Tainted Grail: The Fall of Avalon is an open-world action RPG set in a dark fantasy universe where the player must survive in Avalon, consumed by the Red Death. The events of the game take place many years after the death of King Arthur, whose soul dark forces are trying to resurrect. In this guide, we will describe in detail the main game mechanics, walkthroughs of all story quests, and boss battles.
Introduction
The game begins with an introductory cutscene, after which the interface settings menu and the character creation window appear. Give your hero a name and choose one of five difficulty levels.
- Story: minimal difficulty, battles pose no threat, and the abundance of resources makes grinding unnecessary.
- Explorer: slightly more difficult than the previous one, enemies are more intelligent and deal noticeable damage, resources are still plentiful, but you will have to search for rare consumables.
- Adventurer: we recommend playing at this difficulty level, as it requires a detailed study of magic, alchemy, cooking, and crafting mechanics.
- Veteran: in this mode, you need to build proper builds — select equipment wisely, distribute attribute and skill points correctly. Most importantly, memorize each enemy's behavior and hit your timings.
- Survival: in addition to the previous difficulty, saving is only possible at campfires and you have only one life for the entire game.
How to complete The Great Escape quest
At the end of the conversation with the jailer, after you choose your hero’s class, the guard will be killed by a mysterious savior, who will give you the key to your cell. At this point, the first save will occur and the story quest “The Great Escape” will begin. Now you can start learning the gameplay; in this area, you have the opportunity to learn the basics of cooking, alchemy, combat, and stealth. Since this is a low-level location, it can be easily completed with any class. We will describe the walkthrough from the beginning to the end as a thief.
How to find the knight in the dungeon
Pick up the “Beggar’s Food” from the floor to the left of your cell door. Food is a crucial gameplay element, as it restores health and other hero characteristics just like potions do. The advantage of food is that you can cook it yourself from common ingredients, and it is much cheaper than alchemical potions.
In the opposite cell, find a “Minor Health Potion” behind the bed. Potions are alchemical concoctions that usually instantly restore the hero’s stats, and can also temporarily boost or affect attributes and other parameters.
Head to where your savior came from and you will see a small room filled with useful items. Look at the table to the left of the fireplace and pick up the note with recipes for mashed potatoes, beggar’s porridge, cabbage rolls, and onion bun.
Next to the stove, there is a barrel and a cupboard where you will find ingredients. Cook the mashed potatoes and porridge. To have ready-made dish options while cooking, you need to study recipes.
Tip: try to cook whenever possible, this will help free up your inventory and always have food in reserve. If necessary, sell the prepared dishes.
Search the jailer’s workspace and take the Mengir Health Figurine. Figurine is a one-time-use item that increases a certain attribute. There is ale next to the figurine. Intoxication increases melee damage, stamina recovery, and critical damage, but reduces critical hit chance and attack speed, and you make more noise. Keep in mind that alcohol is most often used as a base for potions.
Near the warden’s desk, there is a locked cabinet with potions. Lockpicking — using a lockpick, find the angle at which the lock rotates smoothly and continuously.
Take the “Prison Key” from the overseer’s body, which will open most cells. Now follow your savior’s trail. When you see a dead guard on a chair, turn left, but you can go right and test yourself in your first fight. The enemy will be armed with a dagger. The combat system in the game is quite simple: block or dodge attacks and strike while the enemy is preparing for the next blow.
Then search the attacker’s office, where you will find a brain — such items are marked in your backpack as “Alchemy”. On the shelves near the table, there are bottles — these crafting resources are categorized in your inventory as “Handicraft”. Return to the main quest path. You can enter the pantry behind the guard’s chair, where you can find resources and an “Old Letter.” This letter will start the first side quest, “The Unforgettable.” Note that this side quest ends on the mainland after you leave the island.
Standing in front of the pantry, turn left and go down the stairs, where you’ll encounter three zombies. Their bodies drop spoiled meat and beast blood. Exploring the cells the undead came from, you can find many alchemical ingredients.
Move forward until you see a pickaxe in the wall on the left. Be sure to take the tool and always keep it in your inventory. The pickaxe can be used to break stone blockages and mine ore.
If you break the stones in the passage to the right of the pickaxe, you’ll open a path to the torture chamber, where you can find lots of valuable resources. On the altar near the bowl, take the “Blood Transfusion” spell. Bleeding, over time, removes a certain amount of HP from the target.
Talk to the guy on the crucifix, kill him, and take the “Ninian’s Token.” Later, in the “Horns of the South,” you’ll give it to Fjyagas. You can use the alchemy table, then visit Brother Sirius and talk about the plague.
Unlock the cage opposite the wall where you found the pickaxe, and pick up the note from the table, which is related to the quest "The Unforgettable." On the door to the torture chamber, there is a recipe for mana and health potions — take it with you.
Go behind the cage with the note, cross the bridge, turn right, and pick up the shovel, which can be used to dig up treasures. As you go down the stairs, you will see a crack in the wall on the right side, which you can pass through to get under the bridge.
How to Find Conchur
Kill the three guards and search the hall. You can return to the stairs and continue with the main story, or go to the next section and inspect all the cells. In the far right cell, you can find the "Source Potion," which resets skill and attribute points. Next, you will meet Conchur; after a short dialogue, unlock the right cell and pick up the "Lesser Health Ring" from the body.
Return to the staircase, at the end of which you will meet your savior named Caradoc. The knight will say that your next meeting will be by the boat on the island’s shore. Before continuing with the story, we recommend exploring the prison.
How to Defeat the Crying Scarecrow Boss
Head into the tunnel opposite Caradoc, pay attention to the crack on the right, but for now go all the way to the end and look to the left. Open the door, behind which an optional boss, the "Crying Scarecrow," awaits you. The enemy attacks with fireballs, so try to use ranged weapons. If you have to fight, take advantage of its clumsiness and the long pauses between attacks.
Loot the brute’s body for the two-handed sword "Dull Falchion" and the "Armor of Rending Sorrow." Then head for the breach we mentioned in the previous paragraph.
How to Find Sirye and Defeat the Berserker
After exiting the tunnel, look to the right and talk to the girl. Give Sirye a health potion and receive the "Lesser Mana Ring" in return. Then move on and pick the lock on the door to the left of the pile of corpses.
A cave with a mini-boss will open before you; use a trick: look at the top right corner. Climb up there and attack from above. From the "Mad Berserker," you’ll get the "Thorn Helm" and the "Athlete’s Pride" ring.
After leaving the berserker’s lair, reach the elevator and return to the place where you found the shovel.
How to Escape the Infirmary
Return to the knight and continue the story. Kill the undead at the end of the corridor and descend the scaffolding. On the way, you will see black thickets and a pedestal with a button; ignore them for now — you will be able to interact with them later.
At the end of the cave, kill the final monster and use the yellow orb in the hands of the giant statue to leave the location.
Once in the magical realm with floating islands called the "Beyond," follow the path without turning anywhere until you come across a blue sphere. Interacting with the sphere will trigger a lengthy monologue from an ancient spirit. Next, simply walk straight ahead and activate the wells, and at the end, open the door to the tower. There are no secrets, items, or any other activities on this level.
Eventually, the hero will find themselves in the king’s tomb. Move toward the yellow sphere, and when interacting with it, choose the option “Bind the soul to the stone.”
Approach the tomb and talk to King Arthur. The lord of Camelot is too weak, so he will ask the hero to help him regain his power, and in return, he will grant you his wisdom and strength. Now a part of the ruler’s soul will always accompany you.
At the end of the dialogue, a new story quest, “A World to Win,” will begin. The new quest is not related to escaping the island. Leave the tom,b and you will find yourself in the prison dungeons. With your new powers, the hero has been cured of the Red Death and can now interact with the forerunner mechanisms. Before pressing the button, pick up the “Ring of Protection.”
Clear the overgrowth and press the button on the next pedestal, which will cause a bridge to appear to the other side.
Cross the bridge and follow the corridor until you reach a hall with a magical sphere. Walk around the mechanism being turned by two giants and continue onward.
Upon reaching the final hall, it’s recommended to save your game, as a story boss — the “Sentinel Giant” — awaits ahead, appearing from underground when the hero gets to the center of the room.
At the start of the fight, you’ll have the opportunity to use the royal spell “Slow Time.” The giant stands still and throws rocks. You can dodge the boulders, but don’t try to hide behind the columns, as physical barriers do not protect you from being hit.
Try to land your first blow stealthily, then switch to close combat. While the golem is winding up for an attack, you’ll have time to get behind him and deliver a strong strike. You’ll need to do this about five times; if necessary, use your new super abilities.
After your victory, the “Ring of Endurance” will automatically appear in your inventory. Now you can leave the location through the portal that opens after the boss’s death.
Once on the surface, move forward along the shore and talk to Caradoc. Whether you should tell him what happened to you or not, we will cover in another article.
How to Light a Campfire and Rest
In any case, after talking to the red knight, you will receive the ethereal web and the ability to set up camps. Campfires allow you to rest, allocate skill points, distribute forerunner powers, cook food and potions, craft, restore souls, and relive the king’s memories.
Talk to Arthur’s phantom, then select the “Camp” option. After resting, you will have the opportunity to leave the location. There are several points of interest on the island: a giant statue, the shoreline, a hermit’s hut, and wrecked ships, where you can find many useful items by exploring.
You can also find the “Letter to the Prior” in this location and start the quest “The World Is Silent.” The note is located in a nook to the right of the boat standing with its bow to the sky. The boats are lying next to the portal from which you arrive on the island after the prison.
How to Leave the Island
Approach the boat and press the “Interact” button. Then a cutscene will begin, during which the boat is wrecked by a mysterious creature from the abyss. As a result of the shipwreck, you will find yourself alone on the shore of the mainland. Next, you need to head north to the “Horns of the South” fortress. From this moment, you can consider the prologue complete. Now you can explore the game world or continue following the main story.
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