Gothic 2 Night Crow What to pump. FAQ Gotika II game: Night Crow

  • 25.04.2021

The plot of Gothic II continues the story tested in the first part. Let me remind you that the chief hero was the difficult goal - to destroy the magic barrier, which covered the whole country, and destroy the sleeping. Initially, it was planned to sharpen under the magic barrier of prisoners, thereby creating a prison, but because of the fatal mistake, the magic barrier covered too much territory, the whole country came under it. The main hero was able to destroy the barrier, and the inhabitants have gained freedom again. But not only the inhabitants, and also prisoners - thousands of prisoners who turned the world in the daytime hell. Earth began to drown in human blood. But these events eclipsed even more terrible attack. Under the ground, the dark forces were wound, which decided that they had come to edit the world. Our shoulders fall an even more difficult goal than in the first part - to prevent evil forces to take possession of the world.

Before starting the war with evil, let me tell a little about the interface, for it has undergone some changes compared to the first gothic.

Interface

The interface in Gothic I brought an unprepared person to horror. In order to make any action, for example, open a chest or talk to a person, had to use the mouse together with the arrow on the keyboard. It was very uncomfortable, but over time it was used to get used to the interface, and he began to seem not so uncomfortable. But in the second part, the developers decided to meet gamers and simplify the relationship with the interface. Now it is enough to choose an object and press only the left mouse button ("Action") and that's it. It became much easier to play with such an interface, more convenient and to some extent even more interesting.

Trade also became much easier. There is a merchant menu (left), which indicates the things that it sells. There is your menu (right), that is, your inventory. Chose the item you want to buy or sell, pressed "action" and, if you had enough money to buy, the goods will be in your inventory, and if you sold any product, it will be in the inventory of the merchant, and you have money. Everything is very simple. By the way, your inventory now has no separation on "weapons", "spells", "armor", etc. It all develops, so to speak, in a common bunch.

In order to put on the armor, or make an active weapon, or it is enough to cause an inventory (Tab key), select an object and click "Action". In the case of a weapon in the corner, the figure 1 or 2. Now it is enough to press the number 1 on the keyboard, and the hero will reach the dipping weapon, the figure 2 - and the hero will reach the bow or crossbow, depending on which it is selected. For magic spells, numbers are allocated from 4 to 10 (on the zero keyboard), the pre-these very spells need to be activated in the inventory.

And in conclusion, how to use melee weapons, long-range action and magic. Go to combat readiness mode (numbers 1, 2, 3, etc.) and use weapons or magic with the "Action" button together with the arrow on the keyboard. Here is perhaps everything about the interface.

Passage

Chapter I. "Threat"

Necromancer Xardas managed to save us from death. Your strengths were not the ones that were before, but despite this, the necromancer gives a very important order. In the city of Chorinis, there is a group of Paladins, who have an amulet "Eye of Innos". With it, it will be possible to stop the threat of the dragon attack. But before, laying his head, run to the city, we will examine the tower of Xardas.

Collect everything falls at hand: drugs, magic spells, money and other things. Do not forget to read books, for each read folio you will receive +25 points of experience. At the initial stage, it is very good. Near the fireplace pick up your first gun - heavy stick. The stick is much better than the dagger, which lies in the chest on the top floor of the tower, so use it as a weapon. After examining the entire tower and gathering all those things that kindly left Xardas, go on the road, to the city of Horinis.

Trail to the pointer, near which a gangster will meet you, obviously with unkind intentions. In a conversation with him, do not mention Xarkardas. The gangster will try to lure you in the cave in which his friend is. Get weapons and kill the gangster. In the cave, destroy two more. Collect all the trophies, including the weapon - the mace (use it as a melee weapon), and follow the trail. If wolves and goblins can be easily killed with a melee weapon, then it is easiest to deal with flies with Luke (you had to take it in the gangsque cave). Having reached the Innos statue, turn right and go to the shepherd. For the fact that you killed gangsters, you are due to +100 points of experience. The shepherd will tell you how to get to the city. To do this, I need to say the guards at the gate that we go from the lobart to the blacksmith and at the same time you need to look like a peasant, and not as a prisoner. Peasant clothes can be bought from that very lobard. Initially, it costs 60 gold. Not too cheap, right? But if you perform the instructions of the lobart and other people, then this cost can be reduced, and besides, it is also possible to get additional experience points.

The first task is to assemble the yield of beets. The beet field is the right of Lobard, near the barn. After collecting all beets, it must be attributed to the lobart (+50 experience points, -10 golden for clothes).

The second task is to take into the house, to the wife of Lobard Hilde beet (+25 points) and get the task - to buy a pan from a merchant. Do not forget to conversate money for the purchase. Coming out of the house, go along the trail and at the crossroads of the roads you will just meet the merchant. His name is Kartar. This person will give a pass, thanks to which you can easily move in the city. But it is clear that this is not a task. When we get into the city, we will have to fulfill his orders. Buy the frying pan and take it to Hilde (+50 points, -10 golden for clothes).

The third task is to find a person in the field named Wine. He will give you a task: bring for him and other guys wine. Wine must be with you, so give it to him (+50 points, -10 gold for clothes).

Come to the lobart and buy a peasant for 30 gold clothes. This is the lowest price, which is only possible. The clothes are not at the lobart, but at his house, in the chest. In the chest, take other items except clothes. Although Lobard warned nothing to take, but still imagine that we did not hear him.

Clothing from us (by the way, do not forget to wear it) and skipping too, so you can go further into the city. Having reached the gate, the guard is called you. You can tell him that you are from Lobard go to the blacksmith, or you can show the skip. Best of all the first option, as you get +25 points of experience. Once inside the city, you will meet Paladin. Talk to him for souls. Find out that in order to get to the most important paladin, you need to become a security guard or to be a significant citizen. And a person from the street alive to him is not to get. No specific explanations about further actions from it you will not get, except that he offers to go to Andre. It is located in the barracks, you can reach them the next route: first to the Temple Square, then towards the market, and opposite the hotels will be the barracks. Inside, Andre will stand, talk to him. In order to become a security guard, you need to be a citizen of the city. But there is another way - to find the thieves guild and save the city from her.

Theory became more frequent, Andre asks to find the guild of thieves and expose them, then he will take us to the guards. Andre recommends searching from the port part. And do it. Coming out of the barracks, a completely unexpected man will suddenly appear - the Kartar trader. I need to give away. For this, Cartar will give a letter to be thrilled Sarah's merchant. There is nowhere to go. Take a letter and move to the market, it is a little further hotels. If now night, the market, a clear case, will not work. In order to wait for the morning, there is no better way out than to go sleep. The hotel is suitable for this, go inside, go upstairs, look for a loose bed and choose how long to sleep. In our case until the morning.

So, if the yard costs the day, then go to the market. Find the Sarah's merchate and talk to it. Ask her to show the products that it sells. Slit to her an email inventory and go to Andre. Further before you get a choice: or pass to Sarah, or pass the Cantara. In both cases, you will receive +100 points of experience, but the second option is preferable. Why? Yes, because by tolding the Sara that Kartar wanted to take her place, you will get a pirate saber and +200 experience points.

A little distracted by outsiders, but continue to fulfill your duty, as they say, he calls. Here, on the market, find a merchant named Yera. He will tell that he was absorbed by Rngard, who is constantly silent on the market. With Yoyra, set the agreement that if you return the money, he will tell about the thieves guild. Go to Rengard, it stands near the lamppost, and in a conversation with him, mention about the money of the cheek. It will start running away in the direction of the port part of the city, do not miss it, run after him. Calculate it, talk to him again (+50 points). Return the stolen money, and the Rengard himself goes back (yes, let go, otherwise, if you surrender it to the guards, then do not see you the thieves guild as your ears). It remains to attribute money to Eroh and find out information about the guild (+100 points). Yes, with information is not densely, just on the entire tip on the port of the restaurant. Yoh recommends the search for the guild from him.

Go to the port, focusing on the signs, find it will not be difficult. As soon as you get to the port part, talk to Meldor, it stands near the main entrance to the port. A Rosovist lives in the house opposite Meldora if you need money, it can take them at percent. Go deep into the port part, to the tavern. MOE will stand near the entrance. Two options to get inside: pay 50 gold (not) or get weapons and fight with MEE (this is just what you need). In the latter case, +120 points of experience and plus all the things MEE. After hitting the tavern, talk to the owner - Cardiff. For a fee (throw it off to 6 golden) Find out where to find a job, and then where to find fast work. Such work can give natur, which is here. Talk to him and get a job. It is this: it is necessary to become a courier Beltrama. Then take the parcel from Akila and transfer it to nature.

For a better orientation in the city and around the terrain, it is recommended to buy a brahim card, he lives in the house next to the restaurant.

Go to the market, talk to the Beltram trader. You will become his messenger. Now forward, after sending to akil. Go out through the eastern gate and go along the south-eastern road. Wolves and flies will be found on your way, as well as goblins. But all this beast does not represent a serious danger. Having reached the staircase leading up, climb on it, and the fall of peasants will appear.

It seems that we came just in time, two mercenaries hit Akila. Let's talk to Akil, with another peasant and with a woman. Then talk to the mercenary. You can get rid of mercenaries, only if you kill them, the benefit of the peasants will also contribute to this, they don't have to fight alone (+200 points). Take the parcel, but in the city until you hurry to return. Go on the road leading from the settlement to the lighthouse (focusing on the signs). Discover the entrance to the cave. Inside there are three gangsters, kill them. You can do it yourself or carry out gangsters to the orc, which is not far from the cave. Inside the cave lies the chest, in the chest of food and some strange strange fish. In the inventory, open the fish, in its insides is a letter signed by Halvor. Halvor - a trader selling fish in the port part of the city.

Now you can go to the city. Go to the port of the restaurant, give the parcel of Akila Nature. Remuneration can be obtained tomorrow, but so far there is another unfinished business. Go to the fish merchant, to the chalp. Show him a letter that was found in the cave. He confess that he was engaged in theft, but asked not to take it to the guards. In no case do not do this. It remains to wait for the morning, go, sleep at the hotel.

The next morning, take a remuneration in the port of Tractor. Talk to the owner of the Tavern - Cardiff. He will say you were looking for some kind of person. He will wait for you behind the shop of Halvora. Go to it. The guy's name is Attila, talk to him, and he will give you a key that is part of the sea salt. From this conclusion: the path to the guild of the thieves lies through the sea.

Come to the pier and jump into the water. Swim right to the door. You will find yourself in sewage. Inhabitants - rats will bother you a bit. Go deep into the sewage, there you will meet the thief. Tell him that you were given the key Attila, and he spends you to Cassia. She heads the thieves guild. Talk to her, agree to join the guild. The first task on your new field will be such: bring cassia ring alchemist Konstantino. To perform this task, it is necessary to learn in the thieves guild the skill of the sample and the skill of the opening of locks. You can do it at Jasper (sampleing) and Ramirez (opening of locks). By the way, in the room where Ramirez is located, you can hone the skill of the opening of the locks, opening three chests and pass through it all lying inside the good. Ramirez will not mind.

Alchemist lives on a merchant street, in the house, the entrance to which is located under the arch. To commit the atrocity, wait for the dark time of the day when all the normal people fall to bed, including the alchemist Konstantino. The ring lies in the chest, it is possible to get to it (without waking up the alchemist), it is possible, only using the skill of the sample (activate the x key). To open the trunk lock, you will need a latter, it should be. Combination for autopsy is as follows: left, right, right, left and right. Take the ring and also suffocate, leave the house. Take the Cassia ring (+100 points). She will give you the key from the hotel door. Now, to get to the guild of thieves, you do not have to make swims anymore. Well, if you are strong enough, you can kill all thieves and then come to Andre, he will take you to the guards.

Go to the street of merchants. Find the masters of the blacksmith - Harada. Talk to him. So, in order to get into the upper part of the city, you need to become one of the students of some wizard. At the same time, so that any master take you into the disciples, you need the rest of the masters to give your consent to it. In principle, it is possible to become a student of any master. But I decided to go to the apprentice to Harado. He is ready to take you to the disciples, but for this you must prove that something is coming to something. He will suggest to bring him as an evidence an orc weapon or, after you ask him to reduce the requirements, find and kill the gangsters that robbed the Khakan merchant. It is best to fulfill all the requirements. First of all, go to the market square talking to the Khakan trader. His gangsters robbed when he walked to the village of Akila. With these gangsters, you have just met in the cave, not far from the village of Akila. And alive, it is remembered, no one left, so boldly, say Khakan that the bandits are already "punished." The first part of Harad's conditions was fulfilled, the second part remains - to get an orc weapon. You do not have to fight for this with an orc. Go out through the eastern gate of the city and go on the way to the left. Once the road starts to lead to the top, to the lighthouse, roll out a little left. Passing along the cliff, you will find the entrance to the cave in which you will find an orc weapon - a small ax. In the cave, by the way, two gangsters. Now it's time to return to the Blacksmith Harada. Talk to him, give the ax (+200 points). Harad takes you to the disciples, it remains to get the permissions of the other four masters.

Find the Matteo shop, here on the street of merchants, and talk to him. Matteo will shift the word for you, only if you return your money, which is now in Gritti. She lives in a house with a joiner Torben, find it and talk to her. In a conversation, a little "click" on it, and it will give 100 gold (+100 points). Take this money Matteo (+100 points), and it will fall on your side.

The next in line with the alchemist Konstantino (yes, the one you have stolen the ring). Get permission will not be difficult. Just talk to him about the permission to become a student from other masters, and he will disappear without difficulty.

Now talk to the joiner Torben. He will give his permission, only if you are blessed by the priest of the Vatas and the priest who serves Innos. Vatras is located on the Temple Square. To get a blessing from him, he must learn a little about you. Just tell him the truth, the lie here will not pass (+100 points). The next priest who serves innos is on a market square. It is difficult not to notice. For the blessing, he will ask some money (+50 points). All, all blessings are obtained, you can return to Torbena (+100 points).

And the last master remained - Bosner, he is a master of bows. Enough just talk to him. He will try to interest you with his craft, so that you walked to him as a student. But I think to be a student and the blacksmith is not bad, so we do not agree.

Now, by talking again with Kuznets Harad, you will become his student (+300 points). He can also learn for a blacksmith case, that is, learn how to rush weapons. This process is very fascinating, so try. So, access to the upper part of the city is open for you. This means that you approached the Lord Hagen, the next step is to become a security guard.

Go to Andre, tell him that you are a citizen of this city. He will give you the clothes of the guard, and the weapon can take from the pen. Go to the room where weapons are a weapon, it is right there in the barracks. Talk to Mortis, he will say where you can find a pitch - in the port part of the city, in the institution "Red Lanterns". Go there, in one of the rooms you will find a pen. Together with him go to the barracks. Tell Andre that you found a pope, but not in the institution "Red Lights" (+50 points). Then the pitch will receive weapons.

All, go to the upper part of the city. Go to the Town Hall, where Lord Hagen is located. Tell him that the city is threatened by the power of evil, and you need an amulet "Eye of Innos". He will want to obtain evidence that the city really threatens the danger. If you present them, he will give you an amulet. Therefore, the next your task will be as follows. Go to the Rudnika Valley and talk to the commandant Garden. And what will happen next, the time will show and the second chapter.

Chapter II. "Return to the colony"

Before going to the path, prepare well. By the way, after you leave the town hall of Lord Hagen, one large merchant, Fernando, will ask you to give him a small service. He wants to know how things are made with copper in the Rudnika Valley.

Go out through the Eastern Gate and go towards the tavern, and from there - towards the Rudnika Valley. On the approach to the valley (where you will pass through the bridge), you will come across a new beast - Bolotnaya Shnyh. Shnyh is stronger than another beast, with whom you have come to meet, but still not so much to cope with him it was impossible. The main thing - do not let them attack a bunch.

Near the entrance to the valley you will meet Gaan, a local hunter. From him you can get a task - find how he said, snorting a creature. This is a creature - nothing else like a dragon. You can find it in the forest, just west of entrance to the valley. For the execution of this task you will receive from Gaan 30 gold and +300 experience points. Gahan you can also learn the skill - gut the beasts, that is, get valuable things: skins, horns, fur, etc.

At the gates to the valley, the guards will try to warn you from danger tagged there. But the valleys cannot be avoided, so forward. After passing a little along the gorge, you will find the left input leading to the stone bridge. This way is the safest, and if you want to go further along the gorge, you will inevitably die from the hands of the orcs, and, passing along the bridge, you just threaten a meeting with wolves. There is a difference?

So, you found yourself in the colony. If you played the first "gothic", the terrain will be very familiar to you. Go down along the path, there you will meet Gergan. He will ask to inform the orc, which is in the fortress, that his brother died. But for this you still need to get into the fortress, she has long surrounded the hordes of the orcs. You can get to the fortress by one way, get through the beam leading to the destroyed wall. But how to get to this very beam, it will only help you luck. Maybe you will have to even make a small hook. But the main thing - try not to fall on the eyes of the orcs. If the chase rinsed behind you, do not hesitate, run out of all your strength to the beam (after all, the orcs will not be able to climb on it), and you will succeed.

Once in the fortress, first of all go to the quarters of the warranty (the entrance to the building is guarded by two paladins). But at first, talk to Orikom. Tell him the sad news that his brother died (+75 experience). Then talk to the warranty. Proof of the threat of dragon attacks Garant will give you, but only, of course, not now, and then, when you perform his task. It consists in the following: not so long ago three reconnaissance groups were sent, from which news should be received regarding magical copper. But no news from these groups has arrived for quite a long time. Your goal is to find these three groups and find out information about copper, and then, of course, to report all this guarant. The search will be facilitated by the fact that the Garant will give you a map that marks the mines in which these very groups are located. And if you need gear, it can now be obtained from Tandora. You can find out more additional information from Parsiva, it is located here, next to her orch. Practically, you can even go to the road at least now, but I will ask you to stay a little in the fortress, because there are still interesting unfinished things.

In a building previously owned by the Magazes of Fire (the left of the Region of the Commedian of the Garant), you will find a familiar person - Magic Magair. He will tell about all the events that occurred not so long ago, as well as the fact that Gorna and Diego's business (your old friends in the first part) are very bad. Gorn is contained in prison, and Diego is a convict in one of the mines. It is necessary to pull the mountain from prison to need, after all, in any way.

For a start, go to the commandant warrand. You can pull the mountain from prison, only by paying for it a redemption in the amount of 1000 gold. This amount is not small, I think it is unlikely that you have such. Therefore, there is a way to get this money. We visit Migten again, tell him about the redemption, and he will sacrifice his blood money - 250 gold, and where to get the rest, he intends to learn from Horn himself. He will write him a letter that you will need to deliver a horn to prison.

Before the entrance to prison is the guard Herald. For the transfer of letter, he will want to get anything, only a little meal (yes, there are no guards here in the fortress). And with nothing, but, probably, his beloved itself - honey, sausage, bread and wine. Pass to the grinder of the swords of the Parfouf, it works in a blacksmith. He will tell that the diet of the guards completely reduced, and a person under the name of Engore is engaged in the issuance of food. Complete to warehouses (the building opposite to the forge), there you will find Engore. Find out if he needs help. Of course, she will be needed, and this help will be in meat of a wolf or a vulture. Yes, he needs to bring 24 pieces. I hope meat already have meat and, probably, more than 24 pieces, well, and if you don't have meat, then welcome to hunt! For the fact that you bring the Angora 24 pieces of meat, you will receive +150 points of experience. If you do not have sausages, bread and wines, then buy these products from Engore. Honey will be able to take in one of the warehouse premises, even in that room where the Angore itself is located. These products take Gerald, he will give a letter to Horn. Behind him come tomorrow.

The next day, visit Herald. He will give you a message from Horn. It says that it is necessary to look for the southern gate. Sun down on the beam down and you will see the destroyed structure to the right. Inside this structure is a wallet with Mountain money (get money out of the wallet in the inventory). But there is not such a big amount. You will be able to gain the rest of the amount for redemption of the mountain, goro in the chests, for example, in the Warf building or in stock, or sell some things. When the amount in 1000 gold will be dialed, take it warrant. Then go to Herald and tell him so that he will release Horn. He will give you the key from prison, so that you do it yourself. The mountain is located in the very long chamber on the right, you can open it using a switched on the wall (+500 points). Horn, after your conversation with him, will go to Migten, and after a while you follow to him to learn about their future plans.

Here, it seems to be all things in the fortress. Although no, the executioner of Brutas you can increase strength. But before that, he will ask you to pay 200 gold, money you can pay your or that person, Dana, who ran away to the valley, but for this it is still necessary to find it. For this task +75 points of experience.

So, searching for intelligence groups Start perhaps from the mine in the south. The main rule when moving to mines - do not go to mines in a straight line, avoid groups of orcs and forests.

In the mine in the south you will no longer find alive, only the corpses of prisoners. Mine is chicted by crawls and one warrior-slider, they are strong enough, especially when they attack with groups, and the monster warrior is so generally a monster. Finding a corpse of the head (Silvestro), in his pockets you will find a note that it says that Diego, together with two paladines, was taken to copper into a safe place. What is the place, you will learn next, in another mine.

Blies to the mine that is west of the first. Although there are still signs of life. Talk to Zerghan, ask him about Diego. He will say that he saw him with two paladines went to the watchdog tower. Talk to the Tengron, he will ask you to take the strike, which is in the fortress, ring. Since you still have to come once again into the fortress, you will agree to deliver the ring. Talk to the head of this group - FEET. He wants you to save a camp from Snowpopper, then he will tell you how things are with the booty of copper. Talk to Bilgot, he can help you get rid of snowfields, but provided you pull it out of the colony. Agree, and he will say that the leader of Snowpperov lives near the old tower, the main thing is to kill him. Go behind the back of the file, to the old tower visible away. There, kill the leader of the snowpoppers and snatch claws from him. Return to the file and report to him about the murder of a leader (+200 experience points), he will tell you about copper ore. Cases are not very good, in total 2 copper drawers were produced. Perform your duty to Bilgot, take it with you and then output it from the Rudnika Valley (+300 experience points). Go to the north of this mine to the watchtower. In the direction of the gorge, you will see two dead paladines, and then in the gorge itself - Diego. Talk to him and find out how things are with copper. Four drawers were produced, and they lie in the cave, which behind Diego.

Last mines remained in the north, go to her. Inside the mine, talk to the Rudobop Magmes, he will report that Marcos, the head of this group, took the extracted copper to the city. He went through the frozen river. Get out of the mine and go towards the frozen river. Next you need to get to the house, which is depicted on the map, walking in the footsteps of the dead prisoners. Bandits, goblins and any other creature will interfere with your promotion. Reaching the house, you will find a cave in which Marcos is located. Talk to him, he will say that he guarded here 4 ore box here, and they will be fully safe while it is here.

So, let's sum up, all three mines are examined, information about copper received, it's time to report all guarant. Go to the fortress, near the destroyed wall will be a kick, give him a ring of Tengron (+150 experience points), and then go to warranty. Decide to him about all three groups, for each message you will receive +300 points of experience. At the end ask about the evidence, for which you actually did all this. A letter with the proof will not wait for a long time (+500 experience points).

Now these courageous paladins have only hope for you, because it's not long for them here and remains to be relied only for help from Lord Hagen. So faster to him, it's time to get out of this colony.

Chapter III. "Eye Innos"

At the exit from the valley, the enemy magician will be waiting for you. He will try to kill you - do not let him do it. Further, coming out of the valley, you will meet Leicester, he will say that after your care to the valley there were terrible things. For details, he asks to immediately go to the necromancer Xardas, for teleportation in his tower Lester will give you a rune-teleport.

Find in the Ksarkdas Tower and talk to him. You will learn that the enemies are trying to prevent the Amulet "Eye Innos" got into your hands, and therefore they will try to stop you in every way. Tell Xardas, about what you visited the Rudnikov Valley (+ ****** 0 points of experience), and then tell him about the evidence that you have for Lord Hagen (+ ***** 0 0 points of experience).

Head to the city of Horinis, knocking off from enemy magicians. Give in the city of Lord Hagen evidence. He will keep his word, but the amulet, it turns out, is not here, but in the monastery of the magician of the circle of fire. He will give you a letter that you will need to show the Highest Mago Fire Circle - Pirocaru, and then he will allow you to Amletu. Also Lord Hagen will give you a rune, with which you can teleport to the city at any time.

Remember, the Fernandos merchant asked you to find out in the Rudnika Valley on how things are with copper? So, find it in the upper part of the city and tell me that things with copper booties go very and very bad, get + ****** 0 points of experience.

So go to the monastery. Go out through the eastern gate, and then follow the signs. The path will be like this: first go towards the tavern, and then to the monastery, which is in the north. Near the entrance to the monastery, talk to Migten. Tell him that you have permission from Lord Hagen, and then he will give the key from the door to the monastery. Magician Pirocar is located in the church. Talk to him about what you were in the Rudnika Valley. He will give you a rune, with which you can teleport to the monastery. Then ask him about the most important thing about the Amulte "Eye of Innos". Here is the hell, it was not so long ago Pedro's novice for enemy magicians was painted. There is still a chance to return the amulet if without delay start to pursue enemies. Get out of the monastery, go through the bridge and talk to Jorgen. Ask him about novices. Yes, he watched the picture, as the novice jumped off the bridge and sailed to the east. Go to the middle of the bridge and jump into the water. Swim into the east until you will see on the shore of the stragrand. Talk to him about the novice, and he will say that you go further on the road upstairs. So do, go on the road, then go through the hinged bridge (the enemy magician will be tied on the bridge) and then go along the path all the time. If you go to the right road, then from time to time you will come across the corpses of fallen novices. Reaching the Grambald hunter, talk to him. He will say that he saw someone went to the forest (+ ****** 0 points of experience). Go to the west, in the forest. In the forest you will meet an enemy magician. He will report that Amulet "Eye Innos" was destroyed, you were late (+500 experience points). Kill this magician and go on, to the venue of the ritual. Destroy three more magicians, and then take from the altar destroyed amulet "Eye Innos". With the help of the rune, teleport to the monastery. Go to church. Talk to Porocar, tell him that the amulet was destroyed (+ ****** 0 points of experience). Now all hope is assigned to the magician of the water circle - Vatraza. But before going to him, visit Xardas. A quick way to get to it is to use Ruhnu-teleport. Tell Xarkdas that Amulet was destroyed by enemy magicians (+ ****** 0 points of experience). He will confirm that it remains to hope only on the magician of the Water Circle - Vatresa.

Well, two Mages, Pirocar and Xardas, asked to turn to the cano. So this is the only person who at least something can do. The cannas is located on the Temple Square in the city of Horinis, you have already appealed to him for the blessing. With the help of the rune-teleport, get to the city and talk there with Vatas (+ ****** 0 points of experience). It turns out that the amulet can be betrayed the initial appearance, for this you need to spend the ritual there, where the amulet was destroyed. The ritual should conduct three terrestrial representatives of the gods, which are actually the Vatas, Pirocar and Xardas. Watras is already in the case, so there are two who else needs to be persuaded, Pirocar and Xardas. Even for the ritual, swatras need swamp herbs. And also need to restore the frame of amulet, unfortunately, no one can do this in this city.

So, first of all, you need to restore the frame of the amulet. Speak in the city with Kuznets Harad. He finds where the amulet can be repaired. This repairs can only make a blacksmith in the settlement of ONRA. Go to it. Go out through the Eastern Gate and move to the tavern, from there west to the wealthy peasant. On the approach to the settlement, the mercenary will take 50 coins with you. Go to the place of work of the Blacksmith, but, strange, for some reason no one works there. Ask Hodgetz, what happened, and he will tell you that the blacksmith, whose name is Bennet, arrested the paladins for the murder, which he did not actually commit. Go further to Lee's house, which is guarded by two mercenaries. Talk to Lee. Ask him about the Blacksmith of Bennett and then offer your help. Near Lee sits Mountain, talk to him, and you will get + ****** 0 points of experience. Teleport to the city and go to talk with Lord Andre in the barracks. Get permission from him to talk to prisoners. Go to the chamber and talk to Bennett on all themes. For the investigation of this murder, Lord Hagen took himself personally, so all questions to him. Go to the town hall of Lord Hagen and ask him about a witnessed who saw the murder. The witness is a major person in the city, he is a city treasurer, his name is Cornelius. He is also located as Lord Hagen, in the town hall, on the upper floors. Talk to him several times and then threaten to kill him. Get the sword and cut out the treasurer, just do not kill. In his pockets showed an interesting diary that he led. Read it in the inventory and then take it to Lord Hagen. Here it is proof that proves that the Blacksmith Bennet is not guilty of anything. Lord Hagen orders to let go of the Bennet, and Cornellus take into custody (+750 experience points). Now you can become a paladin, make it necessary. Just say Lord Hagen, you want to become one of them, and he will take you to the paladin as a reward. You will get just an excellent armor of the Paladin and not very great weapons. And the last barcode remained with an amulet. Return to the settlement of ONRA. Now work in the blacksmith is in full swing. Talk to Bennett, he will give you a small gift. Give the Blacksmith Amulet "Eye of Innos", and somewhere to carry out somewhere until next morning, for example, in the building of Lee. The next day, go back to the blacksmith and take a renovated amulet (+750 experience points). Everything, with a rim dealt.

With the help of the rune, teleport to the entrance to the mine valley. Go the same route as last time, that is, through the stone bridge.

Chapter IV. "Dragon Hunt"

Everything, a serious dragon hunt began. It seems that you are not alone decided to hunt. Going along the path a little down, you will meet a group of dragon hunters. Talk to all the hunters and go on. Wake up the fortress. Now that you have become much stronger, you can beat the orcs a little that interfere with getting into the fortress. In the fortress, talk to the Dragon Hunter - Retone. He will tell you about some kind of dragon from ice. Hmm ... already interesting. Talk to the Feros. He will ask you to find the sword, which he lost on the cliff. Rock is south of the fortress. But do not rush to perform this quest. Go first to Goronda, ask about dragons. Information about the dragons owns the name, talk to him. He will say that the West Fortress formed in the days of a swampy terrain. Very strange, take this information by note. Oric will also ask you to kill the Shaman Orkov - Gosh Pak. It can be found on the rock of the south of the fortress, where the Feros lost his sword. The loss of Gosh Poka for Orcs will be essential. Get out of the fortress and go south to the cliff. Together with Gosh Pakki, there are still many orcs. Try to kill them with couples, but in no way let them attack you with all the scope. When all orcs on the cliff will be killed, including Gosh Pak, pick up the sword of the Feros. Return to the fortress. Give the Feros Sword, get +400 experience points and the opportunity to increase its strength and skill. Orika inform the pleasant news that the Gosh Pak shaman is killed (+600 points of experience).

Find in the Paladin's fortress named Kerolot, he has someone stole a leather wallet with all the contents. This wallet is located near the forge. Upon returning its owner, you will receive +400 points of experience.

And now it came a turn of dragons. Go to the swamp, which is located west of the fortress. On the approach to him, you will meet two Dragon Hunters - Chapera and the kind. The kind has no interesting information, but Cheper will offer you together to go to the swamp. Agree, the assistance is never unnecessary, especially if the help concerns the dragon hunting. Wollective creatures and lizards will be interferet with your promotion to the dragon. In the depths of the swamp, you will meet with him, with a dragon. What can be said, it is impressive sizes. But before approaching the dragon, put on the Amulet "Eye of Innos". At first, talk to the dragon, and then you will have to kill him or he will do it before. Oddly enough, the dragon will be not so strong. To kill his pair of trivia, maybe it's because you will help Cheper and Rod. After the dragon is defeated, pick up his heart and then talk to Cheper, get +600 points of experience. Return to the fortress.

After talking with the dragon, the Amulet "Eye of Innos" lost his magic force, it is necessary to restore it. Pass on the building of the fire circle (where Militen was). On the upper floor of the building, go to the alchemical table and restore the magic strength of the amulet using the heart of the marsh dragon.

Taken to Goronda, let him know that one dragon is killed. Get +500 experience points and 300 coins. I have to find about the location of another dragon. Paladine spies report that in the south in the tower behind the volcano, another dragon is presumably. It is worth checking out. Head south to the tower. On the approach, next to the rise, you will meet the horn and gestate - dragons hunters. Talk to the mountain, suggest him to go to the tower with you. He must agree. Gorn will go ahead, he will run so quickly that only time to catch up with him. Once you are climbing up, you will see many lizards you have to kill in order to get to the dragon. With the help of the horn, it will not be difficult. Crossing the bridge, Mountain will refuse to go further (+600 points of experience). The most difficult - the battle with the dragon will come to you. On the trail, go up to the tower, killing enemies. Among them will be two stone golems. One of his blow - and you fly very far, so be careful, do not allow it. Climbing up the tower, in the cave you will meet one on one with a dragon. At first, talk to him (Amulet "Eye Innos" must be on you). He will say that dragons serve some kind of lord who will come to destroy the world. When the conversation with the dragon is completed, the time will come. Kill the dragon alone difficult, but still possible. After the death of the dragon, I will pick it up with him and proudly return to the fortress.

Restore the magic force of the amulet on the alchemical table in the building of the fire circle magicians. Talk to GARAND. Tell me that they killed the second dragon, get +500 experience points and 300 coins. I have to find about the location of the third dragon. The dragon was noticed near the volcano, which is located in the north of the fortress. Near the cliff, where Gosh Pak was killed, on the speakers in the rock, you can climb upwards, to the trail leading to the volcano. The inhabitants of the terrain near the volcano - lizards (something like a dragon guards) and fiery golemas. On the trail, move to Zhero Volcano, where you will find the fire dragon. The standard procedure is first talking to him, and then kill. This dragon will overcome even more difficult than those who have already been defeated. But, the regulations in this matter, in the end, will cope with it. When the dragon is defeated, pick up his heart and come back to the fortress.

Restore the magic strength of amulet in the building of the Magic circle of fire and go to Garonda building. Tell him that the third dragon is killed (+500). Find information about the location of the fourth dragon. He suggests that the dragon hides on the ice terrain in the West of the Valley. On the border of the ice, you will meet the Dragon Hunter Silvio and his comrade. Silvio will suggest you to deal with two ice goals. Since further to you along the way, and past the golems will still have to go through, then perform the request of Silvio (+600 experience points). Further Silvio and his comrade do not want to go, well, and nothing terrible - and alone copold. The inhabitants of ice terrain are lizards and ice golems, that is, the dangers for your life they do not represent. Having passed deep into the ice in the cave (formerly new camp), you will find the ice dragon and its guard - lizards. At first, clean the cave from the lizards, and then talk to the dragon. The Dragon will tell you that the Vladyka of the Dragons hides in the sacred halls of Irdorat. Well, I gave the dragon information - it's time to die. Do not forget at the end of the battle to pull the heart from the dragon. Come back to the fortress, on the way you will try to stop Silvio, kill him.

I congratulate you, the dragon you just killed was the last. The season hunting for dragons ended. Visit Goronda, tell him that all the dragons are destroyed (+500 points of experience).

Dragons are defeated, but the leader remained, and with him sooner or later also to fight. Cases in the Rudnikov Valley are completed, it is time to return back to the area of \u200b\u200bChorinis. But before shipping, restore the last time the magical power of the amulet "Eye of Innos".

Chapter V. "Breakthrough"

Go to the venue of the ritual. There you will set the picture of the struggle of magicians with orcs. Help the magicians and then talk to Porocar. Tell him that all the dragons are destroyed, and then ask for further actions. Further actions are as follows: It is necessary to get into the halls of the Irdorata, for this you need to use the book that you gave the Pirocar. It contains information how to get into the halls of Irdorat. Get permission from Piercara to take a book and go to the monastery.

Go down, in the basement of the monastery. Follow the tamlamon past and take the book "Hall of Irdorata" from the table. The book is simply not so open, it is sealed by magic, only Xardas knows how to open it. Teleport to Xardas Tower. There you will wait for the leader of the orcs and your friend Lester. Observe the orc and talk to the lester. From him you learn that Necromancers Ksardas left and probably for a long time. However, leaving, Xardas left a letter for you. Read it, learn the magic words with which you can open a book. Open the book (+1000 experience points), it contains key and information about the secret room in the monastery.

Teleport to the monastery. Go down to the basement and with the help of a wall lamp move the bookshelf. You will fall into a labyrinth filled with skeletons. Get to the door leading to the Secret Library. There will be three strongest Lord of the Demon in it. Cut the task of not the lungs, but still sat for you. From the table Take absolutely all items: the map of the sea route to the island of Irdorat, a bottle with tears of Innos and other things. Also read the almanac in the library "how to create a secret rune-teleport" (+1000 experience points). In the inventory, look just taken by the maritime road map to Irdorat Island (+2000 experience points). Now you know that it is possible to get to the island only by sea. Consequently, a ship, captain and team as part of five people are needed. Next steps are clear.

Get out of the monastery and talk to Migten. Let him be the first person in your team (+500 points of experience). With Migten, talk about Captain. He will offer the candidacy of Jorgen, recently become a novice in the monastery. Yorgen you will find behind the bridge, talk to him. He would be glad to become captain, but only he has a debt to the monastery, and without the permission of Pirocar, he has no right to leave its limits. Became, head to Piercer, it can still be at the venue of the ritual or already in the monastery. In my case, Pirocar was at the venue of the ritual. Finding Pirocar, talk to him. Tell him that the book is open. And then ask permission to release Jorgen as a captain of the vessel. Let him release it let it go, but only after you perform his little request. The fact is that recently some strange things have become going on in the Ksardas Tower. Noise comes from the tower, growl. It is necessary to figure out and deal with what the case is there.

Teleport to Xardas Tower. There is nothing surprising in the fact that strange things began to occur in the tower. Inside there are demons, and on the upper floor there is a lord demon. Kill them all, and then return back to Pirocar. Tell me Piercer that in the tower is now everything is in order (+1000 points of experience). Now you can take Jorgen Captain (+2000 experience points).

Team Make up of the following people:

1) Militen (located near the monastery)

2) Lester (is located near the Ksarkdas Tower)

3) Mountain (located in the settlement of ONRA, which is in the east)

4) Bennet - Kuznets (everything is located in the same settlement of ONRA)

5) Diego (located in the city of Horinis, near the entrance to the upper part of the city)

It turned out just five people, but nothing terrible will not be if you take more people in the team.

And now about how to get a ship, it is necessary to sail to the island. Go to the port part of the city, where the Paladin ship is worth. Talk to the owner of the ship - Girion. Tell him that the ship is required to perform a super-fast job, and it will allow you to take it. Everything is very simple. Now you can sail on the ship to the island of Irdorat. Go to the captain of Jorgen and report him that everything is ready for sailing. In order for the ship sailing, it is enough to get into the cabin of the captain. But Jorgen warns that if you didn't do something here, in the city, then on the island of Irdorat to do it it will be impossible. So let's gear well.

In the library of the monastery, you had to read Almanac, which described how to create a rune of the secret room. So, to create this rune you will need sacred water and rune stone. These things you can buy in the monastery of Torik. Find a run table somewhere, for example, in the Xardas Tower or the ship and create a rune-teleport. Take advantage of Ruju, it will take you to a secret room. In this room you will find the best and most cool armor, which you can wish. In the chest you will find money and drugs.

Another thing worth thinking is about weapons. Buy Harad from the Blacksmith in the city, a raw copper sword for 2000 coins. Talk to Mardrut in the monastery. Ask him about the lighting of copper sword. Lighting costs 5000 coins, but not cheap, but I think you will have such money. Once you have money, go into the lighting room and for 5,000 coins will sanctify your sword in front of the statue. That's all, you are fully prepared for the last battle. Swipe on the ship on the island of Irrodorat.

Chapter VI. "Halls of Irdorata"

The team you took with you, will not participate in battle personally. She will help you on the ship. Lock from the ship and go straight to the cave entrance. Kill orcs, no, kill just a huge number of orcs. If you can handle alone weakly, then make the orc group began to pursue you and then lead them to the ship. Together with friends on the vehicle, the orcs will not be difficult.

In the cave kill a huge troll, it protects the entrance to the cameras, but do not open the camera without a key. In the room to the left of the Troll, the leader of the orcs and its security dwells. Kill them all, and then the leader of the orcs take the key from the cameras. Open the camera in which Pedro will be located. This man at one time stole the amulet "Eye of Innos" from the monastery, but, thank God, everything cost. In no case do not kill Pedro, he can tell a lot. Instead, take it to the ship. There he will tell you how to get deep into the mountain. He saw the flavors of the orcs dried alternately torches on the walls.

Go to the throne hall of the orcs (where there was a leader of the orcs). Tighten the torch on the left, and then the torch on the right. The passage will open, leading deep into the cave. Bringing off from magicians and lizards, move deep into. Near the cliff you will meet another dragon. Put on the Amulet "Eye of Innos" and talk to the dragon. Then kill it and snatch the heart. Go to the cliff, get the bow or crossbow and shoot two switches in the towers. The bridge moves through the break. Go further, the road will lead you to the entrance to the temple. The present opponents are skeletons and magicians. Come inside the temple and go through the closed door, into the room is alchemist. Take there two-handed weapons, for its use you will need a force of at least 80. Also fill the Amulet "Eye Innos" magic force.

In the room the opposite room, the alchemist lives Lord Ghosts Arkchol, along with skeletons. Kill them all and take the key from Lord. In the next room you will meet the revived orcs. Fit and go to the room from which you can go to the upper and lower levels. First visit the lower levels. In one of them you must kill the magician, from which then take the key. Return back, visit two lattice mechanism control rooms. In both rooms, push the lever on the left, and then right.

Climb the top level on the left. Press the sequential switch in the middle, on the right and left. Then turn the switch in the center of the room.

Climb the top level on the right. Press the sequence switch in the middle, on the left and right. Then turn the switch in the center of the room.

Now in both gate mechanism control rooms, first the lever right, and then the lever on the left.

Go down to the lower level on the left. There, press only one switch. Then turn the switch in the center of the room.

Go down to the bottom level on the right. Click the switch in the middle, then on the left, once again in the middle and finally on the right. Then turn the switch in the center of the room.

Return to the place where 4 columns rose. Press the switch on these four columns, and then on the fifth column that appears. The next door will open. Come on, go to the greater hall. Destroy all magicians. Near the huge door will be a black magician, talk to him, and then kill him. Name it, take the key and note. Next, examine all four rooms. Choose all the available items. Now open the huge door. Close the stairs, and your gaze will be the last, the most important, dragon. Put on the Amulet "Eye of Innos" and talk to him. This dragon is the source of evil. Kill him. To achieve this goal, I recommend using magic.

After the dragon is defeated, come back to the ship. Talk to the captain and float from this damn island.

Everyone gives +1 to power. You can get 4-5 pieces, depending on which camp is played.

Talk to her, being a mercenary, to her quest with herbs from Sigita. *
Reward for performing a quest with grass.
Beat Bulko.
Release the blacksmith of Bennett from the Tyuryagi.
Chat with her after the murder of all 4 dragons.

* - You can only get a mercenary, naturally.

Black mushrooms

Give 1 time +10 to mana. Need to eat 50 pieces. It is possible that a little less, but in any case there are enough 50. It works only 1 time (i.e. the next 50 will not give such effect)

Apples

Give 1 time +1 to strength. Need to eat 25 pieces. Similar to the refidentally - it is possible that only 24 needs, the effect only gives the first batch.

Beer ship

Gives +3 to life and +1 to mana. You can only get 2 times.

To bring him a silver stolen from him (it lies in the chest in the guild of thieves, along with the bow of the Bosper).
Bring him a lemar debt book. *
(it needs to be painted at Lemar using a pocket skill)
Bring him a ring Valentino. *
(Ring This is obtained from registers [sits on a bench opposite the Bosper store] after Valentino beat)

* No matter what one of 2 ways to choose - 2a or 2b,
Beer is obtained only for 1 of these quests.

Statues of Innos

It works only 10 times. If praying the statue and donate $ 100, then we get the following bonuses:

Novices (magician students) and magicians. Get +4 mana.
Neutrals, militia, mercenaries and dragon hunters. May get +1 forces or +4 life (rand).

Paladins. It is more difficult here. In the 1st and 2nd chapter, they can also get +1 forces or +4 lives, but: can also (although it happens very rarely) to get +2 to agility.
Starting with the 3rd chapters of the Paladins get +2 to strength!
In the fifth chapter, on the last tenth time, Paladin can get +4 to strength !!! So the future paladin with prayers should wait!

The effect of random (depends on the camp to which you belong to), so I recommend signing up before praying. If the effect is incorrect - load and pray for a new one. You can pray only 1 time per day, no matter what statue (at least all 10 times the same)

Pozhetovaniya at Darona

Damary is an innocent service that lives in the city's trading quarter. He can make donations of 50, 100 and 200 coins. In any case, you can donate not more than $ 1000.
In the award, you can get any kindness. At least +2 mana, +1 free learning item and 25 exp.
Here the story is also quite complicated:

First, donations to him during the quest Torben are not taken into account.

Secondly, there is also a dependence on the characters camp.
Mages cannot sacrifice him. At all. But novices can, so before turning into the mage should not forget about Daron!

Thirdly, the result depends on the game version.
In the unapt version of its additives to life - temporary, disappearing after sleep or download. In versions, starting with 1.30 part of additives to life - forever. T. K. I think that Russian pirates are most likely old versions, then owners can safely skip Paragraph 4!

Only Gothic 2 possessors probated to version 1.30!
The result of donations is somewhat depends on what "portions" to sacrifice - at 50, 100 or 200.
From the magnitude of "servings" depends on how much life will increase (forever).
If you sacrifice 5 times with 200 coins, then we get + 10 life.
If you sacrifice 10 times 100 coins, then we get + 35 years.
If you sacrifice 20 times 50 coins, then we get + 80 lives!
Our unanimous choice - 20x50 ...

In version 1.29 and below it is not necessary to spend all 1000 coins.
Several last donations will still give only a temporary effect.
For all permanent bonuses, it is enough to sacrifice $ 700 (800, if the sacrifice of 200).

Let's summarize all these problems:

Magages cannot sacrifice, so before promoting from novices in magicians, you need to run into the city and check out Daron!

The happy owners of the lecturers, patched to 1.30, should be sacrificed 20 times 50 coins. As a reward, they will receive (forever): +2 mana, +1 Development item, +25 exp., +80 life. And +5 Max. Life temporarily.

Holders of pirates and unprofitable versions should be sacrificed 7 times 100 coins. They will receive +2 mana (forever), +1 Development item, +25 exp. And +20 Max. Life temporarily.

Touch with Rangar

Gives +2 to agility, only 1 time. If, during the quest of the merchant, Jorus (whose wallet whose) Norwig Rengar did not take the police, then after joining the guild, the thieves need to talk to the Rngar and submit it to the thieves sign (the option in the dialogue). Rengar will immediately raise a dexterity by 2.

Luthero books

With the 2nd chapter, Luttero, who lives in the upper city, sells 2 books. I need to buy books (they cost $ 5000 each) and read. After reading both we get + 5% to the skills of one-handed and two-handed weapons, you can immediately sell books at least (returning at least part of the money).

The book "Divine For Stars"

Gives at reading +2 to mana (forever, only 1 time). The book is sold in several merchants in the city (including Konstantino) and costs $ 400. Buy book, read. You can immediately sell, but you can leave - later in the game (for the paladin) will be a quest in which this book will need to bring one Magu to the monastery ...

Talk to Wulfgar

+ 2% to ownership of one-handers. You can only get 1 time. If early in the morning (between the 5th and 7th hours), talk to the coach in the barracks, then it will praise our hardworking and "give" 2% 1.

Prayer for Paladinov

+ 2% to the ownership of two-handed. We get 1 time. If in the monastery pray for paladins at the Innos statue, (option in the dialogue), and then talk to Sergio (Sergio), then it will raise 2p by 2%. This is quite problematic Powerup. Under what conditions can it be obtained - it is not entirely clear. Definitely just that it depends on the quests Babo and on which camp is played.

Alrik Sword

This is not entirely Powerup, but still helps in pumping, if you swing 2r, but not 1p. This sword gives + 10% to 1p, if you take it in your hands (i.e., make the first weapon). If you "remove" - \u200b\u200bthen the bonus will disappear. What can it be useful for?
For pumping 2p. Due to the features of training 1P / 2P and onions / crossbow, it is necessary to spend points not only to the skill that swing, but also on the adjacent one.
For example, if you have 1p \u003d 20% a 2p \u003d 30%, then for pumping 2r to 40% you will have to spend 20 points, and not 10, since you automatically swing and 1p too ...
If in this situation, take the Alrik sword in the hands, then the 1r will temporarily rise to 30%, and you will spend only 10 points. So, the sword will be useful to you only if you swing 2r (and do not want 1r), it will help to save 10 points.
For example, at the end of the game 1r was 50% A 2P 100% ...
Note. Alrik's sword is a quest clothes. Quest gives Alrik, the sword itself is buying from a merchant in the city. Algoric give the sword, and then as a result of honest battle we get back. I always wore with me. If I wanted to fight with Alrik, I gave him a sword, won and again took a sword myself. Just careful - this sword is a pretty non-zeanist, it is easy to sell it to someone and then look for someone!

Orc-commander ring

Similar to the Alrik's sword, it's not entirely Powerup (rather, not at all PowerUp), but can help when pumping (in this case, strength).

Power is a very important parameter for those who use melee weapons. Power is needed not only in order to possibly use steep weapons.
The force is added to the lamagon of weapons during critical hits (the chance of which is determined by the skill 1p or 2r, respectively). For example, a hero with 100% 2r, power in 200 and the most fetter two-handed (for example, with damage 20), there will be a basic damage 220!
Note: To the melee arms like a wizard sword, for the use of which a dexterity is needed, and not force, it is strong in the basic damage!

So. Similar rings can be obtained from the 4th chapter. For the Paladin along the entire map of Horinis. When equipped, the ring temporarily takes 20 forces. What is it for? For pumping force above 90. So, the algorithm:

Swing up to 90;
We put on the ring (power drops to 70);
Again with a teacher with a force to 90;
Rail the ring, the result is the force 110!
Disadvantages of gothic. Part Two, Gothic 2: Night Crow.

Gothic 2 - Night of the crow.

It is difficult to say something about one of the best action \\ RPG in the genre. But still, hundreds of advantages on the player, they look at very weighty shortcomings, and they do not just deserve to pay attention, but they require it.
This time, I will not allocate the main or secondary flaws, you yourself put them on your own. The main thing is only to recognize their existence.

The administration reminds that this article does not abolish the advantages of Gothic, it is dedicated only to the shortcomings to show that the game is not perfect. But in no way in order to dare the dignity themselves.

The lack of the first is the atmosphere.

I think, many remember the first visit to the Rudnik Valley, when a harsh and gloomy world appears before us, where a danger is waiting for every turn. The world that I want to explore, despite fears and concerns to meet someone dangerous, who can kill our hero from one strike, without even shifting. Walking through the forest paths, we shuddered from each rustle, and the sky was attached to the lightning of the magic barrier, reminiscent of their existence in any moment convenient for him.
Behind each turn, some secret and the ancient ruins were hidden forced to run goosebumps on the back, even the music was gloomy and harsh. The camps lived in their own way, habitual to everywhere, everywhere reigned dirt and real cruelty, even meeting with the guards could end the hero beating, and the camps of the cave quite really pressed on us with their mass, allowing you to believe that we are deeply under the earth, in the breed.

Gothic 2 showed us a somewhat different picture - for the harsh life of the colony, behind the mountains were quite cute sight of the field, as if the barrier would not simply separated two lives - a heavy, cautious and domestic city, but the barrier shared the entire era. Suddenly, from the harsh Middle Ages we fell into the world of late, where the sea are fighting brave flibusers, suffering from the guns of royal ships. We find ourselves in a world where instead of hard work and cruel drama, against the background of dirt and epidemics, the luxurious fields appear in front of which the sheep and ladies that are lurking in elegant dresses on the streets are quite a developed city.
As if, from the gloomy world, we plunged into the caramel fairy tale, where even the gangsters are something third-party, not relating to people, where the magicians are very much reminded by monks, instead of the Christian god worshiping mysterious innos, and at leisure, exchanging homemade wine on the money of the brave restaurant.


Here he is a typical landscape of the state participating in the bloody war. Flowers, cozy house and no fires or corpses

From the gloomy and fabulous world of the Middle Ages, where the magic is ruled, where each of our moves is filled with some kind of primitiveness, and the world will only warn us to us - do not go there, there is dangerous. From this world, we fell into the provincial fantasy of the large-scale kingdom, which is in developing closer to the Renaissance era than to the Middle Ages. And instead of the harsh everyday people suffering from severe war, we were on farms, where it would seem about the orcs they did not hear anything, and the events on the continent seem to be different and what was happening. Instead of waiting for an impending threat, people smoke hookahs, drink in taverns and make love in the brothel.

Where is the atmosphere that conquered us? Where is the severity and originality of gothic? Where did the whole primary of the world around? Surely she changed to the already mentioned provincial fantasy, partially naive and largely fake?
To do not care about cruelty, he seemed to be hidden behind his own magical barrier, not wanting to even know what was going on outside. And this transition, born in the incomprehensible motifs of developers, fully and cleaned the main advantage of the first Gothic - its atmosphere. Leaving us only suspiciously casting gameplay, which was specifically brought to the ideal to cover the huge hole left by the rooted atmosphere.

But the seams are still striking. These coarse threads rushed by the failed flesh game, stick out from all the cracks. They rush at the moment when we return to the Rudnik Valley and suddenly see the same, lost medieval world. Then the question arises - why is there, for "passage" in the fields is so bad? And here the atmosphere is rushing from all the cracks? Maybe for the reason that it was in the valley that the most terrible evil was hidden, which threatens to destroy the whole island? And on the other side of the mountains, people still continue to sit under their barrier and enjoy the illusory life? However, it is not clear why, it creates a feeling that the valley of the mines and the fields of Horinis did absolutely different people who did not contact among themselves.


Rudnikov Valley version 2.0

But this, it would seem a terrible misunderstanding, unexpectedly added by Addon - at night the crow, when something out of the row came to the amazing mix of eras, suddenly. This strange place was Yarkhendar, who did not fit the atmosphere of Gothic, becoming somehow third-party, even more isolated from the world, rather than valley and chorinis. The third era was added to the Supbar - the era of ancient temples of Maya, the epoch is most suitable for adventure crackers like Lara Croft and Indiana Jones.


Where is your hat, Dr. Jones?

But this place was in no way combined with the atmosphere of the "real" gothic, while unexpectedly becoming the most atmospheric place. But the seams stick out from all the cracks and it can be seen that they did not see them by the master. The player, as if the lord of time traveling on his ship between epochs, then in the past, then to the future. But the picture does not fold into the whole. We were given pieces of mosaic inappropriate to each other, and the pattern made up of them is surprisingly ridiculous, although it is pleasant to look.

The lack of the second (but not much) is the plot.

Remember the story that we were told in Gothic 1? That was so elegantly filed for fifteen hours, managing to surprise, throw up new heroes and constantly deploy one hundred eighty degrees, causing to look at it otherwise?

In Gothic 1 we were an ordinary person, at first unable to stand up for themselves, indifferent to all others, in essence, egoist. The only goal that led the hero is ahead, this desire to get out of the barrier. He was not worried about why it should be selected from here and where he will go - the main thing was to do it. And the story was not obvious, constantly managed to pull the hero in the adventures, dragging the places and tasks to each other. And only by the middle of the game, the idea took shape into something whole, in the ability to get out of the colony with the help of a certain place, and subsequently formed a certain enemy - not wanting to destroy the world, wanting only to wake up after a centuries-old sleep. And we did not have the goal to drive out this sleeping, as he did not have the desire to kill our hero, just the will of fate they got on the road from each other. Sleeping was on the way to freedom, and thus became a victim.

In Gothic 2, everything is different. From the first minutes we give us a task, it would seem difficult, because how to kill the drains settled in the Rudnikov valley? But immediately surprisingly simple, since the will of the screenwriter in the first seconds of the game we get the answer how to overcome evil.

It does not matter that the tie of Gothic 2 in many respects contradicts the first part and the hero did not bother no stones, and he didn't lose any power. At the end of Gothic 1, the hero went to the surface and saw that the barrier fell, and at the beginning of Gothic 2, for some reason he was buried under the stones - all this is not important, this is the need for a game, a means of weakening.

But the screenwriter made one huge mistake - revealed all the cards from the very beginning, calling the name of the killer at the very beginning of an excellent detective. Opening the final of a complex psychological film, and whatever you do, how I did not close your eyes and did not boil the ears, without this knowledge in Gothic 2 could not do, and the Delful plot is impassing without knowing his finals.

Throughout the game, the scriptwriters are tausing transparent cards, turn them before the eyes of people who, even whether these cards are normal, so know that they are depicted.
And the characters of Gothic 2 give completely incredible and not related to the problem of the problem, because even despite the siege of the fortress in the Rudnikov Valley and the threat of dragons, the leader of Paladinov worries only the fate of his mines. And it does not matter that the only person who was able to get to the fortress for long days to die, finding out the fate of the prospectors, and the orcs and dragons in any moment can simply dream of a miserable handful of Paladinov. No, Palaina Garonda is not interested in reinforcement, he does not care about his own life, he fully fulfills the Decree of the king - protects the ore. Well, not absurdity?


GARAND on the throne of Homes, looks at us an indifferent look

Scripts are signed by their ideas, throwing out all new obvious facts flavored by the lack of logic. And sometimes pulling out obviously dead characters on the surface. Let's say Raven, was one of the first barons that had to kill, only hitting the old camp towards the end of Gothic 1, and it was impossible to get around, it was impossible to be left alive. He like a furious bull rushed to the hero and fell, again and again. But it is unexpectedly alive, as vividly almost the entire population of the old camp. That's just for some reason Dexter merchant in a strong insult to the hero - the question: for what? Is he offended by the hero for the liberty given to him? And where did the Dexter actually picked up that the nameless hero is to blame for everything and is he alive? However, these are all the details, but it is important that Dexter of a pitiful ghost becomes, almost the head of all the robbers of Horinis, and he draws portraits of the hero in memory, distributing them all around, and at the meeting unexpectedly grouped to the reprisals and heroes the hero with the words: and never do not come back!

However, such things are full, of which the whole script is gothic 2 from the beginning and to the end. Here almost everything is illogical, everything is still taller, as in the same "provincial fantasy". From a gloomy realistic story, Gothic became a naive fairy tale, the outcome of which is known from the very beginning, and most of the characters are already standing along the road, not wanting to hide in the bushes to suddenly jump out with the words: did not expect?

Lack of the third - balance and linearity.

Actually, the developers with the gaming balance were made, completely incomprehensible. He was honed as a filigree mechanism trying to bring to the ideal. But Toli file was bigger, and maybe he was simply stupid, it does not matter.

Other thing rises to the head of the corner - everything is surprisingly difficult, monsters seem to be strong, pumping is slowly (you still remember that I'm talking about the night of the crow?), Skills require certain points depending on the chosen profession. But this is surprising, armed with the first stick you can destroy half the game world. In some way, cutting off the minimum damage from weapons up to five points for the blow, the developers have forgotten to knock down the pace of blows, tear them or opposite to participate. Therefore, a monotonously knee on the button can be killed by anyone, whether it is a black troll or the next elite orc, jumped out of the bushes.
Yes, and damage is not always clear. Let's say in Gothic 1 We took a sword, looked at the damage and beat around the enemy - damage lesson armor and here's the result.

So, you can kill the black troll on the zero level, having only the first dagger.

In Gothic 2, everything is not so, here we can take the best sword at the very beginning of the game and still continue to beat five units. And even pouring into the skills of the sword to ninety-nine, they still manage to hit five units out of ten out of ten. At the same time, our enems of our system are indifferent, and they are almost always hit by a complete damage - it is not clear. There are many schemes counting damage, but still where is the already mentioned logic? Why in Gothic 1 was different, and in the subsequent gothic 3 it was like in Gothic 1, but in Gothic 2, everything is somehow a collar of the same way?!

The unfortunate archers were injured, now they cannot get into the huge Troll Troll from three meters, and again they shoot the damage of five units, and unfortunate magicians and at all in the acclating. Almost half of the game Magi suffer, using weak spells, they always lack mana, they are always forced to sleep or eat all her grass. Sitting to the dragons, the player understands that he is very weak, and the scrolls go to the move - imagine, for the magician and scroll! Where the warrior is cut easily, the magician goes with creak. However, in the fifth chapter, the situation suddenly turns the other party, the magicians become gods, and the warriors are among themselves, even indecent to look, but however, they also remain a car for murder.

The final of the game gives such portions of meat that sometimes you think about it, and whether you missed the label and did not get into the Dyablo. The final boss is a terrible dummy, he is weak, uninteresting and dies from two chips. Not a couple even with his "children." He dies along with the plot, who affects the final and gives an unexpected turn, which does not affect anything, and after we see a non-existent inscription "Continuation should be".


Such a note can be found on the ship, if you get into the cabin ahead of time

By the way about the finals and linearity. Do you think that depends on the guilds? The problem is the same as in Gothic 1, we only change armor and can, or can not use magic. Yes, we get about five bonus tasks like "Collect the Eggs of Dragons" or "Kill the Annal number of leaders of the orcs", but in essence there is no difference. The plot does not change at all, we also kill dragons, also at the end we collect the team for the ship (by the way, the thing is useless and again illogical, the whole team does not help us in the final "jogging" by Irdorata).

Even in the final roller, we suddenly see the trick - a different model of the hero, but exactly the same actions and animations, but also not without any problems - the roller placed a non-existent helmet from the armor of dragons hunters, which our localizers like to draw on their disks.

Bugs and flaws ...

In the circles of Gothic gamers and the word bug, have long been synonymous. And the point is not that the early versions of literally any gothic were not workers. The reason lies in a special perversion of developers, they as if claim to be the title of the most original bug in the history of games. What works regularly in other games from the very beginning, in the gothic is necessarily implemented somehow not so, quite differently, creating piles of incomprehensible incident. Gothica 2 did not exception, despite the many patches, and sometimes thanks to them, the sims of bugs were taken to the program code of the game, which endowed holes wherever possible.

In general, working with non-working things you can catch randomly interesting glitches, they are far from always technical, and often irreparable moments and flaws. For example, say if you enter the dialogue with the guards guarding the passage into a wildly forbidden area and at this time, press the rebound key in the side (by default a and d), right during the conversation, the hero will run by semicircle from the guard and passes any barrier - will sweep through the wall If necessary, and will go to the "Forbidden Region". Although it is possible to do and easier - to bargain the weapon and run to meet the guard, while, say the paladins at the goal of the upper quarter are concerned about the aggressiveness of the hero, it will already be upstairs. Next, just remove the sword and Voila - we are in the upper quarter.

As some users mentioned in the comments, through the closed door, the doors can be passed by the usual transformation. We turned into the wolf, we turned into a wolf, rushed on the door, closed ENTER and immediately we will find out in an inaccessible room.
And if you try to drink permanent potions or read the plates with bonuses while the monster attacks you (best of the lizard or wolf), the potions will not spend money, and they can be drunk (read signs) until you get bored.

Although once I met very exotic bug ... I saunate on Irdorat and see that the elixir dexterity was lying on the box to the left of the ship, I fell to him and try to take it. And he does not take! I take again, and again it does not take! Approximately an eighty attempt, I decided to look into the inventory and saw eighty these elixirs. Moreover, when trying to reboot, the number changed, hesitated from 15 and to 130.

About the opportunity to get into the closed areas in advance, I already mentioned, I will add a couple of things - let's say to get to the Museum Valley, you can jump from the Ksarkdas Tower to the next rock, and you can bypass Horinis's lovers, you can simply swam in the chain of the suspension bridge.


But this is so easy to get into the monastery, avoiding all sorts of quests and sophisticated ways fans

I think many noticed that all waterfalls are covered with a crust of a solid resembling brilliant plastic. Maybe someone saw the same feature at the river in the valley of the mines current from the lake with the sunken tower of Xardas, to the former marsh camp.

The same properties of the "edge of the world". Remember, before the outlet of the night of the crow, could you swim in the sea and see the video in which the hero eat sea monsters?

After installing the addon, this video does not work in most cases and can be wanted on the water, the very edge of the designed world, and there and go down to the bottom.


From the edge of the world to the right ...

Or maybe someone found the corpses of old friends in various caves of Horinis, or Valley. Or stumbled on a terrible bug when Lars did not want to lead us to the magicians of water, because of what the further game was impassable ...
However, here about bugs can be forgotten.

Thank you all for your attention!