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There are certain points in Albion where in order to progress the main story, a decision has to be made to choose which way to proceed. This is different from side quests which are optional activities and the game can be completed without even considering them. Sometimes, picking the more difficult choice which nevertheless leads to a better outcome may be considered an achievement.
These choices include:
- Giving the remains of the shuttle to Wrinn. Accepting gives the party the
Hunter-clan key and access to the South Wind Clan house. Rejecting leaves the party without means, but Sebainah grants them 35
later when visited.
- Sparing Argim or killing him, when someone other than an iskai touches him. If he is killed, the building loses its life, together with the access to the Lights of the Goddess, but makes the place easier to explore as there are no monsters anymore.
- In Drinno, Drirr brashly steps on a plate, setting off a trap that makes the party fall to a lower level. This cannot be avoided, but later on, Drirr offers to sacrifice himself to open the exit way by running through a corridor with 4 magical fields, normally dispellable only with a
blue staff. Accepting makes him unconscious, but opens the way back. This is however not necessary, as there is a hidden switch behind a flame that opens another passage out of the area.
- Convincing Nodd to let the party visit Kontos. If he is insulted, he can be killed instead. This has no real consequences, other than that he will not be present at the meeting later at the shrine.
- Avoiding Herras's murder by listening to Kariah and warning him in time. The reward is
Herras's key, opening his treasure chamber, containing 521.4
and 4 jewels worth an additional 157
.
- After dealing with Kamulos, requesting Khunag to leave the party, in which case he cannot be recruited again.
- Picking the 4 other characters to take into the Toronto at the end of the game, from Drirr, Joe, Siobhan, and Sira and Mellthas. If Joe is brought along, he can open a way past hostile service robots.
- Negotiating with Priver at the fusion reactor. Failing to do so requires the party to kill his squad of secus, and Tom will have regrets about it after that.