Drakensang The River Of Time Fast Travel
This guide focuses on quests' description. You will find here both quests connected with main plot and sidequests. There are 98 of them in total. If a mission can be completed in few ways, we list them all, along with consequences of a player's choice additionally.
Drakensang: The River of Time is a role-playing video game developed by Radon Labs. Drakensang: The River of Time is the second video game in The Dark Eye-universe since Attic's Northlands Trilogy.
There are also maps which are very useful while playing. The guide is divided into three main chapters:1. Maps: most locations with characters, enemies, items and important quest places marked on them.2. Main quests: these are divided into sections based on the locations where they take place.
The first few tasks depend on your hero's archetype, and this is also included in this guide.3. Sidequests: these are divided according to both the locations where you can start completing them, as well as the time at which they become available for the player. You will also find here quests which are not shown in your journal and can be threaten as a curiosity.Karol 'Karolus' WilczekTranslated by Maciej 'Elrond' Myrcha LegendRed - enemies, monsters, e.g. Wolves.Green - characters, e.g. Alari.Orange - items, e.g.
A chest.Blue - places, locations, e.g. A forest.1 $ - 1 ducatA tower (M1, 2) - it means that a tower is located on the map M1, at the point 2.Skeletons (M3,!) - it means that we marked skeletons on the map M3 with! Sign.Main quests are marked only with a digit, e.g. A camp by night.Sidequests are marked with a letter 'Z' and a digit, e.g. Battle arena champion.(mini quest) - it means that this quest won't be shown in your journal.Encampment1.
A camp by night Nadoret - for Rogues2R. Complete your training3R. A novice in the service of Phex4R.
Like a shadow5R. Tread carefully Nadoret - for Warriors2W. Complete your training3W.
An entrance exam4W. A debate at the customs gate Nadoret - for Mages2M. Complete your training3M.
Blood Nadoret - for nature experts2N. Complete your training3N. A soft hand4N. Dangerous hum of wings5N. Traps Nadoret6. Gather information about the pirates7.
Mysterious Gerling8. A night mission9. Gerling's information about the pirates10.
A trip to the customs stronghold11. Ship's crew Isle of Forgetfulness12. Brother Emmeran Customs stronghold13. A toll is not enough14. Elves in danger15. Find a way to cure Ardo Elven Forest16. Pirates and elves17.
Do mischief18. Elven supporter20. Fight with the river pirates21.
Haunted ruins Hammerberg22. Pirates in Hammerberg23.
In favor of the pirates24. Golden obligations25. A mysterious ghost26. Petrified dwarves27. Furry issues28. Booze for the vote29. Stolen loot30.
Dangerous liaisons31. Compelling arguments32.
A confidential message Hidden harbor33. Hidden harbor Nadoret Castle34. Entrance to the castle35.
In disguise36. In search for the lost crown37. Mysterious Mora38. Final steps1. A camp by nightObtained: Automatically, after you start the game.1) Go to see the captainTalk to captain Albass (M1, 3), who can be found near the ship (M1, 1). He will remind you about your contract and will ask you to help Piet (M1, 5) with pitching the camp.2) Offer Piet your helpGo to the camp.
You'll see Piet (M1, 5) and Janah (M1, 4) talking spontaneously. You can listen to their conversation and then join it.
Piet will give you and Janah a task to find a dry tindermold, which is needed to make a bonfire.3) Find a dry tindermoldFollow Janah until you reach the ruins of the tower.You'll find a tindermold inside the boat.Follow Janah (M1, 4). She will take you to the ruins of the tower (M1, 2). Go inside and talk to Janah (M2, 2).
No matter what you say, she will go with you. Prepare to fight and choose a weapon from your inventory - you will fight with bats (M2, 3). After you kill them, take a dry tindermold (M2, 4) and go outside the ruins.4) Return to the campYou can talk to Janah (M1, 4) about rest of the crew. When you're done, return to the camp and talk to Piet (M1, 5) and the captain (M1, 3).5) Inform three travelersThe captain (M1, 3) will ask you to inform traveling merchants (M1, 6) that the camp is ready.
Go to merchants and tell them news. Return to the captain and tell him that your task is done.6) Go to sleepYou can lie down and take some sleep. Click on one of mats (M1, 7), and you'll fall asleep after a while.7) Fight with the river piratesYou will be awakened by the captain.
The camp is attacked by the pirates. Help the crew with fighting with them. There will be a cut scene after few moments, when you can see your hero losing consciousness after being hit by one of the pirates.2R. Complete your trainingObtained from: Automatically, after you start the game.1) Talk to Medicus ModdlemashThe entrance to the caves is situated right behind women.Medicus Moddlemash stands next to the cage.Ask the harbor master (M3, 21) about Moddlemash (M6, 4). You will get some mark on your map - information about Moddlemash.
You will meet three women - Washerwoman, Gossip girl and Chatterbox (M3, 10). Ask them about Moddlemash and they will point you to him. Go to the nearby caves (M3, 7). You'll find Medicus next to the cage where two warriors fight. Talk to him about Silvervixen and he will send you to Sandor (M6, 6).2) Meet SilvervixenYou will find Sandor (M6, 6) nearby.
Give him passwords you've received from Medicus (M6, 4) and you'll get an access to the Thieves Guild. Now go along the corridor, where you'll be accosted by Dilga Panek (M7, 3).3) The quest endingTo complete this quest you have to complete three more quests: 3R. A novice in the service of Phex, 4R.
Like a shadow and 5R. Tread carefully. A novice in the service of PhexObtained from: Dilga Panek (M7, 3). During the quest 2R.
Complete your training.Notice! The more trials you complete, the more experience you receive. There is no material reward for completing this quest.Dilga Panek (M7, 3), Silvervixen, wants to test your skills. To do this you have to pass three trials:1) Rob the thief You have to approach the thief in the stealth mode, which can be selected from the menu at the right bottom corner.Sneak to the thief named Odila (M7, 4) (turn on the stealth mode) and try to rob her. Whether you are successful, you will have to pass one more trial.
She will test your persuasion strength, by pretending a situation when you will be caught red-handed. You have to use Fast Talk or Seduce in order to succeed.2) Open a chestYour next task is to open a chest (M7, 7). There is a thief Bardo (M7, 5) standing near it. Ask him for the hair pins.
You'll receive 10 of them (if you haven't them earlier). Try to open the chest lock using the pins.3) Find a trap and disarm it If a trap does not show itself right away, wait few seconds.In the next room you'll find a thief named Wenner (M7, 6).
He will warn you that there is a trap (M7, 8) in front of him. You have to disarm it.4R.
Like a shadowObtained from: Dilga Panek (M7, 3). After the quest 3R. A novice in the service of Phex.Nadoret by night:1. The warehouse4. Guards1) Talk to DilgaTell Dilga (M7, 3), that you're ready - you'll be automatically moved to the city. You have to get with Bardo to the warehouse (3) without being noticed by guards (4). You can come across the bandits (1) and the man (2) trying to get inside the house on your way there.2) BanditsYou can deal with the bandits (1) in two ways:a) You can give them 2 $ to leave you alone.b) You can fight with them (they do not have any interesting items).Bandits.A man trying to get inside the house.3) Open the front doorThere is a man (2) standing at the door, whose wife doesn't want to let him in.
You can convince him to go to the inn or open the door lock - you'll receive 0,3 $ or even 1 $ with skillful haggling.4) Sneak next to the patrolsThere are guards (4) near the entrance to the warehouse (3). Wait until they finish their conversation and leave. When you get too close and the guards will see you, you can still rescue yourself with a conversation using Fast Talk or Streetwise. If you can not fool them, you'll have to fight with them. However, finally you won't kill them, but only stun them.5) Break into the warehouseOpen a door to the warehouse (3) using pins or lock picks and go inside.6) Take a look in the warehouseThere are few chests in the warehouse, which you have to open and see what's inside. You can't take anything however, because every attempt ends with Bardo's reprimand. After you check a few chests, a rookie Pagol will come inside the warehouse along with the guard.
After a short conversation Pagol will go out, leaving the guard alone. Now you can:a) Convince him with Fast Talk to take 5 $ from you and let you go.b) Intimidate him, so the guard will let you go out of the warehouse.c) Fight with him.
When you inflict the last blow, a rookie Pagol will show up again along with some thugs. Then he will leave and you'll have to kill the thugs.7) Report backAfter an automatic transfer to the guild, go to Dilga Panek (M7, 3) and tell her what happened. Tread carefullyObtained from: Dilga Panek (M7, 3).
After the quest 4R. Like a shadow.Nadoret - the eastern gate area:1. The eastern gate2. Harbor master Orbert and helpers3. Hesindiane ZoltanThe thief Odila (M7, 4) tells you, that the harbor master (2) can be now found at the eastern gate (1).1) Go to the eastern gateGo outside the guild and take any route to the eastern gate (1).
Go through it and you'll see the harbor master (2) who is giving orders to few men with a heavy-laden ox. Come closer and Bardo will start a conversation. He'll tell you that he will follow the harbor master and you have to follow the ox.2) Watch the mysterious package Remember to keep a reasonable distance. You do not have to hurry, you always catch up with ox.Follow the men (2) with the ox, but do not come to close to them. If you do so, one of the helpers will warn you not to do it again. If you won't listen to him you will have to fight with one of the helpers.3) Go deep into the forestThis part of the task is available only if you have killed one of the helpers in previous part (2. Watch the mysterious package).
It will close the opportunity to eavesdrop the helpers (point 4. Eavesdrop conversations and 5. Follow the traps will be unattainable).Head to the Dark Forest. Right at the border you'll see the sorceress (4) fighting with the wolves. Go there and talk to her.
After a while your conversation will be disturbed and you'll be attacked by the wolves.4) Eavesdrop conversationsThis part of the task is available only if you've avoided the fight with one of the helpers in 2. Watch the mysterious package.The men you follow will stop right after they cross the little bridge (3) which leads to the Dark Forest. They will meet another helper. Turn on the stealth mode and come closer to hear what they are talking about. If they won't notice you, you can hear their conversation.
Then you'll be attacked from behind by Runko - one of the helpers. In case the sneaking failed, the helpers will notice you at once and they won't talk to each other. One of them will also attack you.5) Follow the trapsThis part of the task is available only if you've avoided the fight with one of the helpers in 2. Watch the mysterious package.Head for the Dark Forest. Along your way you will be passing the traps set by the helpers. Right at the border of the forest you'll see the sorceress (4) fighting with the wolves.
Go to there and talk to her. After a while your conversation will be disturbed and you'll be attacked by the wolves.6) Kill the she-wolfKill all the wolves and the bloody wolf. After the fight talk to the sorceress (3).
You'll receive the letter, which she has found among the bodies. Search the ox and rest of the bodies.6) Return to the guildReturn to the guild and report to Dilga Panek (M7,3). Give her also the letter. This way you will complete the quest 2R. Complete your training too. Additionally you will get to know miracles (thieves' spells) which can be learned from Dilga from now on.2W.
Complete your trainingObtained from: Automatically, after you start the game.1) Talk to captain NirulfAsk the harbor master (M3, 21) about Nirulf (M3, 30). He will mark the barracks on your map. Go there and talk to captain Nirulf about joining the city guards.2) The quest endingTo complete this quest you have to complete three more quests: 3W. An entrance exam, 4W.
A patrol and 5W. A debate at the customs gate. An entrance examObtained from: Captain Nirulf (M3, 30). During the quest 2W.
Complete your training.1. Destroy the training dummyFirst you have to prove that you can use weapons. To do this you have to destroy the training dummy, located in the center of the barracks.2. Defeat PagolYour next target is a real opponent.
You will fight with Pagol. When the fight is over, you will obtain an access to your own chest. There are some city guards' equipment items. A patrolObtained from: Captain Nirulf (M3, 30).
During the quest 3W. An entrance exam.To start this mission, tell Pagol, that you're ready for a patrol. Time will pass and you'll find yourself along with the Pagol in front of the barracks' gates at night.
Now you have to visit few places which will appear on your map one after another.1. A citizen - convince him to stop knocking to his house and to go somewhere else.2. You'll find only a cat behind the temple.3. Two drunks - convince them to go somewhere else.4. The eastern gate.5.
The guard named Karolus guarding the southern gate will argue with Pagol.6. Robbers attack the citizen.
You'll have to fight with them.7. At the port gate Pagol will hear a noise.8. Go to the warehouse - you'll notice some thieves going inside. Follow them.You will catch the thieves red-handed. Pagol will tell you to watch them and will go to the harbor master. After he leaves the warehouse, the thieves will attack you.
After you kill them, Pagol will return and you'll go together to captain Nirulf (M3, 30) and report to him. A debate at the customs gateObtained from: Captain Nirulf (M3, 30).
During the quest 4W. A patrol.1) Put the order at the customs gateSome merchants cause problems at the customs gate (M5, 8), south of the city.
Go there to solve the problem. There is a city guard Gardenwood (M5, 8), who will explain you the situation. Two merchants with an ox want to get through without showing the goods that they have.
Talk to them and after a while the harbor master Orbert will come and he'll give merchants a letter, which allows them to pass without checking.2) Stave off the threat from wolvesNow you can have only short conversation with a guard, seeing a miller's daughter running towards you. She'll tell you that merchants were attacked by the wolves. Run to the place of attack and deal with the wolves and their leader - the Bloody wolf.Then go to the merchants' corpses lying nearby. A city guard Gardenwood will start to search them and will give you a letter he found. After a while elf Laurelin will come and tell you a bit about the wild wolves. Search the bodies and the ox - you'll find few valuable items.3) Report backGo back to captain Nirulf (M3, 30) and tell him what happened.
This way you will complete the quest 2W. Complete your training too, and you'll receive Nadoret Escutcheon.Nadoret EscutcheonLeft hand (2)Weapon bonus: -2/32M.
Complete your trainingObtained from: Automatically, after you start the game.1) Find Master BrookbeardAsk the harbor master (M3, 21) about Master Brookbeard. He'll tell you to go to the northern gate (M3, 2) and talk to a guard there. Do so, and he'll point you to the mage's tower (M4, 2). Right after you go inside the tower, you'll be 'attacked' by Hesindiane Zoltan - Master's apprentice.
Then Master Brookbeard will appear himself and give you some simple task for the start.2) The quest endingTo complete this quest you have to complete three more quests: 3M. Shadow and 5M. LightObtained from: Master Brookbeard.
During the quest 2M. Complete your training.1) Follow the masterMaster opens the door leading to the small chamber and tells you, that he'll make darkness there once you're inside. Your task is to create magical light and to find a key.2) Create a light in the darknessBeing inside cast Light in the Darkness. Then take a look into one of the chests and take the key to open the door.
After your task is complete, Hesindiane Zoltan will take you to your room. Take a look inside the chest there. You'll find few useful items there. ShadowObtained from: Master Brookbeard. After the quest 3M. Light.Go upstairs.
Master can be found on the top floor.1) Get a shovelMaster wants you to dig out a corpse of villager. He was bitten by the Bloody Wolf and there is an agent inside his bones, which the mage needs.
You can say that this is not moral, but you have to complete the task anyway.There are now open doors on the ground floor. Go down through them.A shovel.Go downstairs to the ground floor and then take next door leading down. Hesindiane stands there.
Ask her for a shovel and then take it (it is right behind her).2) Get bones A grave to dig.Go outside the tower (M4, 2) and head for the cemetery (M4, 8). You'll find Boron Deont there. You can persuade him with Fast Talk or put a spell on him - Lightning Find You! (you've learned it from Master). Then click on the grave to dig out the bones.3) Deliver the bonesGo back to the tower (M4, 2). You'll meet villagers on your way. They want to burn down the tower, but using Intimidate you can convince them no to do that.
If you don't succeed, villagers will attack. You will not have to kill them however, because they will flee during the fight. Being inside the tower go to the top floor and give Master the bones. BloodObtained from: Master Brookbeard. During the quest 4M. Shadow.After you gave Master the bones and started talking to Hesindiane, the ground begins to shake.
Run to the ground floor and then downstairs to Master. Something went wrong with the experiment and he wants you to get the Bloody Wolf's blood.1) Get the wolf's bloodExit the tower together with Hesindiane. Head to the Dark Forest (M4, 9).
You will be attacked several times by the wolves. Being in the forest, you'll see bodies. Hesindiane will search them and will give you a letter which she has found.Then you will be attacked by the Bloody Wolf and its pack of wolves.
Kill them and you'll get a vial of blood.2) Take the blood to the MasterReturn to Master who awaits you in his laboratory (take the stairs down). Give him a vial and you'll finish your training. He will give you a staff named Soulsplitter.SoulsplitterStaff1D+2Strength bonus: 12/5Weapon bonus: -1/-1Range: 1.6Astral Energy +102N. Complete your trainingObtained from: Automatically, after you start the game.1) Find master LaurelinAsk the harbor master (M3, 21) about master Laurelin (M5, 4). He'll tell you to go outside the town and to talk to a woman gathering mushrooms (M5, 9).Do so and you'll learn where you can find Laurelin. When he meets him, he'll order you a simple task.2) The quest endingTo complete this quest you have to complete three more quests: 3N. A soft hand, 4N.
Dangerous hum of wings and 5N. A soft handObtained from: Laurelin (M5, 4). During the quest 2N. Complete your training.1) Earn trust of a badgerYou have to earn trust of a Laurelin's badger first.
He wanders somewhere in the area (he's marked with a question mark on your map). Turn on the normal walk mode, while running towards the badger frightens him. Then 'talk' to him. Using Animal Lore you'll earn his trust.Oneberries can be found under a footbridge leading to the elf's hut.The badger will accompany you in the subsequent tasks from Laurelin.You can pick some oneberries earlier. By giving them to a badger, you can also earn his trust.2) Return to master LaurelinReturn to master Laurelin (M5, 4) and report back. Dangerous hum of wingsObtained from: Laurelin (M5, 4). After the quest 3N.
A soft hand.Laurelin (M5, 4) wants you to destroy fireflies' nests, while fireflies are too strong and too many because of a mad beekeeper.1) Go along the river1. Fireflies' nestsGo along the river and destroy all nests along your way.2) Find the beekeeper in townAt one of the nests you'll meet a beekeeper's assistant. He'll tell you that a beekeeper can be found near the southern gate (M3, 4). Go there and try to convince him to stop his experiments with fireflies. Unfortunately, you won't succeed. The harbor master will come after a while and throw you out of the town.3) Return to master LaurelinTell Laurelin (M5, 4) about your half-success. TrapsObtained from: Laurelin (M5, 4).
After the quest 4N. Dangerous hum of wings.1) Disarm trapsRight after you cross the bridge, you will be attacked by trappers.You can disarm traps after the fight with the Bloody Wolf.Before you start the task, Laurelin (M5, 4) will teach you Disarm Traps. Head north, to the Dark Forest (M4, 9) and take care of traps which you find on your way.2) Hunt for the Bloody WolfBefore you enter the forest (M4, 9), you'll see the sorceress Hesindiane. You'll talk for a while and she'll give you a letter which she has found searching the bodies. Few seconds later the Bloody Wolf approaches.
Together with the sorceress and the badger kill him and all the wolves.3) Return to master LaurelinAfter you disarmed all traps and killed the Bloody Wolf, return to Laurelin (M5, 4).6. Gather information about the piratesObtained from: Ardo.
After the quest 1. A camp by night.You can repay Ardo and his companions for saving your life by searching for information about the river pirates for them. To do this you have to talk to 3 persons:1. Olbin, the huckster (M3, 16)2.
Rabig, the city guard (M3, 12)3. Griese, the beggar (M3, 14)Then go to the 'At the Leaping Deer' inn (M3, 5) and tell Ardo what you know. You'll get 0,3 $ as a reward. Mysterious GerlingObtained from: Gerling. After the quest 2. Complete your training.After completing the quest 2.
Complete your training, you'll be accosted by man named Gerling. It seems that he knows a lot about you and your actions.
He wants to meet you in quieter place. Using Human Nature you can discover that there will be two more men waiting for you. But finally you'll agree to go for a meeting.1) Meet GerlingGo near the tailor Marcusi (M3, 18). Gerling stands right behind his booth. Tell him that you are ready and he will take you to his companion and explain you the whole situation. Then he will propose you to cooperate with him in getting information about what the pirates are up to.
To do this you have to go with him and his friends to the port at night and take a closer look at stolen goods.2) Meet JaakonIn order to start the night trip to the port, you have to contact Jaakon. You can find him near the 'At the Leaping Deer' inn (M3, 5). Before starting the quest, you can talk with him. It is worth to do it, because later you can have no such occasion.
A night missionObtained from: Gerling. During the quest 7. Mysterious Gerling.1. Blocked passage2. The gate - an ideal place for a trap3. Fayris warehouse5. Jaakon warehouse!
- first group of smugglers! - smugglers with a mage! - a large group of smugglersNotice! Remember to use your new companions' talents. Fayris can use healing spells for example and Jaakon can cast offensive ones. Jaakon can use also Arcane Lore talent.
If you posses any unidentified items, you can give ask him to identify them.1) Free GerlingYou will be moved with Jaakon at the back of the temple, where Gerling and Fayris are supposed to wait for you. After a while elf will come and tell you that Gerling was kidnapped by the smugglers.
From now on Fayris and Jaakon are in your team.2) Go to the portOn your way to the port you will have to fight with groups of smugglers. During the first fight (!) you can use Fayris' talent to set the traps. A trap set by Fayris/ 2.
The smugglers.Use the snares, which she has in inventory. Put them on the ground, just under the arch, under which the smugglers will have to go to get you.
With the next group of smugglers (!) you can use Jaakon's spell - Sleep of a Thousand Sheep, which can be very good against the mage.When you get near the port (3) Jaakon and Fayris will split up and go in search of Gerling in separate warehouses (4 and 5). These archers have fire arrows.You will be attacked by the smugglers and will find out that your companions have run into an ambush. After defeating the smugglers take the fire arrows from archers' bodies. You can use them later.Notice! Now you have to make very important choice: whom to save. If you save Jaakon, Fayris will die.
On the other hand, saving Fayris will result in Jaakon's death.3a) Hurry up and save JaakonGo inside the warehouse (5). You'll see Jaakon being attacked by the smugglers. Help him with the fight and listen to his plan.3b) Hurry up and save FayrisGo inside the warehouse (4). You'll see Fayris being attacked by the smugglers. Help her with the fight and listen to her plan.4) Go to the other warehouseNow go outside to the gate leading to the port.
You'll see the smugglers (!) and the warehouse you're heading to. You can:a) Start the fight. It will be very tough to win though, while there are many smugglers in the port (!).b) Pass by the smugglers (!). Turn on the sneak mode and go through the crates nearby. Try to walk in some distance to smugglers (!). They won't be able to see you but you have to watch out for the mage patrolling crates' area.
When he is close to you, try to pass by him.Your Sneak talent doesn't have to be very high in order to succeed with reaching the warehouse undetected.You can attack the golem with fire arrows or with spells dealing fire damage.When you enter the warehouse you will see Jaakon or Fayris being killed by Regismund from Coldstone. The mage will go away quickly casting the spell which creates a golem made out of junk.5) Defeat a golemThe golem is very vulnerable to fire. Such damages can be dealt with fire arrows (you could find them by smugglers - point 2) Go to the port). The easiest tactics is to attack the golem with one character, then run away, having other character shooting fire arrows at the golem.When the golem is dead, go to talk to Gerling who is tied to the pillar. He will explain you many things and tell you to go to Ardo and tell him everything you know about the pirates. You can also ask about his employer, which turns out to be Count Growin Ferdok himself.9. Gerling's information about the piratesObtained from: Gerling.
During the quest 8. A night mission.Go to the 'At the Leaping Deer' inn (M3, 5) and tell Ardo, Cuano and Forgrimm about your last encounters. From that moment you won't meet them in the inn anymore. They can be found on a ship in the port. A trip to the customs strongholdObtained: After the quest 9. Gerling's information about the pirates.1) Meet Ardo in the portGo outside the inn and you will be automatically moved to the port. Once you get there, a cut-scene launches presenting the ship.You'll meet Ardo and captain Delbrack (M3, 22) near the ship.
To continue with this mission, you have to complete 11. Ship's crew first.2) Talk to the captainAfter completing 11. Ship's crew talk to the captain (M3, 22). If you are done with all things in Nadoret and you're equipped enough, you can tell him that you are ready to go to the customs stronghold. You will be able to return to Nadoret after completing 13.
A toll is not enough. Ship's crewObtained from: Captain Delbrack (M3, 22).
During the quest 10. A trip to the customs stronghold.Before you go for your first ship journey, you have to help captain Delbrack (M3, 22). You have to convince the renegade crew members to get back to the ship. You'll receive 10 $ for this mission.1) Convince Silvertooth JalikYou'll find Jalik near the arena (M6, 2). You can convince him in few ways:a) Use Fast Talk to persuade him that he should not have bet on fights, and then pay him $ 2 in advance.b) Advise him on whom to bet money. You can also ask the spectators (M6, 5) who are the favorite to win. If you advice him to bet on this type, he will be pleased with the win and you'll have to pay him 2 $ to go back to the ship.
If he bet on other fighter, he'll lose and it is enough to give him only 1 $ to make him go back to the ship.Silvertooth Jalik bets on fights.Fourfinger Salm discusses with a blacksmith.2) Convince Fourfinger SalmYou will find him talking to the blacksmith Tarno (M3, 23).a) If you Intimidate him, you won't have to pay him anything to get him back on the ship.b) Fast Talk and Haggle result in paying him 1 $.3) Convince Dumb HummelDumb Hummel fuss in the 'At the Leaping Deer' inn (M3, 5). Talk to him and use Human Nature or Fast Talk to find out what is going on. It turns out that Hummel didn't get his payment from the captain and he has no money.a) Convince him with Fast Talk that you have money from the captain and you can pay him. Then use Haggle to lower the price to 1 $.b) Use Intimidate and tell him that it is not worth to fuss and he has to go to the ship when he surely will get his payment soon.c) If you can't convince him in any way, you'll have to fight with him. After few hits he'll agree to go to the ship.Dumb Hummel fuss at the inn.After leaving the inn you will meet Griese, the beggar, who turns out to be a secret agent.After leaving the inn, Griese the beggar will speak with you. It turns out that he is Gerling's agent and has a message for you.4) Return to captainAfter convincing 3 sailors talk to the captain (M3, 22), to complete this quest.12.
Brother EmmeranObtained: During the quest 10. A trip to the customs stronghold.First episode with brother Emmeran (M3, 11) takes place shortly after your arrival to Nadoret. He says some mysterious sentences, gives you location of the Isle of Forgetfulness (his residence) and sails away.When you sail to the customs stronghold, you will visit the Isle of Forgetfulness on your way, which is hosted by brother Emmeran.
He wants to show Ardo the island and tell him its story. You can follow them to listen to the Emmeran's tale.1) Ask brother Emmeran about the prophecyAt certain moment Ardo and Emmeran cease talking and stop. Talk then to brother Emmeran and ask him about explanations of the prophecy, he has said in Nadoret. After you get the answer, you can sail away from the island, by informing the captain about it.13.
A toll is not enoughObtained: After arrival to the customs stronghold.After your arrival to the customs stronghold you will have to get inside the fortress and find out what its commander is up to.1) Make a decisionYou can get inside the fortress in two ways. Forgrimm (M9, 2) suggests to enter through the main gate and use brute force in case of any troubles. Cuano (M9, 2) wants to sneak in and doesn't stand out. Talk to them and decide which way is better for you.2 Cuano) Enter the fortress unnoticedFollow Cuano, who runs the path leading under the bridge.Go under the bridge and meet with Cuano who already awaits you.Follow Cuano who will get you inside the fortress' canals using the secret passage.3 Cuano) Leave the canals1. A closed gate2. A stinking chest - the rat-catcher key4. Stairs to the upper levelA.
First hideoutB. Second hideout! Red exclamations marks - the rat-catcher traps- Green arrows - the route you should take Red arrows - the route which rat-catcher patrolsWhen you come close to the round chamber you see the cut-scene with the commander going down to the rat-catcher and telling him to deal with intruders. The Rat-catcher and his dog will start patrolling the canals.
The problem with them can be solved in two ways:a) Kill the rat-catcher and his dog. You won't find anything interesting by searching their bodies.b) Outsmart the rat-catcher. Just pass him unnoticed. First make sure that the rat-catcher is in the northern part of canals. Then disarm the traps and hide with your companions behind the wall (A).
Wait until the rat-catcher pass your hideout - he will go south. Now turn on the stealth mode, pass the corridor where the rat-catcher is (make sure he doesn't look in your direction) and go to the northern part of canals (normal walking mode). Destroy a hut (2), where the rat-catcher has his supplies and hide again (in the stealth mode - the dog can't see you) behind next wall (B).
Wait for the rat-catcher seeing the destroyed hut - he will call for his dog. When the dog passes your hideout, go out and head to the round chamber.Take the rat-catcher's key from the stinking chest and go upstairs (4). Open a next door and go upstairs again. Now you will have another cut-scene with Forgrimm fighting somewhere near. There is also a cook behind the door.4 Cuano) Go through the towerEnter through the door to the tower. There is a cook inside the room having his back to you. Now you can: 1.
The door to the fortress battlementsa) Talk to a cook and convince him not to look with Fast Talk or giving him 0,5 $.b) When the conversation with a cook doesn't succeed, he will call for the guards, which you will have to kill to move on.5 Cuano) Help Forgrimm1. Head customs officer Tashman2. The entrance to main tower!
ArchersWhen you reach the battlements you'll see Forgrimm running around like crazy below, trying to escape the arrows from archers being at the top. You have to help him:a) Kill the archers quietly. Come to them with one character (with highest Sneak talent value) - clicking on every archer results with killing him.
You have to watch out for one thing though. The archers say from time to time that they are out of arrows and go backwards a little bit in order to replenish them. Then they go back to their positions. You can't be too close to them in that moment.b) Kill the archers in the traditional way. When they notice you, they will call for additional guards - you will have to kill them too.2 Forgrimm) Get inside the fortress.1.
Tashman - fight! Customs officers! Archery towersFollow Forgrimm to the main gate. Customs officers laugh at dwarf, who wants them to open the gate. Destroy barrels with beer (1) which makes customs officers to go down and fight with you.3 Forgrimm) Defeat the guardsGo through the gate. There are more customs officers waiting for you. In addition to fighting with them, you have to close three passages (2, 3 and 4), where new opponents are coming from.By not closing the passages immediately and fighting with customs officers you can earn more experience points.Close the door (3).Push creates (2).Move the wagon (4).4 Forgrimm) Make your way through the second courtyardGo through another gate and kill customs officers standing in your way to Tashman (5).
When you get to him, talk to him and agree to go to the courtyard.5 Forgrimm) Get out the trapIn the courtyard you'll be attacked by the archers and the ballista. Your task is to get close to archery towers and wait until the ballista destroys them aiming at you. After destroying the 6th tower start to running around (ballista will have some problems to hit you), waiting for Cuano to destroy the ballista.6 Common) Go to the main towerNow, head towards the main tower. Talk to the head customs officer (you will be joined by Forgrimm or Cuano - when the fight begins remember to give them some weapons, otherwise they will fight with bare hands).
The fight is imminent, but you can use Fast Talk and convince his soldiers to go away. After a short conversation, the fight begins. Remember to search his body after it's over.After entering the main tower, once again you have to make a choice of how you want to get to the commander. You can listen to Forgrimm and go through the main hall or listen to Cuano and try to surprise the commander.7 Forgrimm) Get to the commanderForce open the door to the large hall (M10, 2) and deal with a big group of customs officers (M10,!). When you're done, go upstairs and open the door (M10, 11). You'll find yourself in a room occupied by two body guards (M10,!).
Talking to them is useless so you have to kill them. Now open the door leading to the audience hall (M10, 12) and enter it. Talk with the commander (M10, 13) - you'll be thrown into the cave where a monster appears.7 Cuano) Take the commander by surpriseGo down to the dungeons (M10, 3). You will be attacked by combat dogs (M10,!) released by the jailer (M10, 8). After you kill the dogs, go to talk to the jailer who is hiding in one of the cells.
To open it you have to use one of the levers on the walls (M10, 9). Use them like this: 1. Lever to: the boars' cell / 2. The wolves' cell / 3. The bear's cell / 4. Pull the lever to the boars' cell.2.
Pull the lever to the wolves' cell - animals will pitch into each other.3. Pull the lever to the boars' cell - you'll close it.4. Pull the lever to the bear cell - the bear will join fighting animals and the jailer panics.5. Pull the lever to the wolves' cell - you'll close it.6. Pull the lever to the jailer cell.The jailer will be free and you can:a) Kill him.b) Close him in the cell.c) Let him free.
Later he will attack you with bodyguards (M10,!).Go outside the dungeons (M10, 7) and open the door (M10, 5) with a key you got from the jailer. Go to the commanders chambers (M10, 6). Open the next door (M10, 11). You'll find yourself in a room occupied by two body guards (M10,!).
Talking to them is useless so you have to kill them. Now open the door leading to the audience hall (M10, 12) and enter it. Talk with the commander (M10, 13) - you'll be thrown into the cave where a monster appears.8 Common) Defeat the newtkrakenDamages you deal to the newtkraken add up, so you don't have to attack the same tentacle.Morfus are much weaker than newtkraken, but do not ignore them.Attack newtkraken's tentacles - it is best to split your team, so two characters attack one tentacle and other two characters attack different tentacle.
The newtkraken will go under water after a while and you'll be attacked from behind by morfus. When you kill them, the newtkraken will show up again. This situation repeats several times and finally the monster will die, pulling the commander with him.9 Common) Return to the shoreGo outside the cave and head to your ship (M9, 1). When you get close to it, another cut-scene starts. You'll see seriously wounded and unconscious Ardo. In order to cure him you'll have to go to the Elven Forest, but you don't have to hurry up. You can visit Nadoret and other locations first.
Elves in dangerObtained: During the quest 13. A toll is not enough.You will learn about elves and the pirates' attack on their village from the commander in the customs stronghold.1) Find the elven villageHead to the Isle of Forgetfulness first. Brother Emmeran will tell you where to find the elven village - they might help with curing Ardo. This mission is complete when you reach the Elven Forest. Find a way to cure ArdoObtained: During the quest 13. A toll is not enough.
After you find unconscious Ardo.1) Talk to brother EmmeranHead to the Isle of Forgetfulness first. Brother Emmeran will tell you where to find the elven village - they might help with curing Ardo.2) Find elvesSail to the Elven Forest now. When you reach it, you'll see a scene with the pirates and elves. You will be contacted then by Isaliel Wingstroke (M12, 19). Now you have to complete the quest 16.
Pirates and Elves to go further with curing Ardo.3) Talk to Isaliel WingstrokeThis point will be available after completing 16. Pirates and Elves.Isaliel Wingstroke (M12, 19) will tell you a little about Ardo's illness and send you to Alari Springborn (M12, 25), who has much more knowledge on this subject.4) Get a cure in the ruinsAlari (M12, 25) will tell you that the cure for Ardo's illness is probably located in the bosparian ruins (M12, 4). You have to complete the quest 21. Haunted ruins first.16. Pirates and ElvesObtained: In the Elven Forest, at the start.When you reach the Elven Forest, you'll see a scene with the pirates and elves having an argument.
Pirates will leave and you can chat with elven leader - Isaliel Wingstroke.1) Resolve the disputeYou have to deal with the pirates now. Go to their camp (M12, 3) and talk to the guarding pirate - Mate Bravethorn (M12, 6). During the conversation you can choose one of the possibilities:a) Suggested by Cuano - dialog option 'Do mischief' - it gives you most experience points.b) Suggested by Fayris - dialog option 'Negotiations' - at the end you'll receive two unique items: Ama and Zelja'ama and possibility to receive additional 10 $ or 20 $.AmaValue: 29 $NecklaceHuman nature +3Zelja'amaValue: 29 $NecklacePerception +3Only for Fayris.c) Suggested by Forgrimm - dialog option 'Attack'. The least profitable.
Elves won't like this solution and some of them will be afraid to talk to you.2) Find the location of pirates' hideoutIsaliel Wingstroke (M12, 19) will tell you where pirates' hideout is located, after you complete the quest 17. Do mischief or 18. After completing the quest 20. Fight with the river pirates you'll discover pirates hideout by taking the map from the pirates' captain body. Do mischiefObtained: During the quest 16.
Pirates and Elves, if you decide to listen to Cuano.1) Test the crew The pirates camp view.1. Road Runner4.
Captain Hakensang5. Spinning Jette7. Grinning Hanno11. A chest from the seaAfter you enter the camp (M12, 3) you will be accosted by Flea and the captain himself. Tell him that you want to be a mediator between the pirates and elves.
Now it's time to talk to the crew and to build the most hostile atmosphere.2) Steal the Shadow Fox's daggerTalk to Road Runner. Using Human Nature and Fast Talk (or Intimidate), get information about Black Alma and overall discontent amongst the crew members. Then ask about Shadow Fox. You'll learn that Black Alma steals from the pirates and Shadow Fox possesses very valuable dagger.Try to steal it.
If you don't succeed, Shadow Fox will put the dagger into a chest from the sea. It is enough just to open it in order to get the dagger.3) Slip Alma the daggerTalk to Alma and sell her the dagger for 1 $ or with Haggle - for 2 $.4) Dispose Grinning Hanno against deckhandPersuade Conifer using Fast Talk or pay him 0,2 $ to bet who will hit the boy first: Crow or Grinning Hanno.
The bet is 0,5 $.Next go to Hanno and tell him that he should give the boy a lesson. He'll agree with you and will go to hit him. You can return to Conifer and collect your reward - 1 $.5) Make the boy to make a joke to someonePersuade the boy to make a joke to Crow.
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He'll agree and will go to the camp-fire to add something disgusting to the meal. After a while Crow appears and tastes such food.6) Persuade the first officer to rebellionGo outside the camp and talk to Mate Bravethorn (M12, 6) again. Try to convince him to start the rebellion and replace the captain.7) Tell Crow the secretTalk to Spinning Jette. You'll learn that Crow is a gossip girl.
Go to Black Alma and using Seduce (for men) or Fast Talk convince her to tell you the secret. Alma will tell you about her illness and you can go and tell it Crow.8) Get a key from Spinning JetteGo outside the camp and talk to Mate Bravethorn (M12, 6) again. Tell him that the crew is against captain and that alcohol would make these emotions stronger.
Mate will ask you to get a key to Spinning Jette's supplies. You can steal it or convince her to give it to you.9) Give Bravethorn the keyReturn to Mate Bravethorn (M12, 6) and give him the key. You'll see the cut-scene with arguing pirates are leaving the Elven Forest. NegotiationsObtained: During the quest 16.
Pirates and Elves, if you decide to listen to Fayris.After you enter the camp you will be accosted by Flea and the captain himself. Tell him that you want to be a mediator between the pirates and elves.1) Offer elves your help with negotiationsGo to the elven tree (M12, 2) and tell Isaliel Wingstroke that you have to negotiate with the pirates on behalf of elves. She'll tell you that you have to know their culture first.2) Earn trust of ElvesTalk to Linwen Owlflight (M12, 21) and ask him to tell you about the tribe. He'll order you with the task - discover what are the guardian spirits of his three kinsmen (see the quest 19. Elven supporter).3) Mediation between the pirates and elvesThis point is available after completing 19. Elven supporter.Go to the pirates camp (M12, 3) and talk to the captain. You'll learn that if they receive some special canvas from the elves, they will sail away.
You can tell the captain that you want some reward for your mediations. After you provide them with the canvas, you'll get some money from him.4) Get the elven canvasReturn to elves and tell Isaliel Wingstroke (M12, 19) what the pirates want.The canvas lies on the ground, next to the workshop.Before giving captain the canvas, you may want to increase your Haggle talent to get additional 10 $.She will agree for pirates' demand and will tell you that the canvas can be found near Lellindor (M12, 23). Collect it and go to the pirates.5) Get the canvas to the piratesGive the canvas to the captain.
If you've told him earlier that you want some extra money for mediation, he will propose you 10 $. If your Haggle is high enough, you can raise this to 20 $. After the transaction is over, the pirates will sail away.19.
Elven supporterObtained: During the quest 18.