Drakensang: The Dark Eye Walkthrough :
This walkthrough for Drakensang: The Dark Eye [PC] has been posted at 29 Mar 2010 by Neji_Hyuuga_Nissan and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Neji_Hyuuga_Nissan and share this with your freinds. And most important we have 2 other walkthroughs for Drakensang: The Dark Eye, read them all!
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Walkthrough - FAQ/WalkthroughLimona Razvan limona_razvan@yahoo.com Legal note This faq/walkthrough belong to me. Feel free to use it,except one situation. If you obtain money from him,send some to a humanitarian foundation(Children Care, Green Peace, fight against antipersonnel mines,etc.). If posted, mail me to keep track on him. Drakensang The Dark Eye Walkthrough Version 1.3 Update: 18.04.2009 - Completed side quests t and u in Ferdok. Added Moorbridge Marshes area missions. Update: 20.04. 2009 - Everything is up to date. There are a couple of missing things (Neisbeck side on A handful of ducats side quest, Praios side in Blood Mountain area, trainers in Blood Mountains, Tallon and Murolosh) who will be included when I finish my spellweaver playthrough. Update: 16.05.2009 - I made some changes : - Added elsellel discovery on Ice Cold Warrior glitch. - Expanded the miscelaneous information and put the monsters/creatures compendium. - Rearanged the tips to cover the party, melee, magic, thievery and miscelaneous domains - Added - finally ! - all the trainers - New sidequests ( The Elven Trainer, A charitable donation, The bewitched barstool) in Ferdok and a split by quarters to maintain some order 1. Introduction 2. Strategy tips 3. Main story 4. Side quests 5. Miscelaneous information 6. Game Basics (read carefully for better understanding of gameplay) 7. Archetypes 8. Companions 9. Attributes, talents and base values 10. Bonuses and penalties 11. Combat Talents 12. Special Abilities 13. Spells and limitations (full mage, half mage, races) 14. Trainers 15. Recipes 16. Monsters/creatures 17. Useful glitches 18. Credits 1. INTRODUCTION A long time ago elder and young dragons fought a great war for power. As result, the elves choose to live close to the nature, leaving behind their cities, dwarfs become bitter enemies of dragons and humans rose to power. Now, unseen forces are on the move - cultists, goblins, orcs, dragon kin,etc. Your destiny, the destiny of a Dragon Quest Champion, lie behind fighting, treachery and honor. WARNING : This walkthrough is based on a dwarf Anvil mercenary avatar aka smashing/clubbing/mano - a - mano approach. Second on a spear/fencing spellweaver and a two-handed sword ranger, an oportunity to try out the buffs first hand. NOTE : I decided to put the quests up front, because many people, me included, don`t like to scroll all those faq pages for the one essential, important, decisive, etc. ... piece of advice. 2. STRATEGY TIPS a. Party : - The most efficient party I played included a Two handed sword ranger, Forgrimm, Rhulana and Ancoron. Add a 5`th one ( A helpful paw spell) and you`re life will be easier, presuming you cast a lot Attribute Strength, Lightness of Body, Ice Cold Warrior, Pshychic Focus,etc. - One mage or one thief in a party is enough. Let the three other be from melee background to enhance the damage b. Melee : - You can parry only one attack each round (2 with a shield). This is why damage is relatively low in a one-to-one fight, but get heavily wounded when outnumbered. - Use Knockdown or a similar effect from spells to put down fast the mages. They are weak, but damage heavily with fire or lightning. - Always watch your back. He is the least protected for everyone in this game and the main reason you`ll see so many monsters and enemies enduring grievous wounds just to get behind your avatar. So, move alot and avoid having more than two bad guys behind. - The combat is clunky in the beginning of every fight. To minimize the problems, attack enemies one by one to get all damage possible from all team members. Of course, mobs are difficult to fight, so move around, changing enemies. - Use different strategies, potions and spells. In Drakensang even humble rats can do a lot of damage. - There are no uber weapons, except maybe Traldar 2 handed sword. The only truly magical armor set is reserved for the hero. - Buff your tanks properly before a fight. Gladys, Jost, Gwendala or Ancoron use some powerfull spells to increase strength or resistance to magic and potions can be made or pay it. - No tank only party will survive the game - A high willpower reduce the risk of being wounded and loose the ability to use special combat moves. - Remember that feeling of crushing superiority when your avatar had reached a certain level ? (I`m looking at you, Kaze no Kama !). In here you are always weaker than most big races. Accept and compensate. - Tough enemies should be attacked from behind by at least two of your team members, while the tank keep him ocupied in front. - The party leader need to be a tank, since he`s going to endure the punishment, with a shield. Two handed are flankers and the mage/thief stay back throwing spells, bolts, arrows or throwing weapons. - Armor do not cover the entire body, like in Neverwinter. There are parts who need protection (chest, belly, arms, legs, back) with specific types of armor, greaves, boots, etc. The best armor is a a leather one or Armor of Fire because using spells like Lightness of Body and Ice Cold Warrior your AR rating is 2 or 3 times better in comparation to a mercenary or warrior type. c. Magic : - Raising attribute potions have additional immunity against spells. Use them properly. - The area damage spells require a long in-game time to cast and affect everyone, friends and enemies alike. It`s better to concentrate on buffs and a spell who lower the enemy attributes like Corpofrigo or Lightning find you ! - There are no spells who let you paralyze an opponent and attack him while helpless. The close by effect is stopping the enemy in the battle and finishing him after you dust all the other critters. - Foramen Foraminor spell make the need for a thief/rogue companion no longer necessary d. Thievery : - Three failures in a talent check mean nothing. If the four try fail to, is time to increase those stats. - Pickpocket everyone, especially in the beginning - Have prepared a secondary weapon (bow, throwing weapons), especially for weak characters (rogues, mages) who stay in the back - Without Gladys/Dranor in the party the shaddy characters from Ferdok will ignore you e. Miscelaneous : - Read and study the rules. Drakensang is based on the Pen and Paper rules, the most important ones mentioned below at game basics. Don`t rush it. I did and asked myself 20 hours in the game why my dwarf mercenary get wounded so often and what`s that formula when you right click on the attack value. - Explore first the map, then get inside dungeons. - Be warned - your character will have low vitality (aka health points). I beat the game with 68 points + 10 points from a ring of life on a dwarf mercenary. - Use Expert Mode in the beginning to customize the avatar. Get points out of skills, weapons and spells you don`t use to increase others or save it for later. - Only 3 places stay unlocked in the entire game - Ferdok, Tallon and Murolosh. The rest will be locked, so resolve every available quest before leaving. - Click on the quest (journal) and the destination (place, person) will be on the map with a green icon. - Get first the companions and after that start resolving quests.This way they will get the necessary points. - Whenever the camera go `nuts` click right, keep pushing and move the mouse to revert to a normal view. 3. MAIN STORY AVESTRUE ( This part is the equivalent of a tutorial ) a. An invitation from an old friend : Ardo of Boarstock sent an invitation to visit him in Ferdok. Create your character, use Expert Mode and play. On the bridge Sergeant Erland mention the city of Ferdok being closed to those that do not have two important people to vouch for them. Ask further question and he note the presence of Mage Rakorium at inn and some bandits in the wood (see side quests). In the middle of market Salina, Queen of Mountebanks need help. Her heirloom was stolen by Dranor and she will vouch for you in return of her jewelry.Enlist Rhulana from the inn, then speak with Runkel Bagthumper and the innkeeper to get a place on the map. On the way two apprentices, called Rufus and Nottel, mention their master being missing. Move where the bandits are. On the road you`ll meet two bandits,Botho and Lund, guarding a chest. Dust them, loot, go up, buff and enter. In a cutscene a dragonling order his men to kill Dranor and teleport away. Help him, enlist his aide, loot the place and go back to Salina who will never get her heirloom, but you get the rewards. One voucher obtain. See The bear sidequest to know where to find and help mage Rakorium. Second voucher. After that go to Nandor, receive the reward for killing the bandits and get the pass to Ferdok. NOTE : Ignore the sidequests untill you get Rhulana and Dranor to join. This way they get the EP. NOTE : After you give Bredo Bento his oneberies in the sidequest, came back and pickpocket him a couple of times. The amount of Oneberry juics in the inventory will raise big time ! FERDOK a. An invitation from an old friend : The gate guard in Ferdok make some note about Ardo`s house and gruesome murders who closed the city. In front of the house another guard inform you about Ardo murder and the next person to contact. b. Murders in Ferdok : Speak with Guard Captain Barla Borkensmith to get more info and a deputy in order to investigate . b.1. Investigate Ardo`s Murder : First task is to find Ardo`s bodyguard, Forgrimm and a friend Gladys Shladromir. Visit The Silver Pitcher in Praios and speak with the innkeeper for a plant remedy against Forgrim`s drunkness. Give it to him, put some questions and enlist his help. He is a great tank if you protect his back and cast some buffing spells. Next stop Wagoner`s Home. Fight 3 robbers, lead by Boris and enter The Serene Sow inn. The innkeeper Ibrom Soapstone (?) and 3 shaddy customer called Cripple Reto, Goldtooth Yallik and Fourfinger Sam ignore you. Exit, go left and notice that Yallik is following you. Keep going down and Gladys show up. Enlist her help and start investigating the murders. Visit Ugdan Docks and the place where Ardo had been killed. The guard there tell about Ardo`s body, discovered by head guard Tashman. Speak with Tashman who doesn`t know anything, except Ardo efforts to uncover some criminal element in the docks. b.2. Investigate Eelko murder : Go to Eelko murder place. A neighbor present the night of murder and Eelko`s lack of fortune, except one piece of precious jewelry. Ask who was his closest friend. Apparently a cat called Mimi, fed every month with salmon from a nearby merchant. Go to the fish merchant and receive some left over salmon. Feed the cat and follow . Eventually she stop near a wall and give you Eelko broche. Report to Barla in Praios Square. The guard Reuben direct you to a informant and give some code phrase. Get in front of Praios temple and speak with archivist Loisane who hints about a conspiration. b.3. Investigate Dragon murder : Visit Flat Footed Ferret inn or head to the murder place. In the last stop break a barrel and get another piece of jewelry. Visit the inn where everyone ignore your questions. On the way out Alina, Dragon`s former lover, approach and give significant information. Report to Barla. Both jewelry were made from the same material and Reuben place the archivist behind the Hesinde temple. Speak with her and find out that Dragon and Eelko are descendents from dragon slayers and the next victim Jessica is in Wagoner`s Home. On spot maid Lana scream about Jessica being kidnapped. Use the metal door on left. Walk. Jessica`s body lie on the floor. Take the list of victims from her body and explore. Left – rats and a hidden wall with a dwarfnose check. Right – another hidden wall and a bunch of cultists running in distance. Eventually you caught them. One fight, five run. He is a dangerous dodger and target the mage, if any or the tank. Loot his body and follow the rest. Kill rats, break 2 wooden walls and reach Kastan house. Save, buff, enter. Kastan run away and let you fight 2 cultist plus his henchmen Finn. Deal with the footsoldiers, go up and engage Finn. His resilience to magic and dodge\parry abilities can serious damage anyone. Use all you get. Once defeated, the head of Praios church Da Vanya show up and stop the fight. Exit and speak with Barla who get your team nefore count Growin. Don`t forget to pickpocket all people in the room and go visit the Ducal citadel and your new home, inherited from Ardo. b.4. Kastan Gamblack : Track down and punish him for Ardo. See Blood Mountain area main quest. c. Preparation for the Dragon quest : Enter Ardo`s house after b.3. The caretaker delay a message from arch mage Rakorium asking to help Dorion of Kuslik prepare for the Dragon quest. Go to Hesinde temple and make the novice open the door. Dorion need the lower parts of the temple cleared and retrieve three stones aka 3 parts from the Hesinde`s statue. Get the cellar key from the novice below and a new quest - finding a book called Magica Luminosus ( the book is on the last room below, on a shelf). The caves below had been infested with amoebas who can poison, knockdown and put fear in your mind. Use buffs and a pet to attract their damage, while the tanks use special attacks and the mage cast Thunderbold or Lighting find you ! The amoebas from level I and III have 70 vitality with low resilience. Those on level II get 100 vitality and tough `jelly skin`. The wings are floating on two pedestals in level II and the body of the statue lie below, in a cave infested with emerald spiders, near the body to a red butcher who planted the infestation of amoebas. Go up, give the book to the novice and the statue`s part to Dorion. This is how the dragon quests start. MOORBRIDGE MARSHES NOTE : I suggest you explore the map before doing main or side quests. First free Gwendala, allowing her to get some EP needed in case you want to replace one of the companions. Second visit the crypts because later a side quest will require their cleansing and you`ll lose some extra EP. Third clean the islands and make Bottan Card quest easier to acomplish. a. The Addled Mind in Moorbridge : Find Archmage Rakorium. Next to the entrance a group of locals, lead by the bailiff Burgess Sheffler, try to kill Bredo Bento, accused to be a undead creature. With Fast Talk the situation will difuse peacefully, while Intimidation trigger an attack from the bailiff later. Ask around the inn about Rakorium who decided to `visit the marches` ?! Move ahead and in the Three Pine area Rufus and his donkey, now undead, start attacking. Dust them fast, since this creatures punch hard. Receive Rakorium`s recipe book and move N. Near Valonion`s ruin the archmage is under attack from 3 undead and 2 skeletons. Defeat them and start asking questions. In the end 5 more skeletons show up and you`ll get 2 quests : a.1. A magician`s worries: Rakorium want to put a stop to the undead infestation coming NW from his position. In there a necromancer is summoning, using the crypts around, dozens of undead. This is a good place to earn additional EP by dusting the neverending wave of his minions, retreating from time to time to restore vitalitaty, endurance and astral points. When bored attack the necromancer from the E side. Ignore his footsoldiers, use knockdown and special abilities to avoid the damage from his spells. Everyone around will go down with him. Loot the trapped chest and his body, report the succes. a.2. Gather the ingredients: Rakorium want to boil a new recipe and he need a goblin tooth, a harpie`s egg and a mandrake. Follow the indications on the map. The goblin is inside a crypt and the mandrake south on the island with the evil tree. Buff before handing the items. When the potion is made he use it to retrieve a crystal from Valonion`s staff.Suddenly the dragonling awake, shoot Rakorium and turn his attention to you ( No, thank you !). Pshychic Focus spell cast on your avatar/party leader will do wonder against his lightning. Cast debilitating spells on him, slash with every special abilities you can muster, especially knockdown and throw Thunderbolts. He will give in and Rakorium, back to the livings, mumble some thanks and teleport away. Finish all your bussines in the marshes, because the place will be locked and enjoy the first piece of magical armor from the Dragon quest (Greaves of Fire). BLOOD MOUNTAINS a. Stolen Knowledge: Return from Moorbridge to receive another Dragon quest. Find the Book of Serpent in the castle ruin located in Blood Mountains. NOTE: I suggest to do only a and c side quest and move to the main mission right away. In the castle reside, so to speak, a future companion (Jost the battlemage) and he will need as much EP to make him effective. TIP: Buy as soon possible spells and recipes from the witches or special melee abilities from Praios worshippers. Still the options implemented by devs make no sense, splitting your choice far to wide. Enter the area and choose between two possible options : b. Side with the witches: b.1. Help Yasmina the Witch: Down on the road to the castle this witch ask for your help in return of her sisters support to lower down the shield protecting the castle. First task - retrieve a bottle of wine from the Praios Camp. Move there and Warina (remember her from Kastan House ?) will ask a couple of questions. Choose the traveler answer and agree to kill Yasmina in order to get acces. With a Fast Talk/Persuade check you could convince the quartermaster to let you in or could open the chicken pen NW of the camp and tell him they run away. Open the chest and go back to find out she only needed the wine for a quick drink(!?). Accept to help further and Warina plus 2 crusaders engage you in battle. She carry a nice Ravensbeak axe and some gold. b.2. Save the witch trees: Yasmina need a proof of your alegiance. Protect 3 witch tree. One advice is to avoid the Praios patrol because they could trigger the battle before you reach the target. Pause and note the Praios disposition. Two or three chop the trees, while 3 - 4 more stand guard. Engage fast the choppers, then move to their guards. Report back to Yasmina. b.3. The witches of the Dark Forest: the other 3 witches want a proof before helping with the main quest. - Alvina : Her former lover Danos need to be convinced to put on an enchanted bracelet. Use Fast Talk and he will turn into a toad, while Alvina will show up and make some nasty remarks. - Morla: Take back his toad Knowall. Knowall can be found near the salmon pool under attack by Berndrik team. If you did the first side quest, he will give up and leave. If not ... Pick the toad and head to Alvina`s spot on the map. NOTE: 5 - 6 rays of light, called by Danos lover in Dark Forest Manor, will ambush the team before speaking with Morla. - Saphira: The cook from Dark Forest Manor lost her magic pot to the Praios. She need a clean retrieval aka no killing. Send two companions home and sneak up in the camp (kind of glitchy!). I didn`t succeded, but you can dust fast the guard avoiding the reinforcements he will call. Take the pot and meet Saphira. Now she want to put some herbs into the cook food as `reward` for losing her pot. Use Fast Talk to convince the cook and leave to receive a sickle (+2 Plant Lore). b.4. Speak with Heidruna: Go to the dancing place, buff properly, click on the monuments and the oldest/wisest witch Heidruna appear. Find out Da Vanya is actually a disguise for a Mantra`ke (half human, half beast), heir of dragons, who will keep the shield up around the castle untill he is dusted. He has 160 vitality and a low resistence against knockdown. Concentrate on him first, win and receive Arm Greaves of Fire. The shield is down and a dragon climb the castle and run into the horizont. C. Side with the Praios: c.1. Join the Sun Crusade: Warina from Praios camp enlist your help for the crusade. The first task is to kill Yasmina, the pig herder. Go back, buff and fight the witch plus 5 wild boars. Use knockdown to keep her down and after thet concentrate on boars. Return and speak to Da Vanya. He need your help in dealing with the other three witches. - Alvina: visit her place and get a diary showing her emotions for Danos. Get him, intimitade some robbers on the way to Praios camp, called by Firniane, his lover and put Danos in the prison carriage. Walk up from camp and Alvina will attack along with 6 wolves. - Morla: Speak with Berndrik to find out Morla`s affection for her toad pet Knowall. Attack Knowall (60 vitality!?) to make Morla appear and 3 waves of 6 troll toads. Engage Morla first, who uses a broom like a spear, then the toads. - Saphira: reach her place, dealing before with the witch tree up front (see c.2. below). Touch the brazier to get the flames eat her house and she will appear, summoning 5 shadows of 55 vitality each. c.2. Destroy the witch trees: there are three targets spread around Blood Mountains. Each of them is protected by 2 spirit bears(80 vitality) who enjoy the knockdown move and Lightning find you ! spell, while the tree have 60 vitality and a Curse of Crows who reduce some stats. This fights are far more tough than dealing with the Praios while defending the three in the b.2. Report and it`s b.4. all over again d. Enter the ruins: At castle base Bento will buy/sell what you need. The witches give 3 animals if you perform without bloodshed their quests or two animals and a amulet of CN +1. Fight along the road 4 waves of cultists (3,5,5,7) usually composed by 1/2 archers and 3-5 figters. Enter the castle space after buffing and fight another 11 cultists. Go back to Brento, sell everything and use the door leading inside, past some stairs down. In here I got a new quest (Like a shadow = moving unnoticed) I happily failed. On the right a bunch of cultist pray and in the next room a rope. Fight them, click on the winch rope, loot (read Pansucculos diary for extra info) and start moving. Behind a wooden door show up 5 cultists from the guardroom. Disarm the traps and engage other 5 enemies from another guardroom. Go down to attack 5 more and notice Jost`s dungeon. Loot the chest and free another companion. Follow the road to another wooden door and see a cultist protecting a breach in the wall. Enter. On the left 5 wardogs, similar on the right plus a chest. Follow down the stairs and a cutscene triggers. Noldrokon leave Kastan to defend himself, but not alone. Run back upstairs, atracting the 7 cultists with you, while Kastan Gamblack will hold his position. Fight them hard. Buff, summon a pet and engage Kastan (250 vitality) using knockdown to keep him down and unable to use his special abilities. Loot his body for a great short sword called Snip, open the chest and click on the desk to receive the book. Report to Hesinde`s temple. GRIMTOOTH CASTLE a. The Dragon Eye: A powerful artifact is hidden at Silver Falls. Speak with Gerlin in Ducal citadel who reveal the existence of a secret pasage plus the option to enlist Nasreddin for 200 ducats. Travel to Grimtooth Castle and stumble upon mercenary Humbold. He was sent to get help, since the castle had been stormed by orcs and cultists. b. The messenger: stop the orc following him. There are 3 fighters, 2 archers and 1 ogre. Try to dust the ogre first, then came around for orcs (buffs and stone\paralyze work fine). c. Captured: rescue Gondwin. Go up and fight 3 road blocks composed of 7 orcs, 3 orcs and a war dog and 4 orcs. At the intersection you`ll see Gondwin tormented by a rather large party - 1 ogre, 4 orcs, 1 war dog. You could run into the tunnel behind, where the ogre will not follow and kill the nearest orcs. d. The secret passage: free Gondwin and he is going to lead to the passage. Dust the 4 archers guarding the place, enter the castle vaults. At crossroads take left to find 1 orc alive, 1 dead and small emerald spiders(also dead!). Move ahead to the second crossroad untill you find the the spider`s nest - 8 small, 1 big and some eggs. Return and take the road to SE. In a room 2 orcs taunt an ogre. The tunnels behind will be closed after the cutscene. Target first the ogre, then the orcs. Go up, left, right and fight 1 war dog, 1 orc handler and 8 orc warriors. On the left is a hidden wall, a spear trap and 2 chests with potions and ingredients. Then take right (workbench), left (1 crate, 2 barrels), right again (hidden wall protected by a fire trap), left again (guard room with 5 dead soldiers). Move up to find a barred door, who open by herself to let in 1 war dog and 1 orc handler. Up again into a guard room and into the armory where 1 captain and 1 orc warrior argue. Take them and loot weapons\armor. In the SE guardroom there are 3 levers and 3 heraldic emblems on the wall. The center one go down and the rest up. Fight 2 orc warriors and in the smity place 7 more plus a war dog. In the cells are 2 smugglers and a orc captain. Open his cell for a tough fight. Get past the metal door with emblems above to find 3 dead soldiers. Watch the traps and the orcs. Shoot the orc captain with arrows or magic and he will run to you, getting caught in the traps. There are 2 closed doors and 4 torch brackets. Extinguish only 3, with the exception of the one on the right down corner as you face the barred metal door. Be careful of traps, then extinguish the last one. There is a big room with 4 statues. Click them in order to make all gaze in the same time on the pedestal in the center. Take the Dragon Eye for 300 EP. Move to the training room where you have to face 1 ogre, 4 orcs, 2 war dogs and a handler. The area is easy to defend, but they are hard. Put the tanks on the stairs and heal them, while targeting the ogre first. Upstairs there are 1 orc captain and 2 archers. Exit to courtyard, but not before buffing and summonning. Outside the fight is raging between humans, orcs and ogres. Malgorra will ask for the eye. Give it because she will kill Gondwin and you`ll cave in eventually. She leave Nalkodron behind to fight you alone.He has 420 vitality and huge resistance as Bloodfang, the orc leader he impersonated. When 1\2 of his vitality is gone, he will revert to his dragonling skin. Beware his corpofrigo and paralysis spells. At 1\3 health he changes into a close by dragon kind of creature, but he`s not that tough anymore. After defeating him (40 EP !) the orcs will leave and Traldar give his thanks. In reality the eye was always on him and Malgorra only got a fake artifact ! Report to Hesinde`s Temple and receive a shield, then visit count Growin and enlist Traldar. TALLON - Prologue - Adamantine Heart: Speak with Rakorium to discover the secret of the Dragon Eye. The quest will end up with you going to the dwarf city of Murolosh, but not before visiting the village of apples Tallon. NOTE : In Tallon the Dragon Quest is linked sometimes with the side quests, so please take a look to the latest first. - The road to Murolosh: Speak with count Growin who mention the city of Murolosh being closed. The small town of Tallon is not and in there you`ll find Gerling, the man who knows how to get inside. Speak with the innkeeper who mention Gerling`s departure to Prenn`s Grove. Go there, after a long walk and plenty of side quests, to see a dragon destroying the grove and the sacred apple tree. Two quests result from the dragon`s action: - The Dwarve`s respect: Prince Arom will wait NW of Tallon untill you get the key needed to open the dwarf tower. Inquire the sister nearby to find out all deonts knew about Hesperia death and the fact her body was buried in a cave. - Murder of a Deont: find Hesperia remains for sanctified burial and the key. Fight 5 harpies on the road. Enter the cave to fight 5 emerald spiders. Take left and fight 4 waves of spiders(5,8,8,8). In the SE area there is an elevator and a skeleton with a silver key (no use ) and Xindan Oakbridge Laboratory. Fight 11 skeletons in the upper part and go down on stairs where Meredin (225 vitality) and 4-6 skeletons await. Knock down Merendin to stop cold her spells and slash undisturbed, then engage the rest. Receive 50 EP, the key and another part of armor. On the way back the skeletons rise again with the armored one in the front line. On the way back two spider waves (8,6) block the path. Go left from the spider`s nest and follow the tunnel until the end. There, half buried in the grass, lie a skeleton. Move the cursor to see debris, click and go back. Hesperia will be buried next to the sacred apple roots, giving him life once more. - The Dwarve`s respect: With the key and fully armed reach the dwarven tower. Dust some goblins on the way and go down to the place indicated on map. Prince Arom offer some goodies in a chest, then follow your team to Japhgur`s nest. On the way show up 6 waves of harpies (10, 10, 10, 5,5,15) who can deal a lot of damage. Use group damage, taking them one by one and don`t forget 3 dwarfes are helping behind. NOTE: Usually each wave have 5 harpies plus 5 spawning randomly. The last wave is also the toughest. Reach Japhgur`s nest. The dwarf Dragonslayers get down in a cutscene. Use the burn salve, buff, summon and start hacking a 900 points vitality dragon with fire breath. It`s important that the first attack relate to the Marksman ability, then engage mano-a-mano. A bunch of potions will go, but is easier to fight one opponent up front than a mob. In the end Arom take the carbuncle and you loot the dragon`s body for a lot of armor/weapon pieces. Exit and click on Murolosh. The city is down on map, so click left, hold and scroll up the map. MUROLOSH a. Esteemed Guests: Prince Arom put the carbuncle in the king`s crown who decide to reward your brave deeds with a magical object from his treasure. Exit the palace and speak with the quartermaster who offer 4 objects: - Marmargarashno 2 h warhammer = 2d+6, 2w+8 with ST 19, 14/2, -1/-3, knocking the opponents - Kangrosha 1 h magical battleaxe = 1d+6, 1w+10 with ST 19, 10/2, 0/-1, 5% chance of wounding - The Robe of Confusion (- 4 enemy attack) - Titanium ring of power (+3 ST) Choose one to trigger the next quest. b. The poisoning of Xolgorax: Xolgorax had been poisoned and Lugosh need medicinal mushrooms. Use the elevator and speak with gardener Grimbolosh. If your plant lore is low, take all mushrooms and he will pick the right one. Also he give another quest called Pest Control, in wich you`ll have to clear the gardens from their scorpions infestation. At the intersection take right (3 spiders), right again (3 giant scorpions), then forward to fight 5 scorpions and 2 spiders. Breack the crates, dust the troll toads and collect all the fungus visible. The right mushroom is SE of the fungus cave. Continue dusting scorpions untill the journal update. Leave c. Suspicion falls on a friend: Somebody started doing nasty things in Murolosh and the guards arested a couple of suspects. Salina was held responsible for poisoning Xolgorax, stealing an object from the vault and causing a tremor in the mine. Gather evidences to prove her inocence : - Speak with Salina. She mention a group of young dwarves lead by Grimbeard, willing to defy the king`s orders and watch her dancing. Get his testimony with a Fast Talk check or appeal to his honor. - The plague of lice: When you exit from the throne room to investigate clues in favor of Salina, a young dwatf called Grazima ask for help. She is near the innkeeper and mention a plague of lices in her storeroom. Enter. She will close the grate, while your team fight off the lices. Follow her and fight 4 waves (6,4,5,4). Next job is to fight the source of infectation aka 6 stronger lices. Go upstairs for 8 more lices and finally destroy the nest. Look around and get a strange yellow liquid. Speak with Grazima who mention an old stone missing, supposedly with questions used by Angrosh, dwarven god. Find Lugosh who identify the liquid as bug bait, used in Khom Desert to attract lices and scorpions ( Aldessia came from Khom desert). - Speak with Aldessia who simply show a lot of fake compassion, without really saying anything, problem noticed with a Human Nature check. - The collapsed tunnel: Orgrim, near the innkeeper, mention a collapsed tunnel and the need for 5 extra miners. Find them over the city map and go down from the elevator to receive a piece of dirty, colourful material who belong to Salina - The scrap of cloth: with the piece of material go back and interogate Salina. She say someone cut a piece of her newest dress and ask to speak with Ungrim. Near Salina`s house a dwarf man rest in the wounded position. Heal him to find he was attacked trying to stop someone breaking the house. Get his testimony and go inside (The burglary). Ungrim confirm Salina`s story and present a dress without a cut out part. Get testimony and the dress. - The poisoned beer: use Salina`s dancing to butter the innkeeper and get the key to his storeroom ( You can offer to do a job for him - hilarious reaction !). Battle some wolf rats and straight ahead kegs of beer on shelves. Click the ones called Xolgorax`s beer to find a red hair. - The juggling ball: On the crime scene the guards found some crystall ball pieces. Salina say the ball belong to her and was dropped by accident when a guard tried to inforce the king`s orders. Speak with Argrim guard, located on the inn area and get his testimony. There is one little catch in the trial. Once used, a testimony can`t be put back in discussion. I responded to the acusation of tempting the young dwarfs stating she is not the only stranger in town. Then I move to other proof like red hair, lice infestation, shards of ball and scrap of cloth. In the finishing argument bring the other clues forth and you get the job of arresting Aldessia. Enter her house, next to Grazima`s storehouse, up the stairs to be confronted by her and 2 stone golems. She is weak, but the golems ... phiu !! Loot the chests, sell what you don`t need, craft and use the teleporter, as instructed by Xolgorax. DEEPS OF GRULDUR a.Explore the cave/Decipher the instructions: self explanatory. Explore te cave to find a teleport disc and decypher the instructions on the cyclopeian doors. Check the body of the dwarf for an artifact and get a new subquest (The dwarven ghost: bring back his amulet). Go left from the first door to find another who open and decypher the inscription: `The black adamantine heart lies safely behind the Fire Falls of Algormosh`. There are 3 doors to be open and a lot of exploration. Usually when you see a dwarf ghost fighting a grolm ghost there is a sign to pursue (Strange Apparitions subquest).The first door lead to a mishmash of tunnels where you fight rock goblins, fire spirits, emerald spiders and amoebas. In the N part of tunnels is the artifact you seek to open the first door with the inscription: ` Great numbers of cyclops guard the heart from the lusting hands of the Grolm and the eyes of the evil dragon spawn`. Enter to fight along the way an endless wave of undead grolm (100 vitality) carrying blacksmith hammers and weightstones. There are also fire spirits, rock goblins, spiders, etc. Watch over the traps. Eventually you`ll get the artifact and move upstairs to the third door, inscripted with: `Only the wearer of the Helm of Fire will be able to pass safely through the mountain fire, Find the helmet and pass through the Fire Falls`. Avoid the traps, open the hidden wall for a couple of weapon recipes. Fight on the tunnels and staircases grolms, fire spirits and skeletons, avoid the fire traps and get the treasure chest including a description of the dwarf - grolms war. There is also a switch I never bothered to change and a tunnel protected by a monolith shooting fireballs. This is the way ! Take left from the tunnel, rest to heal and buff. Inside a cutscene show the helm of fire and a cyclop skeleton get back to life, suported by 5 undead grolms. A tank party should run on the fire protected tunnel,letting the skeleton getting big damage. If you have a battlemage keep casting stone spell while hacking, then turn against the grolms. Click on the little monolith upstair to get the helm in hand`s reach. Use the exit behind , following the path through a bridge, staircase, etc. to the teleport.Fight 9 ghosts trying to block the way, click on the dwarf body to transfer his amulet and use the teleporter. MUROLOSH NOTE: By now you need tons of potions. Stop by and buy/craft especially large potions d. Madness in Murolosh: Xolgorax mention the evil influence of the carbuncle on the king and his cose guards. They started to attack the other dwarfs and got closed inside the palace. Enter the palace where the king and his 22 guards rush in your direction. Ignore the others and start hacking at him with everything, especially knockdown. Destroy the carbuncle and he wake up from the evil influence. Reward - 2 objects from the treasure, one for saving him and one for not dusting any guard. Prepare to enter the Fire Falls and finaly get to pickpocket the king. e. The caves below Murolosh/Carbuncle cave: Enter the Fire Falls, On the right is a blocked door and forward a strange room. Click on the right pillar`s base to collapse on the switch and use the previous blocked door. Dust every fire spirit on the way for their fire hearts. There is a half bridge who uses the fire hearts as fuel. Click on the last two pillars to put 1 and 3 hearts. A fire path appear. Use it. On the other side the path is blocked. Install 2 and 4 new hearts in the pillars to get in open. Avoid walking on the traps (the number/numbers who don`t corespond with the others) to open the hidden wall in the next chamber. Save, buff, summon and start using the stairs. You`ll have to fight the grolm king, who uses a lot of teleportation and his hordes of ghosts, spawned by crystals. Attack 4 crystals, protected by 2-3 waves of 4 ghosts on the road to the carbuncle. Use the elixir who block Lighting find you spell ! , used by the ghosts and destroy first the crystal. There are also small monoliths who gap the opening on the road if you choose the right ring. Before reaching the carbuncle the king and his minions put up the last fight. The king has 500 vitality and a nasty spell damage, but Psychic focus and immunnity to lightning should be enough. Cutscene - you get s jolt while trying to reach the carbuncle and move to another cave. In there the cyclop Pal`Na`Thar start telling the story of dragon emeperor Umbracor, killed by his son Ardakor. The grolms hide Umbracor`s body, leaving Ardakor in rage. Now, he want to `eat` his father carbuncle to become immortal and rule the world of Aventuria. The dragon quest was Pal`Na`Thar doing because he wanted to find a replacement ! Speak with him again and suggest maybe Umbracor can be revived based on Rakorium experiments. After a while he accept to give the carbuncel, but Molgorra show up and steal it. He believe everything is lost, but no ! You, the hero with trembling legs !, are going to fight more powerfull creatures to save the world. Pick a weapon from his stash and use the teleeport to the throne room in Murolosh. f. Throne room in Murolosh: Xolgorax start telling about attacks of dragonling on the city. Speak with Rakorium to ger the Thesis crystal, buff and approach prince Arom for the next battle. DRAKENSANG MOUNTAIN a. The battle of Drakensang Mountain: outside dwarfs engage 7 cultists and a buch of dragonling. Help them and don`t bother to loot anything else than potions and arrows.You need to reach the summit and stop Molgorra, plus a subquest : - Help the dwarven priest: help defending Malmarzrom the Hammer cave against 2 dragonling and 6 cultists. Angraxa tell the need to destroy 2 portals used to bring dragon kin on the mountain. This is the most annoying and difficult battle in the game. Go up, buffed with everything to destroy the portals located SE on map and NE on the map plateau. Both are protected by dragonling, scorpions, cultists and at least 5 stone golems. Move around a lot and try to attract the faster enemies (dragonling, scorpions,cultists) away from the slow moving golems. Also, watch out for the cleverly placed traps who deal at least 30 damage to your vitality. b. Kill Malgorra`s guards: When both portals had beed disabled, move to the ice spikes blocking the way to the summit. Use the margins of that place, since the center is full of nasty traps. Fight 4 dragonling using spears/ lightning and charge on the path to the summit. Don`t wait to heal, because the game will spawn endless waves of her bodyguards ( I noted 34 before deciding to storm the summit !!). On top save, use potions of healing and attack first Malgorra (250 vitality). Use endurance potions on tanks to keep the dragonling leaders Kssa, Tersach and Chaza down the longest possible. c. Touch the heart: when every enemy is history, heal, buff, summon and prepare for the last battle. Click on the soulstone and Malgorra came to life as a hydra kind of looking dragon. She has 1200 vitality and she can summon 2 skeletons in the same time ( rules don`t let me do it !). The battle is long, but easier than fighting mobs because you have the time to use potions without worrying who will sneak up behind. She lose one arm when 400 vitality points are gone and teleport sometimes in the same area. Use the magic to stone, paralyze, debilitate her plus summmon and healing. When she`s gone, click on the carbuncle and Umbracor get back to life, making one promise : Your name will be remembered always in Adventuria`s legends and stories. THE END 4. SIDE QUESTS NOTE : Keep in mind that some will appear after completion of certain missions related to main quest. I can`t say when, because I kinda play chaotically on my first run. AVESTRUE a. Berry Hunting Bredo Bento need 10 Oneberries and pay 2 ducats. You can buy 5 from Auralia, loot some random barells or take it from plants in the wood or near the water. Also listen to his story for extra EP (XP in other games). NOTE: Come later and pickpocket him a couple of times for extra Oneberry juices. b. Woodcutter Knebor Even with Human Nature 0 you`ll get 2 elm woods after praising his muscles (!?). c. Owlstone the Hunter The innkeeper mention his name and when you get there he`s fighting a wolf. Help and get three quests: - The wild wolves of Dark Forest : walk near the rock formation and fight White Fur plus 2 normal wolves. A summoned pet or some magic can be useful, but they are no match for carefull planning. Dust one wolf with Mighty blow from Rhulana and Feint from Dranor, then repeat against White Fur. Colect the paws and fur and return for the reward. - The bear in the Dark Forest : he lives in a cave. Enter, take left, open a door, moving slowly down. There are 2 traps here(caltrop, bear) who Dranor can detect as leader and 2 wolf rats. Loot the place, speak with Archmage Rakorium (you`ll need him against the bear), return. On the way out fight 3 bandits previously transformed in stones by the mage and 4 wolf rats, explore the rest of the cave. Dust 4 rats and face the big bear. Put Rhulana in front if your character is a mage/thief and use everything plus Rakoriun spells to bring him down. Explore further the cave for extra bandit badges and exit. At entrance the mage will teleport to the bridge where his apprentices asked you to help. Visit Owlstone and the mage. - The prize : Hunter Owlstone ask to give the bear head to the innkeeper. Do it for some EP and gold. d. Erna Goodbeat Near the road to Ferdok Erna ask a question. Type (big letters) 3EXD6L or IM3Z91 and receive a mask of charisma. e. A boundary dispute On the road to officer Nandor there are two farmers cursing eachother over a tree. Speak with Goodbeat and choose the line where Perraine will be mad on them to end the quarrel. f. A taste delicacy In the inn Gallo Frantic want someone to retrieve a parcel. With Streetwise he recognize the package being valuable and reward that `one god man` with 4 silvers. The parcel with Candied Kosh Bunting Tongues is on the road to officer Nando, near a merchant called Brewin Rattlestone. On return Gallo want to pay only 2 silver. Counterattack asking more and he will settle for 2 ducats. You can refuse and find another buyer. Pickpocket him and find a letter mentioning a buyer for 10 ducats and a better posibility of profit with dwarfs. There are a couple of buyers - Horasian merchants (Ferdok, Ducal Citadel) offer 5 ducats, a nobleman near Mother Sweeting in Tallon 20 ducats and the dwarven quartermaster in Murolosh 50 ducats. Still, the quest is pointless. You get only 2 ducats from Gallo in the beginning when money mean something and 50 ducats near the end, but nothing compared to your pourse by then who reach at least 1500 ducats. g. A treasure NE on map, near some fireflies, lie a body. Take the key from him and open a chest nearby, surrounded by fireflies and eggs. By dusting all of the fireflies plus eggs you gain EP and poison fangs needed in alchemy, while the chest give some jewelry. h. The examination After helping Dranor and Salina, speak again with Runkel Bagthumper. His dream is to enter the Guild of Thieves and they have 3 tests. First one - open a chest near the chapel. Second open a chicken cottage. Go there and the lady will give a tongue lashing. Get back inside and spoke with her about the dog (do not pickpocket her first) and persuade to give a bone. Click on the fence again, give the bone to the dog and open the cottage. Speak with Runkel and head to the mill. Advance in the main chamber, buff and fight 3 wave of wolf rats (5 to 9 top). Put Dranor to open the chest and disarm the trap to update the quest. Runkel will give the Guild`s adress, situated in Wagoner`s Home, Ferdok city. For more see the side quests in Ferdok. i. Friendly match West of the market mercenaries Humbold and Gondwin set camp. Speak with Humbold who propose a a friendly match. On the spot concentrate only on him and get a shortsword as reward. FERDOK 1. Praios Square a. The Luckless tailor: On the way to Ardo`s house Grosso the Tailor complain about tripping over a chicken and loosing his lucky stone. Enter the sewers and follow the rat who bring company (5)plus 6 more on the way out. b. The Worried old woman: An old woman is worried about her husband who fell from a wall. Visit the disciple of Perraine in Ducal citadel who suggest using a Golmoon tea and ignore the old woman, proved to be a over-the-top worrying person. c. The Mactaleanata: While going away an amazon called Aydan got inside Ardo`s house. She is a friend of Rhulana and ask for her help against The Black Amazons. Go to Ducal Citadel and find Aydan in front of Rhondra`s temple. She ask to leave 2 companion behind. You or a mage should summon a pet ( see useful glitches). Buff properly and speak with Aydan. Inside The Golden Lance inn she prove to be a traitor to amazons. Dust Aydan first and concentrate on the Mactalaenata leader. After that her 2 sidekicks are easy. Loot, open the chest and give Rhulana a set of Kurkumian armor. d. The Trolls: In front of Silver Pitcher a couple of guards speak nervously about big monsters inside the inn. 3 trolls ask for food and drink, oblivious to the concept of paying (Yeah, baby !). Use Fast Talk, Human Nature or Haggle to make Traldan more sympathetic to their needs aka 2 ale barrels and 1 roasted pig. Humba, Bumba and Dunba are now happy (Never seen them again, even if their conversation hint to that. Pitty !) e. The Escaped dancing bear: Fluffy the bear got restless and his master ask for help. Cast Meek spell from near by, several times if needed because the spell tend to fail often. f. Salina`s Request: Near Hesinde`s Temple Salina ask to rescue Dranor from the prison. She mention a secret entrance beneath the brewery, used befoe as smuggling route. Go in Ugdan docks and speak with the caretaker Moddlemush and his brother Middlemish(!?), related to your caretaker. To gain acces you`ll have to find out and eradicate the plague of rats affecting the brewery (see next quest). Walk and fight |
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Another Drakensang: The Dark Eye Walkthrough :
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