Walkthrough Risen 2. Walkthrough. Coast of the Sword. Story and side missions. Assault on the Earth Temple

Risen 2: Dark Waters - walkthrough of the Sword Coast​


Talk to the pirates on the tower:

The ships landed. Even before disembarking, you noticed the Raven Pirates who were on the observation tower. Well, we need to go to them, and from them we will learn more about Voran. If you are playing on maximum difficulty, then it makes sense to run around the Shore a little while there are three of you. Well, let's go to the tower, watch the video and take out the enemy. Nothing complicated.

Help in the battle against the raven.

After the fight with the pirates, it becomes clear that we will need help in the fight against Raven. The choice of allies is as follows: the aborigines and the Inquisition. Here you choose not only allies, but also which path your character will develop - magic or guns. The choice is yours, in any case, the answer to Beard is not yet the choice of an ally, but simply the choice of the camp to which he will accompany you and show you the way. For experienced players, it makes sense to complete tasks for both factions - more experience, and more interesting.

Let's go to Puerto Isabella!
If you chose the Inquisition, then we get a quest with that name. Nothing complicated. We run after Beard and take down the monsters. We give the guard money to let him through, or we persuade him (if he has the skill).

Blades for Cooper:
If you know how to forge, you can take the task from the blacksmith to forge five swords for him. We buy a drawing from him and forge it. What we get for our work is not gold, but part of a unique sword Soulcaster Guard

Cargo boxes for Miguel:
Miguel will ask us to collect the boxes that are scattered all over the shore. For me, it was difficult (complexity - still said strongly) only two boxes outside the city. I didn’t immediately run there, but combed the shore several times from our landing to the city. A map of the boxes is included.
We give the boxes to Miguel, first we receive 105 glory and money + 200 glory and a UNIQUE ITEM "BAG OF GUNDUPPER"

Letter for help:
On the coast we find a bottle with a letter, take out the letter, and read it. Some guy named Cruz got into trouble on Storm Island, which supposedly actually exists and there's a lot of gold there
The bottle with the letter is marked on the map:

Trophies:
If you have a talkative level of 50+, then Isabella (second floor of the commandant's house) will talk to you. She will tell you about her passion for fashion and that she needs trophies to fulfill her plans (fangs, tusk, jaguar skin and feathers of a firebird...)
There should be no problems with the first three... But I personally found the feathers of a red bird in Caldera on the second floor of the warehouse (about 40 steals are needed for the door and the chest). We give the items, we get 250 gold.

Ask Hawkens:
Sebastiano will give us the task of questioning the prisoner in the tower. Let's go and carry out the assignment. We listen to the cook's stories - he turns out to be our prisoner. Hawkens turns out to be very accommodating and makes a deal - information for salvation. Sebastiano has the key, which can be stolen with 35 theft.

Exchange:
At the foot of the tower, in which the captured aborigine is guarded, stands Inquisitor Torus. He will tell you that hunger is not a problem and will offer to go to Tito (a butcher in the Inquisition camp) for food. We take the figurine from Torus, we should get food for it. Tito will turn out to be a very greedy type and will not give you more than 100 gold or one package of food for the figurine. For a package of hungry food, Thores will give you 200 gold.

Red wine:
We give the required five bottles, we get 105 glory and five hundred gold. There are a lot more bottles in the city. We find, give and receive 100 gold for each.

Scout Report:
The head of the city gives us the task of finding a scout who was a little late with information. He says that we need to look at the temple. Venturo location map:

Among the savages:
Scout Venturo asks you to become a dispatched Cossack and go to the native village for information. He is interested in how many people from the village went to the temple. We go to the village, approach Rananiri and ask why his tough warrior was not sent to the Temple. He will blurt out that the leader chose 12 of the strongest warriors and sent them to the raven, and he is already old. Let's go and hand over the report to Venturo.

Follow Venturo to Puerto Isabello.
Having talked about the number of Maluko warriors in the temple, we can go to the commandant, or we can attack with Venturo the checkpoint in front of the temple. You have a choice: Send Venturo to the city and go after the pirates yourself, penetrate them secretly from the rear and rob the chest. Or the third, most striking option is to go with the scout to storm the post) We kill, take the clothes, forget about the box with money and move on to the city.

Four muskets against the Raven.
So we sided with the Inquisition. Well, now they will sell us muskets and teach us everything connected with them.

We need to take four fighters with us:
Bartolo (located in the commandant's house on the first floor) managed to lose his gun and in order for him to go with you, you will have to make a fuss and return his loss. Basically, this fighter got drunk and lost his weapon. The only thing he remembers is who he drank with and where, and then his memory faded. We approach Martiros. He will tell us a little about the adventures of the drunken guards and give directions on where to start looking for the gun. We approach Estebano, he is guarding the lower exit to the mountains, we question him. The poor guy complains about his debts...You can intimidate him and find out the truth, if the intimidation is not at its best, then you will have to solve the problem with his debts. We give Tito 200 gold, if the ability to charm teeth is not developed to 45. We run to Estebano and find out that the guy is not in business, Tito told him about the evil natives nearby and he rushed into the forest from them, where he fell into some bushes and fell asleep. Well, the picture seems clear. We go to the butcher and press charges. But not everything is so simple, either you improved “Krasnobai”, or you went into battle and lost your teeth to the cunning butcher. We take the gun, threaten to tell the commandant and get 150 gold for keeping silent. We give it to Brtolo and the task is completed.

Martiros agrees to go with you after hearing which guys will go to work with you.

Venturo is the right guy, and he didn’t ask for guns... he didn’t lose))

Sancho is another problematic guard...Problematic because he needs to be found, he is on patrol outside the city. We leave from the upper exit from the city (the rest of the team is already standing and waiting there, we run along the path, at the first fork we turn right, run a little more and there, next to the chip on your left, you should see Sancho. Marked on the map. Sancho will tell us about Crow's thugs, who have settled nearby. He has no particular desire to go after them, but having told him that they may have food, another hungry stomach is ready to give his life for it) Let's go and kill) It's better to lure them out one by one, wait until Sancho pats the pirate well and finish him off himself, because... if he kills Sancho, then we will not gain experience.

We go to the commandant, get his blessing for the operation + 420 glory and that’s it, the quest is completed. Everyone is waiting for us at the Gate.

Sancho is here:

Step march!
Let's get down to business, so to speak. We take the local gang and move towards the temple. We deal with the natives at the entrance, go in and watch a beautiful video. Then we kill everyone and everything and go back. If you have any difficulties, please unsubscribe.

Departure:
Well, we have witnessed one of the most tragic scenes in the game... Well then. Now we have an even greater desire to finish what we started, and for this we need a ship that the Inquisition has. Let's go talk to the commandant.
Well, Sebastiano is talking about new information and that everything has been replayed. Like, take the weapons of the titans to the armory under lock and key and there will be no question of any ship...
We talk with Petty, the pirate turns out to be very determined and invites us to hijack the ship. To do this, we need a team to disable the cannons with the nails that Petty gives, load the ship with water and remove the guards for the last time.

A pair of barrels of water:
To do this, we talk to Sofia and, without telling her the whole truth (we play on the fears of a weak woman), we convince her that the ship needs to be loaded with water. In return, she asks to find three golden masks.

Golden masks:
One mask is on the tower, next to the commandant's house. It lies on a box not far from the cannon that needs to be disabled.
Another mask is in the commandant's house. We go into the house, go up the stairs and next to the closet there is a box with a mask on it.
Located in the commandant's room. As we enter the house, there is a room on the right, there on the nightstand, near the bed.

We give the masks back and go to Petty.

Third team member:
We speak with Venturo, he happily agrees to sail with us and tells us how best to load the ship with water. Let's go to Petty and introduce Venturo to her and the job is done.

Fourth team member:
Sofia will hint to you about the prisoner in the tower. We go to the prisoner - Cock Hawkins, if you still have not freed him, then we will free him, for this you will need the ability to steal. We steal the Key from Sebastiano and release the prisoner. We go down and exit through the gates of the city. We turn left and there we see Hawkens near the wall. We take him with us and report to Petty and everyone.

Sabotage:
We need to disable 4 cannons, one on the tower, there should be no problems with it, and the other three are guarded by Benito. And this is where you will suffer if you decide to beat the game on a difficult level no matter what. The fact is that one shot from a musket at this stage of the game kills immediately. I did this: I threw sand into the guard’s eyes, and jumped down to my people, who were already running to my aid. The guards are distracted, we are doing our job. Next, if they haven’t left you yet, let’s run to bed. We report to Petty.

Release the ship:
Well, this is something more pirate-like. Forward to storm the ship! No no!!! Stop!!! First, we report to the ship's guards that we are going to seize their ship! Did you report? Hurray!!!

Shaganumbi:

Entrance to the camp:
Masuru, a native, stands on the way and begins to question us. You can tell him the whole truth, then you will have to fight with him. We win, get a lot of glory and pass. You can lie to him that you are from the raven and pass calmly, without incidents.

Rat amulet:
Hikoko will offer us to buy an amulet for 50 gold. Amulet from the tail of a roof. Brings plus 2 to armor.

Dangerous beast:
In the camp, Ranapiri is standing on the stairs, we approach and talk. He considers us not strong enough and asks us to kill the beast. This beast is an alligator, which is located by the river and prevents the girls of the tribe from collecting the necessary ingredients. We kill, we report.

Four sacrifices for the ritual:
Badria will tell us about some beautiful ritual. We agree to help her.
We collect all the victims. They give them to us without any problems and immediately. Give to Badria and get 300 gold

Free Tagano:
Tagano (almost Nagano))) is a native who was captured by the Inquisition. This task is given by the leader's daughter. The prisoner is in the tower of the Inquisition. Tagano will tell us his sad story and what fate awaits him. Well, fortune turned to the guy in shorts made of leaves in front, as he met us. Moreover, he must be freed in any case if you want to study voodoo and make a choice in favor of the natives. The guy will tell you that the guards lost the key right in the courtyard, in front of the tower. We find the key opposite the tower near the wall (a little to the right) and release the native. We knock out poor Toros together (it’s his own fault, they don’t treat keys like that) and run on. And then Tagano reveals that he will not return to the village, that he needs the figurine that he threw away when he was captured. We go with him, he shows the place where he threw out the statue) It lies next to a tree in the bushes. We give it up and move on.

Treasures
Tacarigua

Spoiler

Pete's Treasure
We find Pete's body in front of the temple in the center of the island, take the map from it. The treasure will be buried here, just walk a couple of steps forward towards the temple.
O'Brien's Treasure
To get a card you need to outdrink its owner. As a bet, you need to bet 500 gold, either a trained monkey or an earring with a Largo black pearl. The treasure will be buried on the northern beach from the pirate nest.

Sword Coast

Spoiler

Treasure on the beach of Puerto Isabela
We buy the card from Sofia for 100 gold. The treasure is located on the southern beach from the city.
Treasure in the Indian Cemetery
The map can be obtained from a bottle on the east coast. The treasure is located deep in the native cemetery in the southern part of the location.
Treasure in the Valley of the Jaguar
The map is located in the left branch of the jaguar's cave, which we get into through Martinez's quest (to find him, go out through the gate on the second level of the city and go to the fork). The treasure is located on a small plateau right in front of the cave (if you stand with your back to it).

Caldera

Spoiler

Treasure on the beach near the fortress
You will receive the card after breaking into the barracks. Then go to the beach in the Crystal Cave and dig up the treasure where you will find Single tooth comb .

Dead Man's Island

Spoiler

Treasure in the crypt
The map can be found in the city of the dead in one of the houses in the arena. To get to the treasure, go towards the Temple of Thieves, climb onto the ledge and continue along the right side. In this treasure you will find Hook

Island of Thieves

Spoiler

Treasure in the Valley of the Dwarf Eater
We buy the map from the merchant Ulvi after completing the quest “The Lost Dwarf”. The treasure is in the valley. Everything is clear from the marker there, so I won’t describe in detail where the cross is.
Treasures at sea
We find the map in the previous treasure. For the treasure we go to the northern part of the island into a rocky gorge filled with the sea. We go along the bottom of the gorge to the end and dig up valuables.
Treasure in a cave
We find the map in a bottle on the eastern coast of the island (next to Slaine’s trap cave). For the treasure, we go from the location of the bottle towards the Grotto, to the left of which there is a cave with the cross we need. Be careful, he is guarded by a strong drowned man. We wet the fish mug, dig up the treasure and get Parrot feather .

Antigua

Spoiler

Treasure on West Beach
We find the map in the chambers of Admiral Alvarez. The treasure will be on an island in the northwest of Antigua. There we will also find Left boot .
Treasure on a rocky plateau
We buy the map from Quinn (sits east of the city). We go to the northeastern beach, find rocky ledges and climb up them. Here is the treasure.
Treasure in the Grotto
We receive the map from Duncan as a reward for completing the quest “The Forgotten Fisherman”. The treasure is nearby. From the place where you dealt with Klabauterman, go to the left branch of the cave.
Gibson's grave
We take the card from the room on the second floor of the tavern (we buy the key to it from Quinn). The treasure is located in the cemetery west of the Captains' house. Here we will find Silver mask .
Garcia's Treasure
We learn about the treasure during the main plot of the game when reading Garcia's ship's log in Maracay Bay. The treasure will be behind a large waterfall. To enter you will need to use the password “Garcia is the best!”

Maracay Bay

Spoiler

Treasure on the Pirate Coast
We take the map from Garcia’s cabin on his own ship (moored in the northeastern part of the bay). We find the treasure in the north of the location.
Treasure in the Panther's Cave
For the map, we go to the northeast of the bay, look for a flag with two skulls and a chest next to it. The card is inside the bottle. For the treasure we go to the cave where they killed the panther on the quest about the competition between two contenders for the title of leader of the Maracayans (it is located next to the plateau where the fiery pepper grows).
Treasure in the Lost Valley
We buy the map from Malaika in the Mollukov village. The treasure will be buried in the Lost Valley in the northwest of the location. You can get there only after completing the quest “The Hidden Valley” and carry the blood of your ancestors with you to overcome the wall of fire.
Treasure in the hunting grounds
We receive the map from the native Hanu for killing an alligator. From the lake we go south, passing the pirate camp. The cross will be in front of the cave leading to the Fire Temple.

You can ask a question related to the passage of the game in the topic:

Risen 2: Dark Waters - walkthrough of Antigua


Location map:
The map can be found in the Admiral's house on the second floor.

In the face:
Bouncer Zack, standing at the entrance to the Bar, thinks too much of himself) We drive him crazy and knock out his teeth)

Barrels of gunpowder:
Immediately at the pier we are met by Rick, the young warehouse manager. He can load our ship with the gunpowder we need, but nothing is done in our lives for nothing. In return, he wants to learn something about the treasures on the island. In the admiral's room there is a chest (closed) containing a treasure map. We take the card, tell Rick and we're done. The gunpowder is directly coming to our ship, also see the quest “Treasures in Antigua”. In general, the island is full of treasures and you (probably) can tell Rick about any of them. Having told about their location, you take them yourself - Rick will not have time to intercept the treasure))

Follow Slaine to the ship:
We go into the Admiral's house, watch a scene with a conversation between Slaine and the Admiral)) Yes, the young pirate does not respect old age)) After their conversation, we approach Slaine, in the end, he agrees to talk about his artifact, but not here, but invites us to his ship . Well, we still don’t reach the ship and we’re already conducting the main dialogue on the embankment. Our GG intends, together with Slaine, to confront Mara, but for this he needs to leave the bay and equipment.
We agree to help him.

Supplies for the ship:
Slaine tells us what he needs and that he can’t handle it on his own simply because everyone knows him and won’t even talk to him. And of course we have to do everything.
He needs a helmsman, a cannon, and gunpowder. The helmsman is sitting at the bar and waiting for an invitation to the ship; let’s not delay this.
Morgan does not want to be hired by Slaine and our word is not his authority. Well, he offers to earn this authority in his eyes by defeating him in several tests: punch him in the face, outdrink him and shoot better. We win in two types of competition and we’re done) He goes to the ship. The cannon can be bought from the blacksmith, gunpowder is in the warehouse. But they are all picky and not simple) Everyone will have to please.

Deposit (one of the options to convince the blacksmith to sell the cannon):
A blacksmith's pistol from a local gunsmith. And that's the problem...
He doesn't want to give it away. And then we will also need to defeat him in shooting and only then will he agree to give it to us for 1000. A little expensive.

Chic and only (second method):
We are all people and blacksmiths too, yes, people too. Our blacksmith fell in love. Let's help the rude guy with a date, otherwise he can only knock with a hammer. The lady of the heart turns out to be a frivolous person, in general. And for 1000 she will spend time with him, and we will get the desired guns. If the talker is well developed, then a freebie is in your hands and the price will drop to 500 coins. You can also steal it (400 coins).

Barrels of water:
We need water, and these water carriers don't want to work because of Butch. Miles knows what he can do. He will tell you that all people are greedy for gold. Butch can be lured by calling for treasure. We approach Butch and talk about treasures. We accompany him to the cave, hit him in the face (by the way, if you have the “stop talking” skill, then during the conversation we shoot him in the face) and go to Miles. We say that Butch will no longer interfere with work and they begin to carry barrels to the harbor.

Fresh fish:
On the ship we need food, we go to the fishing hut, there we meet Eddie, a fisherman in trouble. We listen to his story, complete the quests (The Forgotten Fisherman) and the fish is on our ship.
The fishing hut is marked on the map:

The Forgotten Fisherman:
The poor guy hid in a cave, running away from an evil sea creature. We kill the creature, the guy will give you his treasure map, deciding that he doesn’t want adventures now.
Fisherman Dancon is marked on the map:

Old friend:
Petty says there is a Druid Elric in Antigua. We need to find him. We find it, complete the quests and he will tell us that Mara has become attached to the energy of the air temple.
Elric is marked on the map:

Brood:
The druid asks you to bring him 5 gargoyle eggs.

Winged monsters:
It's simple) Destroy 12 large, winged monsters with axes) Good luck)

Find treasures on the coast of Antigua:
We go into the admiral's room and clean out his chest (burglary and theft are required). In the chest we find a treasure map and a pirate medallion (+ 5 to four parameters)

Treasure map:
If you explore the shore on the right side at the pier, then there you will meet Quinn - a mysterious guy) who sells special items. You can buy a treasure map from him, with which you can also complete the quest with gunpowder and the key to the door in the tavern) We buy everything, we won’t regret it))

Delivery of supplies from Tagarigua:
Bartender Spencer will tell us that supplies from Tagarigua have completely dried up. And then the thought comes to him that We have a ship and we could sail for rum) We agree, especially since Spencer promises 1000 gold for this.

Soul Caster:
On the third Floor of the warehouse (we go up the stairs from the back of the building).... we find in the box the items (blade) necessary to create the “soul caster” sword.

Password:
There is a cave behind the large waterfall. It's not that easy to get there. Ali Baba and the Forty Thieves are just... You need to say the password and the door will open. We will find the answer to this on the Garcia ship in Maracan Bay. See the passage of Maracana Bay.

Package for Mac:
Mac is an old pirate, now just a hermit who knows a lot of pirate stories. Perhaps he will tell us something new. But first he will ask us to go to the port storekeeper for provisions. We go to Rick, take provisions, give them to Mack.

Island of Thieves:
When we have completed all the instructions, go talk to Slaine. In front of his ship we meet the enraged Alvarez, we drive the poor old man into a dead end with his own code and talk with the young captain. Slaine will offer to send us to the island of thieves...Well, we have no choice. We need artifacts for weapons.

Island map

TELEPORTATION STONES

Description: The Grand Inquisitor recommends that you find 14 stones with which you can teleport to key points on the island.
Walkthrough: During your travels, you will meet near key points lizardmen (Saurians) from whom you can take these stones by force. 3 stones will be given to you by: Inquisitor Mendoza, Don Esteban, Commandant Carlos.

CRYSTAL DISCS FOR THE INQUISITOR

Issues: Inquisitor
Description: To open the mysterious door you need to find five disks. The Inquisitor roughly tells you where to look for three of them.

DISC 1

Located at Don. Come to Don with an offer from the Grand Inquisitor - a disk in exchange for gold, which is in the temples captured by Don and in exchange for a temporary truce. Don will not be able to resist such a proposal and will agree without a doubt. Thus, you will receive the first of five discs. Take a stone from Don to teleport to the bandit camp - it will help you complete the game Risen.

DISC 2

(+Find fighter Danilo, +Find a way out of the eastern temple, +Lost in the eastern temple+The secret of the eastern temple,+Inform Fincher about the problem in the eastern temple)

The second disk is in the eastern temple. It will be difficult to get it, but interesting. Upon entering the temple, you will meet a frightened worker Maliko, who will tell you that one of the treasure hunters fell through, stepping on the central slab. Go to the center and follow the example of the unlucky treasure hunter - the passage of Risen requires this.

After falling down, you will soon see Dirk declaring that he is an idiot - a partially true statement. Now you both need to get out of the trap. Having passed further along the tunnel, you will see a gap in the wall - a ghoul will be waiting for you there, which is easier to deal with if you lure it towards Dirk. You can go around through a small gap and a nautilus spell, but the ghoul is not such a big person that he would be bypassed by a “third road”. By pressing the lever, you can raise the gate and open the door that blocks the tunnel - now you can take Dirk with you and get out further. Fortunately, you won’t have to walk for long - at the end of the tunnel there will be a gate, turning which you will open the door leading to the swamp. I recommend that you carefully explore this swamp - much of what you find here will help you in completing the game Raizen. Your task now is to ensure unhindered passage for Dirk to the entrance to the temple. In gratitude from Dirk, you will receive an old golden bust - another time for such “gratitude” you could hit him on the head, but it’s not worth it - the bust will serve you well.

Enter the temple again, but this time you shouldn't fall into the trap. Go through the passage and go straight. On your way you will meet Adan, a frightened warrior who will tell you that he has not seen either Olf or Danila for a long time. Ditar is working nearby and will confirm Adan’s words (quest “Lost in the Eastern Temple”).

Go into the passage located on the left. As you progress, you will find two sarcophagi, in one a skeleton awaits you, eager for your death, but in the other you will find a very good sword. Further passage, Ryzen will give you a development. You need to visit both destinations. As a result, you will encounter an enemy, find Danilo’s corpse (he also has an approximate map) and another bust (in the chest). You can do this if you go straight at the intersection. Also, if you turn left at the intersection, you will find Olf locked in a cell (to open, press the lever), who will give you another bust as a sign of gratitude.

It's time to return to the large hall to Ditar and Adan and inform them of the results. Well, the passage of Risen can't wait - it's time to face new dangers. There is a pedestal near the closed grate - place a bust on it and the grate will open. This operation will have to be repeated twice.

Next, you will find a trap with stakes rising from the ground - you can overcome it if you use the levitation spell or go around through a break in the wall using the nautilus spell. Now you need to go straight, go down into the recess (there is something resembling a huge jug in it), walk along the passage and climb up the wall near the sarcophagus.

Then you will fall into a gap, move down and then forward, examining everything that seems interesting to you. Coming out of the underground house, in the distance you will see a lizard priest and several skeletons. They need to be “culturally” explained who is boss in the house. At the priest you can find a teleport to the eastern temple (2 of 14) and the disk you are looking for. You can search around, look for boxes, you can also fly over the lava using levitation (the main thing is that levitation remains on the way back), but you won’t find anything particularly worthwhile here. So it would be wise to go back to the main playthrough of Risen. When leaving the temple, talk to all the characters: from some you can get experience or gold.
Reward: Experience (350+300+50+100+500+50+50+400+150) +Gold (233+134+300)+pearl necklace

DISC 3

(+Where is the gold, +The stolen crystal disk,)
3 of the 5 discs required for the story passage of Risen should be located with Severin on Tilda's farm. Severin will say that the crystal disk was stolen by the Karls. According to rumors, they have a leader - Girger. To find the stolen disk, you will have to go east, where there is a rocky cape. According to Severin, this is where the main camp of the Karls is located. There is a storyline and an alternative option for completing this task.

I'll start with the alternative. Using the teleportation stone, transport yourself to the Monastery, go to the edge of the cliff - in the distance you should see a suspension bridge, if you don’t see it, then use the map of the island. Take the scroll of levitation and levitate to the suspension bridge. The feeling of flying will be very unusual. If you fly in the most energy-saving mode, you can fly almost to the bridge. But this method of advancement is somewhat inconsistent with the storyline of Risen - you will lose several interesting game moments. Which ones exactly - read below.

Ryzen story walkthrough. If you found the disk in the eastern temple, you will have to go back a little (climb the mountain). On the way, you will probably meet a couple of Saurians, one of whom has a teleportation stone. Climbing along the path in a western direction, on the left, you will see a lake: near it there will be moths that have already bothered you during the passage of the game Risen and an inseparable couple of Saurians. Having dealt with them, move further along the path, beyond the lake. There you will find the entrance to the cave, where the real fun begins.

The cave is a passage leading you to a rocky cape. At first, your opponents will be dwarfs, from whom you can find a bag of tools. Your further opponents will be skeletons. As you progress in the cave, you will come across gold veins in which you can mine gold.

Be sure to look for the descent with the stone arch. If you go there, you will have to fight with many skeletons and Lord Patroscon, through whose fault towers with skeletons appeared (quest Vassal Rings and Kill Lord Patroscon).

The most difficult test that prepared the passage of Risen during this quest awaits you further. Climbing up, you will reach a mining shaft, where four ghouls await you, and it will be very difficult to deal with them. But there are no hopeless situations; if you can’t cope with them on the Nth attempt, you can use the nautilus spell and simply go through the problem area. But keep in mind that at the exit of the cave, in the shadows, another ghoul spawn is hiding. In the chest, near the exit from the cave, you can find a healing potion and a jewel.

Your next waypoint is a suspension bridge over the cliff. Near the bridge you can see the hunter Henrik, who believes in the existence of Girger and wants to kill him. You should not refuse his help - in the end it can save your life. No matter how huge the cape looks, your path will be almost linear - you won’t get lost. Systematically and persistently destroy the Karls - you can slightly increase the number of bags with tools. Next, you will have the opportunity to turn right and go up, or go straight. It’s better to go straight and continue the passage of the game Raizen without any problems, but if you are looking for adventure at the fifth point, then you should go to the right. For adventure seekers. Don't pay attention to the groans of your fellow traveler - your path is forward and upward. To begin with, you will be greeted by a thunder lizard, which is better to attack either from a long distance, or by positioning yourself with a partner in front and behind (no, not what you thought when you read this phrase :). And again along the stone path forward and upward. But now it’s really screwed up - said an inner voice: in front of you is a huge ogre and several dwarfs. Karlam, of course, is a lid, but an ogre... If you want to kill a giant, then drive him to the edge of the abyss and bring him down from both sides. Honor and praise to the gamers who passed the battle with this monster the first time. Head down to the non-adventurous trail.

Continuing along the road you will reach the ruins. Here you will find the disc plus a few nice little things. Once you enter the ruins, look for a way down.

Going downstairs, kick the bony asses of several skeletons and CAREFULLY search the basement (chests, skeletons). Here you can find a vassal ring, half of the Hurricane sword, a music stand, many scrolls, a skeleton call rune, telekinesis, a magic crystal and many pleasant little things - all this is worth taking a break from the main passage of Risen.

But the main goal is located further (exit the basement and move deeper into the castle). Another descent awaits you. On the way, you will come across a chest with a second level lock (ADDDAA). Once you go down one level, you will have a left and a right turn. If you go to the right and pull the ring on the wall, a secret room with two chests will open. But still your goal was waiting for you on the left. Walking into the hall you will see Girger - oh, and scary. Feel free to squeeze him into a corner with your partner (it turns out to be erotic again:) and beat him until he gives up the ghost.

Examine the room: on the pillars you will find rings, with the help of one of which you will open the door to secret rooms where third-level chests with valuables are located. If you look, you can find a lock picking spell on the shelves. Talk to Henrik, who will give you a bow and 30 arrows. Upon your return, talk to Severin and also receive a reward from him.
Experience(250+200+1000+400+150)+Gold(500)

Unfortunately, these are not all disks; we need to continue searching for the remaining ones. Return to the tension bridge and after passing it, turn right. Soon you will see a hut and a girl next to it. Chat with the girl; knowing her name and location will come in handy later.

Climbing up the path, you will most likely see a couple of lizards that you can kill alone, or you can lure them to the girl and her tame wolf. Take teleportation stones from the killed lizards (4 out of 14). Whatever the outcome of the matter, the passage of the game Risen awaits you a little further along this path. Keep to the right and soon you should see the hut of the druid Eldirk on the left. From this moment the search for the next disk begins.

DISC 4

(+Cyrus is late, +Inspecting the druid's shack,+Druid's staff,+Eldric has disappeared without a trace,+Take the damaged disk from Cyrus, +Follow Eldric to his shack, +Eldric needs a magic crystal)

Cyrus has the broken disk. The inquisitor already had the disk, but its crystal was broken, so he sent the magician Cyrus to the druid Eldric to repair it.

Well, here is the druid's hut. But something is wrong here. Cyrus, standing at the entrance, will tell you that he has been waiting for Eldric for a long time, and that, apparently, the unfortunate druid was kidnapped. It is necessary to examine his shack. In the shack you need to find a sleeve lying on a broken table. After telling Cyrus about the find, you will come to the conclusion that you need to talk to Jasmine (the girl in the house nearby) - maybe she saw something interesting. Jasmine, unfortunately, didn’t see anything, but for a nominal fee (200 gold), she can lend you the wolf Rufo, who can pick up the druid’s trail. You should treat the dog to a piece of raw meat and let him sniff the sleeve of the old druid, and then all that remains is to keep up with the animal.

Rufo will stop several times as he runs, but the main goal is ahead. The trail will lead you to a small valley west of the hut, where you will meet and deal with the dwarves (take the druid's staff tied to the altar) and reach the entrance to the temple. Unfortunately, the entrance to the temple is blocked by a magical barrier - you will have to run after Cyrus and bring him here.

After examining the barrier, Cyrus will give you 3 scrolls that can open the barrier - now you can get inside. Now carefully move inside, destroying all enemies on your way. You will find yourself in a hall with three doors. In the main passage of Risen you need to move straight, but by turning right and destroying the lizard, you can find a chest with a map and a few small items. Well, then fun really awaits you - going out along a straight passage into a large hall, you will encounter half a dozen fierce lizards, which will not be so easy to calm down. To find the druid Eldric and continue the passage of Risen, you should turn right, however, to more fully complete the game, turn left, open the large chest in the small house (ADAADD). Go to the cliff, turn right before the cliff and you will encounter a tenacious guard, but by working in concert with Sauiros you will cope with him. You ended up in the local jail. There is nothing interesting in the cells, so go up to the second floor and follow the farthest camera. Here you will find the ogre Drok, who will tell you where to look for Eldric. By releasing the half-human, half-animal into the wild, you will receive an achievement and, in addition, Drok will be able to provide you with significant support in the further passage of Raizen.

To find Eldric, you need to get out of the prison block, reach the cliff and move to the opposite end of the hall. Using the gate to the left of the wall, raise the gate. Behind them there will be a room, on the right side of which, in the middle, you will find a ring that opens a secret door. A priest is waiting for you outside the door, who is destined for the share of his brothers - death. With him you will find a fairly powerful amulet and a teleport to the temple. Don't forget to open the chest nearby. By pressing the lever, you can open the cage with the druid.

Well, the loss was found. But the missing person turned out to be restrained and wanted to deal only with you, but not with the magician Cyrus. After taking the disk from Cyrus, give it to the druid. Now you need to run with Eldric to his hut.

After a long debate, Eldric will say that he can repair the disk only if you find a magic crystal that will lose its power after the ritual. One of these crystals is in a chest in Eldric's hut, from which you will immediately receive a key. Open the chest, take the crystal and give it to Eldric. Now the druid will want you to tell him about what you will see in the temple that the inquisitor is going to open. But he agreed to repair the crystal, and thanks for that. Follow Eldric to the magic table and get your hands on a ready-made disk. We must give credit to Eldric, besides the fact that he helped you now and will continue to help you in passing the game Ryzen. You can also return the druid's staff to the owner, for which you will receive an amulet as a reward.
Reward: Experience (250+150+50+100+200+50+500+200+100+200+250+200+400)

DISC 5

(+Patty in trouble +To the West Bank, + Steelbeard's Next Clue, + The Great Pirate's Legacy, + Unmarked Graves, +Follow Eronoga to Romanov, +Where is Patty?)

In the temple of Don Esteban, a certain Balturo, a man from Captain Romanov’s team, will approach you. He will say that Patty, a girl from Harbor Town, needs your help. As a valiant knight you must help the girl.

But first, if you haven’t done so before, buy recipes from Cormac for potions to increase strength, agility, mana, life (depending on what you need).

Go to Harbor Town. If you completed Patty's tasks in Harbor Town, then she will be waiting for you on the seashore, near the exit from the underground tunnel. If you haven’t helped yet, then in the tavern. When you are in Harbor Town, take the magic stone from Carlos.
The most interesting thing is that Patty is not in any trouble. The conclusion suggests itself - Romanov wants you to help Patty find the gold and then get the treasure himself. Let's see who can beat whom.

For now, your task is to follow Patty. On the way, if you wish, look for the “Hero’s Crown” (if you bought the recipe, it will be VERY useful to you). Patty will lead you to the western part of the island, to the cemetery - a great place for a first date. The girl will give you a universal key, which you will still need. Just to Patty's right you will see a grave with a white headstone. Use a shovel to dig up the chest. Inside you will find an old chest that must be given to Patty. Having opened the casket, the girl will send you to run around the entire island in order to find unmarked graves and find clues in them that will lead you to the treasures of Steelbeard.

The position of the graves is indicated on the map. A new branch of the game Raizen begins.

Grave one (west of Harbor Town). To find it you need to run west from the exit of the Harbor Town tunnel.

The grave is located on a slope, near the mountain. The grave is called "The Nameless Thief".

Grave two (to the east of Harbor Town). From the eastern entrance to Harbor Town, head towards the sea. There is an island nearby. This is where the grave is located. You can get there on foot by sea. A rather formidable enemy awaits you on the island - a scorpion, but it’s easy to deal with him if you push him to the edge. At the top, look for the "Hero's Crown".

The grave you are looking for is located in the western corner of the island, on the sand. If you want to make it easier for yourself to complete the Risen game and get high-quality weapons, get inside the island. There are 2 ways: climb to the top of the island and jump into the hole. Method two, less dangerous: the entrance is located in the northeastern part of the island, covered with plants.

Inside, among other trinkets, you can find the second part of the Hurricane sword. (See the position of the first in the quest Disc 2). Grave three (in the center of the island). Try to get as close as possible to the desired point on the map. There, look for a passage between two trees - there will be a grave. The chest will contain a good potion for dexterity.

Grave four. Located near the monastery. You can get to it by jumping or levitating from a higher point. It is best to do this from the site, next to the cave where you were looking for the fire crystal (near the lake). The fifth and last grave. There is a cemetery nearby. On the way, you will most likely be met by the blacksmith Vasily, who will persistently offer help. She won't bother you. But, it’s better to first take Vasily to the ruins nearby (the “Cursed Lords” quest) - let him help destroy at least some of the skeletons. You must deal with the rest. Going down the steps, you will, as always, meet an undead Lord, and a ghoul to boot, but you can find a recipe, runes, and money.

Now you can return to the grave and dig up the chest. The grave will be located in the corner, near the wall. Well, it’s time to return to Patty at the cemetery, but she’s not there. Instead of her - Eronga, who leads you along the road to Romanov. Halfway through the journey he will say that he will not go further, but it will be difficult for you to get lost. And again the ruins, and again the undead lord. After defeating him, you will receive another ring for your collection. Finally you will be able to meet Romanov face to face. But, unfortunately, he won’t let Patty out so easily. You can agree to Romanov’s conditions, but you can simply scatter everyone present, heap tomatoes on them, take the key from Romanov and go into the open cave nearby.

This material discusses only the plot part of the game; additional quests are completed only if necessary.

CALDERA.

Meet the commandant!

After the introductory video, Juan enters our room. We are not in the best condition, however, we need to get to Commandant Carlos and talk to him.

We collect all the objects lying in the room. We go outside, go left from Juan and go up the stairs. We talk to Carlos, watch the video. A ship approaching the fortress is destroyed by the monster Kraken.

Explore the shore.

Carlos sends us ashore to help the survivors who were able to reach land. Before leaving the fortress, let's open the inventory and equip our hero with weapons. We go downstairs and talk to Juan. We head to the shore and walk along it.

Save Patty.

We meet our old friend Patty, who was attacked by sand devils. This is our first fight, so we proceed with caution. Killing these creatures is quite simple, especially if you use a pistol. We return to Carlos, where Patty reveals her plans to destroy the Kraken.

Talk to Carlos.

While Patty sleeps in our room, we go to talk with Carlos. We receive instructions and leave the fortress.

Let's go to Tacarigua!

We get to the ship and step on board. We go up to the helm on the left and talk to Sebastian. We inform him of our readiness.

TACARIGUA.

Find the pirates' lair.

Patty becomes our companion. She threw away all our clothes so that we would not be suspected of having ties to the Inquisition. We leave the cabin and go to Sebastian. After listening, we follow him. We were left without clothes, and besides, we had absolutely no idea where to go. The first thing you need to do is get a map to navigate the local jungle. After all, they are inhabited by a variety of creatures, each of which poses a danger to our health.

The commandant smashes the local lieutenant Roquefort to smithereens. At night, a large amount of supplies was stolen from the warehouse, and Di Fuego, a civilian on duty who was lucky enough to have a high position, was to blame. Unfortunately, he failed to cope with it, and therefore Carlos will tell him how to carry out his duties. We won’t go any further with him, since in order to get an appointment with the governor you need to at least put on a shirt.

Outside we communicate with Pedro. We learn from him about clothes, pirates and a map.

All the food we find is automatically placed in the inventory as provisions, i.e. food supplies. Health from them is not restored instantly, but over time. Clearing the dining table of any leftovers.

Durable clothing.

We move along the path until we see a tower on the right. Carter sits at the entrance, from whom you can buy some clothes.

Map of Tacarigua.

We open the inventory and put on the purchased items. We return to Villa Di Fuego, the guards will calmly let us through to him. We witness a conversation between Sebastian and Di Fuego. The second managed to pay off the annoying commandant by throwing supplies on the ship.

We speak with the governor to get the coveted map of the island. We'll have to fork out a hundred gold pieces.

Find the pirates' lair.

We will literally have to look for their lair, since no one will present it to us on a silver platter, or rather, they will not display it on the mini-map. However, I had already scouted out the area in advance and indicated the path to it on the map.

Fensa will meet us at the gate. Perhaps we can get inside the lair, but to do this we need to have developed eloquence or intimidation. If there is neither one nor the other, then we will look for another entrance, with a friendlier guard. There is such a path, and it is also indicated in the screenshot: we are heading to the shore, where we will meet Blake. He apparently doesn't even care that we're from the Inquisition. You can question him a little about this indifferent attitude towards the security of the lair.

Find Steelbeard.

We go further and further into the lair, sooner or later we will encounter Curtis. He will report that Steelbeard is on board the ship. Well, let's go to him. Let's watch a video in which a whole family drama unfolds between Patty, our companion, and the elusive Steelbeard! When the conflict is resolved, all attention turns to our person. To prove to Beard that we are worthy to be on his ship, we will have to take an oath. This, of course, is not enough, that is, we will complete several quests.

We communicate with Beard and find out all the details about the Harpoon of the Titans - a weapon that can destroy the Titans.

Sugar delivery.

Let's look into the tavern and ask Hawkmoth about Steelbeard. In the ensuing conversation, it turns out that to produce a large amount of rum, sufficient to load onto the ship, you need sugar and water. First, let's get sugar. Hawk Moth reports that on this matter it is best to contact Jack, who lives on a tower near the shore. I marked its location in the screenshot:

Before setting off to complete the task, let’s buy as much rum and grog as possible from Hawkmoth.

From inside the camp we get to the gate where Fens is located. They are still closed, so we jump outside and inform Fens that we have already been to the camp, then the gate will open and we will not have to constantly go around. Having reached the tower, we receive a new quest from Jack.

Directly below the tower is a den of termites, guarded by three warrior termites and ten regular termites. Warrior termites are especially dangerous. We are not in a hurry to go inside the lair, first we will kill those outside. Small termites walk in pairs, this is an excellent chance to kill them individually without approaching their shelter. Then we kill the termite warrior at the entrance. There is another termite warrior inside, we destroy it and collect all seven bags of sugar. That's probably all; There is no need to go deeper into the cave.

We return to Hawkmoth and find out who needs to give the sugar. We leave the tavern and turn right. We go up the stairs to the third floor and give the sugar to Alistair.

Water carrier.

Hawkmoth told us that Curtis, who was hanging around the tavern, would help us find out how to replenish our water supplies. We tell him that there is no water. In response to this, he sends us to the waterfall, where the water carriers Doggs, Colby and Foster live. If you open the list of tasks and mark the current one on the map, you can see on it the place where we need to go.

Two people are arguing at the waterfall - Doggs and Foster. It is useless to talk to them, so we go to the third - Colby. We ask him to stand at the gate, but he refuses, because if he leaves, the two will finally quarrel and start a fight.

We communicate with Doggs and Foster. We suggest they send newcomer Colby to the post. They naturally refuse and offer an alternative. We will fight with them in turn, whoever wins will go to the gate accordingly. In the first fight with Doggs, I lost and so he went to the post. The quest is completed.

I won't leave without rum!

We report to Hawkmoth about the work done. There is sugar, there is also water. All that remains is to come to an agreement with Steelbeard. This will be done by Hawkmoth himself, we have already run around, completing the most difficult tasks. After listening to the conversation between two stubborn individuals, we speak with Steel Beard. It turns out that rum is not enough to become a pirate.

Heavy chest.

We can receive this quest from McLane, who is at the helm of the ship. What Beard's team is really missing is a real cracker. It is necessary to break open the chest lying in the warehouse. For this task we will need a master key, which can be purchased from Stone (to the left of the tavern). We ask Stone about the master key, and then we persuade him to sell it to us. The asking price is five hundred gold. Buying a master key is not enough, you need to learn how to use it. To do this, we go to Puerto Sacarico. From there we get to the tower with the prisoner, where we purchased our first clothes. We communicate through the tower door with Largo. After asking around a bit, we give him the master key. The door opens, we fight with Carter. Having won, we speak with Largo again and agree to accompany him to the pirate camp.

Having reached the pirate's nest, we speak with Largo. We ask him to teach us how to pick locks. This skill requires agility skill 4. To obtain it we need fame, for which we can develop the corresponding skill to the required level. Fame is given for completing quests, killing enemies, etc.

Having completed training with Largo, we return to the ship and go down to the lowest level. There will be a box there, breaking into which we take away everything that is in it. We go up to the helm and talk to McLane. Then we talk to Steelbeard. During the conversation we report on our latest successes.

O'Brien's treasure map.

In the tavern we will meet a healthy individual named O'Brien. Let's ask him how else we can impress our beloved Steelbeard. It turns out O'Brien buried treasure, the location of which is marked on his map. To get the card, you will have to play the “Who Drinks More” mini-game. We agree with him that we will put five hundred gold pieces for his card. We also purchase painkillers from Hawkmoth. Before starting the mini-game, I recommend saving, because if we lose, the quest will be completed.

The rules of the game are very simple: grab the bottles one by one, with each bottle the cursor will become more and more uncontrollable. And bottles need to be grabbed correctly, and not haphazardly. It is best to take the wide bottles first and leave the narrow ones at the end; they are much easier to fit into the cursor hand.

We select our task in the journal and mark it on the map. Before you go looking for treasure, let's buy a shovel from Flannigan (two bridges lead to him, one of which is on the top floor of the tavern).

You can get to the treasures through a waterfall, from where water carriers bring water. The buried chest is marked with a red cross, destroy the sand devils and dig up the treasure.

Pete's Treasure Map.

Let's chat with Holly in the tavern and find out about the pirate who wanted to hide his treasures, but never returned. Of course, Holly won’t just talk, she’ll have to fork out a couple of hundred gold.

We follow the path marked in the screenshot:

On our way we will meet a large number of warthogs and monkeys. We also do not lose our vigilance when there are no enemies, since there are traps in the area.

Very soon we will discover Pete's body. We take everything he has and move on. Near the entrance to the temple the location of the treasures will be marked with a red cross. We dig them up and return to the pirate's nest.

Stalking in the night.

We communicate with the drunkard Mix, who sits in the corner of the tavern. Then we talk to Hawkmoth and find out from him about Mix. We agree to follow him. We go to the ship and get enough sleep until midnight. We return to Hawkmoth, talk to him and begin the task. Carefully and slowly we pursue Mix to the shore. We learn about his betrayal. We kill him and the drowned man. We clean out the corpses and return to Hawkmoth.

Become a pirate.

Finally, the moment has come when we can become a pirate! We communicate with Steelbeard and report on our successes. He agrees to accept us into the team immediately after taking the oath. We take off all our old clothes, now we can put on pirate rags. We go up to the helm and, being a novice, give the command “Get ready to set sail!”

SHORE OF THE SWORD.

Talk to the pirates on the tower.

We get to the tower, to do this we turn right and after walking a little, turn left. After the video, we immediately begin the fight. Four against three, if we do not have good fighting skills, then we retreat back and attack when the enemies are distracted by our allies. We remember that our partners are not immortal either, and therefore we help them at the first opportunity.

Help in the battle against the raven.

After the fight, we talk to Beard. Only we can decide who will become our ally - the Aborigines or the Inquisition. Select “Search for Raven’s ship at the Inquisition.”

Let's go to Puerto Isabella!

We follow Steelbeard. Along the way, we destroy all kinds of animals, including the long-time enemies of the captain of the Firebirds. Next, we continue our path across the shore, preferring it instead of a dark cave. Finally we get to the last bridge, here our team and I part ways. Patty and Beard return to camp, and we, in turn, go to the city to persuade the Inquisition to help us in the fight against the Raven.

Where is Raven's ship?

Entering the city is quite easy. We give the guard one hundred gold pieces, or we persuade him to let us through. We go forward, then right and get to the villa where Sebastian is. The Alcazar lets us through to it without any problems. We ask Sebastian for help, and in return we receive a task. If we complete it, then perhaps Sebastian will help us with people.

Scout's report.

Scout Venturo was sent to the Earth Temple to scout out the situation. There has been no news from him for a long time, and he himself has not appeared for a long time. We need to find the Earth Temple and Venturo himself. We take the map of the area from the table. We leave the villa and turn right, here we will meet Aguilar. We receive a little parting words and set off in search of the Temple. I marked the location of the Temple and the path to it in the screenshot:

There will be eight natives standing at the entrance to the temple. It’s better not to bother them, because after all, we clearly cannot overcome such a large number of enemies.

I noted one of the signs, which is located near the entrance to the Temple, in the screenshot, however, it is already visible:

By examining the signs, we will find out the direction where Venturo went. When the direction is indicated upward, this means that you need to climb up using the jump button. This way we will find Venturo at the top of the hill.

Among the savages.

At Venturo's request, we get to the Shaganumbi camp. In order for Masaru to let us through, we lie to him that we are from the Raven team.

Inside the camp we ask everyone we can ask. And especially Jack, from whom you can find out about the number of enemies in the Earth Temple. We return to Venturo and provide him with the information required for the report.

Follow Venturo to Puerto Isabello.

We run after our ally, he will stop not far from the entrance to the Temple. You need to get to the tower and clear it of enemies, led by Basil. Everything is quite simple, there are only three of them. Having dealt with them, we return to Venturo and continue moving into the city.

Having reached the city, Venturo will go for a drink, and we will go straight to Sebasti with a report. We choose the side of the Inquisition, i.e. We help only them and no one else.

Four muskets against the Raven.

We go out into the courtyard and talk to Alcazar. We were assigned four fighters who are clearly not friendly with discipline. These are Bartolo, Venturo, Martinez and Sancho.

So let's start with Bartolo. He is in the villa, in the left room from Sebastian. We notify him that he must come under our command. But the trouble is, it turns out that his weapon was stolen last night. The shooter's only weapon is missing, and he cannot do without it. We leave the building and go down the hill. We interview Webster, then Tito, who is sitting next door. Tito reveals that he sent Martinez on a hunt. We go under the bridge, where we will find Eusebio. After talking with him a little, we undertake the task of paying his debts. We return to Tito and negotiate with him. With a little bargaining, you can reduce the amount of debt to one hundred gold. Returning to Eusebio, we talk to him. New details about the missing weapons are being revealed.

Now we need to find Martinez, another suspect. It is located in the cave that I marked on the map:

He recounts details of the previous night and also explains why he couldn't have stolen the gun. At the same time, we inform him that he has come under our command and send him to the gathering place. We return to Tito and tell him the whole truth. In response to this, he tries to catch us in a lie. But this will no longer help him. Let's teach him a lesson and take away the broken weapon. We deliver it to Bartolo, who promises to repair it and arrive at the collection point.

Venturo can be found near the marina for a drink. And I marked Sancho’s location on the map, since he is more difficult to detect:

Now you need to get enough sleep to be sure that the whole team will gather at the gate during this time. Also don't forget to purchase a powerful carbine from Webster. We get to our subordinates and are ordered to hit the road, but before that we will visit Commandant Sebastian.

Step march!

We get to the Temple of the Earth and destroy the eight aborigines standing at the entrance. Then the gate will open and we can get inside. We watch a video in which the soldiers successfully destroy the attacking enemies. Raven summons the Titan Mara.

We use the carbine and shoot at Raven. Killing him is quite easy, the main thing is to shoot accurately and constantly move around to avoid the Titans' Harpoon. Having dealt with him, we get the Harpoon and begin the fight with the Titan.

He is also not distinguished by any powerful powers. The Titan's weak point is its large hole on its chest, which opens from time to time. At this moment we throw the Harpoon. In turn, Titan attacks us with stones, and after four accurate hits to the chest, he will begin close combat. Don't forget to save and run back. After four more hits, we climb onto the enemy’s head and quickly press the corresponding button. If you didn’t have time, it doesn’t matter, we repeat four hits and try again.

Having won, we cleanse the bodies of the dead and head to the exit. Let's watch the video. Steelbeard and Patty arrive here. Together we go to the ship. However, he is destroyed by the Kraken. Beard rushes to the shore screaming. Mara appears and kills him. Before dying, he manages to tell where the next item can be found.

Talk to the commandant.

We get to Sebastian and in the conversation we learn the bad news. We must hand over the Harpoon of the Titans, no objections will be accepted.

We communicate with Patty and follow her. We talk to her again at the port. She has hatched a plan to capture the Black Betty ship. We listen to it on all points and proceed to implementation.

A couple of barrels of water...

At the pier we communicate with Sofia, who will help us load water onto the ship. But first, let's fulfill her small order. You need to get three golden masks, which can be found in Sebastian's villa and in the tower nearby. If we mark the task, we can trace the location of the masks on the map. We return to Sofia and give her the masks.

Third team member.

It will be Venturo, who is drinking near Sofia's shop. We persuade him to come with us, and then he will become our companion. We communicate with Sofia and offer her the candidacy of Venturo. She happily agrees.

Fourth team member.

It remains to find the last one; Sofia recommends a man, Raven, imprisoned in the tower. We get to the tower and communicate with Hawkins. Freeing him is quite simple, you need to go to Sebastian and steal the key in a conversation. We give the key to Hawkins and go to the northern gate. A fugitive hid to the left of them. If you have problems with the search, then mark this task on the map and safely find the pirate. We invite him to come with us, we get to Patty and introduce her to the last member of our team.

Sabotage.

It is necessary to disable the cannons aimed towards the ship. First, let's destroy the one that is practically not guarded on the tower. Then we sleep until midnight. To neutralize the remaining cannons without harm to health, we do the following: we disable the first cannon and quickly run to the allies. All the attention of the guards will be switched to them. We return to the guns and neutralize the remaining ones. We talk to Patty.

Free the ship.

We board the ship and deal with the four guards. We talk to Patty and set off on a brand new ship to Antigua in search of Slaine.

ANTIGUA.

Find Captain Slane.

We find out all the details from Patty and make her our companion. We meet Rick at the pier and similarly ask him about local events. We get to the tallest building, as Rick advised us. This is the Alvarez mansion. Going inside, we witness a brawl between Slaine and Alvarez. We go up to the floor above and take away the map of the area, study the code, then we have a long conversation with Alvarez, we find out from him everything that we can find out. We go down and talk with Slaine.

Follow Slaine.

We follow him to his ship, listening to his conversations along the way. Having reached the ship, we find out approximately the location of the artifact (sacrificial dagger) and agree to the deal. We load the ship with the necessary equipment, and in return we receive a hidden artifact.

Kegs of gunpowder.

We already communicated with Rick as soon as we arrived in Aldera. He wants to get the treasure map in exchange for delivering gunpowder to the ship. The map is in Alvarez's villa in the room on the first floor. We break open the chest and remove it from there. We bring the map to Riku - we get gunpowder.

Wilson's pistol.

In front of the Villa we will be able to meet the local gunsmith Donovan. In the conversation we find out that he is also subject to a ban on the sale of weapons. Therefore, in order to get a valuable copy, you will have to fight a duel. We go to the shooting range and play a mini-game. Eight out of ten attempts must be completed. The task is difficult, since the targets fly by very quickly. However, with practice, we can overcome this task. Having won, we buy Wilson's pistol.

Guns.

Nearby we will find another gunsmith, the same Wilson who gave his rare pistol to Donovan for debts. After talking with Wilson, we can get the guns for returning the gun that he lost.

Steering.

In the local tavern, just opposite our ship, we will find a suitable candidate for the role of helmsman for Slaine's ship. Morgan agrees to join Slaine's team if we defeat him in three mini-games - a duel, "who can drink more" and shooting. It is enough to win two events for Morgan to agree to our proposal.

Barrels of water.

I marked the location of the water carriers on the map:

We talk with the drunkard Miles, and then with Butch, who is nearby and controls the work of the water carriers. He is adamant, so we communicate with Miles again. He gives us an idea: in a conversation with Butch, we suggest sending him to the cave for treasure. He agrees, but we have to go with him. Having reached the cave, we go inside. Butch realized that we lured him here and therefore begins a fight. If we lose, then we return to the water carriers and again offer Butch to fight, or we simply give him two thousand gold so that he leaves. We communicate with Miles so that the water carriers begin to drag water to the ship.

Fresh fish.

Location of the fishing hut:

Having found the hut, we go inside, where we talk with Eddie. He reports that his partner Duncan was carried away by some creature called the Ship. Let's go to the grotto:

The Sudovaya lives inside there and needs to be destroyed. He looks big, but is quite weak in battle; using a shotgun, we can easily defeat him. If we go even further, we will find Eddie Duncan's friend. We communicate with him and send him outside, informing him that the creature has been destroyed.

We return to Eddie and agree on the supply of fish to the ship.

Ship equipment.

We return to Slaine's ship. Here we meet an enraged Alvarez. We explain to him that we have nothing to do with his disputes with Slaine and, using the code, we put the admiral in his place. We report to Slane about the work done and set off on our ship to the Island of Thieves. To do this, we step on board our ship and talk to Patty to go to the island.

ISLAND OF THIEVES.

Treasures of Slane.

We take the boat to the shore. Slaine is already waiting for us to go after his hiding place. We ask him about this island and hit the road. Along the way, we will be harassed by various creatures, so we keep our weapons ready. Having reached the cave, Slaine sends us inside to pick up the dagger.

The path from the cave.

Who would have thought, Slaine, like Raven, fell under the spell of Mara and now serves her. There was no dagger in the box, Slaine undermines the passage and thereby blocks it. Finding the exit will not be difficult, because there are only a few forks here, one of which will definitely lead us outside.

After leaving the grotto, we will see a large number of drowned people. You can simply run away from them by turning right and moving along the shore. Soon we will get to the place where we started with Slaine. Our ship disappeared, and with it Patty and our entire crew.

Follow Jaffar into the jungle.

On the shore, we meet the gnome Jaffar, who speaks our language poorly. He agrees to help us build a raft on which we can leave the island. To build the raft, we will need materials, and we will also have to take Jaffar with us.

We follow the gnome to the cave where his fellow tribesmen live. On the way we will come across a box containing a map of the area. Having reached the cave, Jaffar goes into standby mode until we collect all the necessary material to build the raft.

Lianas and fins.

To make it easier, I marked the location of the necessary items on the map:

Shirts.

It will be more difficult with shirts. There are only six of them and you can only get them from gnomes. Dwarves will give them for completed tasks or in exchange for items of interest to them.

Building a raft.

We return to Jaffar with all the materials found. Then we get to the western shore and leave the island.

TACARIGUA.

Where is my ship?

First of all, we need to find our ship. To do this, we go to the pirate's nest. Yes, he's right here. We step onto the board and climb to the helm. We communicate with Patty and find out the location of Steel Beard's hiding place. We go to the second floor of the building opposite and go into the very last room (there is a girl standing there). We take the gold and the fourth page of the diary from the box. We return to Patty and communicate with her.

Mauregato!

We go to Caldera, where we communicate with Carlos. Garcia was here but had already set sail a few days ago. Carlos agrees to help us, although the highest council gave the order to collect all the artifacts and give them to Mara in order to conclude a peace treaty with her. We go to the next room and ask the guard to open the gate.

After crossing the bridge, we turn left; Mauregato lives in the first house. The conversation with Mauregato did not bear fruit, so we leave his house and move on.

Go get the servant.

Next we will find a hotel where we can chat with its owner. Then we go out into the street and move forward. A townsman stops us and asks us to go with him to his master Azura. We get to the mansion, go up the stairs, turn left, as the servant advised.

We listen to Azura's proposal. He will help us get into the highest council, but for this we need appropriate clothing and a letter certified by the seal. Besides, Azura helps us for a reason. Having made our way into the council, we will have to expose Mauregato.

Courier clothes.

At the hotel we will find Pantaleo, the local tailor. We ask him to sew a bellhop costume for us. For this you will have to pay five hundred gold pieces.

Signet ring.

We go to Mauregato's house and go to the kitchen. In the dialogue with the cook Hermine, we choose to steal the key (if the ability is developed). We go up to the second floor, open the door to Mauregato's room. We sneak so that the guards don't hear us. We take the signet and return to Azur. He will forge a letter that will allow us to enter the council building.

The guard will let us through when we present the certificate. Inside we communicate with Custodio and Puco, who is nearby. If we go left, then there we will find Cassandra. For her to help us, let’s solve a small problem. However, you don’t have to decide; the correct answer is “two cabinets and fifteen free cells.” We buy a duplicate key from him, leave the room and go left. We enter Mauregato's office and take the incriminating letter from the table. We deliver it to Azuro.

Access to the archive.

In the council building we go to the other side. To get into the archive, you just need to teach a guard a lesson in a fight. At the very end of the archive we will find records with the coordinates of Garcia's location. We return to the ship and go to a new island.

MARACAY BAY.

Expedition.

We take one of our partners with us and leave the ship. We meet Valdez, who enlightens us into the events taking place on this island. Garcia attacked the men of Commandant Corrientes, but, nevertheless, they were able to put him to flight. The commandant and the group went into the jungle.

Before reaching the temple, we turn left and move along the path. We destroy the fire birds and meet the native Habib. We ask him about Harlan. We continue moving south, at the intersection we turn southwest. After walking a little more, we will find the intermediate camp of Corrientes. Further, the path is even more difficult, to make it easier, I will show you a map of the area, which you can get from Corrientes when you get there:

At the camp we will meet the aborigines and people from the expedition. We communicate with Corrientes.

Secret passage.

You need to find the entrance to a hidden valley, which is protected by a wall of fire. The commandant knows how to get around this obstacle and therefore, if we find the entrance, we can get inside. I marked the entrance on the map:

Three strong grave spiders await us inside, defeating them will allow us to reach the fiery wall. We examine it and return to Corrientes.

Blood of ancestors.

We tell the commandant about the entrance to the hidden valley and ask about how to get through the wall of fire. We need the blood of our ancestors, which can be taken from the shaman Osama. We mark the task and then Osama’s location will be indicated on the map.

Having reached the shaman’s camp, we inform him that we are from Corrientes and that we need the blood of our ancestors. In response to this, Osamu says in surprise that he has already given the blood of his ancestors to our predecessor. It turns out that Corrientes is not Corrientes at all, but Garcia.

Hidden Valley.

We receive the blood of our ancestors from the shaman and go to the entrance to the secret valley. We pass through the cave as usual. There will be two at the fiery wall, kill them. We examine the barrier, drink the blood and move on. Our partner(s) will remain behind, we will have to go alone.

After leaving the cave, we get to the temple. We are watching a video in which the cunning Garcia tried to deceive Mara, but she quickly stopped this and ordered us to be killed. We turn around and run outside. It is best to continue the battle there. We do not move far from the enemy, otherwise he will replenish his health. Having won, don’t forget to search Garcia’s body, and then we can return to the ship. We communicate with Patty to find out about the location of Garcia's treasures.

Artifact of Steelbeard.

You can get to Garcia's ship using a boat left on the shore:

Garcia's ship is guarded by four pirates. We destroy them and search the captain's cabin. Here we find a treasure map and a diary entry indicating the location of the treasure. We tell Patty everything, return to our ship and go to Antigua for treasure.

ANTIGUA.

Sesame, open up.

We mark this task on the map and get to the cave under the waterfall. We say the password “Garcia is the coolest!”

Treasures of Garcia.

We mark this task on the map and get to the treasures. Before this, we will destroy several creatures and a large spider. In the buried chest there is an artifact of Steel Beard, we take it.

Sly.

The last artifact, a sacrificial dagger, is in the possession of Slaine, who, as we remember, betrayed us and left us to die on a deserted island. We get to Alvarez's villa and go inside. We challenge Slaine to a duel. He will be waiting for us at the Blood Oath Square.

We leave the villa and immediately turn left, after walking a little, we will find ourselves in the square. After talking with Slaine, we begin the fight. It is best to attack him from a distance, since he is especially strong in close combat. Having dealt with him, we search his body and take away the sacrificial dagger. We return to Alvarez and communicate with him. To find the Water Temple we need to talk to the ghost of Steelbeard. You can do this on the Island of the Dead. We get to the ship and go to this very island.

ISLAND OF DEAD MAN.

Elixir of false death.

Having arrived on the island, we get to the shore by boat. We turn right and run to a huge building. We go up the stairs and meet Tao at the entrance. He agrees to let us through, and will also help make an elixir that will send us to the kingdom of the dead. The elixir requires the appropriate ingredients. Their location on the area map:

Then we go to the altar to begin the process of moving to the Kingdom of the Dead. We drink the prepared elixir and lie down on the altar.

Scepter with a skull.

To summon the spirit of Steelbeard, we need the Skull Scepter. To get it, you need to help the four souls we meet in this world.

The artist's curse.

The first spirit we meet is Nael. Once outside, turn right. We listen to her story and then begin to search for the items needed to create the Scepter.

Locations of all four souls:

Hunter's Curse.

To the right of Nael we can chat with Motego. His problem is a killer gorilla. He will accompany us to the place where the dangerous beast is located. Having arrived there, we go forward a little more. Here we will have a slight advantage. We can climb to the high ground and attack the gorilla from there. And when the enemy turns his attention to an ally, we go down and quickly attack him with the most powerful weapon that we have.

Having finished with the gorilla, we communicate with Motego and receive a skull as a reward.

The Warrior's Curse.

In the arena we will meet a warrior whose soul will rest when he finds a worthy opponent. We will become this opponent, so we accept the battle from Kuzco. Do not forget that we can always return to the world of the living and visit any of the islands in order to replenish our supplies of gunpowder and various kinds of supplies that restore health.

After victory, we receive a warrior's spear as a reward.

Curse of the thief.

We get to Akando, the last of the lost arcs, and try to help him. To help Akando, you need to rob him. This is such a paradox. In his home there is a chest, breaking it open we will get a diamond from there. With the dexterity skill developed to 60, we will be able to open the chest. Otherwise, we return to Nael and ask her to make a key. This will require three hundred gold coins.

We return to the chest and open it with the received key. We extract the white diamond and inform Akando that his soul is free.

Hunter's Curse.

We give Nael all the obtained items so that she can finally communicate with the ghost Steelbeard. We receive the Skull Scepter and go to the entrance where Dao is located. We give him the item and watch the video.

When the ghost of Steelbeard arrives on his luxurious ship, we ask him a few questions. We speak with Tao again and return to the world of the living.

We get to the ship, talk with Patty and go to the Water Temple.

WATER TEMPLE.

Defeat the Kraken.

On the open sea we are attacked by the Kraken. We would suffer the fate of most ships, but we have something that other ships did not have - the Harpoon of the Titans.

To defeat the sea monster you need to act quickly and, most importantly, accurately. You must hit the Kraken's open mouth exactly eight times. It doesn’t open its mouth that often, it mostly attacks us. The monster has two types of attacks:

1) Attack from any direction; in this case, the safe zone on board remains the part from which the Kraken appeared.

2) The second type of attack is a surprise attack from the center. In this case, the center of the side remains safe, so it is advisable to always remain in the center of the ship.

After each successful hit, you must save. It is also worth saving when the battle has just begun.

Having hit the target eight times, we watch the video: Mara falls into the sea and swims up off the shore of the Temple.

Kill Mara.

We leave the board, attract enemies and return back. The entire crew of the ship will help us deal with the drowned and leviathans. We get to the temple and watch the video.

Mara tries to drink water from the goblet, but we do not allow her to do this, pulling the goblet out with a bone hand. Two artifacts have already been applied.

The battle with Mara does not present any difficulties. We can even attack her from a distance and then we will not suffer any damage at all. When we deplete half of her health, Mara will set several sand devils on us. You can finish off Mara first, and then destroy all remaining enemies. At the end, we watch a video in which the main character stabs a dagger into the villainess and repels her last attack with the remaining unused artifact.

While we get to the ship, we can finally talk with all the members of the ship’s crew. We leave the Water Temple and at the same time complete the game.