights. Makes it possible to join the Barzites or the Loyalists.
clearallsects - Removes your membership to the Loyalists, Awakened, Takers,
and Barzites. You will become able to join any of them.
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