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Thanks for the offer. I could actually use some help on the Tinkering Trial. I can't for the life of me finish the final battle. I got the secret and also have scrapped all the candles etc. When I try to set up, I can only field 6 constructs.
The most logical seems to set up near the exit. I place one dummy in the middle and 5 turrets flanking it. (4 physical and 1 magical turret.) I place 2 fire and 1 ice trap in front of the dummy and bear traps either around the dummy or in front of the spawn points, resetting them asap. Then I throw noisemakers to lure everyone to the dummy.
Works great until two huge waves spawn shortly after another and trash everything.
Any ideas?
The gate will open before everyone is killed. You just have to survive long enough for that to happen.
The end of the merchants trial. I can't for the life of me figure out how to get past the imp. I've tried everything the merchants have and the secret item, but it's just too fast/strong. How can I get past it?
You probably will die a couple of times trying this method especially if you fumble for a lever too long while standing right next to an enemy. Just keep trying and you'll get it.
I just laid down as many regular turrets as I could near the exit and dropped bear traps between the turrets and the spawning points. Occasionally, I'd reset a bear trap if it seemed safe, but mostly just hung out at the exit waiting for the gate to open. I believe the gate is on a timer and it could be that enemies continually spawn even after it's open, so watch for that.
For Trial 9, I use 2 dummies, 1 (intricate) in between the two closer spawn gates, and 1 (artisan) between the middle spawn gates. The reason for this is that enemies tend to ignore dummies if they get shot before they are drawn near to it, and also because if an enemy gets stuck behind a dummy, your sentries will destroy the dummy trying to shoot the foes! Also the artisan dummy that the Trial provides to you is nearly indestructible once repaired, so that's the one that goes in the back. If the one in the front (near your turret) gets destroyed, it's much easier to replace.
For Trial 10, I admit that I've used invisibility, sleep, paralysis and open to cheese my way through this for speedrun times! But this trial is about creativity and using whatever is available to you, so it's all fair game. Trying to go completely melee against the imp is going to be very difficult unless you can distract it with a dummy, a summon, or if you can get a lucky purchase on some magical reflection gear.
That is, I thought it was supposed to be a tutorial, but, well it sort of is, but then... here's why I was confused.
The sign says to time it so that I block the enemy and then get a swing in before blocking again. Fair enough. I managed this with the rats, but the final skeleton? Couldn't do it.
But then... I found the secret area with its item, and then beat the skeleton easily because it increased my armor class, I think. I wasn't swinging any faster or timing anything any better.
Was this intentional? I mean, is the skeleton supposed to be impossible unless you do that thing I posted in the spoiler tag? So it's more of that sort of trickiness that's needed to finish these trials? Or is it raw skill? As a new player, it felt like I just suck at combat timing. If I hadn't relied on my dungeoneering experience, I'd never have passed the trial.
The short answer is that it's a bit of both. It's definitely the case that you can beat that skeleton without the secret item. However the secrets in all the Trials are definitely intended to give you an alternate advantage in the final tests, because that's the way the game works. There are certain things you can get away with not being great at if you have some other trick up your sleeve in Barony.
The timing on the skeleton is the same for the rats, and that same melee attack pattern is shared with enemies in the rest of game. So that's why it's the focus of the trial.
Because of the amount of damage he does, you can mess up the rhythm a couple times and take a few hits, and still win. But the majority of your attack / block / attack rhythm has to succeed.
Barony is a game that shipped without a tutorial, and it can throw a lot at you on dungeon level 1. So the Hall of Trials is a place that's intended to let you approach those specific kinds of challenges in a controlled setting so you can work at learning mechanics without having to lose a run over it.
I've tried to be clear in the signage that you don't have to complete every trial, and you don't need to win the final test. It's supposed to be a tool to help players learn and test yourself the wide variety of skills presented as options by the game. Not a barrier to entry!
It's been hard to thread the needle there, as it's not a common concept to other videogames. Thanks for taking some time to ask about it.
I am glad I found Barony now, after the Hall is in place. And it's fantastic that the Hall isn't just a simple tutorial with mechanics. Feels like you've definitely made something special.
Thanks again!
Damn, that's clever. I didn't realize that did anything other than unlocking locked doors and chests. Thanks for the tip.
Your idea worked flawlessly btw, i tried it and it worked, just wait till that door opens then book it, ya dont gotta clear it
1: buy one levitation potion (this is almost a guaranteed sale)
2: use the potion to walk across the gap where you summon 3 skeletons onto the merchant in the lesson
3: grab the polymorph potions
4: buy all water potions, and ambelic, and any other polymorph potions you can. if you have change buy some basic gear, or better yet, if you are lucky, a ring (or something) of magic reflection
5: defeat the rat normally
6: right before you would aggro the imp pop a potion, you have at least 3 that are always on the map, possibly more if lucky, and several of the potential transformations can befriend the imp, or, in some cases, have innate magic nasty enough to kill it quickly
if you feel safe taking the rat on before you buy stuff then you can attempt to get the door to open the other way, but tis riskier