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A Tips Guide for The Shadow Sun by Ossian Studios
by
Tobias D. Robison tobyr21@gmail.com
RavensGift.com
precision-blogging.blogspot.com
Last updated: January 13, 2014
Please come back around Jan. 27. I’m still learning this game, and I expect to have more tips for you.
This file offers tips about game play. Many of my tips are for
beginners. Almost everything in this tip file is not in the official
Hint Guide.
Most important: when you create your first character or two, you will
probably be worried about how to choose basic abilities and skills that
work well together. You may be afraid of the consequences of creating a
maladapted character, and having to start over. Fear not! The
character-building aspects of TSS are truly awesome, and are one of its
strongest RPG abilities. It is likely that you can make any character
work, even playing at “high” difficulty. TSS gives you the opportunity
to make an interesting character, to truly role-play, and to enjoy
seeing how the strengths and weaknesses of your character play out.
Give your characters interesting personalities! Right now, I am
enjoying a rogue with high INT, low CHA, poor perception, a heartless
soul, and no ranged weapon.
Each time you complete TSS, consider saving your character so that when
new chapters are added to TSS, your old characters can continue to play
it. This ability is not guaranteed, but Alan Miranda has explained how
to export and save a character in the forums. See Miranda’s response to
this forum topic: ossianstudios dot
com/forum/viewtopic.php?f=11&t=318.
(The topic title is: Do our current choices affect “The Future” in TSS?)
TSS feels slightly clunky on the iPad, because the developers made a
lot of effort to make it play well on smaller devices. I recommend it
for the iPad mini and for iPhones.
Do
you
like to read fantasy novels, or
do you have a friend who does? Please visit my website, RavensGift.com, for a
good
read, a good etext, or a good audio podcast book. My current novel is
called: Raven’s Gift.
Are you
spending too much time sitting at
your computer? You
may be delighted to read my new help-yourself book, Quantum Walking to
Fitness,
available in all eformats at Smashwords.
There are “packs” for each type of character that you can buy for
$0.99. Even if you buy them, you can easily play a campaign without
them, leaving the pack-gear in the Hideout. Playing without the packs
has two benefits: The obvious one is that the game becomes more of a
challenge to play. The less obvious benefit is that you are more likely
to appreciate the swag you find early in the game, which can gradually
upgrade your starting gear.
The Hint Guide is full of useful info. It even includes a walkthrough.
But it does not quite fulfill the need for additional game guides. I
recommend buying the Hint Guide. Even if you do not want to rely on its
walkthrough, it comes in handy. For example, it can help you find your
way out of a maze. It can suggest what experience level you should be
for various encounters. And if you are stumped about some building or
encounter, it can, well, give you a hint.
If you play this game on more than one device, you may be dismayed to
see that you apparently have to purchase the optional packs and the
hint guide all over again. Fear not. The Apple Store will not make you
pay again for what you have already bought.
When you swipe right or left on the screen to change the camera view,
be careful to swipe high on the screen. Midscreen swipes tend to be
ignored.
The Death Penalty in TSS is small: you are immediately invited to replay from the last save. Save often!
You can save almost anywhere, even during battle. The one situation
where you cannot save is when your action triggers a dialog. Whenever I
suspected that opening a door, or running ahead, might trigger a
dialog, I wore the items that gave me the best charisma. If I stumbled
into a fight instead, I could tap my icon, pausing the game to change
into battle gear.
When you have gained enough experience to level up, a brief message
will appear at the top of the screen telling you your new level. It is
easy to miss this message! So watch your XP carefully, by tapping your
icon and then tapping the icon at the lower left of the screen. Before
leveling up, save the game! There is no “undo” for leveling decisions,
but you can – of course – go back to your last save if you decide you
made a bad choice. And it is easy to feel, the moment you add or
improve a skill, that you made a bad choice.
Each time you level up, you get ONE point to add to your base abilities
(Strength, Int, etc.) and three points to add to your skills. When you
build your initial character, think about where those additional 9
points will go. Apparently, TSS does not allow you to raise a base
ability above ten. (You can raise it higher with artifacts.)
During the game, you will get 27 more skill points, which will probably
be more than you need to build up the skills that are a “must” for your
character. Plan to add some skills that are outside your character’s
main abilities, and consider adding them early, to reap the benefit
right away.
The Skills interface is a bit confusing. Each skill has three ability
levels, which the game calls “tiers”. You need one point to upgrade to
each tier. The skill boxes painted completely in green are the skills
you do not have, but might be able to add. Tap any of the boxes to see
what ability it provides. Each skill box will tell you what level is
required, and what ability level is required: e.g.: Level 7, Charisma 8.
When you tap a box, if the “add” button appears, you can add or improve this skill.
When you level up, you do not have to spend all 3 of your skill points.
For example, if you spend 2 at level three, you will have 4 to spend
when you reach level four. It is particularly tempting to reserve a
point or two at level three, because character level 4 is when you are
allowed to reach the second “tier” in skills.
At various times in the game, you will be urged to HURRY to do
something. I believe the game has no such sense of time. You can ignore
the “hurry up” if you wish to take care of something else first. (And
that goes for you, too, Ashe!)
TSS basically has no way to “grind up”. (Yay!) All (or almost all)
monsters do not respawn. The activity that feels most like grinding up
is: performing the sidequests, many of which require a lot of hunting
around. You will find the game’s battles easier if you build up your
experience points by doing the sidequests, disabling every trap,
finding every secret, and killing every monster. (The Hint Guide is
valuable if you want help in doing every sidequest.)
TSS is a fairly “open” game, allowing you to blunder into dangerous
places that you may not be ready to face. This openness is a wonderful
thing! You should wander everywhere you can, because there’s no telling
where you might pick up some XP or something of real value. Save often!
The game’s main quest is more linear, and in search of the main quest,
you will often find yourself walking down constrained paths. But
there’s a lot of judgment in deciding when to proceed on the main
quest, and when to postpone it with sidequests. I like that aspect of
TSS.
You may wonder, what happens if you blunder into an area associated
with a sidequest, killing everything in sight? Here’s how I believe it
works, in TSS: Let’s say that some sidequest requires you to go to the
Web of Doom and kill the Mother Spider. You know nothing of this
sidequest, but you blunder into the Web of Doom and kill everything in
sight. You will not see the Mother Spider, because you have not gotten
that sidequest! Later, when you get this quest, you will return to the
Web of Doom, and the Mother Spider will be the only monster left there.
And it will be waiting for you...
In the course of the game, you will have a choice of four NPC
companions to accompany you. You can always exchange them by returning
to the hideout. (You actually choose a companion each time you exit
from the hideout.) Only two of the four are available most of the time.
When you try to exit from the hideout, you can examine each of these
NPC’s proclivities. Each NPC will help you more if they approve of your
character’s actions. When you choose a companion, you will think about
how their abilities match the needs of the current task, and how their
strengths complement your character’s abilities. But there are other
considerations. For me, these were more important:
(1) Their repetitive chatter can drive you batty. I liked Abbaddas
because he was the most nearly silent. How good a fighter is he? Accent
his name on the second syllable.
(2) Consider how you are going to play your character. Do you like to
be a nice guy? Do you like to kill everything in sight? Choose your
companion accordingly.
(3) You can postpone developing a skill if your companion has it. For
example, my first rogue character initially had no unlocking skill. I
relied on Ashe for unlocking, and put my early skill points to other
uses.
Your inventory has many “slots”, but they quickly fill up. Go to the
Grand Market regularly to sell stuff you do not seem to need. If you
think you might need something in the future, store it at the Hideout.
(A few items can be stored but not sold. Items needed to fulfill quests
can – generally – not be sold, stored or destroyed, but there are
exceptions.) Your inventory might fill up with items you need for
sidequests. The way to get these artifacts out of your inventory is to
complete the sidequests, so plan ahead. (E.g., sidequests that attempt
to cure the plague can not be completed after the plague goes away.)
You will eventually destroy items in your inventory so that you can
pick up better swag. Be careful about destroying books, because three
of them are needed for a sidequest.
If you manage your inventory carefully, you will be able to carry
alternate artifacts. First, you can carry battle gear plus gear for
dialoging. Second, you can carry alternate armor and weapons. For
example, my Wizard carried three wands. I figured that if it died in
battle using the first wand, I could refight the battle using the
second.
Do
you
like to read fantasy novels, or
do you have a friend who does? Please visit my website, RavensGift.com, for a
good
read, a good etext, or a good audio podcast book. My current novel is
called: Raven’s Gift.
Are you
spending too much time sitting at
your computer? You
may be delighted to read my new help-yourself book, Quantum Walking to
Fitness,
available in all eformats at Smashwords.
Battle seems fairly routine in TSS. But you should generally
try to refight battles that you lose. It’s amazing how much better you
can get at fighting each battle, as you may discover.
When you look at the map of your current area, you may see buttons on the maps. Tap them to see what they are.
Most building interiors have their own maps. Keep an eye on the maps to
see what you have not explored. TSS aids your exploration by
remembering, and showing you, which doors you have opened. If a map
makes you feel lost, consider going to the Hint Guide for guidance.
TSS can lure you into a false sense of security. All you have to do is
look for the bubbles rising from an object to know where to search,
right? Wrong. Here and there are unmarked “secrets” for you to notice.
You have to get close to them (and have enough perception) to find
them. Many secrets are worth finding. Some are just amusing, and some
only provide historical background.
In my first game I played as a Wizard. As far as I can tell, most of
the goodies I found were worthless to wizards, including poison, armor
and weapons. I did buy expensive things from the merchants, but I
finished the game with 68 Sharecs, 24 healing potions and 17 mana
potions. To put it another way, there was not much worth buying. I
wished there was some way for my companions to use the weapons, poison,
etc., that I found. I think that all you can do is ask a companion to
drink potions.
You may need relatively few health potions. (If you need potions to win
a battle, that’s a good reason to save the result and refight the
battle, to see if you can do better.) Health potions are expensive, but
you you will find many during the game, and you may never need to buy
them. If you do buy them: well, that’s a good way to spend your
sharecs, because you will earn a lot of them.
I found a few comments on the web about how hard it is to find the map.
I disagree. Tap your icon and the LOCAL map is the third icon from the
right, at the bottom of the screen. There is NO real global map.
However, whenever you pass through an area’s generic “Exit”, you will
see the locations you are allowed to jump to. Just remember: this
becomes a two-screen display, and after a while, you will find more
locations by swiping left to right. This display of global locations
looks a bit like a map, but it is really just a location list.
In one house of the Macha Farmlands, you will see a young boy in a cut
scene who runs away. He is hard to find. See the end of this file for a
spoiler about where he is.
Here’s a tip about playing Wizard. Sometimes you can finish one battle
and rush right into the next one. Beware! You might start that second
battle with less than full health and full mana. And worse, some of
your spells may still be recharging. If the last fight was a challenge,
wait after a battle before plunging ahead.
Sometimes, after a battle, the first thing you should do is bring up
your quick slots and cast “Health.” Remember that the health spell also
heals your companion. You should sometimes cast Health when you don’t
need it, but you suspect your companion does.
Here’s a tip about character building: No matter which companions you
prefer, you will be happy if you develop your skill in picking locks. I
believe you do not need the skill of disabling traps at all. You can
always try to walk around traps, and patiently heal each time you
spring a trap. The benefit of disabling traps lies mostly in the XP you
get (a measly 10) per trap.
TSS advises you that you can often solve a problem without killing, and
the game text says that you often get more XP by talking your way out
of a jam. Believe it!
One sidequest requires you to collect ten pieces of Meteorium, to
exchange them for a great weapon of your choice. If you are a
wand-wielding wizard, this sidequest will produce nothing of value for
you. You might be better off selling your meteorium to buy healing
potions.
Almost every item in the museum has a sign explaining it and providing historic background. Enjoy.
I WISH:
I wish the Stealth skill worked differently. There are monsters in this
game that you cannot fight until you talk to them. If you are stealthy,
I wish we could surprise-attack such monsters, but we are not allowed
to battle until we talk; and after we talk, we are no longer stealthy.
SERIOUS SPOILERS BELOW: Don’t peek! Unless you want to.
Rogues carry dice and can play a gambling game with a few
NPCs. There is an obvious sidequest here, but once you have that
squared away, consider that there’s a way to win as much coin from the
gamblers as you wish. To speed up the process, always tap “double”, not
“roll”.
After you have destroyed two sources of the “Taint”, you may be puzzled
that Zehira is not ready to congratulate you and move the plot along.
Here’s the problem: you must first uncover and destroy a third source
of the Taint. Don’t worry, it will happen.
Macha Farmlands, abandoned boy: You must notice a toy box. It is near the lower left of the map for the farmhouse.
Either you, or Davorn, must attack Maljiin from behind.
SECRETS:
I would like to collect a complete list of the secrets that are really
worth something: XP, access, or swag. Please email me to help with this
list. For starters:
Abandoned Fish House in the back room: a silver ring.
Corona, Diamond Quarter, in the back room: To benefit from the secret, you need Tier 3 unlock, and there is a fierce trap.
Bloody Sewers, just after you enter: a secret door on your right.
Natural Cave (reached via the smuggler’s hideout) at a dead end: a valuable ring.
Do
you
like to read fantasy novels, or
do you have a friend who does? Please visit my website, RavensGift.com, for
a good
read, a good etext, or a good audio podcast book. My current novel is
called: Raven’s Gift.
Are you spending too much time sitting at your computer?
You
may be delighted to read my new help-yourself book, Quantum Walking to
Fitness,
available in all eformats at Smashwords.
- Tobias
D. Robison tobyr21@gmail.com
https://ravensGift.com
https://precision-blogging.blogspot.com
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