Pillars of eternity walkthrough at any cost. Walkthrough of Pillars Of Eternity (from ZenNIKO). Visions and whispers

1 Talk to Odema

2 Take herbs

3 Take water (located behind the bridge)

4 Let's go to the camp

After the cutscene at the beginning of the game, we go west, where we meet wolves. After killing them, we find a bush located slightly to the left of the wolves themselves. After the dialogue with Kaliska, we go across the bridge to a bag of water to the south, where after a short drawn video an ambush awaits us, we kill the enemies and go back to the camp. More enemies are waiting for us in the camp. After we kill a certain number of enemies, a dialogue will begin with the leader, who will take one of those traveling with you in the camp as a hostage. After the conversation, a battle will begin with him and a small detachment (the traveler taken hostage will be in your group).

Act I - The Ruins of Cilant Lis

1 leave the ruins

After defeating the attackers in the camp, you will find yourself in a dungeon, where there will be a small hand-drawn cutscene (if the agility conditions are met, then you can throw a dagger at the enemy who grabbed your comrade). After walking a little straight you will come across shining symbols, i.e. traps, there will be a false wall on the right, as well as on the left along the corridor. If you go to the left, you will go to a hiding place, where you need to wash the face of the statue with water, and then insert a crystal previously found on one enemy - a ghoul. Next you need to go through the trap with the symbols, or you can go through the wall to the right of them. There is another way, you can light the pillars to the right of the trap, where the necessary symbols will be highlighted. We fight the spiders right at the exit. Level completed.

After the story cutscene, you will be able to leave the SillantLiss location.

Act I - Valewood

1 get to the gilded valley

2 avoid skirmishes with enemies

Next stop is Veilwood. Since you do not have a group, every enemy poses a danger, so it is recommended to follow the path to the lower exit from the location. Before you continue your journey, you can talk to the person who is standing next to the transition to another location. After talking with him, we learn that his friend was killed by a bear in a cave nearby. It’s not worth going there right away, since the bear hangs a cradle (this is an additional quest, look for it in the appropriate section, called Revenge of a Dead Man). We go to the location “Gilded Valley”.

Useful: if you see that the characters are exhausted and are suffering from fatigue debuffs, then you should rest using a camp or spend the night in a designated place for rest.

Arriving in the gilded valley, there will be a short dialogue with the locals, after which you should look around and hire (you can hire in the tavern by talking to the woman at the bar) or find people for the group. By the way, next to the tavern, you can meet and then add an elf mage to your group. To do this, you will need to help him get out of trouble by killing the drunkards arguing with him next to the tavern. You can also sell what we found or buy equipment at a forge or in a tavern.

Act I - Visions and Whispers

1 Talk to Ugret

2 relax in a tavern

3 talk to the gnome on the tree

After we attended the ritual in Silant Liis. A strange thing happened to us spiritual character. Finding ourselves in the gilded valley, we don’t really know who to talk to about this. After talking with Ugret, we won’t learn anything meaningful, the only thing is that they will advise us relax in the Black Hound tavern. After talking with the lady behind the bar, we can rent a room of our choice.

We dream of hanged men, or rather, one of them. This dwarf animancer named Caldara de Berranzi. When we wake up, we realize that if anyone has the answers, it’s her. Even though we find out in our dreams that she is dead, we go looking for her. We go to the tree with corpses hanging on it, we reach out to the soul of Caldara, we learn that the Engwithan mechanism made us Guardian.

We learn that during her lifetime, the gnome-animancer tried to help the wife of Lord Redrick, since everyone in the village is born empty-born children, but unable to find a clear reason, she ended her search, after which Lord Redrick hanged her.

Act I - The Old Watcher

1 Go to the Kaeld Nua stronghold

2 Talk to the statue

3 Find Mervald

4 Leave the dungeons

5 Return to the statue

The ghost of the Dwarf will tell about Mervalde, the person who will tell us what's what. It is located in the fortress Kaed Nua. Kaed Nua is located in the southeast of Gilded Valley, and you need to get to the fortress through Black meadow, and after passing the eastern road we will come to the walls of Kaed Nua.

The courtyard is filled with ghosts, shadows and lights. At the entrance to the citadel we will meet the ghost of a peasant who will say something unintelligible.

Once in the main hall, we will meet more shadows and spiders. Having dealt with them, go to the end of the hall. There is a throne there, inside of which the spirit of a woman is imprisoned. From a conversation with her we learn that she is custodian and manager this fortress. The "Spirit of the Fortress" will open the door to the dungeons for you and ask you to find Mervalda.

Through the door we get to the first level Endless Paths of Od Nua. We need to get into the door located not far from the entrance to the location. The door is closed, but we can open the door ourselves if we have leveled up the Mechanics skill (3rd level and master keys, or 4th, where master keys are not needed). Well, or we can find the key to the dungeon, which is located among the Xaurips who live nearby. Having unlocked the door using any of the methods above, we will find ourselves in monastery of Mervald. Once inside, we will begin to communicate with the merald. Those spirits that we will meet on the way to Mervald (the spirit of a marauder, a mother, a soldier) will tell us about his past lives.

We find out that Merval has gone crazy. After some torment Mervalda, regarding his past lives, he goes crazy and attacks us.

We kill him (advice - knock down the guardian caste, since his spells are powerful. You can knock him down) and after the death of the old Guardian, we choose what to do with his soul.

1 bind Mervald’s soul to the lower levels of the fortress, making him the guardian of the fortress;

2 allow the soul to leave the world, allowing Mervald to find peace;

3 absorb Mervald's soul.

After Mervald dies, we return to the statue of the “guardian of the fortress”. Kaed Nua becomes our fortress, which we rule as we wish. Act I completed .

Act II - Never Far from the Queen

Having reached Koperlein, getting into catacombs, heading to Temple of Voedika(go straight to the stairs, still in the same location, and finally up the stairs to the temple itself). As a result, after talking with one of the cult members (a strange man in a hood), we have two options for passing: Kill everyone (not recommended) and pretend to be one of them to find out information.

The best way to complete the quest is its peaceful half: Pretend to be one of the followers.

If you suddenly went through it in an aggressive way and did not save at the right moment, there is a solution:
Go to C:/%user%/saved games/pillars of eternity, find your last safe with a bug, open Winrar or 7zip and delete all files starting with “First_Fires...” (make a backup just in case), we go into the game, load the last safe and please, everyone is alive, the level is reloaded, you can try to go through it correctly again.



We pretend to be one of the minions, having found a mask with a hood, there are 2 options: 1. Take it from a corpse in the catacombs. 2. Take by force from the newly initiated (at the top) , according to the map). Having taken the mask, we speak with the newly initiated, learning from him the secret answers to the questions that we will be asked in the future. There is no point in writing them, because... Once you know them, they will appear in the answer options. We walk along the corridor at the bottom of the map and come across a ritual (before entering the door, put on a mask and go in alone), after which, having answered the questions correctly, we will be given a new task.

The “God-like” race, despite the fact that they cannot wear anything on their heads, when approaching the door, the game activates a script where it will offer to put on a mask with a hood, and then display a message that “everything worked out, albeit with difficulty.” In the case of other races, everything is simpler; we dress it manually and calmly go to the main hall.

Act II - The Man Who Waits

We receive this quest automatically as soon as we complete the quest “not far from the queen” (that is, after we see a vision in the temple of Voedik, which is in the catacombs under Coperlane). We leave the temple, ask any Justinian about a place full of madness. We will be sent to a sanatorium in Blackenberry. After entering the sanatorium, we talk with the head of the prison about a member of the lead key brotherhood. We ask Audmer, in one of the nearest rooms, about a member of the brotherhood. Then, take the stairs to the lower level.


Arriving at the animamasters' laboratory, we meet three NPCs in the neighboring rooms - Belasige, Moered and Ripley. By the way, in the room where Ripley is located, we can pick the lock on the chest (it requires 5 mechanics points) and take records of four patients. We can also open the box and take a letter from Azo. After we have collected enough information, we return to the warden. After the conversation, we gain access to the patient. We return downstairs and go through the previously closed door.
We enter the main hall and talk to Freyol, we find out where Kaedman Azo is. We'll meet him in the next laboratory. As a result of this meeting we will receive a key.

We head to the door to the north. We go into the room and start a conversation with Gram, while touching his soul. Then, we go to the cell at the end of the corridor and touch the soul of Uskgrim, who turns out to be a member of the Brotherhood that we are looking for.
Uskgrimm runs away, so we go to the upper level and fight several enemies along the way. After returning to the upper level, we speak with the head of the prison.

Act II Undying Heritage

Our path lies to the Treasure Hill area. We can get to it from the First Lights. Trying to enter the area, we will be stopped by the Justiciar. There are two ways to enter the Treasured Hill - use a high power level (at least 18), complete a small quest, or (recommended) pay 1000 coins.

After entering the Treasured Hill, we head to the western part of the map. Along our path, we fight the undead. Skeleton mages pose a greater threat, so we attack them first.


We need to get to the entrance to the Tower. Having entered it, we need to climb up, killing ghouls along the way. Having climbed to the top, there will be a strange, ghoul-like man standing, we talk to him and find out that we need to find Ikanta.
We go down and head to the northern part of the treasured hill, where Ikanta’s house will be. We go in and talk to her about the cars. We find out what we need and return to the tower, where, having climbed to the top floor, we talk with the “half-ghoul”. There are two things we can do - either shut down the machine or increase its capacity, which causes congestion. We will receive positive reputation points if we do the latter.

Act II - Through Death's Gate

N We head to the village of Dirford, located south of the city. Having arrived there, you can find an alternative entrance to the ruins along the destroyed bridge - through the deadly gate.
Afterwards we will get to the village, enter the temple and meet with the harbinger Beodmar. He will give us information about the ruins, which will be our next destination. We take the North-East exit from the village to reach Dyrford. There, let's go North. We must enter the ruins; there are two ways to do this. The first is through the main entrance (it is guarded by a warrior and a hunter with a tamed wolf).


We will need to defeat them all before we can enter. The second option invites us to reach the destroyed bridge. On our way we will meet marauders who can be easily defeated. We risk crossing the bridge, because characters with a low level of athletics may get injured and, as a result, they will begin exploring the ruins weakened.
Regardless of the path we choose, we begin exploring the ruins in the eastern part. It is not necessary to explore all the ruins - instead, you can focus on finding the stairs to the second level. It will be easier to take the short route below, although there are several traps there. Along the way we come across monsters (First of all, we kill magicians and druids).



Our first task on the second level of the ruins is to get to the main hall. If our character has a high level of mechanics (at least 6 points), we can open the door nearby. Otherwise, go and find the key, which is in the chamber in the northern part of the ruins. There will be traps and animals, so be careful. In the cell with the key, we will be prepared for not a weak, not a strong shadow. We study the reservoir and find the key.
We use the key on any door leading to the main hall. We finish off the enemies attacking us and get to the stairs. Thanks to this, we will find ourselves in those parts of the ruins on the first level that were inaccessible until now. We speak with the statue, which will open a new vision for us.
Finally, we leave the ruins. We can return along the same trajectory or interact with the waterfall, which will take us in a western direction. This is especially recommended if there is a party member with at least 16 Constitution points. In this case, we can grab the edge of the tunnel and then find a valuable treasure.

Act II - The Hermit of Hadret House

We receive this quest automatically after we complete the quest "The Man Who Waits". After leaving the Mental Hospital we will come across one messenger. We listen to the message from him and head to Hadret’s house. Having arrived there, you need to talk to Lady Webb (she lives in the room located at the top of the stairs). We tell her about the events at the sanatorium. She asks us to inform her about the activities of the Brotherhood of the Lead Key.
The quest with her can be completed last, after completing all the other tasks of the 2nd act.


To receive an invitation, you must first win the favor of one of three factions, House Domenel, Knights of the Crucible or Dozens. The Domenel house is located in a large estate in the center of the Brackbury district, the Knights of the Crucible are located in the area of ​​the first fires, and the Dozens are located near the Coperlane area (we could meet one of them before the start of the 2nd act in the city). After we receive the required number of reputation points for the desired faction (we are free to choose a faction - this will not have any effect on the rest of the quest), we meet with the faction leader and ask for an invitation.
Important Note - Do not continue this quest until we have completed all the side quests in this city. After the quest ends, we will not be able to return to the city for some time. The same applies to all other important points, such as exploring free places (you need to explore the hospital, because it will become inaccessible), or meeting with merchants.


After we receive an invitation from one of the groups, we return to Lady Webb and talk to her. We head towards the first lights and enter the Ducal Palace. We are waiting for the hearing to begin (it is headed by Duke Eivar). No matter what we say, the Duke will be killed near the end of the scene.
Afterwards we will see a short cutscene and watch a vision (all this after leaving the Ducal Palace). We need to return to Lady Webb, that is, to Brackenbury. We enter Hadret's house and go to the room on the top floor. We touch the soul of Lady Webb, whose body lies on the bed. Leaving the city, we move on to the next act.

Act III - The Assassin at Large

After we move on to Act 3, that is, after completing "The Hermit of the House of Hadret" and after we leave the city, we go to the Aedelwan Bridge. We go east, to locations that were previously inaccessible.


Right after we go down, we will be stopped by the members of the lead key. You can try to persuade them not to fight using a high persuasion skill, but this will be difficult - first you need to intimidate them and then convince them that we will let them live if they leave. As a rule, conversation may not work out, and then you will have to take part in a rather difficult battle. Having started a fight, we will attack the magicians and thieves, first of all, the fighters, last. Now we can go into the passage to Yelmshor. We pass this location and go to the Southeast exit. This will take us to Hearthsong.



In Khertsong we speak with the warrior in the palisade and then with the corresponding tribesmen a little ahead. Now we can talk to Animancer Betvil, who is the head of the Animancy Council.



We leave the building and go to the eastern passage. We are heading to Twin Elms, in the northeastern part of the region. On the bridge, we listen to the conversation with Taos and meet with the sisters, i.e. Siddha and Rihenv. Two new main quests appear

We will receive this quest after we meet with Siddha and Rihevn. After talking with them, we will be sent to pray to the deity and, for this, we need to enter Evron. We go to the eastern part of the same location and find an altar with fragments of Adra. We take the item and go to the central part of the hall of stars to place it in the corresponding slot. This will allow us to unlock some of the pulpits, thanks to which we will be able to pray to a specific deity.

After interacting with the lectern, there will be a cutscene in which you will need to select the appropriate dialogue option related to the correct ritual. We can use books that can be found in bookcases nearby for reference, and if we don't feel like reading them, we can use ready-made solutions. If we do everything correctly, we will unlock a new quest related to this deity. If we make a mistake, we will be attacked by monsters, the types of which depend on the specific deity.


Hylea - choose the fourth dialogue option - “live every note of the song of life.”


Galawain - choose the third dialogue option - "survival begins with strength from within."


Berath - take the second version of the dialogue - “there is life in death and death in life.”


Rymrgand – Select the seventh option - “all life ends in silence.”


After completing the quest for the deity we have chosen, we return to the pulpit and pray again. During a vision, we always choose the option at the top of the dialogue, thanks to this we will not push away the deity. For the storyline, we only need one quest in favor of one of the four deities, but it is better, of course, to complete all four tasks.

Act III - Court of the Penitents

We must reach the ruins of an ancient prison on a buried island. First, let's move on to OldSong. In the eastern part of the area, there is a ferry crossing. We speak with Dorvhal and confirm that we want to get to the island.

After we get to the island, we go to the hole and jump inside. Note! Before we make the jump, we make sure that we have performed the service of one of the deities.


Now we just need to go into the pit. The quest will be completed automatically.

Once we make the jump, we will not be able to return to the world map. Therefore, we make sure that we have already been to the places required to visit, and we want to finish the game.

Finishing Act 3

Obsidian Entertainment collected money for the development of a direct sequel to Pillars of Eternity, as for the first time, through crowdfunding. The required million was reached in just 24 hours, and the campaign was 400% funded. And it was worth it.

Pillars of Eternity 2: Deadfire

Genre RPG
Platforms PC, PlayStation 4, Xbox One, Nintendo Switch (late 2018)
Developer Obsidian Entertainment
Publisher Versus Evil
Website, Steam

Having dealt with the plague of the empty-born, the Guardian disbanded the band of brave adventurers, settled in the fortress of Kaed Nua and lived the peaceful, boring life of a provincial feudal lord, away from the motley and excessively quarrelsome pantheon of the gods of Eora. But, as you may have guessed, our hero’s vacation was disrupted, and in the most brazen way. The god Eothas, killed even before the events of the first part, was reborn in a stone titan hidden under Caed Nua, destroyed the fortress and, having destroyed all its inhabitants, went about his divine affairs, which incredibly surprised and frightened the rest of the pantheon.

Beras, the god of death, invites the Guardian to return to the world of the living and figure out what Eothas is up to. The Guardian himself is not averse to getting even with the Child of the Dawn, so it doesn’t take long to persuade him. Here the player is offered a choice - either import saves from the original game (provided that it is completely completed), or answer a series of questions, thus indicating the events that occurred previously. If you haven’t played the first part or have completely forgotten it, then you can save time by choosing one of the ending options - from “I helped everyone and saved everyone” to “I failed everything possible.” We remembered the past and that’s it, it’s time to resurrect, the Archipelago of Dead Fire awaits.








That's right, an archipelago. Obsidian, it seems, realized that it won’t work to endlessly ride on nostalgia and this time they saved us from the tired fantasy Middle Ages with dragons in dark castles and wolves in impenetrable forests. The events of Pillars of Eternity 2: Deadfire take place in the local equivalent of the Caribbean, where the islands attract with snow-white beaches and slender palm trees, and at sea, predatory pirate schooners hunt hulking merchant ships. Although, as expected, things weren’t complete without castles and dragons.








The problems in Deadfire match the setting - trading companies set up trading posts and conflict with native tribes over resources, wild animals and equally wild lizardmen scurry about in the jungle, smugglers and banal robbers redistribute districts in cities, and in pirate strongholds brave captains divide the spoils and power. Romance. At least, it was - until Eothas appeared, rushing through settlements and leaving behind so many corpses that even the pirates felt uneasy. Having set out in pursuit of God, the Guardian quickly gathers around himself a squad of dashing adventurers, among whom will be both individuals familiar from past adventures and newcomers.








We must give the writers credit, the characters of the comrades-in-arms were developed wonderfully, and even though not everyone’s personal quests are worthy of attention, I did not have the desire to take advantage of the opportunity to create a group member from scratch in the nearest camp with mercenaries, as was the case in the first part, although this option, Of course, they left it. The company you select is truly motley, so during the game you have to carefully think about your actions - your party members react one way or another to everything you do or say. Let's just say that if you're targeting Zoti, the grim priestess of Ghaun, who reaps all the souls she can get her hands on, then you shouldn't flirt with a random forest nymph. Yes, and Eder will have to be pulled back from time to time - despite what is happening, the thug still believes in Eothas and does not have warm feelings for everyone who worships his dark aspect, so quarrels with Zoti are guaranteed.








However, you should be careful and attentive not only when communicating with companions; most of the tasks in Deadfire resemble choosing the lesser of two evils. The aborigines are going to execute a member of the tribe for stealing ritual fruits, which he did not commit, but before you had time to feel sorry for the poor fellow and go in search of the real thief, it turns out that the “innocent” was really going to steal them, just someone beat him to it, and anyway He brings nothing but problems to the tribe. Or let’s take a school of basically good magicians, whose source of power was an ancient creature languishing in captivity. To release him, thereby signing the death warrant for the “jailers,” seems a completely logical decision. Moreover, some of the magicians secretly collaborate with smugglers. But wait, what if I told you that their deal with criminal elements helps provide food for the area where the poorest and most oppressed citizens live? Same thing.








What complicates the situation is that sometimes you are simply unable to make the “right” choice, from your point of view, solely because your character is not religious enough, poorly versed in metaphysics and street culture, not very observant, menacing, dexterous, or born in the wrong country , did not fulfill a certain condition in the first part, or simply does not belong to the required class... The list can be continued endlessly. Fortunately, where you lack knowledge of history, you can try to use threats, and you can certainly be sure that if only those who have found a common language with the priest of Ghaun are allowed into the ancient tombs, then there will definitely be a workaround nearby, which anyone can use. True, provided that he has a rope with a hook in his pocket, and enough agility and athleticism not to fall into the abyss. Yes, almost every task can be completed in several ways, and usually there are many more than two. Although the consequences of the choice will not take long to arrive either. Rest assured, even the kindest deeds will definitely anger someone and will come back to haunt you in the future.








There are unexpectedly fewer battles in the game than there could be, although it would seem that the genre and setting are conducive. I think I spent more time exploring the world around me, reading dialogue and completing interactive text quests (need more old school, yes) than actually fighting. And you know what, I don’t regret it at all, despite the fact that the combat system was polished to a shine and it came close to ideal. It's still real-time combat with controlled pauses and dozens of active skills and passive talents to keep in mind. Techniques can and should be combined - one character stuns a group of enemies, another hits with a powerful area attack, a third ignites enemy wounds, and a fourth uses a finishing blow, killing one enemy and thereby striking terror into the hearts of others. Please collect loot. Although I still miss being able to throw a couple of powerful spells into a room before entering it myself (the range of wizards and druids is not the same as in the old Infinity Engine games). And Pillars of Eternity 2: Deadfire boasts the most amazing AI companion editor. The player is given the opportunity to customize an indecently large number of conditions, so you can be sure that your partners in battle will behave exactly the way you want. Although no one forbids managing each one separately, completely turning off the AI. You can not touch anything at all, but in this case the characters may not behave quite adequately, keep this in mind.








But the long-awaited naval battles were somewhat disappointing. In Deadfire, a lot of attention is paid to purchasing and improving ships, recruiting a crew and maintaining it in combat-ready condition. You have to regularly purchase provisions, replenish ammunition, assign sailors to combat posts - and all this for the sake of rather boring battles, performed in the form of the same text quests. Remember Assassin's Creed IV: Black Flag? Imagine the same thing, only in step-by-step mode and without graphics. It’s interesting exactly the first three times, after which you stop wasting time on it and just try to ram the enemy in order to get the opportunity to board.








Pillars of Eternity 2: Deadfire is head and shoulders above the first part in almost everything - bright and colorful, it pleases with the plot, prettier pictures and animation, the battles have become more interesting and a little easier, even the characters seem more alive. And the choice of setting turned out to be more than successful - can you remember many isometric fantasy role-playing games with pirates? Deadfire is a real gift to fans of the genre and fans of the first part, and for people not familiar with the original Pillars of Eternity, getting used to the sequel may be a little difficult, since the events of both parts are too closely intertwined. So if Deadfire interests you, but you missed the first part, we recommend that you catch up first.

Site evaluation

Pros: Setting; prettier picture; role system; pirates!

Minuses: Large number of downloads; sea ​​battles could be more fun

Conclusion: We at Obsidian Entertainment had no doubts, but it seems that we got even a little more than we expected

After the game starts, go west and look for a bush behind the wolf. Now go across the bridge to the water bag in the south and when you are ambushed, scatter the enemies and go to the camp. After defeating the natives in the camp, you will find yourself in the dungeon. Explore it carefully. From shining symbols, i.e. traps, there will be a false wall on the right, as well as on the left along the corridor. If you go left, you will go to a hiding place, where you need to wash the face of the statue with water, and then insert the crystal previously found on one ghoul. The exit from the level will go through a trap with symbols, or through the wall to the right of them. By the way, if you light the pillars to the right of the trap, in the room, then non-dangerous symbols will be highlighted. There will be spiders at the exit. We leave the level.

Useful: if you don’t want to miss anything important, then walk more often in stealth mode and highlight your surroundings on “Tab”.

After a short story insert, you will be able to leave the “Sillant Liss” location, the next one is “Veilwood”. Once you enter it, do not rush to clean the area, because... You still have more comrades and you won’t be able to defeat almost anyone. Follow the path to the southern exit of the location. It is also worth talking to the man who is grazing near the bridge and will tell you that his friend was killed by a bear. Let's go to the location "Gilded Valley".

Useful: if you see that the characters are exhausted and are suffering from fatigue debuffs, then you should rest using a camp or spend the night in a designated place for rest.

Gilded Valley

Having arrived in the gilded valley, begin collecting tasks and information. It is also recommended to hire help.

> Mother's prayers.

This task is given by Ofra in the house in the northwest of the location. She will ask you to find a priestess, who should help make the potion. This task is done like this. You go south, through the “migranovo crossroads” to the location “Anesloig Compass”. Find a camp near the coast, where the shaman is hiding. After talking with her, you will be sent to perform additional tasks. Tasks. The first will be to clear the camp in the east of the location. Nothing difficult. Next we will be asked to get the spores that are in the cave just above the camp. Inside, kill at least one fungus and collect the material. Tip: if you have few people and you cannot kill everyone, then just wait until one mushroom comes down. It can be without everyone else. Bring it to the magician and she will cook something there. Afterwards, present what you received to the customer and decide how to tell what it really is.

> Late for dinner.

This task can be taken from the innkeeper in the tavern. She will ask you to find her cook, who is lost. You need to look for the poor fellow in Valewood. It is located in the northeast near the bandits. You need to fight him off by force and as soon as all the enemies are dead, chat with the cook and he will return back to the tavern. You need to complete the task at the innkeeper.

Advice: don’t waste money on a good night’s accommodation. The bonus for sleeping in the rooms is very good.

> Funeral secrets.

This task can be obtained if you go down to the catacombs in the middle of the location, from the guy who is lying on the floor. He will ask you to find the remains of the fallen and penetrate two levels deep into the catacombs. The task will require a lot of people, because... The enemies will be quite strong and often in large groups. After killing everyone, go to the bells. There you need to play the ringing in a certain sequence. To find out the melody, you need to take the book from the shelf right behind the bells. If you are too lazy to read, here is the combination: right, center, left, right.

The lower floor will be more difficult to clear, but there is no need to kill everyone. Go to the hall where there is a wheel, spin it, and then take the key from the mantle where the water was released. Then unlock the door with the lock. Now enter the desired room, which is in the south of the location. You can open the door with a hidden switch in the wall. We collect the remains and move on, there will be an exit from the subway to the first level, although it is guarded by an evil ghoul. On the way out, hand over the remains to the employer and decide your fate at the same time.

> Dead Man's Revenge.

This quest can be obtained in Veilwood, in the cave with the bear, after you have killed it and communicated with the spirit. Now you need to proceed to the city and find a house in the northeast, (right next to the tree of corpses) where two people are hastily gathering. They killed this man and then left him to die in a cave. Judge them as you see fit and the task will end.

> Food war.

This quest is automatically taken from the mill in the Gilded Valley location. It is done simply. Go to the mill and talk to the man. Afterwards, when the task is updated, go to the inn and find Sveinar. Treat him to beer, chat peacefully or threaten him, and when he agrees to stop the row, return to the miller. Immediately after this task, the next quest will open.

> Lord of the Wasteland.

To receive the quest you need to complete the “Food War”. After talking with the stranger, go to the eastern road and exit to the Esterwund location. There is almost nothing remarkable on it, but it still needs to be cleaned. After that there will be Redrik's fortress. You can enter it from three sides. In the center - with battle, on the left - also with battle, but on the walls, and on the right through the sewer, which is almost the safest (more in terms of stealth). So, I wandered through the sewer.

There will be many traps and enemies inside, so it is better to walk strictly on all fours. You can clear the first floor, or try to go to the north, where there is an exit to the castle premises, from where it will be easier to reach the lord without unnecessary bloodshed. Don't forget to free the guy who is sitting in the cages. His release will be a condition for further quiet passage. (The witch has the key to the cell if there is no mechanics for 5).

After leaving the loki, go even higher and put on monk robes in the drawers near the stairs (as in the screenshot above). Having done this, go to the right and do not catch the eye of the guard who walks along the first corridor. Next, there will be another guard who can also be avoided. If you have determination from 12, then you can talk one out and do it better with the second. Afterwards, go along the wall in the temple on the left and pull the eye near the skull. A secret door will open. Behind her is a monk who will give you the key to the door (if you saved the boy in the dungeon) and allow you to rest. Now go through the door below and in the rooms in the northwest there will be an exit to the hall. Next there will be two options: a) you will kill Redrik, b) you will help him suppress the uprising. (I was killed).

Advice: to defeat Redrick and his henchmen, do not start the battle in the hall surrounded. This is not profitable at all. Better try to pin him near the doors, luring him out with a shooter or someone else.

Mass magic is great for destruction, and shooting heavy fighters with armor-piercing gizmos while the tank blocks the passage with its body. After victory, you can calmly loot the castle and leave.

> Weight for the forge:

In this quest, which is obtained from the blacksmith in the first town, you need to find the cargo. To do this, head to Magranovo Crossroads, from where turn right to the east and follow the road to the Black Meadow location. If you follow the path to the north, sooner or later you will stumble upon bandits, and the cargo will be lying nearby in boxes and barrels. Take the cargo back and the quest will end.

That's it, this quest is over, you can move on. Next stop – Magranovo Crossroads. And now we are leaving it to the east along the road, which will ultimately lead us to the Black Meadow. From the south we cross to the “Madmr Bridge”. There are tasks at the location.

> Lost cargo:

The girl has one, standing in the center of the location. She will ask you to return the cargo and kill the bandits. They are located just below where the cliff is. Decide their fate and the task will end.

I didn’t find any more tasks in the locations, so I went along the story quest “Visions and Whispers.” To do this, visit the center of the village and communicate with the spirit of the deceased gnome, she will shine with a purple light. After the dialogue, go to the “Black Meadow” and leave the location to the east along the road to “Kaed Nua”. Having arrived at the place, take into your squad the person who is grazing nearby and go deeper into the fortress. In the building in the north you will find a throne statue, it will tell (and show) where to go in search of the right person.

Go down into the subway and start nailing spiders. There are a lot of them, but almost all of them have little HP, but against scarabs you will have to find something heavier, they have good armor. After you have cleared the level and went down even lower, directly to the left of the exit you will see a door, it leads to that person. If you don’t have the ability to break locks, then go around and kill the marauders, and then find a hidden switch near the wall that will unlock the door. Conduct a dialogue and decide the fate of the madman, and then return to the throne, having first killed everyone on the level. After the dialogue, the quests will be updated and a couple of additional ones will appear.

Tip: don't forget to build and improve the fortress. Now it is yours and only your team can change something. You can build at any time in the game.

Exploring (walking through) the Od Nua dungeons

Note: Since the Od Nua dungeons are very large and complex, it is simply impossible to complete them in one fell swoop, mainly due to the difference in the level of monsters and bosses. I will separately record the passage of the dungeon and all the quests associated with it. Of course, the dungeon was explored in several runs, so don’t try to clear everything at once. The first time I managed to go down about 12 levels, then some unimaginable hell broke out and I left on the main task. When my soldier hit 10, I tried again and had already reached the last boss, but judging by his damage, it was still too early to come.

> Time and wave

In this task you need to continue your journey deep into the catacombs. Go to the magical barrier (after dialogue with the throne and transfer of the fortress into possession). Clear the underground and head to the third level. There you will be met by an ogre who will give you the quest “Desperate Measures”. After this task, search for seals to move on, and this is the quest “Seal of Endless Paths”. After you solve it, you will find yourself on level 7 where behind the door there is a solution. The key to the room is in one of the rooms on a corpse on the same level.

> Desperate measures

The quest is taken from the ogre in the Od Nua dungeons on the third level. In the quest you will be asked to bring a necklace from the neck of a shaman. It is located on the same level, but under serious guard. There are two ways to get through: jump into the abyss on the second level and eventually go around, or go head-on, with a fight, straight across the bridge. The key to victory lies in the consistency with which you lure out your enemies. It’s definitely not worth attacking everyone at once; take out the druid and warrior in turn (with long-range attacks), and then kill Zolla. We carry the necklace and receive a reward.

> Blade of Endless Paths

This task is completed if you find at least one part of the sword. The first one is located immediately behind the barrier, (endless paths level 2) at the first location in the lizard house (handle). At level 12 in the south of the map you will find the sphere from the set. The spiders will have it. Another piece of the sword lies on level 9. In the corridor after the room with the spikes, there is a secret switch in the form of a round disk on the wall. It is in stealth, opens a secret door opposite, and there lies a piece. (Need mechanics) The last piece on level 5 in the dragon's treasury. (Mechanics required) To reforge the sword, go to the blacksmiths in the Gorna fortress. The reward will be - Two-handed, Ignored damage deduction 5, attack speed x1.2, ally's accuracy when attacking the same target +10, and excellent quality (Accuracy +12, damage x1.45), 11/12 almost max enchanted.

> Master in the depths

This task is given by the statue after clearing the fortress. To start it, go down into the pit, which is located on the second level of Od Nua, behind the barrier. To do this, go through all five levels. On the fifth, killing the dragon and getting to the sixth level. Advice: it is difficult to beat a dragon, but if you lure it into a narrow corridor, it will be much easier. Go further down and complete the quest “Seal of Endless Paths” to go deeper into the catacombs. To pass level 7, you will need to find pyramids for each figurine in the round hall. After which the security at the central entrance, where the ghost still stands, will become much smaller and you will be able to pass through. Level 8 will be even tougher, but apart from battles, there is nothing you need to do here for now. Migrate to 9, killing the guards.

Tip: to avoid pain, use the bridges in the hall to fight without being surrounded.

Having reached level 9, it is worth preparing thoroughly for battle. Lots of bugs and slugs will be around every step. The room with the stakes is traversed like this: in the cells, find the key that unlocks one of the cells, which contains the key to the door below. Then there are more fights with enemies, and then the transition to level 10. It is quite short, after which the stairs lead to 11, where you can find the exit to the beginning, or continue the path.

Level 12 is even tougher, but again without any riddles. If you have enough strength, then push on. 13, you will have to not only clear it, but also open the door with a riddle. To do this, first visit the door itself, and then chat with the spirit in the north of the location, he will recite an oath to get inside. There will be solid guards behind the door, and by beating them you can get to level 14. 14 is another strong enemy and a whole pack of henchmen. Fortunately, they can be lured into a narrow passage and destroyed one by one. Level 15 - final battle with a huge dragon.

Killing the creature is difficult, but there is one way that almost 100% guarantees victory. Try to make sure that the lizard comes between you and the dragon. If you manage to catch him in this position, the dragon will helplessly dangle back and forth behind his back and you will be able to shoot him. Of course, you need to hold the lizard correctly, without causing a lot of damage and without letting it catch up.

Characteristics of Hadron Dragon:

Additional info: “You still need to come to an agreement with the dragon. Even if you decide to kill, it is better to do it after a dialogue with Falanroyd. There are two important reasons for this, the first is gaining the “Scaly Crusher” skill, the second is that killing him becomes a little easier, since it gives you a chance to move away from him at a decent distance before attacking and take out his retinue, and then paralyze him and shoot.”

> Print endless paths

This quest is triggered by finding a seal containing remnants of the records of past adventurers. One is in a box on the fourth level, in the south of the location in a box. The second is on the sixth level, in the tomb to the west. The third and final one also lies on the sixth level in the east. After you collect everything, go north to the sixth level, to the door with the seals. Each seal has a symbol on the back, enter them as indicated in the picture on the wall. Then pull the door. From this moment on, the task is completed and the quest “Master in the Depths” continues at the seventh level.

As soon as you get tired of climbing in the dark and want to continue the adventure, leave the fortress and stomp along the newly built path in the southeast. A new path will take you to the Rural Plains location. We clean the area, if necessary, take a partner with a wolf and go left, to the Edelvan Bridge and enter the city.

Walkthrough of Defiance Bay

> Broken engagement

This quest can be taken in the “Goose and Fox” tavern in the city, from the girl to the right at the table from the innkeeper. Go north and find a house (den). Inside, talk to Purnis. You can give the ring, and then stomp to the second floor. The guard will let you in for 100 coins. On the second floor we beat the guards and talk to the beaten original Purnis. Then we go down and “persuad” the magician to stop the booth. When finished, go first to the guy and then to the girl and decide the fate of this couple.

The building is located just above the man's catacombs, behind the bridge. He will ask you to go to the catacombs. Entrance in the southeast. Inside to the west you will find a man who knows where the girl is, but he will only tell you this after you help him take revenge and return the book. Go to the hospital in Breekenbury. On the second level, find the person behind the door and find out information about the book. Now let's go back to the sewer. We kill the deceiver and take the amulet. It must be given to the customer.

> Undesirable

The task is taken in the sewers from the man behind the locked door to the south. Decide his fate yourself by handing him over to the Duke, killing him, or releasing him, while giving him some money for his journey.

In the same dungeon on the second level you will find novices from whom you will extract information about the lead key (plot quest). There are a couple of options for how to get there. First: pretend to be a novice by finding a mask on the first level. When you come to the soldiers, give a bribe and go into the hall. To answer questions, you can learn questions from the person in the library who is muttering a tray. Second: kill everyone and probe the essence. Then the task “Always near the queen” will be completed, new ones will be added: “Waiting”, “Incorruptible Testament” and “Through the Gates of Death”.

But first, more additional quests from the city.

> The Parable of Vale

This quest is taken in the city of Coperlane in the hall of hidden secrets in the north-west. We will be asked to find a scroll stolen from the monks by some thieves. You can find thieves in the “Rural Plains” near the only house. After killing them and taking the scroll, you will hear a voice that will ask you to hide the scroll in the Black Meadow. You need to hide it in the dragon, or rather in the bones that lie at the eastern exit from the location. Now report to the employer.

> Two-story work

The quest can be obtained by entering the house behind the market in Coperlane, which is on the right. The door is not marked on the map. Inside there will be a couple of thieves who are discussing how to heat one of the nobles for some kind of precious stone. We kill them and stomp to the Brenkduri area to the Domenel house. There you will be asked to steal an item. Agree or refuse and fight. (I refused).

There is also an option to bring it next to the lord himself. Of course, you don’t have to give up stealing and steal what they ask for right through the window to the left of the entrance to the mansion.

>Robber Knight

The quest is taken from the boss in the warriors guild, which is in the north of Coperlane. He will ask you to bring a bib and at the same time sew on one person. Having reached the fortress, you must talk to the man himself and he will tell you that your customer is supposedly a liar. Now we need to find the characteristic. She is in the next room to the right of Penhelm. Take it to the man in Hadred's house (or give it to Penhelm). If you take it to the employer, then at the exit you will be met by that same liar and you can kill him and take the bib. If you give it to Penhelm himself, he will also give the breastplate.

> Smoldering corners of faith

The quest can be obtained in the Duke's palace, to the right of the entrance from the nun. Now go to the “Home of Admes”, which is located in the city. Get information from the main one in the hall and go to the room in the east of the location, where from the chest you will remove a map with the location of the target. Go to "Rural Plains" from there south to "Scorching Falls". Find the cave in the north and kill the dragon inside. Take the flaming spark to the customer.

>Missing Guardians

This quest can be taken in the “Fortress of Thunder”, which is located in “First Fire”. Go northeast and find the tomb. Inside you need to kill the ghost and the remaining guards. Report to your employer and teach your gold.

> Wounded feelings

The task is taken in the Domenel house on the second floor of the girl. She will ask you to beat up a guy in the Dar Ondara area. It is located in a house in the north of Kolfeg. Decide your fate and report to your employer.

> Made to last

The task is taken from the commander in the Gorn fortress. Go to the blacksmith there, and then to the Koperlane area to the clerks. There you will find out information about the girl you are looking for from a local junkie and you will be directed to Dor Ondra. Find an abandoned house in the north and kill the girl's guards and after the conversation go to the blacksmith in the Gorna fortress.

> Far from home

In the tavern near Breckenbury you will meet (right at the entrance) a man who will ask you to take the amulet from the courtesan. Go to the brothel on Ondra's Gift and find Cyril. True, the hostess will have to pay for an audience with this whore. Afterwards, “bargain” for the amulet from the girl and give it to the employer.

>The last act

The task is taken from Karren in Breckenbury. Based on a tip, find all three characters in the indicated places. And only the third one will be in the center behind, right after you exit. After the interrogation, go to a woman named Lamdala, she is located in Copperlane near the amphitheater in the center of the location. Afterwards we stomp into Lamdala’s house in the north and talk to the man. He'll tell you about the hidden theater and let you in through the door on the left. There will be an ambush below. We fight or we negotiate. (I fought) and stomp back to the employer.

> Supply and demand

The quest is taken from Ondra's Gift in the Salt Mast brothel. The brothel owner asks you to find and punish the bandits who are attacking her visitors. Go to the left of the brothel and higher and you will run into trouble. After killing enemies you will receive a key. Now go to the dilapidated house and talk to the "bandits". You can kill them, or convince the owner of the brothel to lower prices. In any case, the choice is yours.

> At any cost

In this task, which is taken from the Vailian Trading Company, you need to deliver cargo to the Coperlane tavern. After delivery there will be a dialogue and you are free to “fit in” to the showdown or move away. After returning to the employer, another battle will take place, of course, if you support him yourself. At the exit, a girl is waiting for you who doesn’t mind joining the company.

> Secret cargo

The task is taken on the pier from the old man in Ondra's Gift. Search the water below and find three pieces, and then “take” the last one from the employer himself. Next, with everything, go to the psychiatric hospital in Breckenbury and chat with Nance. Depending on your skills, you will receive a reward.

> "Pondgram's Theorem"

The task is taken from the psychiatric hospital, right next to the entrance from one of the shrinks. After receiving it, go to the main hall of secrets and the task will be completed. Or manually search for texts for the customer (this is already theft).

>Child of the Five Suns

The task will appear after Plugin joins the group (see quest above). Go to the embassy and take further instructions. Then visit Hartsong and discuss trading privileges.

> Whistle everyone upstairs

The task is taken from the sailor who is standing right on the pier. He will ask you to find a chest stolen from him by some unknown people. You need to look for the chest in the eastern part of the pier, almost at the very edge. You decide for yourself what to do with the find.

> Brave Derryn

The quest is taken from the soul that lies in the water next to the trading company in Ondra's Gift. The boy's killer is located in the west near the cliff. And the boy's mother is in Odda's house.

>Crying Banshee

This quest is taken at the pier, next to the lighthouse from the girl. She will ask you to enter the lighthouse. Kill the ghosts inside and climb to the top to find Lily's ghost. There are a couple of options: just kill, or find evidence and so on. To complete the search for evidence, you need to talk to the ghost before searching for the journal, or rather, examine it. If you find the journal earlier (on the same floor), then the quest will not be able to update and you will only have to kill it. (This is clearly a bug, but it can be fixed in updates).

We continue our journey through the main task. The first on the list is “Waiting”. Head to the Breekenbury Asylum and talk to the statue. Now go down and find out about the experiments from each anemancer. Afterwards, go back to the statue and then a passage will open for you on the lower level. Next, continue your search to the south until you meet Azo himself. Persuade him to give the key to the northern branch and stomp upstairs. There will be a battle. As soon as you talk to the last prisoner, the mess will begin. Rake and leave Azo. After the dialogue, go to the statue and decide Azo's fate.

A messenger will meet you at the exit from the hospital. And a new story mission will begin - “The Hermit of the House of Hadret.” Inside, on the second floor, you will find a woman who will ask you to cooperate. She needs to leak information about your investigations. You can immediately talk about the psychiatric hospital and the events.

Then we concentrate on the “Imperishable Testament” and go to the “Treasured Temple” location, storm the tower. At the top there will be a madman who will tell you that words are needed for the tower to function. Go downstairs and go to Ikanta's house. Talk to her and pacify her pride and gain knowledge, and then return to the mechanism on the roof. We interact with the car and (either reboot or “complete”) I completed, as a result the car stalled.

Alternative:

In the quest “The Imperishable Covenant” there is also a third option, namely to absorb the souls from the machine. To do this, after a dialogue with Ikanta, who will teach you the language, we go back to the tower and talk with Aldhelm, but only once is this important! The quest will update, Aldhelm requires a sacrifice. To do this, we run back to Ikanta’s house, and there in the back room we find several people, only if you don’t let them go at the first meeting, we trick them into sending them to the tower. We return to Aldhelm and learn from him the third option - to direct the car towards ourselves. After this we get the passive talent “Gift from the Machine”, which gives us 1 strength and x1.05 maximum endurance.

You can now complete the "Safe Shelter" quest.

> Safe Shelter

The task is taken in the mansion in the “Treasured Temple” location. Inside, kill the enemies and poke objects in the room, and also find the will in the boxes. Afterwards, go outside and go to the Valtas crypt. There will be a girl inside, whom you will convince that it’s all over and she can leave.

> Steel faith

The building is taken from the commander in the Gorn fortress and most likely after all the main events. He will ask you to go to the “Ansoloit Compass”. There will be a skirmish at the pier. Then go back and get ready to clear the fortress from enemies. At the end of the battle, talk to the boss.

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Robber Knight

Osrica(Copperlane area, Admes Refuge) were expelled from the Order of the Knights of the Horn, moreover, the family name was taken away from the NPC armor. Osric asked to take the breastplate from a former comrade named Penhelm. We go to the Gorna fortress and find Penhelm in one of the rooms.


Objective: find the characteristics of Penhelm in the Gorna fortress

Penhelm makes counter-accusations against his former colleague, now the Guardian must find Penhelm's characterization in the fortress. The document will be in the library, on one of the shelves.

Objective: bring Penhelm's characteristics to Karren

After discovering the characteristic, the Guardian will have to determine its authenticity, we go to House of Hadret in Brackenbury and talk with Cypher Curren (it was he who put the seal on the document).


Objective: show characteristics to Commander Kleiner

Osric was right, Penhelm forged the description, we go to the Gorna fortress and at the exit from the House of Hadret the Guardian meets the criminal. The main character can give the document to Penhelm or attack a squad of recruits and take the family armor by force. If the Guardian enters into a confrontation with Penhelm, it is necessary to return to Osric in the Refuge of Admes.

Brave Derryn

Objective: Find Derryn

Derryn, son of Odda from Dare Ondra, disappeared a few days ago, the boy was seen with his father in the port area. Sailor named Marcelo says that Derrin came to the ship and asked to play on the deck, but the sailor drove the guy away and he went to " Salty mast". To continue the task, you must wait low tide in the port(happens in the morning), after which we go down to the shallow water and explore the area. In the area of ​​the brothel we find the body of a child and his restless soul. Derrin was waiting for his father to go on a spree in the brothel and witnessed an attack on a woman. Odda's son tried to intercede, but was killed and thrown into the water.


Objective: tell Odda about Derryn's fate

On the body of a teenager, the Guardian discovers dagger with the letter "B.", we go to the west of Dare Ondra's location and meet Bragan with his gang of robbers. After eliminating the criminals, we return to Odda and complete the task.

Supply and demand

In the brothel area" Salt mast"Clients and courtesans are regularly attacked by unknown assailants, May asks find the bandits and fix the problem. We move to the statue (north of the brothel) and engage in battle with armed people, we pick up from the body of one of the thugs rusty key and go to a dilapidated house in the west of the location.


Objective: deal with the organizer of the attacks

In the house the Guardian meets Efri, who organized the hunt for May’s brothel clients. The main character can negotiate with May to reduce prices for the brothel's services, or engage in battle with Efri and her thugs.

Objective: talk to May from the brothel

If the Guardian makes a choice in favor of Efri, we talk with May about the possibility of reducing prices. May, in turn, will agree to go to a meeting with Efri if the Domenel house reduces food prices. We talk with Bricantoy Domenel about discounts for May and return to the brothel (previously the task was completed for Brikanta Wounded feelings).


Secrets cargo

Objective: Find the missing fragments of the Engwithan scepter

In the port of Dare Ondra (Bay of Defiance), the main character meets a sailor Imatla, who was part of the team transporting ancient artifacts. The ship ran aground and as a result the cargo was scattered in the shallow waters around the port. Imatl knows an animancer who is willing to pay for the fragments of the Engwithan scepter. We wait for the low tide (it will come in the morning) and go down to the shallow water, clear the area of ​​the presence of monsters and find parts of the scepter in the boxes.


Objective: return the wreckage to Imatlu

We return to the pier and talk with Imatl, the sailor is ready to hand over the last part of the scepter and name the animancer who can pay for the artifact.

Objective: Take the wreckage of Nance to Brackenbury Asylum

Imatl sends the main character to the animator Nance, which can determine the value of the artifacts and the likelihood of its recovery. Nans will pay five hundred for the broken scepter.

Crying Banshee

Nia from the port, Dare Ondra gives the Keeper the key to the Lighthouse and asks to destroy the ghosts that have settled in it. Nia is trying to organize repairs to the Lighthouse, but due to rumors she cannot find workers. We move to the northwest of the port and use the key to the Lighthouse.

Task: find the source of the noise

Next, the Guardian will have to destroy several groups of ghosts on three levels of the Lighthouse. As a result of examining the lighthouse, you can find a carved name Marvit. On the last floor we meet a banshee Lilith, The Guardian can attack the ghost (to do this, just get close to Lilith), or examine the caretaker’s diary on the table and continue the investigation.


Objective: deal with the sean-gula

We leave the Lighthouse and talk with Nia, the Guardian receives information about the pirate ship" Red Dream", which was mentioned in the notes of the lighthouse keeper. We go to the Brackenbury area and in the Tar Barrel tavern (second floor) we meet the captain of the Red Dream - an elf Marvit.


We persuade Marvit to go to the Lighthouse and calm the soul of his mother, return to Nia and complete the task.

all hands on deck

In the port of Dare Ondra, the sailor Marcelo asks the Guardian to find a stolen chest that belongs to Captain Fortanero. We go to the east of Dare Ondra's location and find a group of thugs on the pier. We enter into battle with Valdra’s gang and gain access to the chest; then, the main character will have to return Marcelo’s chest.


At any cost

Objective: deliver the package to Gareth in Copperlane

Mestre Verzano, the head of the representative office of the Vailian Trading Company in Defiance Bay, hands the Guardian a package and asks him to deliver it Gareth to the Goose and Fox tavern (Copperlane area). The main character finds himself drawn into a conflict between Verzano and the Domenel house, as the head of the representative office violated the house's exclusive right to trade in bitter gourd seeds. The Guardian will have to decide the fate of Mestre Verzano; if the hero decides to get rid of the NPC, representatives of the Domenel house will participate in the fight.


Missing Guardians

Objective: enter the Treasure Hill area

In the area of ​​the Treasured Hill, under unknown circumstances, a detachment of the Knights of the Forge disappeared, Vaila asks the Guardian to explore the hill area and find out the fate of the detachment. We go to the location “Treasured Hill” and inform the guards about our assignment.


Objective: find the missing guards

For unknown reasons, the treasured hill has become a habitat for the undead, we move to the east of the location and in the cemetery area we enter family vault(east of the statue). The Guardian discovers the commander's ghost Knights of the Horn, who organized the defense of the Treasured Hill during the attack of the undead. We clear the room of the presence of the ghost and enchanted soldiers and return to the Horn Fortress.


Safe Haven

In the Valtas mansion (Treasure Hill area), the Guardian witnesses several Darguls trying to enter the room and shouting the name of a certain Sides.

Objective: find Saida in the mansion

In the next room we select the key to the Valtas mansion and unlock the locked door; in one of the drawers the main character will find information about crypt. We go to the cemetery and find Saida inside the room, then we talk with the gnome and complete the task.


Made to last

Commander of the Knights of the Horn Klyver asks the Guardian to go to the scribes' cells in the Copperlane area and look for an animancer named Vianna, which assisted in the production of forged knights.

Objective: find Vianna

In Copperlein we go to the clerks' cells and in the central corridor we talk with Koren, NPC reports that Vianna has left the area.


Objective: Find Vianna in Ondra's Gift

Coren informs the Guardian that Vianne went to meet her friend in empty house in the north (Dare Ondra area). Inside the abandoned room we engage in battle with the Dozens and free Vianna from the trap.

Objective: convey the results of Vianna's research to Dunstan

We return to the Gorn fortress and go to the forge, transfer the animancer’s research to Dunstan and complete the task.


Ambassador Vicent Agosti(location First Lights, Vailian Embassy) asks the Guardian to deal with the illegal trade of Engwithan artifacts. Criminal group" Forgotten"are waiting for a representative at the Edelvan Bridge, the main character should go to the meeting place and find out how smuggling occurs in the Republic.

Objective: go to the Edelwan Bridge

There will be a meeting with the group on the bridge" Forgotten", after completion of which the main character will have to destroy the smugglers (a spy will intervene in the matter and report the setup). Next, you need to return to the embassy and complete the task.


Embers of Faith

U Firgi there was news of a cave in an unknown area, the Guardian can help the NPC maintain their faith if they bring an item from the vision. Firga does not know where exactly the cave is located, but information can be obtained in the Expedition Hall (Copperlane area).

Objective: go to the cave from Firga's vision

In the Refuge of Admes we move to the far room and break open a small box, inside we find a geological map, which indicates a place called " Scorching Waterfalls". At this location, the Guardian and his squad will have to fight the Xariupes and Drakes; the cave from Firgi's vision is located in the northwest of the waterfalls.


Task: find the Margan symbol

In the cave, the Guardian must defeat a drake named Kyle the Silent, which guards an item called Spark. In case of problems in the battle with the drake, his group can be lured into a narrow passage and thereby deprived of the opportunity to maneuver, after which he can cut out the enemy one by one.


Location Maps

Brackenbury


Ondra's Gift


Copperlane Catacombs


Copperlane


First lights


Treasured Hill


Keywords: pillars of eternity, guardian, souls, world of Eora, description, hollowborn, open world, Robber Knight, Brave Derryn, Supply and demand, Secret cargo, Weeping Banshee, Call everyone up, At any cost, Lost guards, Safe haven , Made to last, Forgotten, Embers of faith

In accordance with the main task, you and a caravan of settlers on five carts are moving to the Gilded Valley - one of the most prosperous villages of Dyrwood. A local nobleman promised to allocate land plots in this border settlement and issue good allowances. You feel unwell and the caravan stops for the night. The caravan driver Odem, in a dialogue around the evening fire, reports that there are still two days of travel to the valley. He says that you were bitten by a rotting bug, you need to collect freckle berries on the bushes nearby and make a drink. He advises you not to go far, much less to the ruins that are often found in Eyr Glanfath. In the ruins you can find valuable trinkets, as well as local residents who will shoot you with arrows. Odema sends you a strong woman in armor - guide Kaliska - and advises you to take weapons from the merchant Heodan. The task begins: A Brief Respite.

Quest: Brief respite

Listen to the conversation with Caravan Master Odema and note that the warrior Kaliska has temporarily joined you (your party). We study our equipment and the assortment of merchant Kheodan. We move along the road to the north, we pass by Sparfel, who was sent for water. We turn to the Northwestern corner of the map and attack the young wolf there, which does not pose a big problem.

After you win the battle, go to one of the bushes and collect freckle berries. Immediately after collecting the berries, a short cutscene begins with a conversation with Kalisa about the origin of your character.

Camp map. Location and description of the surrounding area.

We go south and cross the bridge leading to the abandoned western camp. We find a wineskin there and see Sparfel with an arrow in his back. This is an ambush, two Glanfathan hunters attack you. After you have defeated them, we loot the corpses and go back to the Camp (after saving). Along the way, we deal with another enemy hunter. Returning to the Camp, we see the corpses of travelers, studded with arrows, and the Leader of the Glanfathan hunters. Another hunter holds a knife to the merchant's throat. We come closer, and a dialogue with the leader of the hunters begins, but it will not have much influence on the further course of events. You must avoid being disarmed, as the weapons will be removed from active slots and moved to inventory. Regardless of your choice, another battle will begin. First, we attack the leader, then we deal with the second hunter. After the victory, a mysterious and deadly storm begins to hit the valley.

Before you leave this place, you must make a decision about the merchant Heodan, whose life will be in danger. There will be three options to choose from: attack the hunter and possibly lose your main weapon, an alternative option (depending on the character’s abilities) and let him free himself, in which case the character will die. All of the above options end the same - you will reach the ruins of Silant Liis, which the head of the caravan advised to stay away from.

Quest: Get out of the ruins of Silant Liis

You enter the Ruins of Silant Liis automatically as soon as you complete the Prologue quest in the camp. This place consists of two parts: underground and surface. You start in the underground part of the ruins. You must take precautions because you will encounter monsters and traps. The second part of the ruins is on the surface. There are no enemies, or any other threats. We begin to explore the underground part of the ruins here (1) , they will not return back, the lower level of the ruins is blocked by fallen stones (see the magnifying glass icon).

Ahead on the stairs, Heodan will feel bad and he will ask for rest; if we agree, we will earn a reputation as Generous +1, but Kaliska will declare that she will leave us (if we refuse, we will earn Rational +1). Then we turn left and examine the Small Camp (2) , here you can find a hammer and chisel, a mace and other supplies. Then we go to the right of the stairs and meet Xaurip - a lizard-type creature that cannot be passed without a fight. Don’t forget to inspect objects that you can interact with (press TAB to highlight). Interactive objects are highlighted, but traps and hiding places must first be found in the search and reconnaissance mode and only then they begin to be highlighted. The reconnaissance mode is used for two purposes - covert movement and search. By sneaking up you can avoid a fight, or gain a tactical advantage when meeting a strong enemy. While searching, you can discover traps and hidden objects.

Reaching the wall (3) which can be broken, use a hammer and chisel, or ask her to break it with a Caliska (strength of at least 16). A round room opens ahead, where you can send Heodan with reconnaissance (he will call himself). In the room we will find another Skuldar cub. From this room you can go to the exit from the underground part of the ruins by killing 2 spiders, but it is advisable to explore the entire underground part of the ruins. After reading the tattered treasure hunter's journal, we realize that it is worth finding the hidden treasure. We go past the corridor with fire traps - pressure plates with symbols (7) , we open the passage to the Hall of Columns (5) with columns on which symbols are also applied. At the base of the columns we see patterned rings with braziers that can be lit with a torch and disable some of the traps for passage. We pass into the round hall with bas-relief (6) , kill the Small Black Slug and examine the corpse. We approach the bas-relief on the wall, stained with black resin, wash it and insert the gem into the eye socket. A rumble is heard and part of the wall moves away. We kill the slug behind the wall and find Adra, Amethyst and the Small Cloak of Protection.

We return to the hall with traps (7) , if you have lit all six braziers in the Hall of Columns, you will be able to pass through the traps. Turn on the reconnaissance mode to detect active traps (they turn red) and lead the characters one at a time, as indicated in the picture below on the left (on the right are the traps before setting the braziers on fire). You can also go to the exit (8) roundabout way through the round room (3) .

Let's go out (8) killing the spiders, to the left of the exit in the cocoon we find Rapier and Hematite. We go out to the surface of the ruins, we see a mysterious mechanism made of arda, covered with a network of metal tubes and several men performing a ritual at the mechanism.

Quest: Visions and whispers

You see how the mechanism starts up and the ritual begins over some human silhouette-shadow standing in the center of the circle. After a powerful pulse of light, you find yourself knocked to the ground and see visions of an ancient hall and a similar mechanism. Having come to your senses, you get up and see the figures at the mechanism turned into ash, but the person who started the ritual is not there, and your party members are dead. The quest: Visions and Whispers appears automatically. After the explosion and vision, you began to hear strange sounds and see what was not there. Click on the cross on the icon and increase the level. We collect goods from the corpses of party members and go South to go to the Gilded Valley to find out what is happening to you.

We select on the world map a six-hour trip to Valewood, which you need to cross all the way to the southern exit, which will allow you to get to the Gilded Valley.

Valewood

Valewood is a small place located on the way to Gilded Valley. You can simply cross it (intermediate task), but it is worth studying it in more detail. Here you can meet Xaurips, wolves, a bear (in the cave) and bandits in the camp.

Having entered the location, we search the corpse to the right of the road and collect various plants. In the Ruins you can find a climbing wall that you can climb if any of the athletics party members have a level of at least 4 points. If you wish, you can return here once you receive the hook. In the ruins, you can find a corpse with a letter on it. At the river camp, you can catch Nonton breaking up camp. He will complain that he lost his friend Pearlie in the cave with the bear.

Quest: Dead Man's Revenge

We go into the cave, kill the Young Bear and thoroughly search everything. We find a Lost Soul over Pearlie's corpse and try to talk to her. The spirit somehow reveals to you the truth of how Pearlie actually died. Nonton wounded him and left him to be torn to pieces by the bear. The reasons why Nonton did this are unclear; you need to visit him in the Gilded Valley, where he lives.

Quest: Late for dinner

We go to the bandit camp, we see a young Dwarf cooking something on a fire and two bandits. The dwarf Tenfrit calls for help. We kill the bandits and talk to the gnome, he is a cook from the Black Hound inn in the Gilded Valley and promises a reward if we talk to the inn manager Paska. In addition, you will receive positive reputation points in this village.

Gilded Valley

Gilded Vale is the first large settlement you will visit in the game world, where you will complete a number of main and side quests. It is highly recommended to explore the entire village thoroughly. Having entered the settlement, we reach a large spreading tree with corpses hanging on it and speak with the representative of the magistrate, Urget, who meets us. Three strikes of the bell are heard, signifying the death of a relative of the lord, and Urget speaks of some kind of legacy (for a long time, children have been born in the settlement without a soul). On his advice, we go to rest in a tavern, at the entrance to which we automatically get into a squabble between the elf Alot and three angry drunken townspeople. It will all end in a fight, after which, in a dialogue with Alot, you can get him into the party. We go into the tavern, talk to Paska standing at the counter, she thanks you for freeing the cook Tenfrit and offers discounts. Quest: Late for dinner - completed. We talk with Tenfit in the kitchen and get the signature recipe. After walking around the tavern, we will collect goods; instead of dialogue with the guests, there are only visions. We sell what we don’t need to Paska and go to bed. At night we dream, wake up and go to the tree. We speak with Urget, he advises leaving the settlement as soon as possible due to possible troubles from Lord Roderick due to the death of a relative. Our dreams of a land plot and lifts were covered with a copper basin.

Quest: Visions and Whispers (end of main quest)

At the hotel, talk to Paska and rent any room (you can do it for free). You will have a dream in which you speak to a dead old gnome hanging on a tree, who will tell you: Guardian. You feel the need to see her. Arriving at the tree in the morning, we find the corpse of Caldar de Berranzi, touch her soul to talk to her. She tells you that you are now a Guardian and will forever remain one. During the dialogue, she will tell you about animancers who study souls and about her death on the orders of Lord Roderick. Upon completion, you will receive a new main quest: The Old Guardian. You need to get to Kaed Nua to another guardian - Mervald. It is advisable to go there as early as possible in order to begin restoring your fortress and simultaneously complete other tasks.

After finishing the quest Visions and Whispers, we continue exploring the location. We talk to Eder, standing next to the tree and counting the corpses. Most likely, yours will be the nineteenth (or mine), he says, but agrees to join the party. At the end of the dialogue, a new task appears: Remains of Dispelled Faith. Eder also wants to talk to Mervald. You can go into a house with 2 lost souls; when you take their things, they will attack. At the house of Nonton and Ingred we find them packing bales for departure. We inform Nonton that we know about his behavior with Pearlie. It’s up to you to decide what to do with them next (attack, take the money, inform the authorities, release), in any case, the quest: Dead Man’s Revenge will be completed. Near the entrance to the windmill we find farmer Sveinar with two comrades talking about the surplus grain, that the people will not starve and will achieve fair prices, but the miller Trumbel replies from behind the door that he will shoot. The farmers leave, and the quest: Food War appears, it’s worth finding out from the farmers in the tavern what’s going on. Then we go into the Black Hammer forge and talk to Tuatan standing behind the counter, he complains about the bandits and the missing cart on the eastern road. Take the quest: The Lost Cart, to find cargo for the forge in the South-East on the Black Meadow. Entering Ofra’s house, we learn that she is Kaliska’s sister and is expecting a child. She is afraid of being expelled from the settlement at the birth of an empty child and asks you to go to the Ansloig Compass to the midwife Ranga. We receive the quest: Mother's Prayers. Now we go to the tavern and talk to Sveinar, to continue the quest we need to end the hostility. If necessary, we can hire new party members from the Innkeeper Paska. We go to the mill and talk to Tremble, he reports that the fields are affected by something and the farmers are bringing him rotten grain. We return to the tavern, talk to Sveinar, buy the farmers food from Paska and restore peace. You can solve this quest in another way, it's up to you. The quest is completed.

Temple of Eothas

We go down into the dungeon and meet Virtan, who tells you about the temple and asks you to find the remains of the Eothasian priests of the killed guards of Lord Roderick on the lower floor, quest: Buried Secrets (practically a quest to complete the entire dungeon). He warns that the temple is full of spiders, skuldra and will-o'-the-wisps. Don't forget to turn on the search and highlighting so you don't miss hidden places and interesting places. The temple has 2 floors, to go down you need to open the door to the stairs in the room with the bells. Ring (right, middle, left and right) or open with an Engraved Silver Key from the cache. The closed passage in the room with the spirit opens when we return from the lower floor and pass by the candles. Having gone down to the bottom floor, we fight with the shadows, collect goods and reach a room with a strong enemy - three shadows. Having destroyed them, we turn the valve and take the Shining Silver Key from the mantle in the next room. We open the door opposite with the found key, go through, deal with the enemies and press the lever on the wall. We go through the opened door, press search and highlight, collect all the goods and talk to the spirit. The vision that appeared to you revealed the true fate of the priests. Having taken the remains, we go up to the top floor along the stairs on the right, pass by the candles and go through the opened passage to Virtan. Virtan confesses everything; it’s up to you to decide what to do with him. If he atones for his sins by burying priests (we will receive a positive reputation). If you prefer to resolve issues using force, then attack Virtan (receive negative reputation points). We go upstairs and go to complete quests, for which we need to go to other locations.

Magranovo crossroads

You will cross this location on your way to the Black Meadow or Ansloig's Compass. In this location, you will meet a new potential party member - Stoick. In addition, you will have to fight wild animals, wolves and a forest troll, which will give you more experience. Upon entering the location, we will find Folmar to the left of the road and kill the wolves next to him. Walking further along the road, we will meet next to the statue that he worships a strange priest, Stoick, who believes that it is better for us to travel together. After joining we get the quest: Trials of the Stoic. To complete the quest, no special instructions are needed; you must get him to talk and continue the conversation for as long as possible. At some point, you will learn the whole story of Stoick. Help him come to terms with his past and guide him. Going further, we can meet bandits to the left of the road: Ludrana (a magician with a grimoire, where we will borrow spells) and the Paladin of the Golden Agreement. In the south we will find a Troll and a corpse next to valuables. Kolsh's refuge is in the hut - if we agree to help Lord Redrick on the quest: Lord of the Wasteland. Hadrian Formation, this is the location of the side quest: "Bounty: Sly Kirdell."

Ansluig's compass

This is a small place where we come mainly during the completion of the quest: Mother's Pleas, received in the Gilded Valley. In this place, we will meet several friendly NPCs, but most of the time, we will be destroying monsters of various types. At the entrance we meet two fishermen: Egdrang and Tilly. They talk about reanimated corpses. We help them fight off the monsters, and they run away. We reach Ranga's Camp and talk to her about Ofra's request. Ranga agrees to fulfill the request, but as payment he asks to deal with the xaurips in the North-Eastern part of the lagoon, which threaten the tame xaurip Tanya. Near the camp we find the corpse of Fulvano, look for his notes scattered throughout the location. We go to the camp, deal with the xaurips and return to Ranga. She says that the medicine requires the spores of the Sporlings from the cave. We bring the spores and get medicine, but it turns out that it improves health and does not cure the curse. She advises to solve the problem with the Lord. You can buy supplies from Ranga and relax by the fire. We return, bypassing everything to the Gilded Valley, and turn in the quest to Orphe. When leaving Orpha's house, Kolsh automatically speaks to us, he thanks you and states that Lord Redrick must be stopped. Kolsh tried to do this, but there were dark creatures in the dungeons of the castle. If you agree, then Kolsch suggests entering the castle through the sewers and finding Nedmar, the High Priest of Beross. We receive the task: Lord of the Wasteland. Lord Redrick's castle is east of here, beyond Easternwood.

Easternwood

This is a tiny place that is not worth spending a lot of time on, the only purpose of this place is to go to the other three locations. The cemetery is the only interesting place with the data of the players on the monuments that financed the game (beware of the skeletons guarding it). Further to the east you can meet weak opponents of the Wihts.

Redrika Fortress

The guards at the bridge will not let you through and it is difficult to force your way through the main entrance. You can also get into the dungeon through the sewer grate, but you need high skill with a sword or a beam. We remember that Kolsh advised us to find Nedmar on the upper level of the fortress in the Sanctuary. There is also a similar character in the dungeon who can help you, this is Ozzia, but getting to her from the grate is more difficult, there are many traps and undead. We go left to the Bell Tower and climb up the ivy (hook, or athletics 3). We deal with the guards and first go to the Sanctuary Arsenal (entrance No. 3), where we break open 2a chests (level 4).

Then we go to the Sanctuary (entrance No. 1), take the Robes of the Berossian priests from the chests and put them on. Wearing them prevents you from being perceived as a threat. However, you cannot feel completely safe, because... you can be stopped by at least two guards - the High Priests; ordinary priests and acolytes need not be afraid. We open the door and move further along the corridor, but then the High Priest comes out of the door on the right and speaks to us, if you have high determination (12) and intelligence (10), then you can get rid of him, as well as the second one. There is a lot of stuff in the rooms, but you won’t be able to take it away without a fight, almost everything is under surveillance. You can go to the outer area, through entrance No. 2, it is empty, but there is stuff in the boxes. We go to Nedmar’s room, the door to him is locked (Mechanics 4, Master Keys 5), but nearby in the chapel you can find a secret switch that opens the passage to him (turn on the search). We speak with Nedmar, he guesses that Kolsh sent you. He reveals that his Acolyte Jakko is in the hands of Ozria, who is conducting dark experiments. He says the password for the Sanctuary level (Any ending is a beginning) and asks to free Jocko. If necessary, Nedmar will arrange for you to stay in her room for free; in cooperation with Ozria, she can also do this. There are options: you can remove the key from Nedmar’s body and go to the Lord, go down to the 2nd level and break through with a fight, or, without going to Nedmar, open the door to the stairs with the mechanics developed to 8 (or mechanics 7, hacking 8). We go to the room where we changed clothes, go down the stairs to the 2nd level of the fortress and immediately next to the 3rd.

Having descended into the dungeons of the fortress, we go to Jakko’s cell, we meet the evil spirits in front of the room with Ozria and Jakko’s cell. The cell door is closed (mechanics 5, or mechanics 4 + master keys 5), if you could not open the door, then go to Ozria and deal with her, as well as with Revenant and two skeletons. We take the Rusty Iron Key from the camera and go to free Jakko. Don't forget to study Ozria's grimoire. You can also come to an agreement with Ozria, she will also guess that we are from Kolsh and offer to kill Nedmar, but not touch Redrik. If we kill Nedmar and return to Ozria, then we can use her secret passage and get to the lord through his bedroom. This passage can also be used after killing Ozria by pressing the switch next to her bed. We return to Nedmar, report that Jakko is free and receive a Polished steel key that opens many doors. We go down Nedmar's secret staircase and go into the throne room of Lord Redrick VII.

There are two ways to complete the quest. The first is to attack Redrick. We speak with Lord Redrick, find out that he killed Igrid’s wife and child (he has a dagger with traces of blood in his hands, and his wife’s corpse lies in the bedroom on the right) and we attack.

Unfortunately, he is a good fighter and difficult to kill. Moreover, it is necessary to kill the Archmage who accompanies him as quickly as possible, because he uses powerful spells. After the battle, we go down the stairs to the exit from the throne room, and then Kolsh appears, he complains that he was late to support and goes to the throne. You gain experience and reputation points in the Gilded Valley. The second option assumes that you agree to cooperate with Redrik and kill Kolsh. We learn that he is Lord Redrick’s cousin and, according to the lord, he himself wants to seize power. To do this, you need to get to Kolsh's hideout in the Magran Crossroads hut. Besides Kolsh, you must also kill a few more conspirators. Then you need to return to the fortress and report everything to Redrik. In addition to experience, you receive a lot of reputation points in Defiance Bay.

Black Meadow

This little spot serves as a fork in the road because you can get to as many as four different places. While exploring the meadow, you will meet the Forest Troll and the Forest Lurker, both very difficult opponents. In addition, in the bandit camp, we will find cargo for the Gilded Valley forge. In SkeletonDrake's skull, you can bury the Scroll of Vael. This is related to the quest: The Parable of Vael, which you receive from Grimda.

Madmr Bridge

This is a small place that you can stop by on the way from the Gilded Vale to Kaed Nua. Since the bridge to Defiance Bay here has been destroyed, you can only get there by a roundabout route. However, this place is worth stopping by and completing the side quest. Having entered the location, we reach an intersection where a woman stands - Peregund. She complains that due to the destruction of the bridge, she decided to engage in transportation across the river and trade, but the ship crashed and marauders attacked. We receive the quest: Lost Cargo and go downstream to look for traces of the wrecked ship. Having gone down to the river, we find the marauders and deal with them; going down below, we see a group of people busy collecting the cargo of the broken ship. You will have to make a decision depending on the dialogue with them. If you decide to tell Peregund everything, they will attack you. We select the cargo and return with a report to Peregund. We give her the cargo, she thanks and assures us of a discount in her store in Defiance Bay.

Kaed Nua

This is the area around the titular fortress, which we will come to during the main storyline of the game. The ghost of the gnome will send you here (Quest: Old Guardian). We must find another guardian - Mervald, perhaps he can help you. Once you have developed your party sufficiently, Kaed Nua will become its main base. This means that you will be able to return here constantly (for example, once a week depending on the time in the game).

When you first arrive in Kaed Nua, you will find many monsters in the courtyard. Moreover, all neighboring buildings will be destroyed (the game allows reconstruction). This will allow you to monitor the progress in restoring the fortress, meet new NPCs and update repair tasks. Don't worry if you can't find the NPCs and buildings shown on the map. New elements will be added during the expansion and restoration process. Also, as you progress through the fortress, quests will be issued, visitors will come (you can assign free party members to complete them), etc.

We cross the bridge, to the left of the gate we see Kanu, we talk to him and accept him into the party, quest: Time and Wave. We go into the yard and destroy all the evil spirits in the yard (2 places appear where you can enter). Brighthollow - will serve as your character's home, but for now it is destroyed. We go to the Citadel of the Fortress and find ourselves in a large hall, kill monsters and talk with the Manager (the soul that has moved into this throne). We find out that Mervald is somewhere in the depths of the castle.

We open the door on the left, go down into the dungeon and go through it, destroying the spiders. We go down to the 1st level of the Master of the Deep dungeons, see a closed door on the right (mechanics 4), open it and go in. If we cannot open the door, we go to the southern room and, having killed the Xaurips, we take the key. After a long conversation with Mervald, regardless of the dialogue options you choose, he will attack you by the end of the meeting. After the battle, you will have to make a choice. You can: Bind Mervald's soul to the Endless Paths (option 1); Allow him to leave this world (option 2); Assimilate knowledge as a result of merging with Mervald’s soul (option 3). Upon completion, we receive the quest: Always near the Queen, we will look for the Lead Key in the “city of disobedience.” We go upstairs to the large hall and talk to the Manager. She says that we need Defiance Bay, but the East Barbicane, from which the road goes there, has collapsed. She says that We have become the masters of the fortress and we need funds, materials, merchants, castle protection, etc. And yet, someone’s presence is felt under the castle, spirits are whispering about the owner in the depths, who is not allowing Kaed Nur to be restored. The task appears: Master of the Depths. In addition, the Fortress – N button is now available.

We are restoring the Eastern Barbican in order to go to the Bay of Defiance. There we need to find the temple of Voedika, which is worshiped by the members of the Lead Key. At the same time, we launch the restoration of Brighthollow (two days), a bedroom for relaxation and rooms for party members will appear.

Briefly about the fortress. It has two main indicators. Prestige - shows how often merchants and guests will visit you. It affects the amount of taxes collected and how often bandits will attack you. Security - shows how well your fortress is protected from bandits. The higher the level, the less money will be stolen from the vault and the less damage will be done by bandits. The fortress can be controlled from anywhere on the map. In the menu you can see your current state, hire mercenaries, build upgrades or react to events. Only if you want to change your party, you need to be present in the fortress in person.

Mercenaries can be hired after the barracks are restored (up to 8 people). Recruiting mercenaries depends on your reputation, each type of mercenary gives a bonus to performance and requires a weekly salary. After building a dungeon, you can take some characters prisoner. This option is usually found in combat with enemies, when their stamina drops dramatically, you are given the choice of killing the enemy or imprisoning him in the fortress (he goes to the dungeon, and you continue the fight if anyone else is on the battlefield). Each prisoner has a separate cell and is guarded by one guard. The prisoner can be released at any time, when visiting the dungeon you can ask the jailer how the prisoner is behaving. If he behaves badly, you can punish him yourself, but this will increase your cruelty. The Party Leadership window is available in two situations. Firstly, when you are in a fortress and when you recruit a new companion. Your fortress generates income and resources. You can place all found books, notes and scrolls in the library.

Side quests in Kaed Nua

Master of the Depths

Beneath Caed Nua lies a vast network of labyrinthine dungeons built in ancient times by the powerful Engwithan Od Nua, called the Endless Paths. There are a total of fifteen levels to explore. At each level, you need to destroy monsters and find treasures. In addition, there is the opportunity to complete a number of side quests. You can get into them through the citadel dungeon. It should be noted that they are not mandatory for passing. You shouldn't explore all levels at once. It’s better to spread the process over time, exploring several levels, replenishing your supplies, and resting (there are main stairs, thanks to which you can do this quickly). This is especially recommended, since with each level in depth the monsters become stronger. If you have an underdeveloped party, combine completing levels in depth with completing quests on the surface and developing the castle and pump up the party. Therefore, it is best to explore the lowest levels towards the end of the game, when your party is strong enough. Below are descriptions and maps of all levels of the dungeon.

Endless paths OD Nua 1

The level is not difficult. On the level was Mervald, whom we have already dealt with. Queen of Spiders - try to lure out small spiders and only after that, attack her (she drops a unique dagger). Before the fight, try to increase the characters' resistance to poison. After the battle, we see an arch nearby, protected by a magical barrier, this is the passage from level 3, the barrier can be removed with the button (behind it) when you rise from below. This is the main staircase, which, as a rule, has every second or third level for a quick return to the top. It is similar to an elevator, go in and select the desired Level of paths, those that you have already opened. To descend to the 2nd level, we go to the room in the Southeast, the magic barrier in it disappears after we receive the quest Master of the Depths.

Endless paths OD Nua 2

At the second level you will encounter Xauryps and Wyrms, they are not very strong opponents. However, remember to scout, there are many traps. In a small room, we will find a sick Xaurip on the ground. You can come up and study him, you can leave him alive, or show mercy and cut his throat so that he does not suffer (without consequences). Once you find a hatched Xaurip, you can pick it up and use it as a pet. At the sacrificial pit we will find the High Priest of the Xaurips with part of the tribe conducting some kind of ritual. The sacrificial pit is a large hole on the 5th level. Through it you can get to the fifth level using a grappling hook, climb down the wall, or simply jump down. Don't jump into the hole if your party is too weak. Returning may be too difficult for you and you will be stuck there forever, better explore the levels one by one. Kill everyone in the Xaurip camp, pick up the broken blade in the tent, thanks to which a new quest will appear. Side quest: Blade of Endless Paths. The magnificent ancient weapons were dismantled and scattered throughout the depth levels. You need to collect all the parts and reforge the blade.

Endless paths OD Nua 3

At the third depth level, you will mainly find about a dozen cannibals. Just like at level 2, you need to watch out for traps and look for secret hiding places in search mode.

Before you start exploring this level, make sure your party will be able to handle 2-3 ogres (level 4-5 is enough).

Having gone down to level No. 3, we go right and find Ogre Tulgar. In a conversation with him, we find out that having descended into the depths, the Ogre clan found itself trapped and forced to resort to cannibalism on the orders of the leader Zolla. Tulgar is the last ogre to retain his sanity, he asks to finish Zolla and bring her necklace. We get the Task: Desperate Measures. Having dealt with Zolla and her partner, we return to Tulgar to turn in the quest. We put a saber into the statue of Earl Inwood to open the passage to the secret room.

Endless paths OD Nua 4

On the fourth level, there are some interesting things. You will face several enemies, mainly trolls and black slugs. Additionally, you will find a huge head of a statue from Hadrian here that you cannot interact with. In the destroyed library, in a chest with a trap, you will find the Overseer's Hematite Seal, after which you will automatically receive the Quest: Seals of Endless Paths.

Endless paths OD Nua 5

The level is a small place where you will mostly encounter Xaurips. However, the most dangerous reptilian opponent is the adult Drake (dragon). The owner gave her power, and she ate victims thrown into the pit from the 2nd level.

Endless paths OD Nua 6

Level six, infested with skeletons and darguls. Here you will find the corpses of all the other members of the expedition, whose notes we read earlier. To go lower, you will have to find all the seals and open the gate, being careful on the sarcophagi traps. We go to the level and fight to take the Chrysolite and Sapphire seals, removing the traps from the sarcophagi. We found the hematite seal on level 4. We go to the closed gate and insert the seal into the recesses in the arch. To the left is Sapphire. In the middle – Hematite. To the right is Chrysolite.

Endless paths OD Nua 7

Going to Level 7, take Cana Rua into your team, she believes that the Book of Virtues is here. The seventh level is teeming with Blights - wind, fire, rain and earth, usually next to the corresponding elemental mechanisms. There are four elemental mechanisms that must be activated by placing the appropriate prism on the pedestals next to the mechanisms to open the passage. In addition, at this level, you can complete one of Kana Rua's companion quests - Time and Wave. We go to the level, go left, deal with the Earth Blights and pick up the Wind Prism in the chest. We go further, deal with the blights at the fire mechanism, go south and take the Rain Prism and the Old Copper Key from the chest. We clear the rest of the mechanisms from the blights and take the Fire Prism from the chest in the room next to the Wind Mechanism. We go to the closed South-East door and open it with the Old Copper Key. We are attacked by some kind of skeleton magician, with whom we deal. Kana believes that this is Gabrannos, he knew how to control the elements and it looks like these are his elemental mechanisms. We search the room, find in the chest a Prism of Earth and shards nearby, it turns out that the tablet (Book of Virtues) that Kana is looking for was destroyed by someone long ago. During the dialogue with Kana, we reassure her that we will find all the answers. Having collected all four prisms, we first activate the Earth Mechanism by inserting a prism into the round recess at the top of the pedestal next to it (just click on the blue illuminated ball, the desired prism itself falls into place and the ball goes out). Then we activate the Fire Mechanism and then the other two mechanisms. Now we go to the closed North-East gate and activate the pedestal for opening it (it is in front of it). After opening the gate, we go down to the next level. When exiting the Endless Paths from Level 7 (or after it), three Lead Key assassins will attack you (at level 1), intending to kill Kanu Rua and you, the Guardian. They waited for us for a long time, they were afraid that the sign would prevent Rauatai from conquering the world.

Endless paths OD Nua 8

The level is quite large, larger than the ones you visited. Here you face Famirs - very strong opponents. Your level must be at least seven. We enter the level and start fighting. In the center of the massive adra structure we see Famir sitting on an old stone throne, with darguls around, who do not touch us. The dialogue fails, we kill everyone and then clear the entire level.

Endless paths OD Nua 9

The level corresponds to the previous one in difficulty. Here you will meet groups of Stone Beetles, Shadows, Pugras, Crystal-Eating Spiders, etc. Each group consists of 4 or even 6 opponents. Let's go, destroy the enemies, and reach a room with spikes covering the entire floor and causing minor damage when walking. Select a character with high health (not stamina), go in and pick up the Small Bronze Key in the cage-box almost next to the skeleton on the wall. Then use this key to open the closed box in the corner opposite the exit door, take the key there, open the door and leave as a whole party using the shortest route. Using the search, we find the switch on the wall. Open the Secret Chamber and take the Broken Blade from the vase (quest: Blade of Endless Paths).

Endless paths OD Nua 10

The tenth level is much smaller and even easier than the previous two. Here you will find all kinds of spiders, which, although in large groups, are not strong. In the round room, when you enter, about ten shadows will attack you. To the right is the Spider Cave, where you can find the Hadrian Key, which opens the chamber on the left, but there is nothing interesting there except enemies. You can simply complete the level and leave (no map of the level is provided).

Endless paths OD Nua 11

The eleventh level corresponds to the tenth in size. However, it is probably the most difficult of all. This is due to the presence of Marsh sporozoans. Their magical attacks cause "disorientation, domination, etc.", and as a result of the attacks, members of your party can attack you for 15 seconds. Try to destroy them one by one. Having met a vine, you can go through it, but it won’t let you back in. After winning, inspect everything carefully by turning on the search and backlight. Beware of traps.

Endless paths OD Nua 12

The twelfth level is much larger than the previous two. Here you will find mainly spiders - Crystal Eaters and Bone Eaters. North of the entrance to the Vizrak Nest, you will find Tcharek. You can talk to him and also complete the quest for him: Master's Tools. The Vizrak want to learn how to process adra and obtain samples from the lower level. They won't bother you after this and you will be able to get to the next level. To the right of Tcharek we will find the vizrak Krivi, who is worried about Issit, who has gone south to look for a cave. In the southern chamber we deal with the Mad Shadow and spiders and pick up the fallen part of the broken sword according to the quest, all that remains is to find the blacksmith. We go to the city area of ​​​​the First Fires, go to the Forge of the Forge, inside in the western part of it, there is a blacksmith Dunstan, whom you will ask to re-forge the sword. In the eastern cave we meet Kestorik, we inform him that we are going on behalf of Tcharek, and he will not attack.

Endless paths OD Nua 13

Level 13 is the last major level in the maze. Here you will meet various Animats, they are not strong opponents, but it is advisable to choose the appropriate tactics to combat them. The level can only be completed after you have mastered the Engwithan language in Ianthe's house in the Treasured Hills, completing the main quest: Imperishable Covenant. You need this language to talk to all the Ghost Souls on the level (the green circle when illuminated is talking ghosts), and the ghost in the eastern round hall must tell you the password to the door. We go to the Destroyed Room, kill five Animats, after which three working ghosts appear, we talk to them. In the room with the adra, we remove the traps and take a Shiny piece of the adra behind them. In the northern cave we find the Adra Armor, in the west we extract the part from the broken mechanism, now we can return to Tcharek, and along the way we deal with Kastorik. We give the things to Tcharek, and the quest will be completed. We return to level No. 13. Next we go to the eastern Round Hall, kill the Sean-guls and ghosts. If you press the switch in the center (search), we will open a passage - a fragment of the wall. We talk to the Soul, having received the password, go to the talking door and click on the item with the password. We go through and deal with the Od Nua Guardian and four Hadrian animats.

Endless paths OD Nua 14

Level fourteen is a small place, notable for a huge arda crystal with a silhouette in it. First, let's go through the search and highlight, collect our things and get ready for battle by saving. The passage to the last level will be closed. We interact with the crystal where Od Nua rests and his Spirit penetrates the world as a shadow. A long dialogue begins and it turns out that he is not the master of the depths, he was not the one who sent the monsters up, and that the last enemy is hiding below. But then he thought that we would bring a crowd with swords and torches and began to call the Children of the Wheel: Andara, Riomar and Isarna. The Spirit of Od Nua is a very difficult opponent, has high defense and strong melee attacks. He can teleport. Having defeated them, we go down.

Endless paths OD Nua 15

The last level is quite large, but poorly filled with opponents - Xaurips. The most important enemy is the female Hadrov dragon - the actual ruler of the underworld. We go down the destroyed stairs and go to the dragon's lair. We watch a short video and a dialogue automatically begins. There are two ways out of the situation: Convince the dragon to leave the Endless Paths and find another place, or kill the dragon. Killing the dragon won't be easy. It has very high attack rates and, in addition, there are no range limits to it. In this regard, with one attack the dragon can kill all your magicians. The only chance to defeat the Adroa dragon is to maximize the development of your group members, and to be very well prepared for battle. We report the victory to the Manager.

Warden Firgen from the gatehouse (after its restoration) is completely inundated with offers for bounties. He warns that these are tough bastards and you need to be well prepared. He can issue 4 tasks on the first run.

Bounty: Sly Kirdell. Sly Kirdel and his accomplices escaped from prison and killed two justiciars along the way; he was last seen near the Magran crossroads. You need to bring the head of the criminal and receive a reward. We find him and his comrades near the Adra formation, kill him and take his head to Firgen.

Bounty: Villager. The Great Forest Lurker, nicknamed the Resident, is a threat to trade caravans. He settled on the Black Meadow near the main road. You need to bring his head and get a reward. We find him with his partner - the Troll (next to the Troll mark on the map), kill him and take the head to Firgen.

Bounty: Nalrend the Wise. Ogre shaman Nalrend the Wise attacks farms and hides in the Elmshor cave. You need to bring his head and get a reward.

Bounty: Chief Iklak. Xaurip Chief Iklak stalks Veilwood. You need to bring his head and get a reward. In Veilwood we go to the Xaurip Camp and meet Iklak and his fellow tribesmen, deal with them and take the head of the leader to Firgen.

After completing these quests, we get the following:

Bounty: Daroth Grimault. Daroth Grimault settled in the Copperlane catacombs and led a cult. Bring his head.

Bounty: Torfen. Torfen, the high priest of Eothas, is accused of desecrating graves in Easternwood. Bring his head.

Bounty: Glasdial. The troll Glasdial, known as the Green Death, roams the ruins of Lle-a-Remen in Stormwall Gorge. Bring his head.

Bounty: Bard Roska. Bard Roska plundered the camp near Caliban Rilag. Bring her head.

Rural Plains

You need to cross this place on your way from Kaed Nua to the bay. It's worth staying here and accepting a new member into the party. In addition, you can clear this area of ​​strong monsters and gain experience in groups: Forest Lurker, Forest Troll, Pugra and Lions. We go to the location and go to the crossroads where the gnome Sagani stands with the white fox Itumaak. We talk to her and find out that she has been searching for the reincarnation of Persok, the elder of her village, for five years, with the help of a figurine with a piece of his soul. She agrees to join your party, believing that you will help her as a Guardian. In the Abandoned House, upon receiving the quest: The Parable of Vael, you will meet a group of thieves who stole Wael's scroll. In the Camp, having received the Dozen faction quest: Bronze at the bottom of the lake, we will find Bayne the Agile with a group of Giant Slayers.

Edelwan Bridge

This is a tiny place that you must cross on your way into the city. The bridge leads to Copperlane, one of the areas of Defiance Bay. We ask the Justiciar guard at the gate about the location of the Voivodika temple and find out that it is in the First Fires, to the west of the Forge of the Horn. We enter the city, into the Copperlane area (Part II of the game begins).

Copperlane

Copperlane is a district of the city of Defiance Bay, the capital of the free Palatinate of Dyrwood. The city of the Dyrwood Revolution is not calm, there are refugees on the streets, there is fear in the eyes of the vigilantes patrolling the city. Copperlane is the first area of ​​the city you will come to. This is the second largest area, so you will spend a lot of time there. From here you can reach two other areas of Defiance Bay - Brackenbury and First Lights. Due to the destroyed bridge, the northern passage is inaccessible. You will be able to accept and complete several side quests, go to all available buildings and talk to the NPCs you meet there. In Copperlane, there is also a transition to the catacombs. In the catacombs you can find, among other things, the Temple of the Voivodika, connected to one of the main quests in the game!

We pass into the area, to the right of the entrance we see Rowan in front of a crowd of refugees, who is agitating them for the Dozen and inviting them to the Refuge of Admes. He can talk about all five districts of the city. We cross the bridge and see the Goose and Fox Hotel on the left. From its owner Bishop, you can rent a room, replenish supplies and increase the party with mercenaries of various levels. You can get the quest: Torn Pomovka from Kayra, sitting at the table in the corner. You need to return the wedding ring to the groom Purnisk in the house next to the market. Additionally, there are several locked boxes and containers in the inn. We leave and go to the Market. We meet a friend, Peregund, who sells traps. From the other three merchants you can purchase: Igran - weapons and armor, Narmer - food, Laura - Rings, Potions, Scrolls and Stones. To the right of the market is the house of the Thieves' Cache. We go in and see a trio of thieves discussing their business. No matter which dialogue option you choose, they will attack you. At Langden we will find the Thieves' Letter about the theft from Lord Raymond; after reading it, we will receive the quest: Two-story work. It is necessary to show it to the lord or a certain A.D (in the Domenol house). In the building, you can find a lot of gold (chest by the bed with a trap).

Now we go to Purinisk’s house, there are only drug addicts and mercenaries around, you can just give the ring and leave, or you can ask what’s going on here. After this, you will be attacked, Purinisk will turn into the magician Nirid. You can take your time and first go to the 2nd floor by paying (100, or reputation 14) to the mercenary at the stairs to avoid a fight. We kill 3 mercenaries, take the key from them, free Purinsk and talk to him. Having destroyed everyone, we search the house and collect the goods. We talk to Purinsk again and select the desired option that affects reputation. During the fight with Nirid, once his stamina gets low, you can decide whether to kill him or throw him in the dungeon in Kaed Nua, provided you already have a fortress and have restored the dungeon. If you throw Nirid into a dungeon, after a while he will be ransomed for decent money. We return to Kaynra’s hotel, talk to her and receive a reward. During all this rigmarole, in dialogues with Nirid, you can ask for a discount on the drug. To prove your intentions, you will have to go up and kill the real Purinsk. After which, you will buy the drug at a 50% discount, but Kaynra will no longer be in the hotel. After you kill Nirid, you can intimidate Purinsk and get a discount on the drug from him. There is no one in Lamdala's house yet; in the Scribes' House, you can buy weed drugs from the scribe Corin, smoking in the corridor, and learn about Vianna, who we need for the quest Made to Last, faction of the Knights of the Horn.

The Hall of Revealed Secrets is a huge library and temple of Vael. At the entrance, Fexa tells us about the library, we go further and talk with the Chief Archivist Grimda. She says thieves stole the Scroll of Wael and fled to an abandoned farm in the Rural Plains on the road to Difford. If you agree, we receive the quest: The Parable of Vael. We go to the Rural Plains to the Abandoned House, deal with a group of thieves and a pet bear, led by Aiben, and take the scroll from the corpse. We hear a mysterious voice (claims to be the voice of God), we learn that the theft is not an accident and the scroll needs to be hidden. You will have to go to the Black Meadow location and place the scroll in the Skeleton Drake skull in the east. We return to Grimda, we receive the Robber's Hood and reputation, as well as the Key to the Elder Archives, which can be used when completing the next quest: Pandgram's Theorems. We go to the western room, open it with the key we received, remove the trap from the chest, take the grimoire of Pandgram's Theorem and go to Nedin, which is located near the Breckenbury Asylum.

Not far from the passage to the area of ​​the First Lights we meet Dalton, who will give out a side quest (see catacombs). In the center of the city, the theater troupe Fair of Stars performs in the Amphitheater. You can ask Lamdala standing nearby about everything. Not far from the south bridge we meet Gordy, who will give you the quest: Our little secret. He will reveal the location of the treasure cache if we bring him a transition steel dagger from the Knights of the Forge. We go to the market to the merchant Igranu and ask for a dagger made of transition steel. Igran reports that a group of mercenaries bought it and went to the tavern. We can intimidate him by informing the knights about the trade in such daggers and getting a discount on his goods. We go to the Goose and Fox Hotel, go up to the 2nd floor and talk to Two-Color Wicksell. You can attack him or buy a dagger for 100 coins. With an intelligence of 12, we lower the price to 50 and buy. We go to Gordy and give him the dagger, he reports that he saw one of the actors hiding something under a stone next to the theater. We go to the amphitheater stage, turn on the search and see on the right a cache in which we find a figurine of an oak scarab. At high levels (strength 12), Gordy can tell you about the cache even without a dagger. When you return here later in the game, you'll see Godi convincing his father Hammor that he didn't steal the dagger. He takes you as a witness, and you confirm that Gordy is telling the truth, or deny it.

Admes' haven. We go in, watch the video of Bandon Lear’s appearance, he reports that the main ones here are Bine’s Giant Slayers (after which he leaves). One of the three factions of the city is located here - the Dozen, the leader of the Venan faction. The Dozen is a free association of warriors and researchers of Dyrwood. The first task can be received from Osric, he also has new mercenaries. Trader Sonilda only trades with members of the Dozens faction and if you are not a member of the faction, she will send you to Osric. He agrees to help you with the merchant, but asks you to bring his family breastplate from the Knights of the Horn (see First Lights). The breastplate is kept by Penhelm, but he is unlikely to give it away. Penhelm forged a document about the purity of his soul, if we can prove this, then we will return it, we get the quest: Robber Knight. We go to the Knights of the Forge, find Penhelm, and see the required breastplate on him. Falsifying characteristics is slander, he will say. In the next room we close the doors and take his Characteristics from the shelf. Now we need to confirm its authenticity with Karren from the House of Hadret, which is in the Breckenbury area (further see there). Once you complete this quest by returning the breastplate, you will be able to choose the Dozen as your faction.

Briefly about factions. Defiance Bay is the largest city in the game and one of the elements that makes it different from other places is the presence of three different factions: Knights of the Horn, House Domenel and the Dozen. The House of Domenol is a family of traders, bribe-takers and extortionists who do not hesitate to steal and murder. House Domenel is led by Gedmar Domenel and is located in Brackenbury. The Knights of the Forge are located in the First Lights area of ​​Fortress Fortress. This is the only professional aria in Deerwood. The leader of the faction in the city is Commander Klyver, the head of the order is the High Judge from the Fleet Boy Castle. You have already met the Dozen faction. You can complete quests for these factions. First, each is party neutral, but this may change over time. Completing a quest for a representative of each faction will give you a positive reputation with that faction, which can ruin your relationship with the rest of the factions, especially for the Knights of the Forge and the Dozen, who hate each other. At the beginning of your visit to the city, it is recommended to meet with representatives of all factions to learn about their worldview and complete quests that give the opportunity to join the faction. Then, you must decide which faction to join and be in it for the rest of the game, increasing your reputation with it. Choosing a faction mainly affects the side quests you complete for it and the access to unique items from faction merchants. You will have to join one of the factions for the main quest: The Hermit of the House of Hadrat in order to get into the faction’s delegation for the hearing on the animancy case, for which the head of the faction must vouch for you.

Quests Factions Dozen

We go to Venan, we say that we are looking for work, he warns about the reaction of other factions and reports that the faction needs a powerful Engwithan weapon from the ruins of Lle-a-Remen in the Stormwall Gorge, to protect against the iron warriors of the knights. At the same time, he reports that he has sent the Giant Slayers to retrieve these weapons; he needs to find them on the Rural Plains and find out how far they have advanced. We get the quest: Bronze at the bottom of the lake. We go to the rural plains to the Camp, meet Bayne the Agile with a group of Giant Slayers and talk to him. He says there are two problems: the flooded entrance and the patrols of the Forge Knights. But the biggest problem is Bine himself and his comrades - they do not want to share and there is very little chance of avoiding a fight during the conversation. You must have high scores in strength, dexterity or intelligence (16-17), then without a fight they will give up the Hadrian key to the ruins, which they do not know how to use. We go to Stormwall Gorge to the ruins (further see Stormwall Gorge). Returning to Venan with the ancient weapon, we complete the quest and receive the Cloud Piercer bow and reputation.

Catacombs

The entrance to them will be indicated by Dalton, standing not far from the passage to the area of ​​​​the First Lights, and will give you the quest: Voice from the Past. He complains that he hears the voice of the long-dead Rowena, he dreams that she is wandering through the catacombs, he asks to find her there.

Catacombs are a place where bandits and dangerous monsters hide. You can complete several side quests here. You will also find a lot of valuable things, guarded by quite strong opponents. The catacombs consist of two levels; The Voevodika Temple, connected to the main storyline, is located deeper. We go down into the catacombs and study the corpse of the initiated lead brotherhood. We kill the Troll, then we deal with the Swamp Sporozoans, clear the corpses and go into Iorn’s Shelter. He is hiding from the Knights of the Forge; in dialogue with him, several options for solving the quest appear: Undesirable, which we receive in the Forge Fortress. Next we go to the laboratory of the necromancer Helig from Thane, if you received the side quest: Voice from the past from Dalton standing at the entrance to the catacombs, he will say that he knows where she is. In return, he will ask for a favor, you need to steal a book of spells from Moidred from the Breckenbury hospital. But you can do it easier, kill the necromancer, remove the Amulet with Rovina’s soul from the corpse and go to Dalton. If we go to Moidred, he will confess that he killed Rowena during experiments. You can open the chest next to Moidred and find a monster instead of the grimoire - Wicht, who will kill Moidred, and you will have to defeat the monster. We go to Helig in the catacombs, get an amulet with Rowena’s soul and return to Dalton. There are several more options for your actions that will lead to the loss or gain of reputation, receiving bonuses, etc. We continue passing through the catacombs, go to the South-West corner and go down to the 2nd level of the catacombs to the Temple of the Voevodika.

Temple of the Voevodika, 2nd level of the catacombs

We go down, a ghostly image of an Old man in a robe who was present at your awakening appears. A pale, sickly light fills the corridor, the words of his dialogue sound in your head, he demands to take an oath and sow knowledge of the gods among the lost. We take an oath (a single line of dialogue, no choice) and he disappears. We go to the guards at the entrance to the temple and talk to Havmadg, there are options in the dialogue, but you should skip the first line without any problems with Intelligence 13. Just in case, immediately put on the commander’s hood found on the corpses on the 1st level of the catacombs. We go into the room with the newly initiated, if you haven’t put on the hood, he will ask about the mask and there is an opportunity to get it from him (With high parameters (14) and after his rehearsal with the password). We go to the ritual chamber, we enter with one character in a commander’s hood. We see a ritual, how shrouded figures approach a hooded woman one by one, and she places her hand on their forehead. Then she turns to you, tells you that you are late, puts her hand on your forehead and the dialogue begins. After the dialogue, the main quest: Always near the queen will be completed, and we will receive three new quests: - Through the gates of death - find ruins in the village of Dirford. - Imperishable covenant - find a tower near the cemetery near abandoned mansions. - Waiting – find an area with a voluntary prisoner. You don't have to bother at all. If we go in without a mask and with the whole squad, we will have to kill everyone. But the dying woman at your feet, influencing your brains, will still give you these tasks. Let's remove the Lead Key from the woman's corpse. We search everything, pull the lever on the column and exit through the open doorway into the First Lights area. We speak with the guards to get clarifications on the quests.

First lights

First Lights one of the five districts of the city. It is here that you can find the most important buildings, such as the Duke's Palace, the Vailian Republic Embassy and the headquarters of the Knights of the Horn. It is also a central area from which you can reach the rest of the city.

At the Vailian Embassy, ​​we speak with Ambassador Vincent Agosti (after Palegina's annexation), who insisted that Palegina mediate a trade agreement between the Vailian Republics and the Glanfatans, meeting with the Anamenfat at Twin Elms.

Undesirable. This quest will appear in your journal automatically (if you have not dealt with Iorn in the city catacombs before), after you have taken the Arrest Order from the table. To find out more about Ayorn, talk to Justicar Aldmar standing at the entrance, he will say that you need to look for him in the catacombs. It turns out that he accidentally killed one of the knights during the defense, and they want him dead. When talking to Iorn, you can attack him immediately, or try to convince him to appear in court and he will attack. Now we return to Justicar Aldmar and talk about his death, you will gain reputation with the knights and earn 250 gold. You can simply let Iorn go, or even give him 300 gold to escape the city. Vayla - trains recruits in the knights faction, gives the quest: Missing Guards, which will allow you to go to the closed area of ​​the Treasured Hill, where Vayla’s recruits disappeared (see Treasured Hill). Marshal Wenfeld appears in the Gorn Fortress as part of the House Domenel quest Changing the Guard.

Quests for the Knights of the Forge faction.

Quest: Made to last. Commander Klyver at Gorn Fortress has a plan to make up for the lack of knights. He asked the Chief Blacksmith Dunstan to make forged knights - soldiers from armor. To complete the project, research results are needed from Vianna, who lives in the cells of the Copperlane Scribes House. We go into the Scribes' House and talk to the scribe Korin, who is smoking in the corridor. You can buy weed medications from him and find out that Vianna went to Ondra’s Gift to her friend Clessia in the Empty House in the north. Entering the house, we see how Dodvina ties up Vianna with a group of Dozen fighters, demanding to explain what kind of papers with research they are, in order to thwart the plans of the knights. Regardless of the dialogue options with her, you will have to fight three opponents. We attack Dodvina first of all, because she has magic. Having dealt with the fighters, we take the Results of Vianna’s research from Dodvina’s corpse. We return to the Gorn Fortress, give the papers to the blacksmith Dunstan, he begins to work and after a while we will see the results. Dunstan will say that Klyver has a task for us, and we can buy any weapons and armor from him. We gain a reputation and the opportunity to choose the Knights of the Horn as our faction.

Quest: Steel winds. Commander Klyver reports that he has made a copy of Vianna's research results and needs to deliver them to Ansloig's Compass. Due to the Dozen's position, the High Justice's messenger is unable to deliver the copy to Fleetbreaker's castle for the making of forged knights there. He sends us to deliver a copy to the messenger, since the Dozen doesn't know us. We need to contact the Commander woman Aranroyd, she will meet us at the docks. We leave for Ansloig's Compass and go to the pier in the Southeast, at the Stone Circle. We speak with Aranroyd, the messenger from the Fleet Slayer Castle and give her a copy. Following this, a group of Dozen mercenaries appears, led by Padebald, who is outraged by the transfer of the dark secrets of the animancy. We deal with the Dozen mercenaries with the help of Aranroyd, she boards the ship, and we return to the Gorn Fortress. Approaching the fortress, we find a Forged Knight attacking us in front of the entrance, it seems they are out of control and we will have to destroy them. We go into the fortress, destroy all the enraged Forged Knights and talk to Commander Klyver. He gives us the title of Honorary Justiciar, bestows the Sword of Shame or the glory and armor of an officer of the Knights of the Horn, and also promises help in the future.

Ducal Palace

Quest: Remains of dispelled faith. This is a quest from fellow party member Eder, he agreed to travel with you to find out about the circumstances of his brother’s death. We find the Archivist in the palace and ask for access to the archives. But most likely you will be denied access. The necessary information can be obtained in two ways - use the dialogue option associated with a well-developed Strength (at least at level 16), or wait for the party's reputation in the city to increase to a sufficient level (friend or slightly good), after which you will receive the required volume from the archive. You learn that Eder's brother was killed in the 3rd Battle of Kaliban Rilag and that he fought for Redseras. While exploring the battlefield in Kaliban Rilag, we go to the Marauders' Camp, and after a short conversation, we attack them. After the battle, in one of the containers we find Part of the Redseras Standard. With the help of the Grieving Mother, you see visions, but for now this is not enough, perhaps we will find out something further.

Quest: Ember of Faith. Upon entering the Ducal Palace, on the right there is a large round hall with a statue, next to which stands Firga. We talk to her and find out that this is the premises of the Temple of the Goddess Magran, the patroness of the city, but the sacred lamp in her hands has gone out and she points to the statue; when it burns, the rest in the city burn too. She is concerned about the situation in the city, recently she has had visions of a fiery cave with the symbol of the goddess and she wants to find it. Venan from the Dozen can tell you the location of the cave; these are Scorching Falls (see further there), where you should go with a well-pumped party. By giving the Burning Stone to Firge, we will receive a reputation and a flail: “Unforgiven.” But reputation can also be lost by suggesting a lack of faith in Firga or by avoiding giving an answer.

Main quest: Hermit of the House of Hadrath. You need to get an invitation to one of the delegations to the hearings on the case of animancy held by the Duke, for which one of the main parties at the hearings - the Knights of the Horn, the house of Domenel or the Dozens - must vouch for you. For an invitation, go to the faction leader, and then inform Lady Webb about the invitation. IMPORTANT - Do not continue this quest until you have completed all side quests in the city. After completing this quest, you will not be able to return to Defiance Bay for some time. The same applies to all other important events, such as reconnaissance of available locations (the Hospital will be burned and you won’t be able to get there again), or meetings with merchants, etc. Lady Webb directs us to the hearing on the side balcony, the entrance to which is next to the Archivist's room. From the balcony you can see Duke Evar Skalozub, a delegation of factions and animancers leading a discussion. It does not matter what phrases you choose during hearings in the dialogue windows. No matter what you do, the Duke will be killed at the end of the hearing.

We watch the video of Taos appearing at the door, taking power over the speaker, and he kills the Duke. Then we watch a video of the massacre in the hall, and a video of Taos leaving the palace. At this moment, you go down the stairs, and Thaos shouts to you: “End your suffering,” you fall and see visions, and he runs out of the palace. We leave the palace, there are fires and riots everywhere, a number of passages are closed, we return to Lady Webb. There is destruction and corpses in Hadret's house. We discover the corpse of Lady Webb on the bed in her room, above her the weakening purple aura of her disappearing essence. We interact with her, we see that Taos kills her and heads to Twin Elms, where we should also go. The game reboots, we find ourselves on the Edelvan Bridge and receive the quest: Killer on the loose (Part III of the game begins). First we go to Stormwall Gorge, go down there to the southern lowland from which the water has left and follow the southern road to Elshmore.

Brackenbury

We go into the Asylum and talk to the statue of Chief Overseer Ethelmoer in the Main Hall, he offers to interview the animancers. We go down the stairs to the Animance Laboratory, question Bellasege, then Moydred, Ripley, but we don’t find Azo. We return to the statue, tell it about Azo and gain access to the patient department. We go downstairs again, go into the department and talk to Freyol standing next to the entrance. She says that Abo experimented on Grem in the northern department. We go to the Laboratory and talk to Kadman Azo, but we don’t get access to the Northern Department; we’ll have to remove the key from the corpse. We go to the far chamber of the Northern Branch, click on the door, read about visions, talk to Uskgrim and watch the video. The Agent of the Lead Key in the Asylum has been revealed and the quest has been completed. We are leaving the hospital fighting.

When leaving, the courier Danrid Rowe runs towards us, with an invitation to Hadret’s house to Lady Webb, and we automatically receive the quest: Hermit of Hadret’s house. When approaching the house, the ghost of Thaos appears and you talk to him.

We go into Hadret's House and talk to Curren about Lady Webb, he sends us upstairs. We speak with Lady Webb, she asks to keep her informed of new information about the Lead Key. We go down to the 1st floor and talk with Curren again, but now about Penhelm’s characteristics. He confirms that she is fake and advises her to contact Commander Klyver. When we exit, Penhelm will attack us (or choose options in the dialogue), remove the cuirass from him and go to Osric, the quest is completed.

While in the hospital, we talk to our party member Aloth about Izelmir, and then we ask the statue of Ethelmoer about awakening and he directs us down to Bellasege. She conducts a session of research on Alot with a bunch of dialogues, the choice of answers is not critical, we assure the elf that this is just a dream. After exploring, Aloth's wild quest: Two-Face will be completed. At the Tar Barrel Hotel at the entrance we speak with Elf Tristvin and receive the quest: Far from Home. He, together with Cyril from Salty Mast, in the Dara Ondra region, rob rich nobles. She has the medallion Tristvin needs and he asks to solve the problem. Returning to him with the medallion, we will receive 2000 gold and reputation; if you refuse the money, your reputation will be greater. The owner of the hotel is Ablehart Skerrion, you can rent a room from him, take a mercenary into your party and buy food. In the basement we will find bandits with the leader, on the second floor Mervit with the pirates. There is a woman named Nedin at the hospital, we talk to her and get the quest: Pentgram's Theorems. She needs theorems from the Hall of Revealed Secrets in Copperlane to continue her research (see Hall). We will receive from her as a reward the Ring of Eternal Money! Domenol Mansion. We enter the Domenol mansion, and a conversation with the doorman automatically begins. We ask him about the Domenol family, attack or automatically leave. If we want to join the Domenol faction, then the surest way, when you first get to the city, go to Copperlane’s Thieves’ Cache, take the Thieves’ Letter and get the quest: Two-story work. Then go to Breckenbury to the Domenel mansion, where the doorman will have a dialogue: “Domenel House? I found a letter that might interest someone here.” It often happens that by completing all the quests in a row and reaching the Domenol house, you will affect the interests of this faction or complete quests of other factions and they will not let you in. You can get to the Domenol house if you help Danna in the quest: At Any Cost in Ondra's Gift warehouse. The doorman will have the option: Danna sent me here, and he will take us to the room with Abrekan Dominel, but again, relations with them may already be damaged. We give the thieves' letter to Abrekan Dominel and see his anger. It turns out we killed his people and he wants us to finish the job for them. Lord Raymont has the Diamond Heart of the White Passage, this is the property of the dwarves of the Clan of the White Passage, the Knights and the Dozen are fighting for it in order to make peace with the dwarves. One of the lord's servants will leave a second-floor window open, you need to climb in and steal it, but the lord's guards must not be disturbed. You can climb to the 2nd floor using a hook. We find ourselves in the room, sneak out into the corridor and pull the light-switch on the wall on the left, opening a secret room where we remove the trap and take the diamond. We go to Abrekan and give him the diamond, he sends us to his father Gedmar, who will be pleased with the diamond and the ally. The quest will be completed, and you will be able to choose House Domenel as your faction. You can complete the quest: Two-story work in another way. We go to Raymont's mansion, talk to Lord Raymont and inform him about the alleged theft in accordance with the letter found in the Den of Thieves, and the quest will be completed (we will receive 500mp).

Quests Factions House of Domenel.

Quest: Change of guards. We go to the 2nd floor to the office of Gedmar Domenel and talk to him about working for the faction.

Gedmar warns that our relations with the Knights of the Horn and, to a lesser extent, the Dozens, will deteriorate. With our agreement to become members of the faction, he reports that Marshal Wenfeld is very interested in our affairs and wants to use all the forces of the Knights of the Horn against us. You need to kill him so that everything can be blamed on the Dozen, for which you leave the sign of the Dozens on the altar of Abydon in the chapel. When going down the stairs to the 1st floor, Abrekan meets us and advises us not to leave evidence on the altar in order to return respect to the Domenel house. We go to the Forge Fortress, wait for him to enter the chapel and be left alone to pray. We kill, return to Gedmar, he will curl his lips if we don’t put in evidence and that’s all. As a reward, you can choose money, weapons, or a service in the future, the latter will be useful to us in the future. On the 2nd floor, further along the corridor we find Brikanta Domenel, she is a merchant of a special Domenel product. Kolfeg insulted her, we need to teach him a lesson, he is hiding in Ondra's Gift. We receive the quest: Wounded Feelings. We go to Kolfeg in the Abandoned House, talk to him and decide: beat him, kill him, or let him go and then lie about killing him. We return to Brikante, she will trade with you from now on.

Ondra's Gift

Dar Ondra is one of the five districts of the city, it is the poorest of the districts, and it also contains the docks. This is where most thieves and bandits live. In this area, it is advisable to explore all the buildings and streets to get all the side quests. Be sure to visit the lighthouse, but as late as possible, due to very strong opponents.

In an abandoned house we will find three drug addicts in one room and Kolfeg in another (entrances are separate). The next Abandoned House is empty when you receive the Quest: Made to Last, Vianna will be there.

When approaching the Salty Mast Brothel, we watch a video of a gang of robbers taking a wallet from a nobleman and hiding. We help the nobleman, and he leaves. We go in and talk to May at the entrance, her business is in decline from bandits, she can offer a drink, a room with a girl and mercenaries. A night with Cyril for the quest: Far from home costs 1000. She is guarded by two guards, you will have to pay. In a conversation with Cyril, there are many options for completing the quest, she states that she has more rights to the medallion, but it is advisable to get the medallion and ring and return to Twistin. You can talk to the dancing girls. At the top of the stairs there is an Old Drunkard from whom you can get the Ring of Club Members, with whom we will go through the closed doors with security on the 2nd floor. If you try to go through this door (mechanics 7) without a ring, the guard will not let you in, and when the door opens, everyone will attack. You can buy very valuable weapons and items from Vincent Dvelier. We leave the brothel, and near the monument we are attacked, we automatically receive the quest: Supply and Demand. Mae, the owner of the brothel, wants to deal with the attacks of bandits and one of the attackers can help you with this. We kill three Aggressive thugs at the monument and find from them a Rusty Bronze Key to one of the houses in this area. To the left of the warehouse we see a Dilapidated House, the door of which can be opened with the key found from the thugs. We speak with Efri, the choice of actions is yours, we return to May with a report. During the fight with Efri, once her stamina gets low, you can decide whether to kill her or throw her in the dungeon in Caed Nua, provided you already have a fortress and have restored the dungeon. As a ransom for it, you will receive 600 gold and your reputation in the city will increase slightly. In the dialogue, we remember that these are people of the Domenel family, and you can cross paths with them. To the left of the passage to the First Lights you can find Kurnd, a seller of precious stones. Not far from the entrance to the brothel there is a descent to the water; a fisherman standing there will tell you that it is high tide, and you need to go down to the water in the morning. We cross the bridge, find the merchant Cartugo, go a little further, Palejina runs out of the door towards us, talks to us and disappears. We go to the Vailian Trading Company, talk to Liena behind the counter and go to the warehouse. We speak with Mestre Merzano and agree to the quest: At any cost. You need to deliver a package from the warehouse to Gareth at the Goose and Fox Hotel in Copperlane. We find Gareth at the counter in Copperlane's tavern and give the package. Gareth says that these are bitter gourd seeds for abortion and takes the goods from Verzano for the last time, he is afraid of Domenol spies. We watch a short video of Danna appearing in the tavern, who tells Gareth that he promised to buy only from her. Then Danna turns to us, there are many options in the dialogue, but she invites us to kill Verzano. He set you up, and the Domenol house is generous, she says, if we agree, she promises to put in a good word with the family. We go to Mestre Merzano, he again offers to deliver the package, we tell him about the problem, Palegina appears, and we choose what to do next. If we decide to defend Merzano, then Danna will appear with her gang, and you will have to fight them. Merzano's guards will help you, and after victory he will give you 1000 gold and a pistol. If we attack Merzano, Danna will appear again, she will help deal with Merzano and the guards and invite the Domenols to brother Abrekan’s house. You can remain neutral to the events and Danna herself will attack Merzano; in any case, do not forget to clean out the warehouse premises. When leaving the warehouse, we meet Palejina, accept her into the squad and receive the quest: Child of Five Suns. You need to visit the Vailian Embassy and talk to Agosti.

Quest: Brave Derryn. In Odda’s House we find a woman upset about the disappearance of her son Derryn, who went fishing in the port with his father Wade; we heard about his disappearance from the herald at the passage to the First Lights. Entering the Brothel, we will see Wade, Derryn’s father, at the counter and talk to him, he came here for a drink, and when he came out, his son was no longer there. Imatl will say that Derryn likes to play near ships. If you wait until the tide goes out in the morning (and all day), you can find Derryn drowned in the water at the Brothel. We walk through the water, choosing shallow places, and find the boy’s body hidden by mud and algae. Derrin died, but you can touch his soul, talk to it, take the dagger from the boy’s corpse and find out who killed him (the letter B is on the hilt of the dagger). We press search and next to it we find the Rod lost by someone. We go to the house with lost souls, talk to Bragan and deal with him and his friends. Then we go to Odda and tell her everything. There are several options for the development of events in dialogues with Bragan and Odda, the decisions on which you make, the bonuses and reputation you receive depend on them. Quest: Secret cargo. On the pier near the warehouse we see Imatl looking at something in the water, with our consent he issues a quest. He asks to find three pieces of the scepter that fell into the water from his ship after the crash. We collect the parts in the water in the same way as they searched for Derrick’s body; at the same time, we can also find objects lost by the residents. Having brought parts of the scepter, we can take it for ourselves (during the dialogue) and sell it profitably to Nans at the Breckenbury Asylum. Quest: Weeping Banshee. We walk along the wooden walkways and meet Nia, if desired, she will give out the quest. She wants to repair the old lighthouse, but she is afraid of ghosts and gives me the key to check it. We go into a 3-level lighthouse, destroy the undead, mainly the shadows of the dead, and take the Lighthouse Key from the table on the 2nd floor of the lighthouse. On the 3rd floor we meet the Weeping Banshee (sean-gulu) Lilith, and if you don’t bother, then, having dealt with her, we go out and report to Nya standing at the exit. The quest has several options for actions and dialogues. With high perception (not lower than 12) and search, we notice blood on the hands of the ghost, look for evidence and, after reading the journal, go down to Nya. She will tell you about a pirate ship under the command of Mervit, who lives with the pirates in the Brackenbury Inn. We talk to Mervit and she solves all the problems, all we have to do is return to Nya to get 1000 coins, reputation and the opportunity to clean the tower. Quest: Call everyone upstairs. Further on the walkway you can find Marceno, who complains that Captain Fortanero’s chest was stolen from him and he asks to find it. The chest was stolen by Valdr Three-fingered with three accomplices, we go to the eastern bridge, deal with Valdr and return him. Marcheno will pay you 300 coins, if we demand more, we will get a good item. There are other options, for example, opening the chest (mechanics 4).

Treasured Hill

Treasured Hill is one of the city's districts. Due to animancy research, the area is overrun by the living dead and is closed to the public. Vayla, who trains recruits in the Knights of the Forge faction, gives the quest: Missing Guards, which takes you to the closed area of ​​the Treasured Hill, where Vayla’s recruits disappeared. You can also pass if you pay the guards 1000 coins or with high scores (Strength 18). Attacking the guards is a bad decision. We enter the area and destroy the undead. We turn left to the Tower and fight our way to the top. On the 3rd level of the tower - an open area, we see a large ancient mechanism and Aldhelm at the Hadrian control pillar. The machine started working on its own and he cannot stop it, he promises to tell him how to become stronger, but he needs to know the control words. He sends us to talk to Ikanta in the Treasured Hill, she knows important things about the tower and the words of control. We go to Ikanta’s house, talk to her and achieve the transfer of her knowledge to you, now you speak the Engwithan language. Ter-Naunes is the name of the tower, it has a soul retention machine and, on Ikanta’s advice, we can turn it off. There are three prisoners in Ikanta's house, they can be freed without consequences or sent to the top of the tower for Aldhelm. We return to the top of the Tower, Aldheim is very bad and he needs a victim if we want to accept his help. We approach the control panel - a jagged pillar made of adra with runes that we can now read. There are two options: either turn off the machine or break it. You get more positive reputation points if you do the latter. Press: Open the damper to the maximum to cause an overload and the car breaks down with a terrible roar. The machine is now impossible to use, but the souls of the Treasured Hill had to be sacrificed. We go to Valtas's House. This family's estate is literally swarming with the undead. Inside you will find three Ghouls and a transformed family (Darguls) - Lord Valtas, Lady Valtas and Emilo Valtas. We will find Valtas' will under the carpet. Only the little girl - Sayda - hid in a separate room and survived, but three Valdezes are breaking down her door. Side quest: Safe Shelter. We kill the Darguls, open the door (mechanics 4), but Saida is not here. We find a note that the key to the crypt is hanging in the kitchen near the stove, but we discover that someone took it. In the bedroom, next to the bed we will find the key to the Valtas mansion. We go to the Valtas crypt, the door is open, it turns out that Saida is not in the estate, but hid in the grave. After a short conversation, tell her to go to the main gate. In the sarcophagus with the trap, you will find a Rainbow Scarab Figurine, which can be summoned during battle. If you took the quest:

The missing guards, then we go to the crypt, where we will find justiciars enchanted by Leira - Vayla’s recruits. Leira is a ghost, but still thinks she is alive and considers herself a commodore of the Knights of the Horn. Leira and the recruits will have to be killed, and they will return to Vayla. With a high reputation (13), you can talk to one of the recruits, and he will come over to your side. In addition, you can open a sarcophagus with a trap in the center. Returning to Vayla, your reputation with the Knights of the Forge will increase and you will receive 1000 gold. We will find Saida at the Main Gate, she will point you out to the guard - the justiciar, as a liberator. You can tell them that Defiance Bay is in your debt and demand the mansion in Brackenbury, but it's not up to them to decide. Now it’s time to report to Lady Webb, we go to Hadrat’s house in the Breckenbury area and meet a courier at the house who hands us a rare pistol (Spark of St. Guaram). We report the news to Lady Webb and set off to complete the quest: Through the Gates of Death - find ruins in the village of Dyrford.

Stormwall Gorge

Stormwall Gorge is a place that connects Defiance Bay, Dyrford Village and Twin Elms. The southern part of the gorge is inaccessible, the entire lowland is flooded. The water level will drop only after completing all the main quests in the city, after the next part of the game begins, you will receive the quest: Killer on the loose and go to the city of Twin Elms. At the location you will meet Wild Druids, Lions and Blizzards near the ruins, and in the southern part (as the water goes away) Sporovikov and Shtelgars. You can find a new party member - Hiravias, he can be accepted into the squad. If the squad is complete, then in the squad management window that appears, you can take it into the party, or send it to the fortress (the inn in the Gilded Valley, if there is none). Hiravias has his own personal quest: True to Form, but in order for him to appear, you need to talk to him.

We enter the location, on the right we find the ruins of Lle-a-Remen, which is simply impossible to enter (the entrance is flooded), next to them in the southwest we notice a circle with writing and a depression in the center. To get to the ruins you need to be a member of the Dozen faction and receive the quest: Bronze at the bottom of the lake. Knights patrol, but no one bothers us. Approaching the circle with the inscriptions, we activate it by placing the hadrian disk in the recess; if it falls out, then it’s still early - it’s daytime. Click: Wait a little while watching the Sun move across the sky (the picture on the right will darken). If necessary, repeat several times until darkness sets in, insert the adra disk into the circle with the inscriptions and it begins to glow. We go to the entrance and see how the water leaves the well with steps, we go down.

Ruins of Lle-a-Remain

Lle-a-Remen is a temple ruin, we can get here in two ways: by completing the Dozens task and after the water subsides in the lowland (southern part) of the gorge, when the entrance opens. Having gone down the stone stairs, we go into the passage to the arch, and at the same time we see a stone head above the arch, whose haddra eyes begin to glow green. Her voice reaches us that there is no blade truer than an entity clad in bronze and that we need to turn left twice and prepare the soul for retribution. We go through and fight spiders, ghosts and shadows of the dead. We go into the Ritual Hall and jump into the Great Tunnel with the web, going to the east. To move along it, we must widen it with a hammer and chisel, break through the web (Sword at level 16), crawl under the web. The most profitable thing is to crawl under the web (be careful, spiders and a trap), then go to the South Hall and talk to Nridek, to complete the Dozen quest, it doesn’t matter whether you kill him or leave him alone. If we kill Nridek, we will have to deal with the crowd of spiders, and from the corpse we will remove the vessel for the soul, needed for the ritual. We approach the sarcophagus that was behind Nidrek at the end of the room, take away the Ancient Engwithan weapon for the quest Dozens and the Spear of Cladhalias. Now you must return to Venan in the dozen faction, but at the exit from the ruins you will be attacked by the Knights of the Forge, led by Commander Kavel.

Village of Dyrford

The village of Dyrford is the second village you will visit in the game. It is located between two large cities - Defiance Bay and Twin Elms. Here you can get several side quests, and find a new party member - the Grieving Mother. We enter the village and see a Madrasa with two companions at the bridge. In the conversation, it turns out that she needs Naifra, she is a killer and needs to be lured out of the village. We receive the quest: Cat and Mouse (if your reputation with the Domenol family is bad, you will not receive this quest). We go to the Temple of Beross and speak with the Harbinger Beyodmar, he shows the location of the ruins of Kliaban Rilag and warns that the ruins are guarded by the Glanfathans and some individuals were looking for them. After crossing the bridge, we speak with the Guard of Kharond, who asks about Lady Ailis, the daughter of Lord Nestor Kharond, who has disappeared. We receive the quest: Bloody Legacy, you need to talk with Lord Kharond in the Drakogen tavern. On the right we see a pen with pigs and Rumbolt, he complains that the Ogre stole his pigs and Trigil should know where he lives. We receive the quest: The Farmer's Fate, you need to bring the Ogre's head. We go to the tavern, near the square fireplace in the center there is Sid, she will tell interesting stories about the tavern. The innkeeper Dengler behind the counter can sell food, rent out a room, provide a mercenary and tell you what's going on in the village. If you ask him about the missing Lady Ailis, then with a perception of 13 or a reputation of 12, you can get information that she wanted to escape and communicated with the tanner Trigil, whose shop is near the destroyed tower. We speak with Lord Kharond, he did not see his daughter for several days, and the residents did nothing to help him. Hendin, the local alchemist gives out the quest: Egg from the nest, in the drake's nest east of the village there is an egg needed for potions. She believes Lady Ailis is pregnant and has seen her with Trigil. We go to Trigil and find out that she wanted to escape, and when they crossed the river, an Ogre came out of the forest and kidnapped her. Having met a grieving mother, we watch (read) the visions, talk to her and accept her into the team, and complete the quest: Visions and Memories. It is advisable to leave the grieving mother in the party for the remaining time. You will have additional visions over the course of weeks or even months of in-game time. Once you've gathered more information, talk to the Grieving Mother, choosing your dialogue options carefully so as not to anger the mother. She may leave the party and you will not be able to include her in the party again. We go up to the 2nd floor of the hotel and talk to Naifra, she confesses that she is a thief, robbed the wrong house and got involved in a conflict with influential criminals. If you kill Naifra, then returning to Madrasa, you will receive reputation with the Domenol family and 1000 gold. You can tell Naifre to go east where it's safe and get 750 gold, or send her west to Madrasa, however, if you don't have 14 Reputation, they won't believe you and will attack you. Returning to the Madrasa, you will also have options. If you tell her that you allowed Nayfra to escape, you will have to fight Madras and her two companions and pick up 1000 gold. You can also lie that Nyfra managed to escape to the north and there will be the same reputation problem. In the room on the left in the floor we find the secret following a tip from Sid (search). We go to Difford's Crossing to the Ogre's cave, in which there is no Ailis, but there is a note from Trigil. We return to Trigil and talk to him, realizing that we know too much, he attacks you. Now we go to the ruins through the door (Mechanics 7) of Trigil's Tannery or go through the entrance at Dyrford's Crossing. Using the search, you can find the Tanner's Key in a barrel of dye and use it to open the door to the ruins. We pass into the destroyed tower and go down through the hatch into the ruins.

Difford ruins

Difford Ruins are located under two locations: Dyrford Village and Dyrford Crossing. Inside there is a temple complex with Skainites of various ranks and levels. There are many traps and hiding places in the ruins, it is advisable to explore them completely, but if you have a mechanic at level 9, you can take the shortest route to Wymund from the entrance from Difford's Crossing. We go down the stairs from the Village of Dyrford, go, destroying the skeinites, into the room with the key to the dungeon and take it. Open the door (Mechanics 9) to the Pool of Blood with the Old Dungeon Key. This is where the secret ritual is performed. You can sacrifice one of your comrades in exchange for a permanent bonus to your statistics (by hiring a character). In the library, we take the Master Key from the table (the key to all the locks of the crypt) and open the door to the crypt with it. We see Vaymund at some mechanism, from which the crying Lady Ailis emerges. He says that Ailis is the niece of Lord Harond and is pregnant by him so that he can have an heir. The charged spirit in Lady Ailis will kill Kharond and his rotten family and you must decide to kill her or release her to the lord (if you do not have the Sorrowful Mother with you). If the Grieving Mother touches her mind and heals her, she will scream in fear and Wymund will curse and attack. After the battle, we inform Ailis that we saved her and advise her where to go. There are many dialogue options that give each person bonuses and reputation. We take the key from Vaimund’s corpse, open the chest and take the notebook. We return to the lord in the hotel, on the 2nd floor and inform him about the events. Now it’s time to go to the Mysterious Ruins of Caliban Rilag, which Beyodmar told me about in the Temple of Beross.

Difford's Crossing

We enter the level, fight the Tree Beetles and find a broken statue, under which is the entrance to the Dyrford Ruins. There are several ways to open the entrance. Select a character with Strength 19 and move the statue to the side, with a high level of mechanics, pick the lock, use a hammer and chisel to make a hole and move the statue with a crowbar. You can simply use the key found in the ogre's cave. We go to the cave of the Ogre Korgrak, destroy the crowds of spiders along with their queen and, having found the ogre, talk to him. You can persuade him to leave Dirford, leave yourself, or attack. We kill, take his head, search the cave (search) and find the 2nd exit from it to the ledge. We find there a corpse with a Key with a head in the form of a skull and a tattered note about a secret temple with 2 entrances signed with the initial “T”. We find adventurers collecting dragon eggs, talk to Sevis, their leader, and choose an option; one of them, a magician, can be scared and he will run away. The egg is located higher on the ledge, you can climb there using a hook or high parameters (athletics 5). It is advisable to lower the egg on a rope, otherwise it will break (you need a constitution of 16). We return to the village, give the ogre's head to Rumbolt, and the egg to Hendina, completing their quests.

Caliban Rilag

Caliban Rilag is a place north of Dyrford's Crossing. You come here mainly to complete the main quest: Through the Doors of Death. There's nothing interesting here except for a few NPCs and those wolves. The most important elements of this place are bridges into ruins. In front of one there are sentries led by Slevhota; to get through you will have to kill everyone. An alternative option is to jump over the rift of a broken bridge, but characters with low athleticism may get injured.

Ruins of Caliban Rilag

The ruins of Caliban Rilag are two-level, here you will encounter many enemies and find many traps. It should be noted that you can walk past some enemies without engaging in combat. We begin exploring the ruins in the eastern part by entering through either of the two entrances, which connect after a few meters. In the cave with animat you can find a Tiny animat - a tame animal, the door (mechanics 7) opens with the Engwithan key. It is advisable to immediately go to the stairs to the 2nd level, kill the sporozoans in the southern cave and go down. We go left to the Western room with a round pool and take out from it the Engwithan key, which opens all the doors in the ruins. We open the doors for them to the main hall with a statue of a man and a woman, connecting all the rooms of the level. We go to the eastern room and kill one of the most powerful opponents in the game - the Hadrian Animat and 2 simple Animat, collect all the goods. The Hell Animat has high defense and toughness, but does not deal much damage. However, you must remember that he heals himself, and his allies, without strong magical attacks, he is difficult to defeat.

We go to the main hall and climb the stairs to the 1st Level, which was previously inaccessible. We watch a short video and see a huge working Engwithan mechanism, to the left of which is some kind of silhouette. We touch this silhouette, the haze of his spirit above him is weak and weightless, affects you, and you see visions.

The order is clear, the machine is about to stop, a child has been born near Dirford with an intact soul and the machine must be reactivated. You come to your senses and understand what the Lead Key was doing throughout Dirford, and the quest: “Through the Gates of Death” is completed. We turn left, enter the stream, wade towards the tunnel, then we are pulled into the stream and thrown out in the eastern part of the level, which significantly shortens the path. If you select the option: Grab the edge of the tunnel, then with a constitution of at least 16 (by choosing such a character), you can find Morgenstein Rose of Salty Hollow, one of the best in the game. We return to Lady Webb, report the results and she reports that the Duke is holding hearings in the palace for and against animancy, in the end he will make a decision to ban it, as the Lead Key wants. The hearings are being held behind closed doors, but the Duke must hear our information. Members of factions are present at the hearings; if you have not yet joined more than one faction, then you need to choose and join, and then speak at the hearings. We receive the quest: Hermit of the House of Hadrat. I need to get an invitation to one of the delegations to the hearings on the case of animancy, for which one of the main parties at the hearings - the Knights of the Horn, the house of Domenel or the Dozens - must vouch for me.

Scorching waterfalls

Scorching Falls is a small place south of Woodend Plains. The most important place is a cave in which you can find a huge dragon. It's worth noting that the entire area is full of dragons, so try not to go here too early in the game. Having dealt with the dragons and xaurips, we go into the cave. We go to the end of the cave, killing the xaurips, and we see the Huge dragon Kyle the Silent with two little dragons and xaurips. After a short dialogue, we deal with them and remove the Burning Stone from the corpse, in which Stoick recognizes part of the Hammer of God bomb that destroyed Eothas. We search and leave the cave. With the Burning Stone, you can return to Firge in the Duke's Palace to complete the quest: Ember of Faith.

Pearl Forest Cliff

You can only come here from Scorching Falls. On the cliff we will find several Dragons, Forest Lurkers, Xaurips and Wind Blights. We go to the edge of the cliff, on which the purple cloud of the lost soul swirls and interact with it. We recognize the place where Persok stood in the vision; Sagani is holding an adra figurine in his hand. You close your eyes, the darkness takes shape and you realize that Persok is gone by the time you reach the cliff, in the vision we see him in the depths of the forest, running towards the arch from the adra. You tell Sagani that you need to look for this arch, Sagani’s personal quest: The Long Hunt, to be confirmed. Nearby, at the cliff, we see a large stone that can be illuminated. We click on it with the cursor and go down using the hook. Once in the cave, we take a winding path to its end and meet 3 Darguls. Having dealt with them, we find the skeleton and take the Ring from Selona, ​​for the wizard, which adds two spells of levels 1 and 3 used.

Elmshore

You can only get to Elshmore at the last stage of the game, on the way to Twin Elms. Here you will encounter a large variety of monsters: Forest Trolls, Forest Lurkers, Ogres, Stelgars, Rain Blights, Earth Blights, Will-o'-the-wisps and Tree Beetles. In the cave you will find a group of very strong opponents: Ogre shaman Nalrend the Wise, Ogre, Ogre Druid, Large Bear. After the victory, we select the bag with the head of Nalrend the Wise, and carry Firgena, to complete the quest: Reward for the head: Nalrend the Wise. Don't forget to examine the chest (mechanics 5). Behind the bridge in the northeast we will find a Dying Monk torn to pieces by the Shtelgars, he is a courier and asks to deliver a scroll for the Monastic Order to the Heavenly Seedlings at the Twin Elms inn. Please do not open the case with the scroll. We receive the quest: Sealed Message. Near the Adra Arch there is a particularly large crowd of evil spirits, we sort it out and find another swirling purple cloud of Persok’s lost soul and interact with it. We recognize the arch that we saw through the eyes of Persok, go into the shadow of the arch and get a vision of the next place. Hiravias recognized the place as being north of Twin Elms. Sagani's personal quest: Long hunt, to be confirmed. We will also find a Crystal Songbird next to the arch if we took the quest Delema from Oldsong: Songs of the Wild Lands. Crossing the southern bridge, we will see how three ghostly images appear, we interact with the image of Taos and after the dialogue we go further to Hartsong.

Hartsong

Hartsong is the first district of Twin Elms that you will enter (the rest of them become available later), the central building of the House of Six district, where you need to meet Besvil for the main quest. In addition, it is advisable to visit the Heavenly Seedlings Inn, where you can relax and receive new quests, as well as the local market, where several merchants will offer various goods.

At the gates of the city, upon entering, we are met by a warrior with dissatisfaction on his face that more refugees have arrived from the burning city, he warns that he will only let us through to Hartsong, the rest of the areas are closed to us. Only one of the six tribal leaders can grant permission to visit the entire city, but only anamenfat Besvil remains in the Passage of Six. The warrior reports that the riots in Defiance Bay are over and the city's gates are open again. The House of the Passage of Six is ​​the home of the six tribes, where their anamphat (chiefs) hold council, lead the tribe, etc. We go into Six’s house and talk to Anamenfat Beswill, she doesn’t want to let us into other areas of the city because she wants to protect the ancient places left by the builders. During the conversation, the image of the male eagle Fervil appears, dialogue follows and he disappears. Besville recognizes you as a Guardian of Souls and grants you access to the Oldsong and Elmrich areas. She suggests talking to the Delemgan sisters in Elmrich at a place called Tair Evron. At the same time, Palegina conducts trade negotiations with Bessvil and closes the quest Child of Five Suns. Quest: Hunter, brother. In the hall of Passage Six we speak with Riday and learn that his brother Fiorm went on a blood hunt with Artvin, who claims that his brother went into exile due to failure in the hunt. You need to find Fiorm in the Northweald forest, beyond the Oldsong Pass and find out the truth, but first you should ask Artvin near the Hall of Warriors in Elmrich. Having found the body of Fiorm and Shtalgar in the Northveld, we return to Ridai, and then talk to Besvil. She calls Artvin and Riday and a trial is held. If we told the truth, then we approach Besvil after the trial and receive a one-handed sword: Hidden in Autumn. If you lied, then go to Artvin and get a rare Bow.

Hartsong Market. Merchant Tamra sells armor and traps, Derwin sells weapons, Masden sells food, Alarhi sells potions, herbs, and Ranet sells rare items, small arms, and traps. The Heavenly Saplings Hotel is located in the south-eastern corner in the crown of a huge elm tree and to get into it you need to use a lift. The innkeeper, Elliterion Skinny Shoes, stands behind the bar and can rent out a room, sell food, and provide a mercenary. Having climbed the stairs to the right, we turn to the Supreme Monk and give him the scroll, the quest: Sealed Message, completed, and we receive a small shield of Alla Braccia and reputation in Hartsong. If we don’t give the scroll back, lying that we didn’t receive it, we’ll get a deceiver +1 and read in the scroll (it will print itself) how to find rare armor under the floor of a house in Elmrich by searching. Quest: At the mercy of the tribes. To the left of the bar in the passage we will meet Quinet, who asks to warn the expedition of artifact collectors about the danger, they are in the Northveld (further look there). Quest: Hero of Beross. Next to one of the tables we will see a Frightened Peasant; if you talk to him, we will find out that he is a former guard. He will say that Redrik has returned to his fortress and challenges you. Having killed Lord Redrick, you decided that the Gilded Valley had gotten rid of the tyrant, but it turned out that something was happening in the fortress. In any case, gently find out everything. We go to the fortress, in front of the bridge we meet the woman Famira, who reports that Redrik is waiting for us. We agree that she will accompany us and find ourselves in the castle at the stairs to the open area at the top of the castle (Entrance to Sanctuary No. 2). Rising onto the platform, you see a figure clad in armor, with eyes in flames and rotting flesh. We recognize Redrik, talk to him and accept the battle. After the victory, we remove weapons and armor from the corpse. Quest: Bad deal. Next to the lift to the hotel stands the angry merchant Rinatto. He bought a batch of expensive plants from the herbalist Alarha at the market, but is convinced that they are unsuitable and he should talk to her. Arriving at the market, we don’t find her and talk to Even, who remained behind her. She shows us the house where she can be found, when we arrive there we find Alarcha and 4 warriors. Alarhi accuses Rinatto of lying. At Knowledge 10, Alarhi will return the money, and Rinnato will promise you a discount, but it is better to volunteer to help her, etc. Depending on your decision, you will receive various bonuses and reputation. If you took the quest Delema from Oldsong: Songs of the Wild Lands, then you need to go to the house of Llensi, a healer and herbalist. We talk to her that Delem sent us to collect rare birds. She knows Delema and doesn't want to sell them because she doesn't believe that talent is passed on by eating birds. There are many options in the dialogue, but it is better to end the dialogue with her and stealthily pick up Tiam's Songbird from the box on the right. The house with baby Vela is locked and opened with a key for the quest: Sacrificial Blood, if you agree to donate the child.

Elmrich

Elmrich is one of the four districts of the city of Twin Elms, where we come to start and finish several main quests. Having walked to the bridge, we meet the ghost of Taos and talk to him, and after crossing the bridge, we see the appearance of two sisters Shidha and Rienvin. After a long dialogue, we receive two main quests: Council of the Gods and Judgment of Sinners. When getting to know the area, in a house with a cache of monks, we will find by searching a cache in the floor with armor Starlight Outfit, according to the quest: Sealed Message. At the entrance to the Hall of Warriors, Artvin from the Shattered Arrows tribe boasts that he alone killed the huge Shtelgar. When asked what happened to Fiorm, he says that he fell behind and did not participate in the killing of the beast and will not return in disgrace. He doesn't know where Fiorm is. Entering the Hall of Warriors, we speak with Shimok.

Quest: Sacrificial Blood. Anamphat Shimok has led the tribe for almost 200 years, but has no heir. He raises the daughter of an Anamphat from another tribe and asks to take her to the caretaker Virde of Ethik-Nol for a ritual that will allow him to absorb her essence. He admits that the ritual involves sacrificing a child and gives the Rusty Key to the house in Hartsong. Hearing this, the Grieving Mother announces that she will leave the party if this happens. On the way out, Lliras, the son of Shimok, will approach you; he is outraged by his father’s request and offers to poison him. Among the ovates of the Golden Grove there is the herbalist Bleda, who can prepare a poison indistinguishable from a potion. To poison Shimok, make sure you have the determination (21), perception (19) enough to outwit him, otherwise all his people and animals will attack you. We go to Hartsong and take the child Vella, when leaving the house Lliras will attack us. We return to Elmrich and go to Bloody Sands. We give baby Vell to Caretaker Virda and after a while she brings a Potion with a healed essence and reports that it is used before copulation (The grieving mother immediately leaves us). There are many options for the quest, it’s up to you.

In the golden grove of ovates we talk with Bleda and buy poison for Shimok, you can also buy various potions from her. You need to let fellow party member Hiravias talk to Tamrin, he will advise him to read the stone tablets carved in the caves of the Bloody Sands. Isuld will tell you about the Golden Grove.

Thur-Evron

Quest: Council of the Gods. Shidha and Rienwyn, delemgans from Elmrich, told you that Taos destroyed the road from Tair Evron to Breit Eaman. To get to it you need to pray to the gods in Teyr-Evron and earn their favor. We go inside, pick up the books and the Glowing Adra Fragment in the highlighted places. Having taken the adra fragment, we see that the central crystal of the Star Hall also began to be illuminated, we go to it and, having inserted the adra fragment into it, we activate the altars for prayers to the deities. Select the altar of the deity, activate it (click on it) and select in the window that appears: Pray. A ritual dialogue appears in the window, in which you need to select the correct text option. You can use the books for reference that you will find in the stacks of the star hall. If you do everything correctly, you will unlock a new quest related to this deity. If you make a mistake, you will be attacked by monsters belonging to a specific deity. If it’s difficult, then ready-made solutions:

Pray to Galawain, select the third dialogue option - “Survival begins with inner strength.” You will receive the quest: The Old Queen and the New King.

Pray to Rimrgand, select the seventh dialogue option - “All life comes to peace.” You receive the quest: Into the White Void.

Pray to Berossus, select the second dialogue option - “In death there is life, and in life there is death.” You receive the quest: Servant of Death.

Pray to Hylia, select the fourth dialogue - “Enjoy every note of the song of life.” You receive the quest: Nest Above the Clouds.

Attention! Completing all four god quests is not required to finish the game, just completing at least one before embarking on the final part of the campaign. It is advisable to complete everything that will allow you to collect a lot of experience and valuable items. After completing the quest for a given deity, return to the altar and pray again. In the vision, always choose the action at the top of the list of dialogue options that will earn you the deity's favor. After unlocking the quests and re-entering Elmrich, a Defender will appear who you can ask about the area, he can clarify the desired location for the quests: The Old Queen and the New King (Galawain's Belly Temple, in the form of a wolf's head), Into the White Void (Nunfrost in Oldsong ), Servant of Death (Bloody Sands and Elmshor Stone Circle) and Nest Above the Clouds (temple of Hylia on the mountaintop behind Nordfeld, Kasphat and Onwen its priests, now in Oldsong). All these places will appear in the quest clarifications. After receiving favor, when leaving Teyr-Evron we will meet the ghost of Yovara and talk to him.

Bloody Sands

Bloody Sands is a small dungeon with no enemies. We go to the Bloody Sands and talk to the caretaker Garost, he will tell you about the Ethik-Nol Order and sacrifices. We read the stone tablets on the pillars (illuminated and magnifying glass sign) for the Hiravius ​​quest (the first one to the right of the caretaker). When reading the next tablet, the quest is clarified and at the end it becomes clear that you need to visit the Burial Island. We go to the right, we meet Naku in the next room, she reports that she is pregnant, we move on. The caretaker of Wyrd, she conducts sacrifice rituals and potions can be purchased from her. We give her the baby and after a while she brings a Potion with a healed essence and reports that it is used before copulation. Entering the hall of bloody sacrifice, we will see how the Archdruid Restin conducts the ritual. We speak with the Archdruid and attack him to complete the quest: Servant of Death (Restin is a gnome from the visions of Berossus). Do not attack Restin too early as all the NPCs in the sands will become your enemies, or you will not have time to take the potion for the quest from Virda. There are many secrets and chests in the Bloody Sands that need to be searched for, including a switch that lowers part of the wall of the Secret Room with 2 chests with traps. It is best to start exploring this place after killing the Archdruid, thanks to which you do not risk being caught for theft. To complete the quest Servant of Death, we go to the Golden Grove and ask Isuld about Eron, she will say that now the Supreme Ovate of Eron is in Elmshor in the Stone Circle, we go there and kill the elf, now we need to pray to Beross.

Oldsong

Oldsong is one of four neighborhoods in the city of Twin Elms.

The Altar of Hylia is a sanctuary established by a married couple of monks Kasfat and Onwen; they had to leave the temple of Hylia on the top of a mountain beyond the Northveld, because a dragon flew there and made a nest. They said that the path to the nest was in a hurry to the north, through the mountain passage in Oldsong, along the cliffs of the Northveld. In the west there is a pier from which you can sail to Funeral Island. At the pier we speak with the guard and ferryman Dorval, who says that the island is a dangerous place where the anamphatians of six tribes are buried, the quest is specified: The Court of Sinners. Delem is looking for three rare songbirds: tiam, crystal and cloud. He asks to find and catch them and gives the quest: Songs of the Wild Lands. We find birds in the locations: Hartsong, Elmshore and Temple of Hylia (see these locations). Arriving at Delem, we inform him of Llensi’s words that eating birds will not help him sing better, and convince him of the fallacy of the plan (if the performance is high) or give the birds to him. Merchant Urva sells potions, herbs and scrolls. To the fang mind hunter on the quest Eder: Remains of Dispelled Faith, show the artifact and listen to the conversation.

Glavain's Womb

Glavain's Maw is a dungeon, the beastly lair of the Lord of the Hunt, which you will visit to complete the quest: The Old Queen and the New King. You will have to resolve the conflict between the beasts for primacy: the Lioness Sul, and the Bear Ornos, by killing one or both of them. Desvin, the head of the fangs, complains that they do not want to fight and asks to lure Sul into battle, for which he gives the key to Glavain’s Womb (the door nearby). If we go this way, there will be many attacks on you by clan members. There is a second way, through the destroyed bridge, where there are fewer attacks, for which we use the hook. You can further shorten the path through the vine. When you go into the den, Irensi appears in front of you, behind her you see a huge, sleek lioness. Irensi states that this is Sul's territory and she has no intention of leaving it. If you decide to attack, you will have to take down the entire lair. You can also use persuasion; options for Druids, Hunters, Rangers and Cold Walkers will appear in the dialogue. If you decide to kill (or talk to) Ornos, then we will be shown a video of the bear appearing through the northern passage. We go to the passage where the bear appeared. We speak with Indan, to convince him in the fight we need: Fighter, Hunter or Dracozzi Paladin, otherwise we attack ourselves. Larkha. Her sister Alva went to the Temple of Nunfrost to investigate the cause of the cold coming from there and did not return. She asks you to find her and gives you the quest: Ice Prison

Nunfrost

At the entrance you will be greeted by the White Elf Vesgel, he informs you that the main part of the temple is closed, but we can go through the eastern passage on the right. We go into the hall with the statue and, after waiting for the guard to come out, we take the Blue Crystal Key from the closed box (mechanics 3). We go to the Western Passage, open the door with the key and sneak along the left wall into the room on the left, where we open the door (mechanics 3) to the room with the White Crystal Key in the chest (mechanics 6). We leave, open the door opposite and go into the Office, where we find a staff in the table with a trap. We press the floor button and open the partition into the hall with the Frosty Rift. We go closer to the platform with Glasval, watch the video and talk to him about the White Void. You can attack everyone and close the rift, or you can give the fragment to Glasval and see how everyone entered the Frosty Rift, but it did not close (negative reputation), all that remains is to return to pray to Rimrgand (he protects the quest). With high Determination (17), you can convince Glasval not to use the crystal and close the rift yourself. If Glasval and the white elves go to the Schism, then Nunfrost will be empty and there will be no problems with the liberation of Alva, the search for good and a free exit. In the library you can find the Silver Key to the Ice Prison and free Alva, then return to Larkha in the Maw. Quest: Ice Prison is completed, we get reputation and the Raven Scale armor.

Northveld

Quest: At the mercy of the tribes. Having entered the location, we kill the wolves and examine the Pilgrim Camp. Then we go to the right, following the tracks of blood stretching to the east, we ford the river and meet Quinet, she asks for help. The remnants of the expedition took refuge in the ruins behind the rocks, fangs want to attack them. We go further along the road to the east, we reach the chain of fangs near the tower and talk to the Elf Bright Blood of Fangs. Having walked to the tower, we speak with the mercenary captain Esmar. We find out three ways to solve the problem: help the mercenaries go north by killing a group of Shtelgars; flee to the south, having dealt with the fangs, or come to an agreement with them; and deal with the mercenaries. You can attack a group of fangs, the battle will be moderate, then return to Queenette. You can use persuasion during a conversation with the fangs and ask not to touch them (Decision 17 or reputation 3), in this case everyone will be released except the captain, who must be punished; his fate can also be decided by persuasion. If you attack the mercenaries, start with the mage and Esmar and then return to the fangs. If you kill the Shtalgars, inform the captain that the way is clear, but passing the chain of fangs, you will have to endure the battle, or go around them to inform Quinet about the results. At the waterfall we find the corpse of Fiorm, touching his soul, we learn that he wanted to kill the beast alone and died. Having found the corpse of the huge Shtelgar, we learn that Fiorm killed him. It's time to go turn in the quest: Hunter, brother, Ridayu in Passage of Six in Hartsong. Near the cave we will find a Group of fang hunters next to a killed white deer, in which you feel a familiar essence. Sagani guessed that it was Persok embodied in a deer. She realized that it was just a ritual to encourage the people of Massuk. Sagani's quest: Long Hunt, completed. In the cave we will find a corpse with junk. Having reached the stairs to the temple of Hylia, we find that it is blocked by a fallen boulder. To unlock it, you must do one of three actions: Use a hammer and chisel to clear the path; Send a character with level 16 strength to push a boulder out of the way; Try to get around the boulder, but a character with low athletics will hurt his legs.

Temple of Hylia

The Temple of Hylia is one of the last places you visit in the game, and can only be reached from the Northweald. We will come here mainly to complete the quest: Nest Above the Clouds. We will discover a huge Sky Dragon that has built its nest here because of the cub. We can defeat the dragon, or leave it in the temple. Here you can also find a nest with a Cloud Warbler for the quest: Songs of the Wild Lands, a problem from Oldsong.

Burial Island

This is an area of ​​Twin Elms that can only be reached from the Oldsong area via the Dorval ferry service. Having left the pier, we will see Jobara again, talk to her and move on. In the Grotto of Echoes we speak with the druid Skatden and complete Hiravius’s personal quest: True to Form, in order to avoid a fight with him, you need to have good performance. There are only graveyards around, where Shadows, Sean-guls and ghosts roam. If you use the Closed Passage, you can bypass a significant part of them. To pass the Closed Passage you need to have Perception 17, Strength at level 19 or Crowbar (there may be bruises). We go up to the hole, in front of the hole we see Thaos and listen to his dialogue with Iovara. To jump into the pit, you need to earn the divine favor of one of the gods in the quest: Council of the Gods, otherwise you will crash. You need to go down there at the end of the game, after you have completed all the quests and prepared the party (level no lower than 12) for the final battle, there will be no turning back. Collect as many potions, scrolls, food, etc. as possible. Wear the best armor, weapons, etc.

Breit-Eaman

This is the last place you will visit in the game, and consists of three small levels where you will face several opponents. At the last level, you will find Taos, your main enemy. Having descended into the pit, we receive the quest: Memories of the Ancients. Thaos must be stopped before he sends the souls of the empty-born of Dyrwood to his goddess Voedika. We go, killing enemies around Hadrov's dungeons of souls and Pillars of soul guards and removing traps until Iovara appears. There follows a long dialogue with her, in which you will learn many interesting facts about your past. We go down to the 2nd level to the Court of Sinners. Complete darkness, we go into the hall of the Path of Souls, and a cutscene begins to restore some of the lighting. We reach the guardian dome, some more lighting is restored and a Shadow Drake (dragon) appears. We reach the Courtyard, part of the lighting is restored again and the Shadow Drake flies in again. We go through the door and find ourselves on the 3rd Level. We see a huge round hall with a dome, we run in circles, going down. On each of the circles, the ghost of Taos will appear and talk to you, you can completely ignore him. Go to the main platform Taos appears, first in his spiritual form, then in the flesh. Talk to him, but a fight cannot be avoided. Kill both him and the two animated statues: Voediki's Judge and Voediki's Punisher. First of all, we attack Taos. Once his health drops to half, he hands over his soul to the judge or punisher. You must kill, first of all, the statue to which the soul of Taos was not transferred, thanks to which it will be easier in the future battle. After defeating the statue containing Thaos' soul, he returns to his body and regains his health. Again, focus all your attacks on him to kill him as quickly as possible. After the battle, we go to the mechanism, turn it on with the button (highlight) and decide what to do with the collected souls. This decision determines the end of the entire story, and affects future events. Once you have killed Thaos, the game will be over and you will not be able to explore the world any further.