Drakensang: the dark eye: game tactics and tips from the masters. Walkthrough of the game Drakensang: The Dark Eye Drakensang dark eye walkthrough of quests

Recently I decided to write a walkthrough of Drakensang, and started the game again. What came out of this is up to you to judge :)

(this is the first walkthrough I'm writing, so don't kick me too hard)

Main quest

So, immediately after creating the hero, the game, without really explaining anything and with just one note in the journal about a certain friend of ours Ardo, throws us into the world of Aventuria.

Well, there’s nowhere to go, we’ll have to go to Ferdok and find out what our friend needed.

However, already at the first checkpoint, located a couple of steps from the start of the game, a bearded guard informs us that the passage to the city is closed, due to a gang of murderers raging in the area, so without a recommendation from two authoritative people, not a single respectable guard in Ferdok will accept us will let you in. And who issues such idiotic decrees! :)

After testing this same guard a little, we find out that one of our guarantors could be the Supreme Mage Rakorium, who, together with his two students, went to the Sharp Sword tavern.

So, one candidate for the position of our guarantor has been found, all that remains is to find a second one.

Walkthrough. Part one


Walkthrough. Part one

We go to a small tent camp located not far from the village of Avestra itself, and meet the charming Salina, the queen of magicians. As it turns out from a conversation with her, Salina’s precious brooch with a tiara was stolen, and she is ready to give us a recommendation if we help her find this very brooch. Fortunately, her brother Halmok has guesses as to the identity of the kidnapper, he believes that Salina’s friend, the thief Dranor. According to the Queen of Magicians, you can find out where he is hiding from his comrade, Runkel Berezhaus, who hangs around nearby.

Now we have a second guarantor, all that remains is to find this Dranor!

His friend turns out to be not a very tough nut to crack and immediately reveals that Dranor had dealings with a gang of murderers operating in the area. According to Runkel, the local innkeeper must help us find the hideout of these robbers. (You can also take the quest from Runkel to join Ferdok’s guild of thieves, read its passage at the bottom of the post)

Now is the time to go to the Sharp Sword

Approaching the inn, we witness a dispute between the local innkeeper and the Amazon Rulana. After their chat, we ask the innkeeper about the bandits’ hideout, and we boldly invite the Amazon to join us. So, having identified ourselves with the first companion in the game, we go to the north of the Dark Forest, where the killers’ lair is located. On the road to the Dark Forest (near the bridge) we meet two novices of the magician Rakorium, who say that their teacher disappeared somewhere in the forest. Well, we'll visit him along the way :) .

At the entrance to the camp we deal with a couple of bandits, and in the camp itself, after watching a short video, we deal with three more. (by the way, do not forget to take the Robber Emblems from their bodies, the head of customs Nandoro will pay 2 thalers for each). Immediately after “cleansing” the camp, Dranor will talk to you (he was in the camp all this time, and it was really he who stole the diadem). Immediately invite him to join your party, he will not refuse.

Walkthrough. Part one


Walkthrough. Part one

Now it's time to find the mage Rakorium.

We go to the old adit. The magician is at the end of the left branch of the dungeon. There is no particular need to persuade him to return to Avestroy, so after talking with him we immediately go to the exit. As soon as we leave the adit, Rakorium will remember the teleportation spell, and, without even thanking us, will move to Avestroi. Okay, we'll visit this ungrateful wizard again.

Walkthrough. Part one


Walkthrough. Part one

We return to Avestroy. Rakorium is already standing at the bridge, next to his novices. We take the recommendation from the absent-minded magician, and for one, 80 units of experience, and go to Salina.

The Queen of Magicians is not going to forgive her beau, Dranor, but she will help us get into Ferdok - if the guard Nandor does not want to let us through, we just need to tell him: “Salina will tell everyone what he did last year on Prayos Day.” For completing the quest, we will also receive 70 units of experience.

However, before leaving Avestroy, complete all side quests; you will not be able to return to this location later!

Now we go to the head of customs Nandor. Having learned about our guarantors, Nandor will immediately let us into Ferdok (don’t forget to give him the emblems of the robbers)

Well, bye Avestroy and hello Ferdok!

Walkthrough. Part one


Walkthrough. Part one

Side quests

Thieves entrance exam.

This quest can be taken from Runkel Berezhaus. After he talks about how his friend Dranor has something to do with the murderers, just ask him why, in fact, he and Dranor came to Avestra. Runkel will tell you that he and Dranor want to join the thieves guild, but to do this they need to pass the entrance exam. The unfortunate thief himself will ask you to help him. So, the entire exam consists of three tasks. The first is that you need to crack the chest that is located near the Aves Chapel. If Dranor has already joined you at this point, then this should not be a problem.

We take a note with incomprehensible symbols from the chest and take it back to Runkel. He will decipher it and tell you the second task: you need to pick up the next note from the chicken coop in the village. Unfortunately, not everything is so simple, the chicken coop is guarded by an angry dog. So that the dog doesn’t bark at us, we start a conversation with its owner, who is standing nearby. We ask her for a bone for the dog, options in the dialogue are 3 Threat, Seduction and Persuasion, choose the skill that you have the most developed. Having lured the bone from the peasant woman, we give it to the dog, and while he gnaws it, we quickly take the note from the chicken coop.

Let's return to Runkel. Having deciphered the note, Runkel will send us to the cellar of the old mill, where there is a chest with the 3rd note. The chest lies at the very end of the dungeon, and since the cellar has no branches, it will be difficult to miss it. True, the chest is protected by a trap, and it is guarded by a “flock” of rats. We take the last note and take it to Runkel. He will say that the word Furmanschem, the name of one of Ferdok's quarters, is encrypted in it, therefore, the lair of the thieves guild is located there. Thieves Guild exam passed!

Delicious delicacies

In the square near the tavern there is a merchant named Gallo Frantrich. He will ask you to find him a package that he lost. If one of your characters has leveled up the Knowledge of People skill, then you can immediately figure out the suspicious merchant - the package contains not just some trinket, but Kashammer tongues. The package lies by the road to Ferdok, to the right of the cart. When you find it, don’t rush to give it to Gallo for 2 thalers, you can bargain up to 1 ducat by choosing dialogue lines under the following numbers: 2, 2, 2, 1, 1, 2 or 3, 1, 1, 1, 2.

(By the way, there is an assumption that in one of the last locations - Talon it will be possible to sell the same package for 50 ducats!) As a reward for the quest you will also receive 15 experience.

Walkthrough. Part one


Walkthrough. Part one

Berry picking

You can also pick up a quest from another merchant, Bredo Bento, walking near the chapel. He will ask you to collect 10 Crow's Eye berries. Crow's Eye bushes grow almost everywhere in the Dark Forest, but most of them are on the shore of the lake. As a reward you will receive 6 experience points and 2 ducats

Quarrel over an apple tree

On the road to Ferdok, near an apple tree, you can meet two peasants who cannot divide the harvest. If you talk to one of them, you will be offered to resolve their dispute. There are only four answer options in the dialogue, although they all lead to the same result, the peasants thank you, and you get +15 experience, so feel free to choose any one.

Hunter Kutzenstein

The local innkeeper Talion is worried about the hunter Kutzenstein, who has not appeared in the village for several days, and asks you to check on him. In order to complete the quest, simply go to the hunter's hut in the Dark Forest and help him deal with the wolf. As a reward you will receive some experience.

Wolf Attack in the Dark Forest

The quest can be taken from the hunter Kutsenstein. He will ask you to kill the leader of the wolf pack - White Skin. We just go west from Kutzenstein’s hut and deal with White Skin and her two assistants. As soon as we kill the leader of the pack, the quest item White Skin will appear in the inventory. We take it to the hunter and receive a well-deserved reward - 20 thalers and 5 experience.

Walkthrough. Part one


Walkthrough. Part one

Bear in the Dark Forest

The quest is also taken from the hunter. You need to kill the rabid bear that lives in the old adit. We just kill Misha and bring his head to the hunter. Reward – 25 thalers and 5 experience.

Hunting trophy

After you pass the quest “Bear in the Dark Forest”, simply take the bear’s head to the innkeeper Talion. Reward – 2 ducats and 10 experience.

Also in Avestroy you can find several tasks, which, although they are not full-fledged quests, since entries about them do not appear in the journal, are also rewarded with experience and gold.

Fight with soldiers

Near the magician Salina's tent, on a small platform you can meet two soldiers. One of them will invite you to fight, and if you win, he will give you his sword (it’s better to already have at least one party member by this time, so that it would be easier to kick the asses of the brave ones)

After the battle, the disgruntled guard will reluctantly give you his sword - Hugelboldt's Broadsword with an attack of 1W+4. You will also receive an increase of 20 experience.

Walkthrough. Part one


Walkthrough. Part one

hidden treasures

In the upper right corner of the location, near the waterfall, you can find a strange corpse with fire flies flying around it. We deal with the flies and search the corpse. On it you can find a key and a note that mentions a treasure chest. The chest itself is located to the left of the body (if you are facing the waterfall) behind the bushes. It contains 3 ducats, a gold chain and a silver ring. Quite a good treasure to start the game with.

Parzalon

Near the second outpost on the road to Ferdok, there is a strange knight named Partsalon. If you listen to his fictional story (just always choose 1 answer in the dialogue) you will get 15 experience. This is how fables help the main character level up

Master's Mask

To the left of the main road, right behind the village, in a small clearing, a peasant woman, Erna Rübenfein, is walking. If you start a conversation with her, she will send you to her husband, but you can ask her about a certain thing that belongs to us. She will ask you for your password. We dial one of these codes:

3EXD6L

One of these codes should work, but in some versions they may be blocked. To find the working code, open the file "Drakensang\export\db\static.db4" and look for the line "keyword=".

Walkthrough. Part one


Walkthrough. Part one

Erna should give you the Master's Mask, which, in addition to head protection 1, gives a +3 charisma increase.

Walkthrough. Part one


Walkthrough. Part one

That's all for now! I’ll try to cram more into the next part of the walkthroughs (this post was, so to speak, a test of the pen:)

I will definitely listen and take into account your wishes regarding the content and format of the next parts of the walkthrough.

  • Classic imitation of classic games
  • Additional tasks - pros and cons
  • What to do if you get stuck?
  • Who to become and what to learn?
  • Ten first beginner questions

Nowadays, role-playing games are increasingly being made, in which we constantly move along the rails of the plot. Even The Witcher practically does not allow us to simply “live” in the world of the game. However, a few months ago they began to say that a German role-playing game would soon be released, in which you could live like in The Elder Scrolls, develop characters like in Neverwinter Nights 2, and move through the plot like in Gothic. The statement is bold and interesting, but is it possible to mix three titans of the genre in one game?

Prologue

Elves, people, gnomes - all these races have been getting along well with each other for many centuries. The terrible wars are forgotten, hatred and fear are forgotten... The peoples did not divide the world, they made it common.

In this completely calm time, when the war is going on only on the border with the orc lands, and in the cities murders are committed only by notorious thugs, our hero receives an extremely mysterious letter from a friend, which talks about ritual murders. Doesn't look like the work of the local thieves guild. The comrade is worried and asks us to urgently come to him.

From this second the game begins. We find ourselves in the middle of a country road leading to the small village of Avestru - a transit point between the center of the continent and the capital. There’s just one catch: we can go back, but we can’t go forward. The crime rate in the city has increased horribly, and only politicians and merchants can travel. There is no place for unknown wanderers here. What remains? Let's run around the village, maybe someone will give us some work, don't just sit around. And then, lo and behold, the roads will open.

A dozen wooden huts, four shops, a central square - that’s the whole village. But there are plenty of problems here too. A magician has gotten lost in the forest nearby, the queen of jesters' necklace has been stolen (it seems to be the work of her lover), the forester is attacked by wolves, and a young hooligan dreams of joining the thieves' guild. The number of tasks makes my eyes wide open... I remember “Gothic”, where on every piece of land something was lying around - or happening. Here is a broken cart and next to it is its owner, ready to help us with the task, a little further there is a bridge with goblins, and bandits are roaming around under it.

Drakensang also tries not to make the locations huge, in the manner of Oblivion, where league after league we encountered the same monsters, plants and tailed bandits. It is difficult to get lost in this world, because it is absolutely clear that this road leads towards the city; if you turn right, you will find yourself at the mill, and if you go into the forest, we will soon stumble upon a cave of robbers.

Any terrain is explored very quickly - an excellent condition for completing tasks. We ask the “customer” where to go and what is nearby, they politely and sometimes even explain in too much detail what is required. But it would still be very nice to search for a lost magician in the forest, having only a vague idea of ​​​​where he might have wandered. Did the students tell you that the wizard likes to pick flowers and climb caves? So, we run into the clearing, and then into the nearest cave. Fun and simple! But the developers decided otherwise...

Tic Tac Toe

At first, the world around us is bright - green grass, streams... But the further we go, the darker and gloomier it becomes.

Nothing spoils the feeling of a fairy tale more than bugs crawling out of all the cracks. When in the third “Corsairs” our ship was boarded by the governor’s or when in “Mor. Utopia" had to replay the same day ten times; it became difficult to believe in the reality of what was happening. In Drakensang, as I already said, there are practically no bugs, but they are successfully replaced by task crosses on the map. We don’t rack our brains over where the lost magician went. What difference does it make whether he likes to pick flowers or drink in a tavern? We will still find it where the map points us. It is absolutely not necessary to open it completely; The arrows on the mini-map will indicate the desired direction. And there is no escape from this.

Will the game be able to give us back the feeling of a fairy tale? Let's see...

Let's move to the swamps. And what awaits us there? A riddle contained in a poem, parts of which are carved on the tombstones of dead warriors. The graves are scattered all over the map, and there is not a single mark. Only the description of the quest will help, and then the verse itself. If we can solve the riddle, we will get magnificent armor. No? It's a pity...

Personally, I still don’t understand how such tasks coexist in one game world. In the same way, it is unclear why at first we only say “yes” or “no” even in dialogues, but after a few hours we have to change the plot with both words and actions literally every fifteen minutes!

But let's not get ahead of ourselves. Now our hero is passing by a tavern, and one young lady is looking at him very unfriendly. She is dressed, remarkably, in the heaviest armor and, in addition, brandishes a long saber. She doesn't look like a peasant woman. Shall we meet?

Turning off the main path

“Hello, lady,” our well-mannered hero smiles politely... and receives a whole constellation of “warm” wishes in response. Exceptionally obscene. Why all of a sudden such unexpected rudeness, did we say something wrong? No, the lady, you see, doesn’t like men at all.

If you ignore the abuse and humiliation, it turns out that the girl needs help, and the pathetic innkeeper is afraid to accompany her. All you have to do is strangle the bear with your bare hands! A fragile girl does this three times a day, and all sorts of klutzes who, through a misunderstanding, consider themselves the stronger sex... and so on.

Our hero is not a coward and selflessly decides to rehabilitate men in beautiful, albeit full of indignation, eyes. And for this, the warlike lady knight will join us as an ally - if we want, then until the end of the game. True, if you get tired of the evil one, you can get rid of her later. The main thing is that from this second the hero will never fight alone again.

It means we risked our lives, but he sits in a cell out of principle!

If we want to free our comrade, we need to talk to the queen of jesters.

Together with my partner, we will quickly complete all the village tasks. First, we will find the lost magician (he will give our character a written description), and then we will find the lover of other people’s necklaces. He will, after all, turn out to be the beloved of the queen of jesters, who, in order to avoid the radiant wrath, will also ask to come to us. You can no longer do other tasks; the queen will also give a character reference, and the group will be allowed into the capital.

However, additional quests in any location are not just a few extra hours of gameplay. If, for example, we do not complete tasks for the thieves guild in the village, then (already in the capital) we simply will not be able to join it. This means we won’t discover part of the world and won’t gain some skills.

Looking ahead, let's say that our new partner - the dishonest handsome man Dranor - will end up in prison. And in one of the quests we will be able to free him (and if we want, then leave him in prison forever).

The heroes go down into the dungeon, kill hordes of rats, barely pass the sewers under the dungeon and finally find themselves at his cell. But the friend does not smile at us, but only dismissively says: “Well, why did you come?” At the same time, he opens the grill so that it does not interfere with looking into the eyes. It turns out that Dranor only escapes from prison if he is guilty. This time he was framed, which means our friend will remain in prison until he is acquitted. That is, all my life.

This is where the quest from the category of “kill everyone, everyone, and free your comrade” develops into a detective story. We have to prove Dranor's innocence, communicate with witnesses and look for evidence.

Unexpected and interesting.

Fight against piracy

People are actively complaining about the game on the Internet: “I went to the cross on the map, I waited - there was no one. I ran around the whole area - again no one. The plot stands still, the world is frozen, waiting. What to do?!" And this happens at every step. But don’t wait for patches, they won’t fix this “obstruction”. Because this is not a bug, but protection against piracy, and the only chance to fix everything is to buy a licensed version of Drakensang.

As soon as the game realizes that it has been hacked, it simply blocks the player's further path. The quest that should carry us forward on the wings of the plot stops working. You can complete any additional tasks, run around the world for hours, but it is no longer possible to advance further.

Craftsmen have learned to fix “closed” quests in the game files, but Drakensang also reacts to this. After hacking, it begins to block the path constantly, and it becomes impossible to play normally.

The find is curious and, dare I say it, elegant. The developers allow players to get acquainted with the project, but are waiting for the purchase of a licensed version. However, on the Internet there is still nothing but moans about the terrible anti-piracy system... Is Starforce dearer to your heart, gentlemen, cunning people?

They should live here

Bandit "arrow". We are for those on the left. Now you shouldn’t expect quests from the right...

Remember how developed the characters were in Neverwinter Nights 2? Many players listened to their bickering with pleasure, trying to somehow calm down this noisy company. You felt like there were living people next to you. In Drakensang, unfortunately, our partners are rather boring and silent people. It’s rare that you hear even half a word from them. Sometimes they’ll say something like: “What a big crypt, there must be a lot of ghosts there” - and again withdraw into themselves, and the others are in no hurry to keep up the conversation.

Heroes live their lives only until they join us. A belligerent Amazon can argue with the innkeeper, threaten to beat him, bark at us, but once she joins the group, that’s all, now she just fights. The womanizer and thief stops joking and pestering girls as soon as he becomes the third fighter in the team. Heroic adventures are bad for heroes...

The only thing that corrects the situation is that the main character himself is a bright and prominent personality, not at a loss for words. And if there is at least one character in the group who is skilled in communicating with people, then the main character will use additional answer options (threaten, try to persuade, seduce, etc.).

But threats or persuasion are not a panacea. First of all, you first need to guess what will work this time. Should I convince the bandits to stop robbing the crypts by appealing to better feelings, or should I threaten them with beatings? The answer is not always obvious. In the above example, I managed to “win” the dialogue by telling the robbers that ghosts would come for their souls. The scoundrels were not afraid of the beatings, but they did not dare to joke with the other world. Secondly, you should not use threats again. The enemy may stop communicating and rush into battle. After this, of course, you won’t be able to talk to him. But he could help complete the quest!

Life without tasks

Let's continue talking about partners. In Drakensang, as in Neverwinter Night 2, up to four heroes can be under our leadership. This in many ways makes the game more diverse and interesting - if, of course, we select classes adequately.

The most successful combination is a tank, a “chatterbox” hit-breaker, a healer-gatherer and some exclusively social class. Such a group will be able not only to complete all quests, but also live in the world. After all, a role-playing game is not only about moving through the plot.

We rarely fight in cities; much more often we have to go into the forests. In each location they are special, but in all of them you can find one thing - useful resources.

It's a cat. Now he will show us the way, and we will complete the quest.

Have you ever gone to the forest to pick mushrooms or hunt wild animals? What if you have to kill the wild boar not with a gun, but with a fireball? In addition, a spider the size of two people can graze near each mushroom. It's funny as hell, as the famous movie character said...

The local role-playing system allows us to be anyone - a merchant, hunter, gatherer, thief, blacksmith or alchemist, ladies' man, doctor... And if the group is suitable, you can even start your own business.

During the next task, we go into the forest, but we are not in a hurry to look for the desired monster, but look around in search of the necessary plants. We collect, then we set up ambushes for wild animals and only at the very end we complete the quest. Now you can return to the city and deal with the “swag”. If there is a robber on the team, he takes some of the unnecessary resources and runs to sell them on the market. Each merchant gives his own price, so you need to find the most generous one, and you shouldn’t forget about the discount.

Meanwhile, the gnome or alchemist selects the herbs needed for the potions, and the blacksmith grabs the sinews and animal bones. Everything that is produced with one’s own hands is quite expensive, and the robber would be happy to sell the goods and drink beer in the tavern. But potions are very useful in battle; without them, going after strong monsters is pure suicide. The blacksmith can forge strong armor and a sharp sword. You can't get these in the store, so why sell them?

But production and gathering itself is only half the battle. It is also necessary to find the necessary recipes and learn the skills. In short, there is enough to do! And, best of all, peaceful life is an important part of the game. After all, you won’t go into battle without a good saber and solid armor?

Geography of Aventuria

Aventuria is a huge continent where most of the adventures in the Dark Eye universe take place. All other territories are only occasionally mentioned in passing. But Aventuria, so to speak, is completely self-sufficient and resembles a cross between medieval Europe, ancient Greece, ancient Africa and the East.

Aventuria extends from north to south for three thousand miles, from west to east - for one and a half thousand. In this territory live gnomes, various peoples of elves and people, orcs, nomadic peoples and all sorts of monsters who do not create their own states, but only walk, growl and grin at local heroes.

The continent is separated from the rest of the world by a huge and almost insurmountable mountain range. Perhaps this is why no one has yet conquered the rest of the Dare world. Even science still doesn’t know exactly what peoples live beyond the pass. The only opportunity to look at alien lands is to equip a sea expedition.

Tango of sword and dagger

In Drakensang we see classic battles in the spirit of Neverwinter Nights. Fights take place in rounds, with characters taking turns striking. Damage depends largely on chance. At the very beginning of the game, the heroes fight rather weakly, and the battles turn into torture. Hitting the enemy once out of five is already lucky. And clearing a dungeon with characters of the second or third level is another task...

All melee fighters died untimely, but we do not lose heart. If at least one character survives the victory, all the others will be resurrected.

In the swamps, we meet such a huge number of monsters for the first time. The heroes are attacked by twenty zombies at once. You feel like you're in turn-based Diablo...

In addition, the difficulty level of battles will change very strangely throughout the game. One minute we squeak through one dungeon, then a little later we easily rush through three at once. Either we kill thirty opponents the first time, or we try to kill one thirty times. By the way, precisely because dice very often determine our fate, we can emerge victorious from almost any situation. Someday you'll get lucky.

At higher levels, fighting becomes much more interesting. Many special attacks appear, the hero’s characteristics increase, and the supply of dice increases. But here the next danger arises - group imbalance. An unsuccessful combination of classes - and you cannot defeat a strong opponent. For example, the Witch Tree does not attack magicians and archers, but kills melee fighters almost immediately. Oh, you didn’t take any shooters into the group? Well what can you do...

At the same time, they give very little experience for killing enemies. The average quest at the initial levels is 100-300 experience points, and for one enemy the characters receive only one unit. However, this is even good. In tabletop RPGs, heroes never level up by killing enemies. In the same Vampire: The Masquerade, you won’t get even a unit for killings. Which, in general, is correct...

It’s just not clear why the developers are making huge dungeons with many monsters. The battles are already protracted, and long military campaigns only make the situation worse. True, I do not at all want to say that fighting here is not interesting. At higher levels, when tactics begin to play an important role, battles become much more exciting. But at an early stage...

Through the eyes of a wanderer

The graphics cannot be called the game's strong point. Nature is depicted quite beautifully here, and the cities look good. But why are the characters drawn worse than, for example, trees? Pixels stretch like rubber, and some armor gives the impression of being smeared all over the hero.

The incredible play of light is amazing. Yes, and in real life, when you enter a dense forest, everything around turns a little green, but not that much... I remember the developers of the game “Death to Spies” did something similar. The moment of truth." Only there the change of light hurt the eyes, but in Drakensang it looks very comical. Now bright yellow light, now sickly green, now reddish...

Another thing is the interface - convenient and quite good. A large panel for skills and spells, with the ability to scroll through it; beautiful card. I would also like to note that you can control the character using WASD, and this way the character feels much better and the affinity with him becomes stronger.

Learned from the classics

There is a type of story in which the author’s individuality is not felt. All the canons of the genre are observed, the plot is built correctly, the characters are logical, the world is interesting, but... as they say, there is no soul.

Strange monster. His entire skin is one stretched multi-colored pixel.

The world of Drakensang is ruled by several gods at once. Before us is a monument to the main one of them.

Drakensang is made with soul, whatever that means, but there are very few original ideas in the game. The beginning is so standard that you even wonder how the hero ended up without amnesia?

As you progress, the game echoes Gothic more and more. And with all the parts at once. There are battles between camps, fights with orcs, joining the thieves guild, and even similar architecture. But the creators drew inspiration not only from “Gothic” - both parts of Neverwinter Nights and many other projects were not ignored. An experienced player will easily notice the similarities with the classics.

Perhaps the developers were afraid to introduce new ideas into the game, since the old ones had already proven themselves. Lack of courage and experience? Crosses on the map so that even the weakest player can move on. The confusion with difficulty is an attempt to diversify the gameplay. A linear plot, diluted with forks of choice influencing further events - the search for the ideal option.

And after all, Drakensang came out practically without bugs, verified to shine, like an excellent student’s notes. But he clearly lacked blots, mistakes, and crooked handwriting. I would like to shout to the developers: “Make mistakes, gentlemen, make mistakes, but work and create! You could have, together we saw that you were good at it, so why the hell were you afraid?!”

We have before us almost an exemplary game. But the authors, alas, are not visible in it...

Theology of Aventuria

In Aventuria, for the most part, polytheism still reigns, and the bulk of the inhabitants believe in the so-called pantheon of the Twelve, which includes a dozen demiurges of all stripes under the leadership of Prayos, the god of the sun, strength and order. It is his statue that flaunts in almost all temples and cities.

The pantheon of the Twelve is also recognized in Bornland, the Middle Kingdom, Horace and many other provinces. Peasants attach the greatest importance to religion, believing that one of the gods of the pantheon is responsible for each month of the year. So if there is a severe drought in the summer, you can safely blame the sky.

The priests of the pantheon say that the divine Dozen is kind to people, and if it were their will, the world would have long forgotten about wars. But there is another force... Nameless - that’s what the Aventurians called this god. His followers are few in number, but fanatically devoted to their deity. Those who do not worship the Nameless One fear him like the plague. Even elves who do not believe in gods at all are wary of mentions of the Thirteenth.

Epilogue

Remember what our hero needed at the beginning? Just get to the capital. No adventures, no feats - just get past the patrols. And even then, preferably legally and without unnecessary hassle. But everything changes after one piece of news - an old friend, for whom he traveled such a long way, was killed. And, according to the city guard, this is the work of the same robbers who have been operating in the city for a long time. They are mentioned in the letter...

Port fights. It seems that in any game that has a port, you can make money from street fights.

We are in the thieves guild. Finding it is quite simple, the main thing is to complete three buildings in the first location.

What to do next? The hero decides to help the guards. She has been unable to solve a series of murders for several months and, apparently, is going to wind down the investigation. So the whole city can only rely on us. But no one knows this yet.

From these seconds the game turns into a detective story. To solve the murders, we go to a troubled port area. Drunken sailors and fishermen sing songs in taverns, fist fights take place outside a residential area, and near a tall building with tightly curtained windows, the chief of security communicates with a tiny girl. No one cares about murder. The majority “saw nothing, heard nothing.” And the one who can help even a little takes money for information or demands to work for him. The dirty port will become our home, place of work and play.

But we won't stay there for long. The hero will find out that the murders are not committed by the thieves guild, but by fanatics screaming about the end of the world and the takeover of the world. Both the church and politicians are involved in crimes. They are trying to delicately remove the hero from the city. Everyone knows that he solved murders, saved the life of a girl, they are grateful to him and even paid him, but they ask him not to interfere in the matter. So what is next...



Then the game becomes a heroic saga in which four brave men save the world. The fight against bandits in the port gives way to military campaigns against the orcs, and an unknown wanderer becomes the last hope of the people. And it’s hard to believe that it all started when we decided to help a friend...

ADVANTAGES FLAWS
Fun
8
tactical battles, variety of classesboring start
Graphic arts
7
beautiful naturecharacter models, some cities
Sound
8
musicquests are practically not announced
Game world
8
logic, the feeling of a real fairy tale...which is spoiled by task crosses on the map
Convenience
9
user-friendly interface, no bugsThe camera sometimes acts up, you can’t disable markings on the map

Heroes of Might, Magic and Lockpick

Even before the game starts, you make your most important choice. The character's class will affect almost all further actions, so you shouldn't miss. Yes, there are as many as four characters in the group, and a bad start can always be overcome by a good team, but not all classes are available as secondary ones. Now we will try to choose the main character together. After all, no matter how good the other fighters are, the first one will still be the favorite...

Warrior. Before us is a cross between a “tank” and a hitboy. The warrior boasts very good health and unsurpassed skill in wielding a one-handed sword. He is also not afraid of two-handers.

We know little about the life of this hero. He studied military craft not only in the barracks, but also at the academy, and therefore knows how to properly communicate with different people, and thanks to his acquaintances he has access to high society. But will all this be useful in the game? Hardly. As a “talker” the warrior is completely useless; what is much more interesting is that he is a master of the blade.

Without thinking twice, I chose this particular class for my first playthrough... and, you know, I was not mistaken. The Warrior is really great for a beginner player, he lasts a long time and deals decent damage. A dream, isn't it?

It is important: In the second location, a mercenary dwarf will join us. He is also a "tank", so if you do not want to overload the group with defensive classes, it is better to leave the warrior at home...

Soldier. Unlike a warrior, a soldier did not study at the academy, and in the barracks he had no time for theoretical subjects. The hero learned to fight in war. He slept in the open air and ate in the forest. Returning from the war, he never learned to express himself elegantly and get along with people. His main skill is to cut perfectly with a two-handed sword and to navigate well outside the city walls.

However, it is still unclear to me what is so good about this class. He has less health than a warrior, he also wields a two-handed sword no better, and we don’t need minor social skills. Therefore, we will send the soldier back to the barracks for now. Let him rest after long hikes.

The ball above your head is just a lantern. For some reason, my battle mage illuminated our path much better than spat lightning...

Archer. The main shooter in the human army. He, like the soldier, did not study at the academy and participated in military campaigns all his adult life, and therefore knows firsthand about survival in the forest.

The archer is terrified of fighting enemies face to face, so in close combat he fights worse than any other class. Mages are also braver and do not hesitate to use daggers and swords if necessary. However, why does a shooter need a melee weapon? Moreover, the class has enough advantages: it knows a little how to understand and convince people, sees far and is able to sneak up.

I wouldn't recommend taking an archer at the very beginning. At the first levels, he misses much more often than he hits the target. At the same time, arrows cost money, and the damage they cause is exactly the same as that of a sword. It’s better to take a “tank”, but we’ll still be able to shoot. An elf will join us in the swamps.

Battle Mage. To learn powerful spells, you need to study long and hard, and years of imprisonment in libraries leave their mark on graduates of magic academies. The combat caster has completely forgotten how to communicate with others. He speaks poorly and understands people even worse. But he knows magnificent charms, and also has excellent self-control. The magician is able to endure even the most terrible pain. He won’t lose consciousness, won’t run away, and won’t just complain about feeling unwell.

I would recommend this class to beginners. Any spell is almost guaranteed to cause damage to the target, and at the beginning of the game the mage hits harder than all the fighters in the group combined. After all, they hit the enemy one time out of five at best.

Initially, the magician knows how to increase his own defense and the agility of his partners, and can inflict damage on the enemy with a stream of fire and a ball of light; if necessary, he will slow down the target and damage his weapon. The magic book is impressive.

It is important: at levels 4-7 it may seem as if the mage has become a completely useless class. His spells do little damage, his mana runs out quickly, and his health quickly runs out. But at level ten you will have a fireball. This is a very powerful spell that will immediately cover absolutely all the shortcomings of the class.

Mage healer. Before us is one of the most necessary classes in the game. Almost any magician can learn healing, but this one is one of the best. To heal wounds, he uses not only magic, but also medicine. Bandages in the hands of other fighters are useless trash, and the healing magicians have studied medicine from all sides. Therefore, it does not matter whether the patient is poisoned or simply cut himself - he will definitely be cured.

It is not necessary to go to the city for purchases. The doctor knows zoology, botany and alchemy and is ready to get the necessary ingredients himself. The advantages include high mana regeneration, the ability to communicate well with people, and also... the absence of minus parameters.

It is important: in the swamps (the location we find ourselves in after five or six hours of the game), we are joined by an elf who is able to heal wounds. But if you already have a healer mage in your group, make her an archer. She is much more useful in this role.

Charlatan. As we said above, a good magician studies at the academy for many years, strives to become the best, communicates little with his peers, and even more so with the opposite sex. Some people don’t like such a boring life, they start doing mischief, drinking and debauchery. The academy quickly gets rid of hooliganism, and our hero also ended up on the expulsion list. They kicked him out like a lame little kid, and thus doomed him to starvation. I had to get out.

The charlatan quit practicing magic and began studying those around him. He is an excellent expert on the human soul, understands people well and is able to manipulate them. He speaks his teeth, and then takes out all the gold from other people's wallets. A charlatan is not able to learn new spells, but he can easily find a tavern in an unfamiliar city. He fights with a sword, but also knows how to use magic. If necessary, it can blind the enemy and strike him with lightning.

Sometimes you can’t tell where the elemental is and where it’s just fire. The whole area is on fire!

Before us is a necromancer and his best friend.

Usually robbers are involved in dark deeds. They resemble a charlatan in many ways, but they do not know how to use magic. And here we have an extremely interesting and unusual hybrid. He has huge advantages in social skills, and the rogue fights well. True, he will never learn skills from the “natural” range, but he does not suffer from this at all.

Elementalist. He can do... But at first glance he can’t do anything. The only person who can learn new spells is an extremely mediocre comrade. If not for one “but” - the fire elemental. This funny creature (you can see it in the picture) easily copes with several opponents, even though it hits everyone in the area with magic, and even causes long-term fire damage. The elementalist himself, if necessary, will personally fry the enemy, or burn him with lightning...

At the initial levels, this is the strongest character. Where warriors aimlessly fan their enemies with swords, and magicians fall to their knees under a hail of blows, the elementalist walks with his head held high. I deliberately did not take new fighters into the group and walked on my own. The first location went through without any problems. Comfortable...

Necromancer. Like the elementalist, he does not shine with talents. A little self-control, a little magic, that's all. At the same time, the necromancer is completely unsuited to any profession. By God, it’s easier for him to learn to swing a sword than to mix potions or break open chests.

However, if we look at his book of magic... it will not amaze us with its variety. The necromancer can summon skeletons and deal cold damage. Trifle? But no. The skeleton is a skilled fighter, and the cold attack in the initial stages is more powerful than other spells. In addition, the spell only takes one turn to cast. The power of a necromancer is like a battle mage, only there is also a skeleton running next to him. Like?

It is important: Due to its high resistance to magic, the necromancer is considered the best opponent of spellcasters. It deals enormous damage itself, the skeleton helps quite well, and magic almost doesn’t take it. Comfortable.

Alchemist. Nominally, he’s an interesting character, but since the game has a healing magician and an exploration geologist, the alchemist is of little use. He knows “nature” quite well, but a little worse than his competitors. Capable of casting combat spells and healing, but his damage is ridiculous and his health replenishment does not cover the damage. Well, high levels of alchemy are not a panacea. They won’t take him to the team for this reason. True, his apron is beautiful...

Pirate. In theory, this class is one of the best “tanks” in the game. He can do absolutely nothing except one thing - hit with one-handed axes. Everything else is not for him. Among the disadvantages, I will mention very low magical resistance. One of the advantages is good health. If literally after two hours of play we had not met a dwarf who is practically equal to a pirate, it would still make sense to take it. And so - alas.

Amazon. Incomprehensible class. In terms of skills, he is not very different from a pirate; instead of axes, he wields sabers. At the same time, she has less health than a warrior. I still don’t understand why the team needs Amazon...

It is important: The Amazon joins our group first, even before the debut battle with the boars. So whatever your love for the wild and fair sex, it’s better to wait fifteen minutes and don’t take her as the main character.

Forest inhabitant. Like all elves, he treats people with complete indifference. The forest dweller does not visit cities and does not communicate with rangers. He just walks through the forest, climbs trees and runs around evil animals. All his skills in the “natural” line are well developed, and he is able to survive in the deepest forest. At the same time, the elf can extract useful ingredients from animals and plants. But, alas, I am not able to process them.

The forest dweller prefers a bow as a weapon, but he fell in love with nature so much that he found a common language with all living creatures. And if some hungry wolf bothers him too much, the elf will not take out the bow, but will put the poor fellow to sleep and pass by. Thanks to his magic, he is also able to heal wounds and sharpen perception.

It is important: I already said that an elf will join us in the swamps, so think three times before making this class your main one. On the other hand, if you really like the forest dweller, you can simply not take the second one into the group. There will be more than enough other people willing.

Magic Weaver. Again, like all elves, he knows nature very well, but all his social talents are not only zero, but literally in the minus. However, he doesn’t need to. Before us is an elven battle mage.

I note that elves have strange ideas about battles and magic. Their strongest spell, “strike with light,” is not used by human magicians; they consider it too weak. But the elf knows how to call the little animal to help. At the initial levels it is just a giant rat. A sort of elementalist, only several times worse. After all, a fire elemental can single-handedly kill five elven rats...

But the weaver is able to strengthen and heal the group. The result is a support class that can deal damage, raise group parameters, and summon animals. True, a forest dweller is still preferable.

Elven fighter. Once again we have a character who doesn't get along with people. But, unlike his fellow tribesmen, this one also does not understand nature. Maybe he can slowly collect flowers...

He prefers spears as a weapon, but is also capable of archery. True, in close combat he feels much more comfortable. Just like a forest dweller, an elven fighter can put any animal to sleep, rather than stab it in the eye with a sharp one. There is no need for the elf to do this. Especially this one - he won’t even take the skin off a wolf.

We will spend a third of the game in the kingdom of darkness and gloom. Dungeons can get really boring sometimes...

In general, not a very successful class. Other melee fighters have other skills besides combat ones, and a fighter is definitely not suitable for the role of a “tank” - he has health like a magician.

Gnome Mercenary. One of the best "tanks" in the game. Almost identical to the pirate, with a few minor exceptions. Firstly, he has more stamina. Secondly, he is able to find precious stones in the mountains and the right people in cities. Everything else is just cosmetic differences.

I would recommend the gnome to novice players, but bad luck - it is he who will join us in the second city. So neither beginners nor experienced fighters need it. He will come himself!

Sapper. In terms of combat characteristics, this gnome is not much different from the previous one, except that he has one unit less health and is less able to handle weapons. He can also increase his mastery of two-handed axes almost to the maximum in the character editor.

But his main skills are still non-combat. The gnome is excellent at forging, picking locks, disarming traps and is able to find precious stones. In general, this class can be used as the main “tank” class. He is not much inferior to the others, but at the same time he has very useful skills. I recommend it to fans of gnomes.

Exploration geologist. Alas, this dwarf does not have such phenomenal health as the previous two, so as a “tank” he is much inferior to them. Why am I starting with this? It was his relatively poor health that influenced his fate. The exploration geologist knows the “natural” line very well, but the forest dweller knows it a little better. And now we are faced with a choice of whom to take: a gnome, who can be neither a “tank” nor a hit-killer, or an elf, who is both a hit-killer and a healer? I think the choice is obvious. Alas...

Robber. There are three whole classes ahead of us, which differ only in one or two skills. The robber is the main deceiver in the game. He is the best at ingratiating himself with people, convincing people, and is able to easily penetrate high society. For combat he uses rapiers.

Burglar. Unlike the robber, he is excellent at picking locks and disarming traps. He also always has high discounts in the store, since the cracker is the best merchant in the game. He convinces people a little worse, and he will never get into high society. But he knows the streets of cities perfectly and has exceptional powers of observation.

Uses sabers as weapons. This skill can be developed to its maximum even at the moment of creation.

It is important: the burglar joins us in the first city, but in the second he disappears for a long time. And, in principle, there is an opportunity to never meet him again. If you want, you can make the burglar the main class.

Thief. In the last three, it is this character who is best at cleaning out wallets. He can sneak up very quietly and, if necessary, will pick the middle lock and disarm any trap. Unlike the robber, he understands human souls very poorly, and his tongue is worse than that of the other two bandits.

He uses a dagger in battle, but since he has very little health, he won’t last even two minutes against a serious enemy. This character is hardly worthy of being the main character. His specialization is, of course, useful. But even without stealing it is very easy to complete the game. It just so happened...

Ten Questions for a Newbie

    Where to find the first three heroes who join the team?

    The first to come to us Amazon. It stands near the tavern in the first location. It’s hard not to notice her - she swears loudly, demands help from the innkeeper and looks very menacingly at all the men passing by. The second one will be robber. In order for him to join, he must complete the task of the queen of jesters. And the third on our team will be gnome mercenary. He can be found in the tavern after we learn about the death of a friend.

    Where does the robber go and where can he be found?

    He, as was said, is afraid to go past the guards through the main entrance; he will enter the castle on his own, but... he will get caught and go to prison. You can free him only after the oracle gives you the first task. After this, the queen of jesters will appear in the square near the temple. Talk to her.

    I can't complete the story quest. The required NPC does not appear in place of the cross.

    This is protection against piracy.

    How can I become a member of the thieves guild if my character cannot open the first chest?

    Even in the first location, a robber will join you, and he will break the lock.

    I'm missing a healer on my team, where can I get one?

    There will be two characters in the swamps who can learn healing magic - a thief and an elf. The second one is better suited as a healer of wounds.

    Can a mage wear heavy armor?

    Yes, but he is not able to cast magic in it.

    What weapons or armor affect magical attacks?

    None. The magician quite successfully casts spells naked and unarmed. Another thing is that when the mana runs out, he goes into close combat. This is where he will need armor and weapons.

    Why sometimes spells are cast immediately, but sometimes you have to wait twenty seconds?

    If you are not in combat, any action occurs immediately, but in battle, spells, potions, etc. require a certain number of turns. Therefore, magicians with a high level of perception are able to throw two fireballs at the enemy before the battle begins (although this is most likely a bug). The higher the battle radius, the easier it is to win.

    Why do heroes sometimes die when the monster hasn’t even taken half their health?

    If your fighter receives more than four wounds, in most cases he falls to the ground lifeless. Therefore, try to fully heal the group before going on the attack.

    I can't kill one monster, it constantly kills the whole group.

    If the enemy is walking by himself and you don't need to destroy him, just run past him. The monster can devour at least three of your fighters, but if the fourth remains alive, everyone will be near him. In the event that you need to destroy the enemy, try to drink as many useful potions as possible and upgrade your weapons and armor. Yes, and since sometimes a lot depends on luck, try again and again. Someday the enemy will be unlucky.

Skills

After our hero gets into the big world, he will constantly have to learn. In some cases, we know for sure that such a skill is necessary (botany for an alchemist, trade for a robber), but then we will have to choose more than once from non-core skills. Does our magician need self-control, and should a warrior develop street smarts?

It is important: Characteristics that increase the chance of the skill being successfully triggered are written in italics. See which of your characters has the highest characteristics - this will make it much easier to develop a non-core skill.

Body

sneak up. Courage, intuition, agility. Profile skill of robbers, thieves and burglars. It’s difficult to call it useful. Characters sneak mainly when they want to pass by a target unnoticed. But in this case, the high score of one of the group members means nothing. The skill is counted based on the loudest hero on the team. I would not recommend developing this skill. The bandits, in principle, are already good at it, but the rest do not need it.

It is important: a sneaking hero can be easily detected by NPCs with a high level of perception.

A nervous mage will not be able to cast spells when attacked by monsters. Develop self-control for spellcasters.

Self-control. Courage, body structure, physical strength. This parameter is important for all classes. Composure primarily prevents the character from getting wounded and losing consciousness (read: dying) from pain. During many battles, it is wounds that cause the greatest trouble. Heroes become weaker, hit the enemy twice as hard, and lose health four times faster. So even if your character is social, he still needs self-control; everyone fights monsters at once. In addition, this skill helps in dialogues.

It is important: self-control is very useful for magicians. If the skill is poorly developed, the enemy can easily interrupt the casting of the spell - all you have to do is hit the wizard. This is especially critical at high levels, when sorcerers have to cast a spell within four to five turns!

Perception. Wisdom, intuition, charm. It is enough if one single member of the group masters this skill. Perception helps you spot traps and ambushes, and also increases your visibility on the minimap. The second is not so important, but still convenient - you will be able to notice enemies at a greater distance. You will bypass someone, on the contrary, you will attack others en masse...

Pickpocketing. Courage, intuition, sleight of hand. Stealing is a pretty boring activity. Sometimes it helps to save some money, but you are unlikely to want to empty the pockets of all the residents of a big city. It turns out that robbers do not need to improve their ability to steal - it is already very high, and for the rest it is simply useless.

On a note: There are no serious penalties for failing to steal. The victim will scream at you and calm down. The only downside is that you won’t be able to put your hand in this pocket anymore.

Gnome Flair. Intuition, intuition, sleight of hand. Allows you to find and remove gems. They are suitable both for sale and for the production of weapons. But it’s not worth developing this skill for everyone; one character with a dwarven sense developed by three or four points is enough.

Nature

Zoology. Courage, wisdom, intuition. Many heroes who have never read smart books believe that only the skin can be removed from a killed animal. If these comrades had studied at academies, they would have known about the science of zoology, which allows one to extract a huge number of useful objects from animals. Tendons, bones, teeth - they are necessary in alchemy and bow making. And from time to time a blacksmith will need the services of a successful zoologist. So in the group it is simply necessary to keep one character who is capable of skinning the little animal after death like a stick. And the higher the skill level, the fewer mistakes the hero makes.

On a note: the amount of “utilities” extracted does not depend on the level of zoology.

Botany. . Collecting useful herbs is also necessary for professional skills, so it is best to teach a hero who knows zoology both botany (and ideally a gnome’s instincts). Then your travels through the forest will become several times more productive - it’s no longer just skinning wild boars and selling them for a copper...

Life in the Wild. Intuition, dexterity, body structure. What does a smart botanist and zoologist do after studying their favorite subjects? That's right, he experiences life in the wild. But for this it is not necessary to wander through the forest from morning to evening, memorize the places where animals gather and study the local vegetation. It is enough to find a teacher in the city and give him one ducat. The more you develop your skill, the easier it will be to find plants and animals. They will appear on the mini-map, and all you have to do is run back and forth.

Ambush. Wisdom, manual dexterity, physical strength. Allows you to set traps for both ordinary wild animals and harmful bandits. The higher the skill level, the more difficult it is for the enemy to detect the trap hidden from his eyes. The skill is so-so and is used very rarely, in addition, it requires various tools, so it is hardly worth developing it purposefully.

Knowledge

Now they won’t let us into the church - we need to advance a little in the plot. By the end of the game, the first cities become almost twice as large. In many houses, doors open before us.

Street knowledge. Wisdom, intuition, charm. Somewhat reminiscent of “life in the wild,” only instead of a dandelion and a wild boar, a merchant or a blacksmith will appear on your mini-map. This is, of course, very convenient, but a city is not a forest; finding the right person is much easier than a small blade of grass. On the other hand, Streetwise allows you to talk to some silent characters. Sometimes very useful. In any case, it’s worth getting several levels of this skill. It will help you quickly find the right traders, and therefore save a lot of time.

Treatment of poisoning.Courage, wisdom, intuition. If there is a healer in the group, he usually learns this skill. Otherwise, the “cure” will still have to be studied by someone. After all, going into battle with poisoning is crazy. The heroes are weakened and cannot fight even with half their strength. In general, a very important skill, don’t forget about it.

Treatment of wounds.Wisdom, intuition, charm.An even more useful skill, since absolutely all characters receive wounds during battle, which reduce the level of defense and attack. Heavy wounds can even kill the hero, so you just need to find a fighter who will bandage the entire group.

This is interesting: Why is charm needed during treatment? To cheer up the mortally wounded with ditties?..

Magic Research. Wisdom, intuition, intuition. Allows the hero to identify magical items. Sometimes we will receive armor, spears, swords that we cannot even pick up, and instead of a picture they just have a black outline. Such a thing must be urgently given to an experienced sorcerer with a high level of “magic research.” If you don’t have such people in your group, it’s very sad. Some good things come across. Apparently, you will have to develop the skill, and the sooner the better. The first such thing will come across in the swamp.

Society

Deception. Intuition, charm, charm. It only works if the interlocutor is of the opposite sex. The skill helps to convince NPCs of something, but not with the goal of getting a pretty elf in an ermine leotard into bed or inviting a mighty dwarf to dinner. It all comes down to additional questions and answers in dialogues. There is not much benefit from them, so it is hardly worth developing “deception”. Unless you really want to turn some beauty's head...

Aristocratism. Wisdom, intuition, charm. Allows the hero to get into high society and behave there, as they say, comme il faut. The benefits from it, which is funny, are few and I do not recommend studying it purposefully. You can play successfully without a high-society upbringing.

Trade. Courage, wisdom, charm. In Drakensang, unfortunately, it is impossible to win by reselling goods, but trading is still important, and it would be nice for one team member to have this skill. True, if you are really going to seriously engage in trading, take a robber as the main character - he is the best in this matter.

Knowledge of people (Wisdom, intuition, charm) And Belief(Courage, intuition, charm). The essence of these skills is the same - these are, if you may, the most social skills. When developing a “diplomat”, the first thing you need to do is research them. They allow you to complete many quests with just eloquence and even help get some tasks. So if you want to complete the game and learn more about it, you will have to develop it. For greater effect, you should take a robber or a charlatan into the game. They really know how to convince...

Profession

Alchemy. Courage, wisdom, sleight of hand. When you go on a long and difficult hike, you should not rely only on your own strength. The game has a huge variety of potions that can not only heal and restore strength, but also increase the accuracy of fighters, their defense and ability to evade blows. True, it is either too expensive to buy them or nowhere to buy them; it is much easier, faster and more interesting to prepare the decoction with your own hands. To do this, you will have to pick a dozen flowers, kill a hundred animals, and also find a mortar nearby. It is best, of course, for support mages to develop alchemy. It is their task to protect the group; other characters usually need to improve either social or combat skills.

The Oracle in Drakensang looks like this.

It is important: To make a potion, two bunches of various herbs and the desire to cook something there are not enough. You need to find a recipe and learn it. It is usually taken from mentors and for money. This applies to any skills in the professional branch. Without a prescription - nowhere.

Making onions. Wisdom, intuition, sleight of hand. Allows you to create ranged weapons and arrows. This skill is also designed to save your finances, and besides, an ammunition seller does not necessarily end up in the outback. And being left without arrows in some crab hole, you know, is very unpleasant! This skill is usually used by gnomes, but anyone can learn it, including a healing magician. Both effective and funny.

Forging. Manual dexterity, body structure, physical strength. If bow crafting allows... to make a bow, then forging provides the group with a melee weapon. True, this skill is not only famous for this. The blacksmith can also create various improving items: for example, blade lubricant, which will make your strikes more accurate, or an excellent master key. In a word, it’s practically alchemy, only instead of jars and bottles we have hammers.

Picking locks.. Perhaps the only specialized skill of robbers that is useful to any character. There are a lot of chests in the game, inside of which there are a lot of useful and expensive things, and it can be terribly disappointing if we are not able to do anything with the castle. Damn it, they killed the dragon, but they couldn’t defeat the chest! In addition, there are quests where you need to open locks, one of them is to get into the thieves guild. In general, the skill is extremely useful, let one of the heroes develop it at the first opportunity.

There are quite a few cutscenes in the game. And everything that is is on the game engine.

It is important: Didn't you manage to break open the chest? It doesn’t matter, we’ll try a hundred more times, and maybe then he’ll finally give in! The only penalty for a failed attempt is a reduction in skill level for seven seconds. The locks here do not break due to excessive zeal; by the way, there are no master keys either.

Disarming traps.Intuition, sleight of hand, sleight of hand. Ideally, the skill is useful, but in practice it is not necessary at all. Any trap is often neutralized like this: a “tank” with a lot of health is taken and sent into the trap. The suicide bomber falls lifeless, and the trap disappears. Even if the “tank” dies, it doesn’t matter. He'll get up in a second and we'll heal him.



Combining three great series into one is a truly difficult task. And the developers from RadonLabs were close to success, but they lacked experience. They were a little too clever with the complexity, didn’t correct the balance, couldn’t develop the characters’ characters... As a result, Drakensang turned out to be exciting, but didn’t reveal its full potential. Let's hope this isn't the developers' last attempt at making a role-playing game.

MILYAGA
Gwenala has one more plus - she has a bonus to making bows from the start.

But since there is such a fire around the team of friends, I will also express my opinion.

1. The last unit after which you can still balance the team is Gwenala. Yost can be wedged in if hacking, society and traps are already distributed in the group. All. The rest of my friends join so late that the team is already balanced and I personally look at them simply as decoration.
2. A healer in the group is NOT NEEDED as such. Healing in battle with bandages is a naive amateurism that goes away around lvl 8 of the character. Removing poison is the same. Conclusion - in a party you need someone to have 1 with 15 medicine in order to remove fractures or critical wounds after the battle, if someone is killed and a magician or half-mage who would remove poisoning with Clarum Purum. All hits in battle are treated with red bottles and infusion of crow. Therefore, one rank 12 alchemist is worth ten doctors with bandages. Because you need to be able to make bottles, and you need to be able to make them, if possible, in isolation from the bases.
3. Hacking - a necessary thing, but the most valuable chest - in Gruldur with a recipe for diamond sharpening stones - is easily opened by hacking 15 - I once successfully opened it by a GG soldier. So you don’t have to fool around with the thief either.
4. Traps - traps that are too heavy for a non-professional - behind the firefall and on the Drakensang Mountain. If you don’t have a starting bonus, you won’t be able to withdraw them. But - the first ones are removed by Forgrim, and the second ones can be ignored by shooting the Drakensang portals with bows. So you don’t need to bother either.

So, we come to the conclusion that the core of the group is still hit-boys with 2-3 non-professional skills - hacking, theft, botany, alchemy, blacksmithing. Who is this? As a rule, Forgrim and Rulana appear early, healthy, hardy... Depending on the GG, you can vary Forgrim to a two-hander, Rulanka to a shooter.

The caster is chosen - Kladissa, Gwenala or Jost. For what? Fireball is a rather slippery spell, so the main tasks are strengthening the group with a summon, removing curses, increasing the group's attributes, debuffing the enemy, and removing poisoning.

Kladissa's advantages are that she has a high social class and developed functions as a thief. Therefore, when paired with it, Draenor looks very pale and can be used no further than Avestru. The disadvantage is that she is a half-mage, therefore she cannot summon and cannot use a fireball.

Yost is a complete mage. Summon from lvl 10 and Talon location. Disadvantages - dead society and no skills in theft and removal of traps. You can teach how to remove locks.

Gwenala - summons immediately, but weaker, but shoots better. Due to racial restrictions, he also does not throw a fireball. He has no social background and no skills in hacking or removing traps.

So, in principle, from this it is necessary, in my opinion, to form a party led by the GG.

The following mercenaries - Nasreddin, Tralgar, Ankoron and Auralia - are available around lvl 10, when, frankly speaking, the hardest part of the game is completed and the heroes and parties are almost formed. The only thing they can be used for is for crafting some exclusives like the Noisy Forest Crossbow in the conditions of the Ardo mansion.

Everything written - IMHO - is solely my humble opinion. I have no idea of ​​teaching anyone or imposing my style of thinking on anyone. Therefore, read and evaluate critically.

  • Information
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The peaceful and calm city of Ferdok is engulfed in horror. Brutal and seemingly senseless murders forced people to hide behind strong bolts. A conspiracy of murderers is growing, a mysterious archmage has appeared in the vicinity, and it is unknown what the priests of the powerful cult of Hesinde are planning. Four brave characters will have to fight numerous enemies, uncover the plans of dark forces and explore the mysterious Drakensang mountain plateau. The game is based on the most successful series of German tabletop role-playing games - Das Schwarze Auge. This is a real revival of the genre! The rather forgotten canons of role-playing games are returning along with the epic adventures of a squad of heroes. In total, the game features about 20 different classes, nine of them have the opportunity to choose a special specialization. The advanced role-playing component and numerous character development opportunities are specially adapted and simplified compared to the tabletop version of the game. Dialogues with NPCs play an important role and depend on the various skills and abilities of the heroes.

The game is based on the setting of the tabletop role-playing system The Dark Eye (Das Schwarze Auge). The action will take place in the world of Aventuria.

It is planned that the game will correspond to the proportions of 50 combat, 30 communication, 20 research

Full control over fellow party members in terms of choosing weapons and swinging. You will also be able to choose your own character for negotiations.

Over 50 unique creatures inherent in the game setting; 53 types of stylized weapons.

The designs of castles and other medieval buildings are based on real architecture. Many structures will be recreated one to one. Also, the population of some cities will be over 300 people.

The Nebula 3 graphics engine is used; pixel shaders version 3.0; SpeedTree (technology for drawing realistic trees); DynamicGrass (swaying grass). The characters are animated using Motion Capture technology.

OS: Windows XP SP2/Vista;
CPU: Intel Pentium 4 2.4 GHz / AMD Athlon 2500+;
RAM: 1 GB;
Video card: nVidea GeForce 6600 GT;
HDD: 6 GB;

Avestroy. Main quest Invitation from an old friend. We appear near the village of Avestroy. We cross the bridge and Captain Erland meets us. We learn from him that Ferdok is in quarantine and...

Avestroy.

Main quest

Invitation from an old friend.
We appear near the village of Avestroy. We cross the bridge and Captain Erland meets us. We learn from him that Ferdok is in quarantine and you can only get there by getting permission.
Find two guarantors.
To get to Ferdok we need two recommendations.
We complete the quests “Tiadem and Beloved” and “The Vanished Wizard”.

Diadem and lover
We go to Avestroy Square, we find the Queen of Magicians Salina (1), she agrees to help with a recommendation in exchange for a favor - to find her lover, who allegedly ran away, taking her tiara.

Find Dranor.
From Salina we learn that Dranor has a friend Runkel Bersenhauer. Let's go to him (2).
Runkel is sure that Dranor has fallen into the hands of robbers and directs us to the owner of the local inn. We also receive the quest "Thieves' Entrance Exam".
We go to the Sharp Sword tavern (3). We learn from the innkeeper that the robbers are in the southwest of the Dark Forest, on Bald Head. Here we get the quest "Hunter Kautzenstein". We speak with the Amazon Rulana, standing opposite the innkeeper, and offer to join. We go to the robbers (4), save Dranor, after which he joins us. We go to Salina, close the quest. Reward: Salina agrees to become a guarantor.

The Vanished Wizard
The quest is taken from the wizard's students who stand on the bridge at the exit from Avestroy. We need to find Rakorium, who did not return from an excursion to the Dark Forest. We go to the cave (5). We go in and take the wizard outside. He immediately teleports away, leaving a slight smoke. We go to the bridge in Avestroy, talk to the wizard. Reward: Letter of authorization.

So, we have two guarantors, we go to the head of customs Nandor (6). We hand over the badges collected from the robbers and receive a reward. We name the guarantors - access to Ferdok is now open.
We complete unfinished quests and leave Avestra, we will no longer be able to return here...

Secondary quests.

Hunter Kautzenstein.
Berm quest from the innkeeper (3). You need to find a hunter who lives near Avestroy in the Dark Forest. We go into the forest and find him fighting a wolf (7). We are surprised at his defenselessness and kill the wolf. The quest is closed. We talk with the hunter and receive the quests “Bear in the Dark Forest” and “Wolf Attack in the Dark Forest”.

Quarrel over an apple tree.
After crossing the Avestroy Bridge we see two peasants quarreling over an apple tree. We listen to both, then offer to divide the harvest equally. The quest is closed.

Berry picking
Wandering merchant Bredo Bento asks to bring 10 raven's eye berries. Crow's eye bushes grow near Avestroy, also around Berry Lake, and a couple can be found in barrels. Reward: 2 ducats.

Wolf Attack in the Dark Forest
The hunter (7) asks to kill the leader wolf (8). There should be no difficulties even with 1st level characters. We take the skin to the hunter. Reward: 20 silver talers.

Bear in the dark forest
The hunter asks to kill a bear that lives in a cave near a large lake (5). We take out the bear, take the head and go to the hunter. Reward: 25 silver talers. We carry the head to the innkeeper (3) for the quest “Hunting Trophy”.

Hunting trophy
The owner of the Sharp Sword is looking for an impressive hunting trophy to decorate the wall of his tavern. Carrying the head of a bear from the quest "Bear in the Dark Forest"

Soldier Hugelboldt
Soldier Hugelboldt and his friend (9) offer you a fight. If you are confident in your abilities, we agree. The main thing is that we attack only one enemy with all the characters, and do not touch the second. Reward: Hugelboldt's Broadsword (1w+4 (0/-1))

Delicious delicacies
The quest is taken from the merchant Gallo Frantrich, standing near the Sharp Sword inn (3). He offers us 4 thalers if we find his missing item. In the dialogue we immediately disagree, show our distrust and find out that the missing package contains delicacies. We find the package (10) and take it to Gallo. To our surprise, he only wants to give 2 thalers. We're haggling. We can: 1) follow the principle and eat delicacies, 2) agree to 1 ducat, 3) disagree, approach him a second time and sell for 2 ducats 4) disagree, find another buyer.

Thieves entrance exam
The quest is taken from Runkel Bersenhauer (2).
First task
Find and open the chest. If we are not playing as a thief, then first we complete the quest “Find Dranor”. We break open the chest in the sanctuary of Aves (11). (if a hack is unsuccessful, a “shaking hands” effect scale appears next to the character’s portrait. We wait for it to disappear, otherwise the chances of a successful hack will decrease). We take the note from the chest and take it to Runkel Bersenhauer.
Second task.
You need to find the Akerbolds' chicken coop and find the key there. We go into the Akerboldt yard (12), talk with Binga Akerboldt, take a bone from her and give it to the dog. We take the note from the chicken coop and take it to Runkel.
Third task.
You need to find a chest in the ruins of the old mill (13) and open it. We take the note. We go to Runkel, we learn that the headquarters of the thieves guild is located in Ferdok, in the Furmansheim region.

Password
Peasant Erna Rubenfein (14) asks for a password. Enter one of the passwords and get a master mask (charisma +3)

Avestroy Map:

Ferdok - after Avestroy

Main quest

Invitation from an old friend (continued)
We enter the city, present our pass to the guards, and find out how to get to Ardo’s house. The quest is closed.

Murders in Ferdok
A series of brutal murders shocked the city; three people have already lost their lives. Approaching Ardo's house (1a), we learn that Ardo has been killed. We head to the head of the guard, Barla Dorkschmidt (2a). We receive permission for the investigation and quests “Investigation of the murder of Eberstamm, Dragon and Elko.”

Eberstamm murder investigation.
-Find the Claddis.
We go to the “Fat Pig” inn (1b) in Furmanshain, talk to the innkeeper> Four-Fingered Salm> Kruppel> Golden Tooth Yallik. We leave the tavern and walk down the street. Kladdis finds us on her own, let’s take her to the team.
-Find the dwarf Forgrimm
We go to the Silver Jug tavern (3a) on Praios Square. We take the “special beer” from the bartender and give it to Forgrimm. We repay his debt to the bartender and take him on the team.
We go to the place of Ardo’s murder (1c) to the port. We speak with guard Britel, we get the coordinates of senior guard Tashmann (2c). We talk to him.

Elko murder investigation
Elko, the first victim of the murderers, was found murdered in Furmansheim. Let's go there. At the entrance to this area, you can meet the bandit Boritsa, demanding a thaler for passage. We give, not just money, but in the face.
We go to the crime scene (2b), talk to neighbor Libanger. We learn that Elko had a brooch that he kept in a hiding place, and that Mimi’s cat could lead to the hiding place. We buy the remains of the fish from the fishmonger Shtunkler (3b), go back to the crime scene, give the remaining salmon to the cat and run after it to the cache (4b). We pick up the brooch from the ground and go report to Barla (2a). After talking with Barla, guard Rübinger directs us to the foot of the Prayos Temple (4a). Let's go, tell the right person the password, give the Elko brooch.

Investigation into the murder of the Dragon.
The killer's second victim is the Dragon. We examine the crime scene (3c) - the backyard of the Artful Ferret tavern. We break the barrel near the pool of blood and find the talisman. We go to The Artful Ferret. We ask people and go to the exit. The bartender Alina catches up with us, we show the talisman, we go to report to Barla (2a). After talking with her, the guard Rübinger sends her to the temple of Hesinda (4a). Behind the temple we find the archivist Loisana, we give the talisman. We learn that an assassination attempt is being prepared on Jishka, we go to Furmansheim, to the “Fat Pig” tavern (1b). We go down into the sewer (the entrance to the left of the tavern), we find her dead, we take the “list of victims”, from which we learn that the next victim is the Archivist. We are following the trail of the killers. We deal with the killers, watch the video, go down to the 1st floor, talk to Barla, watch the video, talk to the Count. Reward: 50 ducats.

House
After completing the quest “Murders in Ferdok” we talk with the housekeeper Wirrash and go to see the mansion (1a). We receive the quest “Preparing for the Dragon Trial”

Preparing for the Dragon Trial.
Taken from the mansion (1a), from the gnome. We go to the temple of Hesinda (5a), we receive the task of finding 3 parts of the oracle from Dorion. We go down into the catacombs of the temple, take the key and the quest “Find the book of Magic Luminasus” from the novice Avanti. The right and left wings are in the crypt, the body is in the cave, the book is in the library. We give the book to the novice (the reward is a recipe for the elixir of the mind), parts of the oracle - to Dorion.

A confused mind in Morbrück.
We receive the quest after completing “Preparing for the Dragon Test”. Go to Morbrück.

Chestnut Wagnitz.
Vagnitz fled from Ferdok, we need to find him.

Investigation at the port
Establish contact with the Naisbecks (4c) or Sterrebrants (5c). We choose one of the trading houses at our discretion. Having completed their first assignment, we go to report to the warden (1d).

For a handful of ducats
Make a lucrative offer to the innkeeper of the Silver Jug (3a). After completion, we receive a small reward and wait for the next assignment.

Minor quests

Bad luck
Tailor Grise (6a) dropped his talisman into the sewer. We go down into the sewer (the entrance is exactly under the tailor), kill the rats, and return to the tailor.

The problem with fountains
The city guard (2d) asks for help with a broken fountain. We put the levers in this position: 1up, 2down, 3down, 4up, 5down.

Dwarf triplets
Dwarves (3d) offer to play. Round 1 - we win 2 ducats, round 2 - we point to the desired gnome, but he says that we were mistaken, we say that they are cheating (the “knowing people” skill). We get money.

Recipe for the Royal Potion
We need to find someone who can understand Auralia's recipe (4g).


Khorasir merchant Floris (5g) offers 5 ducats for delicacies.

Fake beard
The gnome (6g) lost his beard in a fight with a dog and does not dare to show himself to people. We kill the dog (7g) and bring the fur to the gnome.

Ship Trader
The ship (6c) is for sale for 1000 ducats. We'll come here when we save up that amount.

Bets on the fight
Durdan Yesolo (7c) accepts bets on the fight. No matter who we bet on, we lose. We say that he is a swindler, Durdan runs away.

Generous alms
The beggar (5b) asks for a coin. We give. He asks for more, we give him a whole ducat, and we get a tip on suspicious people. Let's go to them. We quietly eavesdrop on the conversation, and just as quietly follow them to the place where the loot is hidden.

Salina's request
Salina (7a) asks to get Dranor out of prison. We go to the brewery (8c), go into it under the pretext of clearing rats, find Dranor, talk to him. We go to the Count's Quarter, ask the merchants Harpel and Viola, and receive a letter. We show the letter to Barla (8g), free Dranor. We inform Salina (7a) (more precisely, Hamlock, since she will not be there).

Rat attack
You need to kill the queen rat in the brewery cellar (8c). The quest is one of the most difficult in the game, especially if you go to the rat with poorly leveled characters. Sharpen the weapon, anoint it with balm, sprinkle it with powder for wounds, etc., first lure out the small rats and kill them + if you stand near the glowing stones, the rat will not call for help.

Thieves' entrance exam (continued)
We go down to the basement (6b) in Furmansheim, say the password.

Thief training.
We break open Kuano's chest in the den of thieves (6b) and take the key to the testing room. We find 9 emblems (see picture)

A matter of honor
Steal the hammer from the Black Eyes headquarters. You can take only one character with you, we take the thief, send the rest to the mansion (right click on the character> “talk”> “wait for me in my house”). We enter the warehouse (7b), sneaking up and without leaving the shadows, we search the boxes, go up the stairs, break the wooden boards at the top, thereby distracting the sleepless black-eye, go down the second stairs, take Grovin's hammer from the box. We return back the same way. Reward: Star Gloves (improved manual dexterity).

Emblems for the quest Thieves' Training:

Praios Square:

Furmansheim:

Port:

Count's quarter:

Moorbrück bogs

Main quest

A confused mind in Moorbrück
Near three trees (1), we kill the zombie, a former student of Rakorium, and take the recipe book. We save Rakorium (2) from the undead.

The Magician's Concerns
Rakorium asks to stop the undead invasions. We go to the ruins (3), first we shoot the skulls above the crypts with a bow (three in total), otherwise the undead will continue to come out of the crypts. We go into the ruins, kill the necromancer (we attack only the necromancer, because after his death, all the undead will disappear on their own). We get the key to the crypt. We go to Rakorium, give the recipe book, get the task - find a mandrake (4), harpy eggs (5) and stoneblin teeth (6) (the stoneblin in the crypt will hide in barrels, break the barrels and kill him). We bring the ingredients to the magician, kill the lizard, get fiery leggings (+2 to defense, improved agility).

Minor quests

Wolf rats from Morbrück
We kill rats near the inn (7) at the request of the innkeeper.

Priestess Harrow of Morbrück
Open the crypt (8) with the key obtained from the quest “The Magician's Concerns.” We free the priestess. We go to her in the Boron temple (9). We receive the quest “Consecration of the Crypts” and the task - tell the merchant Bredo (10) that the priestess is in the village.

Delicious delicacies (continued)
You can sell delicacies to the merchant Bredo Bento for 4-5 ducats.

Card trick from Morbrück
We speak with the thief Talia in the Dirty Boot inn (7). After the quest “The Magician's Concerns”, let's come up again and go with her to the crypt (11)
There we talk to the skeleton, give him ducats, take Farfara's rapier (1w+5, 25% chance of wounds). We go to the tavern to Talia, she is not there. We find it behind the old mill, not far from the tavern. Talia promises to meet in Ferdok, but this is the last time we see her. We get the box, give the money to the innkeeper, and get a gold chain.

Elf in need
Near the evil tree (4) the elf calls for help. Before talking to her, we kill all the fire flies and destroy their eggs hanging on the trees, otherwise during the fight with the tree they will be terribly annoying. We speak with the elf and take out the tree. We go down into the cave under the tree and talk to the spirit. With a well-pumped “conviction”, we keep the flute for ourselves. There is also a skeleton under the roots, we search and find a tunic, boots (+2 leg protection), bow (1w+3), elf gloves (+2 hand protection, charisma improvement). We return to the elf and send her to the house in Ferdok.

Consecration of the crypts
At the request of the priestess Morlinda (9), 8 crypts must be consecrated (the necessary crypts are marked on the map). We go into the crypts, kill the skeletons, click on the “altar bowl”. After consecrating everyone, we go to the priestess.
Jewel
In the crypt (12) we meet tomb robbers. Without killing, you can convince them that robbing graves is wrong and take the chain. The chain can be sold to the innkeeper for 12 ducats or given to the priestess (we don’t expect anything other than spiritual reward).

Old treasure map
In the tavern (7) Vigur blurts out about the treasure. We order beer for everyone for the rest of the evening and talk with Crobber. Provided that the quest “Priestess Harrow from Morbruck” has been completed, he points to the place where the map lies (13) (in the cave, near the chest). A quick way to find the treasure is:
1) We read the three tombstone signs (14), go further, read the tombstone of the unknown soldier (click on the strip below the sign and read the hint).
2) To the left of the ruins (2) we see a grave with buttons in the form of a snake. Click on the bottom one, take the key and the fourth clue. (Attention: if you do not read the signs on the graves, the button will not be active)
3) We go to the crypt (15), click on the “stone mouth” of the sarcophagus, we find the treasure (instructions for making Tenobaal arrows and 5 arrows (+20 ppo)).

You can also find equally valuable things:
-on the island with skeletons (16) (9 ducats, bear skin, 19xgold foil, precious stones);
-in the north there are cards (17) (8 ducats, 21x gold foil, bear skin, precious stones.

Moorbrück Map

Ferdok - after the Morbrück bogs

Main quest

Stolen knowledge
We go to the temple of Hesinda (Prayos Square), report the completion of the first test, get the second test - pick up the book from the ruins.

Minor quests


Hops and malt. Playing for the Naisbacks - We approach the representative of the Naisbacks (at the port), take on the task - take the invoice from the messenger and go pick up the cargo.

Snuffbox
A man (standing at the port) asks to go get his snuff box, which he left with a girl of easy virtue. When we bring a snuff box, the main thing is not to give it to your wife.

Fire flies
If you destroy the eggs of fire flies (in Furmansheim, upper left corner of the map, near the transition to the port), a local resident gives the task to destroy 4 more clutches (marked on the map).

Brawl in a pub
In the Fat Pig tavern (Furmansheim) you need to stop a fight between two customers. To avoid blood, we convince them to go to the Artful Ferret.

Card trick from Morbrück (continued)
We give the chain and box to the owner of the Fat Pig (Furmansheim)

Runaway Dancer
A bear ran away from trainer Firnyan (Prayos Square, near the southern gate). We return it either with a well-pumped zoology skill or with the spell “meekness” (basic for Gwendala).

Concerned wife
An old man (near the bridge on Praios Square) fell from the terrace of a tall building and now his wife fears for his life. We go to the healer (Count Quarter, near the market). We find out that this is not the first time the man has fallen and there is nothing to fear, we take Gulmond tea to the old man’s wife.

Changing of the Guard
The guard at the southern gate in the count's quarter has an urge to go to the toilet and asks to stand for him. We let the first two passers-by pass, but not the third.

-Stonegoblin
You can buy a stoneblin from crooked Otto in the count's quarter for 50 ducatsBlyutberg

Main quest

Stolen knowledge
You need to pick up the book from the ruins, but access to the ruins is blocked by a magical barrier. You need to choose which side to play on - for the witches or for the Inquisition. We play on the light side - choose the witches.

Walkthrough for the witches.
Witch Yosmena (1) offers the help of witches in exchange for church wine from the Inquisition camp. In the Inquisition camp (2) we use “seduction” on the storekeeper, take the wine from the chest, and take it to the witch. We receive an owl's skull and tasks: to win the favor of the other witches and save the trees from the priests. Priestess Varina appears, we take it out.
Witch trees
We save three trees: near the bridge (3), in the heart of the forest (4) and near the plateau (5). You need to kill prideots near trees as quickly as possible, otherwise the tree will die. Reward: Varina's hammer (1W+6 (0/0)).
Alvena
We speak with Alvena (6), take the bracelet to Danos (7), who will turn into a toad. We get an owl skull.
Safira
We speak with Safira (8), bring her a magic cauldron from the priot camp (9). We get an owl skull. We fulfill one more request - take the spices to the cook from the estate (10).
Morla
We speak with Morla in the estate (10), bring her the Allvis toad (11) from Toad Pool. Next to the toad we will find the priest Bendrich, with the right conversation with whom he leaves in peace. We go to Morla, who is already standing next to Alvena (6), we get an owl’s skull.

After receiving all four owl skulls, we go to the witches' dance floor (12), place the owl skulls on the monuments, the witch Heidruna appears and says that the Grand Inquisitor is not who he says he is. The inquisitor himself appears and turns into a lizard, and his guards into dragon worshipers. We take it out, we get fiery bracers (defense-2.2, improved manual dexterity). We remove 28 ducats and potions from the lizard’s body. The magic wall is falling.
We go to Yosmene (1). We receive a gift from the witches and go to the ruins (13).

Benefits of joining a witch:
- Safira will sell potions and herbs, teach spells;
- Alvena teaches archers combat skills and spells;
- some animals in the forest become neutral and do not attack.

Walkthrough for the Inquisition
In the Inquisition camp (2), the priestess Prayos Varina asks to kill the witch Yosmena (1). We kill the witch and the boars that the pigs turned into. We get an owl skull. We speak with Varina, then with the Grand Inquisitor, we receive tasks: kill three witches and a reward - a fanatic's chain mail (defense - 4,4,4,2,2,1,1) and a fanatic's mantle (defense - 2,2,2,1 ,1). We speak with Varina, take on the quest to destroy the witch trees.
Destroying Witch Trees
There are only three trees: near the bridge (3), in the heart of the forest (4) and near the plateau (5). Near each tree you will still need to kill two nature spirits. Reward: Varina's Hammer (1W+6 (0/0))
Alvena
We speak with Firniana in the estate (10), arrest Danos (7), and take him to the Inquisition camp (2). When leaving the camp, we meet Alvena in anger and kill her. We get an owl skull.
Morla
We speak with Berndrich (14), kill the toad Allvis (11), then Morla with the rest of the toads. We get an owl skull.
Safina
We go to the witch’s hut (8), push the “burning brazier” and set the hut on fire. We kill the witch and get an owl's skull.

After receiving all four owl skulls, go to Inquisitor Da Vanier (2). New task - kill the witch Heidruna on the witches' dance floor (12). We put owl skulls on the monuments, the witch Heidruna appears and says that the Grand Inquisitor is not who he says he is. The inquisitor himself appears and turns into a lizard, and his guards into dragon worshipers. We take it out, we get fiery bracers (2.2, improved manual dexterity). We remove 28 ducats and potions from the lizard’s body. The magic wall is falling. We speak with Bendrich in the Inquisition camp, he will give a couple of fighters to clear the way to the fortress.
You managed to destroy all the witches - and with them the life in this forest! What will happen to the people living here now? Who will guard them? Who will help them in childbirth, at the sick bed, at the deathbed? Who will show them the way? Now go to your damned ruins and pick up your precious book there, you monster.

Benefits of joining the Inquisition:
- one of the Solar March fighters will teach combat skills;
- the merchant in the Inquisition camp will have a significantly expanded assortment (two types of chain mail and numerous weapons will appear);

In ruins
Like a shadow
You need to get into the heart of the ruins undetected.
In ruins, basement, level 1 - we go creeping past the temple premises into the warehouse. We press the winch, thereby opening the entrance to the dungeon. We go to the dungeon (basement, level 2). We free Yost from prison (the key to the door is held by the priest standing in the temple premises, level 1). Also opposite the prison, we open the chest with the key obtained from the robbers and take the contents. We go further, kill Vagnits.

Minor quests

Robbers and bandits
On the way to the Inquisition camp we meet two hostile groups, we take the side of one or kill them all.
Next, we carry out one of the quests: “Uninvited Guests” - the robber Humbert (15) asks to deal with Ronkver’s gang (16) (the Brabak Mace (1w + 5) and 6 ducats are removed from Ronkver’s body and Humbert will give the key) or “New Power” - the bandit Ronquer asks to finish off Humbert (20 ducats and a key are removed from Humbert’s body). You can kill both groups (first Humbert, then demand more money from Ronkver and kill him too).

Afternoon snack
The woodcutters (17) are waiting for Holdwin, who disappeared on the way to the Dunkelfast estate. We save him from the bandits (18), take the package to the lumberjacks.

Salmon Creek
In the thicket of the Dark Forest in the salmon pool, the talking toad Allvis (11) asks for the meat of fire flies (19). Will give you a magic ring.

Delicious delicacies (continued)
If you have not sold the delicacies up to this point, you can sell them to the cook at the estate (10) for 10 ducats.

Bluetberg Map

Ferdok - after Blyutberg

Main quest

Stolen Knowledge (continued)
We go to the temple of Hesinda on Praios Square and give the book to the Snake.

Eye of the Dragon
The third test is to go to the Fang of Fury fortress and find the Eye of the Dragon. First we find Gerling in the Count's Quarter at the gate to the Dwarven Quarter. We learn about the secret passage to the fortress. Also, on Gerling's advice, you can hire Nasreddin for 200 ducats (in the port) with good fireproof armor.

Minor quests

Chestnut Vagnitz (continued)
Inform Grovin (Count's Quarter, the count's residence) about the death of Vagnitz. Reward: 50 ducats, Ferdok's mantle (3,3,3,1,1) and Ferdok's chain mail (4,4,4,2,2,1,1).

Coach's instructions
Elf Laureline (Prios Square, opposite the Temple of Hesinda) asks to pick up a cargo of wood at the port. We kill a huge crab. Reward: instructions for making a tiik-tok longbow and a tiik-tok tree.

Debtor
The owner of the Artful Ferret (port) asks to extract a debt from a malicious debtor. We collect information about him in the Silver Jug (Prayos Square). From the innkeeper we learn the signs of the debtor - a red beard, a good suit and a hat with a feather. We leave the tavern and find him near one of the shops.

Mactaleanata
We go into our house on Praios Square and talk to the Amazon Aidan. Together with Rulana we go to the Count's Quarter to the Temple of Rondra (we leave the rest of our party members in the house). We speak with Aidan and go to the Golden Spear tavern. We kill all the Amazons and take the Turmeric armor set from the chest.

For a couple of ducats (continued):
-Squall over wheat drink (for Naisbacks)
Bribe Guardsman Taschmann.
-Exclusive contract
For the Nicebacks - Prevent the signing of a contract at the brewery (if you play for the Sterrebrants - protect the intermediary until the end of the negotiations)
-Switch sides
It will be possible to switch to the side of another trading house for a monetary reward.
-New general
(playing as Sterrebrants)
Pick up Regolan from the docks and take him to the warehouse. We accompany Regolan. In Fuomansheim we observe a meeting of the Naisbecks. We return to the warehouse and get the key.
-Strong grip
An open war began between trading houses.
Help the Sterrebrant workers in the Artful Weasel, at the docks, near the bridge. Fortress Fang of Fury

Messenger of bad news
Soldier Hugelboldt (the same one who gave us his broadsword back in Avestroy) reports that the orcs broke into the fortress and he was sent for help. We kill the orcs following him.

In the hands of orcs
Woe to those who fall into the hands of the orcs: they happily eat their prisoners. If you're lucky, you may be caught by a detachment that has received orders to take prisoners alive, but, unfortunately, orcs do not always obey orders...
We free the messenger Gundwein from the captivity of the orcs and go with him to the dungeons of the fortress.

Eye of the Dragon
In the basements of the fortress:
- we go through the cave system
- we go through workshops
- in the prison compartment:
We put three levers in the guardroom in this position (from left to right) - up-down-up
-in the beer cellar:
You need to click on 4 torches in a certain order. Standing facing the closed grille doors (where the orcs stand): 1) extinguish the right front torch - the first grille will open; 2) extinguish the left rear torch - the second grille will open; 3) extinguish the right rear torch - the third grille will open.
Let's move on, don't forget to disarm the traps. We enter the hall where there are 4 statues. We rotate them so that the beam from each falls into the center of the site. We take away the Dragon Eye that appears. We leave the hall and go through the opened door. We kill all the orcs.
-living compartment
We save, prepare weapons and spells and go to the castle courtyard. We watch the video, give the Eye of the Dragon, kill the Noldragon, which has taken the form of the Bloody Fang. The Orcs retreat.
We get:
-real Dragon Eye
-fiery pauldrons (defense: 1,1,2,2; improvement of constitution)
-knight Traldar will be at the count’s residence and can be taken into the team
We return to Ferdok. Ferdok - after the Fang of Fury fortress

Main quest

Dragon's Eye (continued)
We speak with the oracle in the temple of Hesinda, we receive Fandral’s shield (defense: +2, deterioration of enemy attack: -4, weapon improvement: (-2/5)).

Prologue: Diamond Heart
On the advice of Dorion (temple of Hesinda), we speak with the magician Rakorium (house of Ardo).

Road to Murolosh
The road leads us further to Murolosh, but times have come when not everyone can get there. The dwarves closed their huge underground city from all foreigners. Only those who gain their trust are allowed entry into this citadel.
We speak with Count Grovin, then go to Talon to meet with the diplomat Gerling.

Minor quests

Trolls
If you go to the Silver Jug tavern on Praios Square, you can help the innkeeper get rid of the voracious trolls and receive a reward.

Stonegoblin
If you bought a stoneblin before this moment (see Ferdok - after the Morbrück bogs), we look into the basement of our house, where the stoneblin dug a passage. The chest will contain a paper bag for your head, a fake beard, and a Hawaiian shirt (all of which can be worn).

For a handful of ducats (continued)
Course of events (for the Sterrebrandts)
We speak with Emmeran Sterrebrandt in their warehouse. It turns out that Regolan is dead, and Taschmann is to blame. We talk with the informant (merchant Kupinets, port). We go to Furmansheim, the shopkeepers' market, to Arnelia Ennko. We talk to her and run to the port to the pier. It turns out that Taschmann is involved not only in the murder of Regolan, but also of Ardo. We get Ardo's key (opens a room on the second floor in Ardo's house, where the chest contains 30 ducats and Ardo's family sword (1w+5, +2 to attack). We deal with Yandrik, tell Emmeran everything. Reward: 80 ducats. Quest completed .

Revenge for Ardo
Ulvina Naisbeck was behind Ardo's death. We go to her office (Prios Square, away from the place where the city guard is stationed). We kill Yandrik (it turns out he didn’t die last time) and numerous servants, then we go up to the second floor to Ulvina. Watch the video. Coupon

Main quest

Road to Murolosh.
We go to Talon's tavern. According to Burgomaster Stippwitz (1), Gerling went to Prenschein. We go through the western gate (2), which will open according to the quest “Robbers”. In Prensshain (3) we meet with Gerling and Prince Arom. To gain admission to Murolosh, you need to win the respect of the gnomes - help in hunting the dragon. First you need the key to the ancient tower. We go to the abandoned mine (4). Near the laboratory we kill Meredin and the skeletons, we get the key to the gnome tower and a fiery chest armor (defense - 5,5,5,2,2,2,2; immunity from being knocked down, strength improvement). Let's go open the gates of the gnome tower (5). Now the dragon's lair is very close, you just need to pass the harpies. After killing the dragon, we take the treasures, receive instructions and access to Murolosh from Arom.

Minor quests

Noble Ingania
On the way to Talon (6), the lady's carriage crashed into a tree, the coachman went for help and did not return. The body of the coachman (7) lies a little further away, we return to the lady and accompany her to the Talon gate (8). Reward: 20 ducats + pass to Talon.

Robbers
The area around Talon suffers from constant raids by a gang of robbers. The captain of the city guard (2) is determined to end them once and for all and asks for help.
After defeating the goblins near the walls of Talon, we receive the next task - to find the secret goblin camp.
We speak with the elf Anchor (9), who will show you the entrance to the goblin camp, located in a dry river bed. We report this to the captain of the city guard (2). The city council will not want to let the guards leave the city. You need to convince the board members:
1) Burgomaster Stippwitz (1). The leprechaun stole ivory figurines of 12 gods from a rich aristocrat. We leave the city through the western gate (2), head south, without crossing the bridge we go along the city wall to the meadow (10). The leprechaun will only give up the figurines if we agree to play the game. To do this, we present 3 lumberjacks who set up a camp nearby. You need to turn all three animals into cats (chain: chicken-cat-dog-pig-deer-chicken); when you touch one animal, the other two turn a step back. Click on the first animal until it turns into a deer, on the second - into a dog, on the third - into a cat. We get the figures. We also show the recipe for the quest “Recipe for the Royal Potion”.
2) We go to the Perein temple (11), talk to the abbot. We bring him a mandrake (grows north of Talon) (13).
3) Merchant. The merchant's son recently disappeared. He has an affair with the daughter of a market woman. We speak with the merchant Mother Zyusen. Let's go explore the crypt (12). In one of the rooms we find the daughter of a merchant, we protect her from skeletons. Then we save the merchant’s son in another room (the main thing is to kill the necromancer, the skeletons will then die themselves).

After completing all the instructions, we speak with the captain and attack the goblins.

Delicious delicacies (continued)
Next to Mother Zusen is a nobleman who can buy delicacies for 20 ducats.

Rattelshof
We help the wounded peasant (14), and he will advise you to go to Rattelshof and talk to Ebergrütz (15), who will give two tasks: find the peasants and kill the monster.
Peasants
It turns out that the peasants were captured by goblins (16). The shaman of the goblin tribe is ready to release them in exchange for 5 pigs (if the quest “Robbers” is completed - 3 pigs). We take the pigs from Ebergrütz and drive them to the gorge.
Monster
We speak with Parzalon (17) and go to the cave (18). The entrance is blocked with stones. We take peasants from Ebergrütz to work. The path is clear, we kill the monster. Reward: 100 ducats (+ more depending on the “trade” skill).

Virgin for the dragon
Before you go to open the gate to the gnome tower, you can go to Talon and see behind the temple (11) that the mayor wants to sacrifice the girl to the dragon. We talk with the girl, then we tell the mayor about our exploits (killing an ogre and a monster) and he lets the girl go. Murolosh

Special guest
Arombolosh was so grateful for our help in the battles

It’s not difficult to save money there: there’s nowhere to put it, but here’s what’s wrong with the ship:
In the port, a boat dealer stands next to a healthy, awesome ship and offers to buy one. the player, inspired by the fact that he has saved up 1000g, come, anticipates that he will now become the captain of the ship, new locations will open... he gives the money, buys a boat. then the camera smoothly turns and we see that they sold us not an awesome ship, but a holey trough tied to a post below, between the pier and a normal ship (before that it was not visible)

....
People! Who got scammed with a ship? Where can I find the bastard merchant?

In the area of ​​Praios Square, where an officer (I don’t remember his name) teaches close combat, there is a “suspicious guy” in a little corner behind him, and this scammer is standing next to him. Nearby is the entrance to the count's district.

P.S.: For the future, please hide such descriptions in a spoiler, or formulate it differently. He took and told an unexpected and, thereby, interesting turn of the quest.
what will happen if you find it?

what will happen if you find it?

in the game Vit from 3rd person?

Will return money and experience will be added.
how banal it all is...

about the camera: yes, from the 3rd

But tell me, in the dark forest, where there are witches and inquisitors - is it necessary to choose someone’s side - the witches or the inquisitors?? Otherwise, I was so imbued with the kindness and peacefulness of the game that, according to the concepts, the witches are not to blame and like ordinary inquisitors, I also don’t want to kill. Is it possible to be friends with the witches and so that the cunning aunt with a sickle doesn’t burn that I’m messing with them)?
for the Incas they will give good gear, and the main Incas is crazy... so we choose morality or gear

I can’t open the doors in the beer cellar. What should I do?

People, has anyone played this game to the end? I completely passed the dragon test, collected the entire set, only the diamond heart remained. I climbed into the dungeon and reached the very Cyclops who must have it, and then some woman stole it in front of my nose, I need to find her, so I can’t get out, the door is closed, and where to look for the lever (the demons have walled up) I’ve already broken all my brains

you need to talk to this very Cyclops, he will let you out of there

Tell me how to start the quest to find treasure in the swamp (if possible, mark on the map where the grave is with inscriptions), because I know where the treasure is, I found a grave with a snake, but nothing is used, and there is no such quest as searching for treasure in the journal. So it is necessary for him to appear. Thank you in advance.



Domino