buy advert on this place










· E-mail: admin@all4game.info








Gothics 2: Night is the crow .:. Passage of game

Updated: 22.02.2006, views: 5879
 

Also for game Gothics 2: Night is the crow:
 


Most important in the new addition - not new monsters, weapon, task or territory, but large prorabotannost' of play peace. Game became still more living and nasyshchenneye events. Apparently, developers put in it everything that they did not have time to put into the game. Many of old tasks obtained the new methods of the solution. The part of the histories proved to be with the continuation. Changes are noticeable from the first minutes of game. Balance still was seriously studied. Monsters became more dangerously and noticeably tenacious. To play it began more difficultly, but it is more interesting.

Guilds
Mercenaries

After the destruction of barrier of hundreds of prisoners endlessly gushed out into Khorinis, movable with only desire - as it is possible further to be removed from the valley that many years it was for them and house, and by prison. In spite of ascended the throne chaos, when old camp was decomposed, and the camp of sectarians harmoniously did descend from the mind, the former pet of king, General could hold around themselves the handful of loyal people and satisfactorily be selected from the valley.
Some time mercenaries were in the sufficiently ticklish position. From one side, they became quick criminals, with all resultant consequences. With another - not there was possibility whatever to be selected from the island. The only city paladins occupied, and attempt to take vessel by assault would begin by the report of mass suicide. Soon problem was decided because of its majesty to the case. Prosperous peasant Of onar, regulations from the requisitions of paladins, refused to pay ever increasing tribute and began to hire people for the protection of their court.
Specifically, in it mercenaries found the angle, where it was possible to lick clean wounds and to think about further actions. Gradually to them began to pull others former prisoners, which rapidly realized, that their long-awaited freedom consists in death from the sword of paladin.
Mercenaries are absolutely assured in the fact that in this peace everything is solved with the aid of the sharp sword. They are the innate soldiers, not to time stained their reputation by the study of magic. Everything which by them is accessible in this region - rolls with the incantations. For this very reason an increase in the polygon costs them 2 times more expensive than to other guilds. In the fourth chapter you will become hunter after the dragons - it, in the essence, entire the same mercenary, only in other armor.
The major advantage of mercenaries - their way of development is clearly determined. To expend glasses of test for polygon, and already those more to the study it is circular magic - there is no sense and possibility. Therefore you have sufficiently glasses of experience and can equally develop well force and adroitness, after becoming master in the close battle and the shooting from the bow and the arbalest.
Mercenaries bear very heavy expenses for the elongation of entire game. Entire weapon and armor for you it is necessary to buy for its blood coins. Moreover sums will be imposing. Therefore it is first necessary to attend to by the presence of tight purse on the belt. The first, that it is necessary to undertake, let this sound commonplace - thorough the collection in all, which badly lies. The second - fast entrance into the guild of pilferers. After being trained to the habit of breaking, stealing and stealthy approach, it is possible to be enriched very well, cleaning houses and purses. The third - to learn to forging or hunting, and to earn on this additional money. The fourth - to as soon as possible leave for Yarkendar, where it is possible to gather the abundant harvest of trophies and to povkalyvat' on by gold mine.
Way of mercenary - simplest, but also most effective. Ideal selection for the beginning player.

Paladins
War with orkami lasts already many years and has long ago placed before the people the severe selection: they or we there is no third version simply. No mercy. On this earth place will be sufficient only for one race. Orki kill all, disregarding of the sex and the age, leaving after themselves only smouldering ruins and death. People answer them by reciprocity. In this war do not take prisoners and do not sign the peace treaties. Furthermore, in the entire country flare up the peasant uprisings, whose suppression takes away too many forces, but them and so barely it remained.
Even without that complex situation complicated the curtailment of the deliveries of the ore, from which were forged magic blades. For the renewal of output into Khorinis was sent the force of paladins. True, send their matters not in better shape. For lord khagen it is necessary to be torn up to two fronts. The forces of mercenaries, which dig ined themselves outside Of onara, do not make it possible to leave city without the protection. The expedition sent into the valley immediately underwent the attack of orkov and it was forced to step back into the old camp. One remains it: to await aids and to pray about the miracle.
Paladins - first guild, which you will encounter in the game, and the most accessible for the connection. For the beginning it is necessary to become militiaman, and after a number of exploits they will appropriate knightly title to you and will entrust the armors of order.
Paladin - mixture of soldier and magician. First, as simple militiaman, you will hope only for the force of your sword, but after you will enter the order, you will be able to use runes. Basic difference from the magicians is in the fact that to you it is not necessary for very to create runes and to study the circles of magic, expending glasses of experience. All incantations will proceed to you gradually, in proportion to the passage of game.
The incantations of paladins can be divided into two groups: those treating and destroying to indulge. Runes they will not bad help in the journeys, but design for them as to the basic weapon, it does not stand.
Playing after paladins, it is desirable immediately to be determined, along what way you will be developed. Versions there can be several.

With the support to the close battle. In this case the most important parameter - force. It is still necessary immediately to be determined, by what weapon you will battle: one-armed or two-handed.

With the support to the remote battle. From the very beginning you develop it luk/arbalet and you use it into the quality of basic weapon. Entirely to forget about the close battle does not stand. In any event, hand-to-hand struggles not to avoid.

Do not forget also about the polygon. To raise does not stand it to the beyond the clouds heights. This is dear and is not necessary. Optimally to develop to 150. No longer it is required. Moreover large part can be increased with the aid of the elixers and the tablets, after preserving thus glasses of experience.

Magicians of the fire
The magicians of fire, in spite of might and proximities to the gods, they very rarely interfere in the affairs of simple people. Nominally they are subordinated to king, but in reality everything proceeds with an accuracy to vice versa. In by secret to the library of magicians there are the interesting records, which indicate that the magic barrier is erected not at all in order to exclude the possibility of flights, as king thought, and so that Beliar could not take possession of ore. It cannot be said that to magicians is indifferent the fate of peace, and they go by their way. In any way. It is simple in them other fields of battles, imperceptible to usual people of their victory, defeat and purpose are so distant, that almost no one generally knows about them.
The might of magicians plays both positive and negative role. Confident in themselves, in their wisdom and infallibility, the proud and haughty members of the Supreme Soviet sometimes so disregard caution which then is necessary to rake the catastrophic consequences with the price of human lives.
On the tactics of game for the magician I in detail will describe in the "councils of the masters" of one of the nearest numbers of the "best computer games"; therefore I now focus your attention on a number of general moments. To play for the magician is difficult, it is interesting and even to a certain degree it is honorable. The majority of people relates to the magicians with the proper respect. Especially this concerns paladins. If you want to raise to itself mood, arrive aboard the ship of paladins and you will have a talk with the guard on the ladder.
I do not advise to begin to play from the magicians. For the beginning it is better to pass game by mercenary or paladin, and afterward, when you are collected experience, to begin anew and to try magician. The first passage of game most frequently occurs sufficiently confused. And the comprehension of the obtained experience and pleasure from the knowledge of game only to second time comes.

Other guilds
Thievish guild

In any respecting itself large city there is the thievish guild, surrounded by heap it is auditory and legends. Secret so, that no one about it plainly knows nothing. Furthermore, that the local authorities long years unsuccessfully attempt it to expose.

The entrance into the guild by no means does not influence the topical line of game. This is the act, accomplished voluntarily, to your discretion. Membership in the guild, besides the pair of additional tasks, brings not bad income from the numerous thefts and the night breakings.
Thievish guild - strong and numerous organization. Besides three pilferers, who based themselves in the canalization, there is a set their, that are worked in the city on the completely legal works. Any assumes in the guild: mercenary, magician and paladin. Correctly considering that it is unimportant, who you there, the main thing - who you here.

Brotherhood the "ring of water"
The servants Adanosa were in every way possible shared unfairly to the output of addition. Only one magician in the city, which played the role of faster observer, than an active participant in the created disgraces. But about the possibility to be joined to the magicians of water, naturally, and not there was speech.
Now magicians seven, and they play sufficiently serious role in the topical line. Even in you appeared chance to enter the brotherhood the "ring of water" - it is advance detachment of organization.
Having reasonably calculated, that people in the dark-blue magic robes are too noticeable and badly they be suitable for many affairs, which do not suffer superfluous attention, supreme magicians created organization "ring of water". Moreover the open interference not was never by their style of action. Reliable people for fulfilling the secret commissions of magicians thus began to recruit. Gradually organization grew, and its terms it is possible to meet practically everywhere.
The entrance into the "ring of water" occurs on the voluntarily- forced basis. Without it in no way to not fall on Yarkendar. But it bears many pleasant surprises. These are new incantations for the magicians. For other - weapon and armors.

Pirates
Desperate rubaki, marine wolves, they disembowel all counter ships, if we there is the least possibility profit ourselves. Unrestrained of drunkard and the sybarites of life, and day not representing without the bottle of good rum or grog. Splendid soldiers, for whom constant battles and danger to perish in combat - everyday face of existence. They frequently possess the decent sum of money, but they rapidly get down them during gulyanok. Merry and romantic embodiment of the reckless brotherhood of "merry Roger", who bares teeth to entire peace and furiously despising land rats.
Pirates for the first time appeared in the addition, and a number of interesting tasks was connected with them. Moreover, you have possibility to be joined to their bad company and to largely clean captain, after digging up all hidden by it treasures.

Bandits
After the mass departure of the prisoners from the colony in Khorinis the robberies and murders on the roads became usual phenomenon. Lonely traveller very strongly risked not to reach the point of destination. For authorities it soon was possible to a certain degree to stabilize situation, but roads as before conceal fatal danger.
The forces of bandits are numerous and it is well armed, but nevertheless are the band of those rejected. Despised by all remaining guilds, they, similar to the driven in beast, rush on all, who do not belong to them. During the journey to you will be presented the possibility to visit the camp of the bandits, where you will meet the pair of characters from the first part of the game and you will obtain the possibility rather better to learn about the difficult fate of the "workers of knife and axe".

Attributes
In all in hero four attributes: force, adroitness, polygon and health. All attributes, except the health (it it increases automatically), it is necessary to improve with the aid of the glasses of test, obtained upon transfer for new level. A quantity of glasses is fixed. The first you level or the fiftieth, at your disposal them always of 10 pieces.
Directly it depends on attributes, what weapon to you will be accessible. The more powerful the blade (or arbalest), the greater the requirement for the force. Otherwise you simply will not be able to take it into the hands. Powerful bow is accessible only to characters with well developed adroitness.
Besides the attributes, the hero has habits of rotation with the one-armed and two-handed weapon, and also the arbalest and the bow. On that, how, they are well developed, it depends as frequently you: in the case with the sword - you will deliver critical impacts, with the bow and the arbalest - fall on the purpose.
I.e., with the habit of rotation of 100% you will each time assuredly inflict critical damage. So that it would be more understandably, I will give the formulas of the calculation of damage (for them the separate thanks to German players):

- if entry is critical:
Gs=.ws .st- RS
- if entry is normal:
GS = (Ws .st- RS -1)/10
where GS - inflicted loss, WS - damage of weapon, ST - modifier of force, RS - protection of enemy.

As you, probably focused attention, force comes out as the modifier of joint loss. For example, if the level of force is equal to 100 points, and loss from the weapon composes 20, then with the critical impact you will bring 120 points of damage minus the protection of enemy.

But to little have only glasses of experience, it is necessary to still find the teacher, who will agree to train you. Usually this does not compose problems, especially if we know their location. On the whole, you look tables. The expenditures of glasses for an increase in the attribute or skill depend on how they are well developed. Valuations are such:

- 10-30 - 1 point of the experience
- 30-60 - 2 points
- 60-90 - 3 points
- 90-120 - 4 points
- from 120 - 5 points

Here there is small craftiness, it will make it possible to save glasses. For example, in you 25 units of force and 10 points of experience. First raise force to 29, expending on one point. Afterward increase immediately by 5. As a result you will obtain 34 and you will spend only 5 points.
A quantity of spent glasses depends also on that, to what guild you belong. For example, in order to raise polygon, mercenary will be necessary to spend two times more glasses of experience, than to the magician of fire. And the latter: each teacher has his ceiling, higher than which it will not be able you to teach.

Habits
One-armed and two-handed weapon

Despite the fact that the loss and the distance of impact are more in two-handed weapon, it does not be worthwhile immediately to copy one-armed from the calculations. First, dvuruchniki are more sluggish and longer they are obtained. In the second place, they require more than force, which is very difficult in the initial stage of game. According to the large calculation, the selection between these classes of weapon, depends only on your manner of battle. Yes, by one-armed sword you will bring less than the loss for one impact, but with the interest you will complete this with a quantity of impacts.
One additional interesting special feature in the fact that both habits are developed side by side. As soon as you will reach the degree of craftsmanship in one weapon, another automatically will begin to increase during the trainings, without requiring in this case glasses of experience. Therefore the break between them exists, but not such large so as to forget about the weapon of another class. You at any moment can replace one-armed weapon to caught the fancy dvuruchnik and, after spending the minimum of glasses, raise craftsmanship to the necessary level.

Bows and the arbalests
With them in effect the same situation, that in the preceding case. The first shoot, and they are obtained to you somewhat more rapidly. The second inflict larger loss. As in the situation with the swords, occurs the development of habits. Increasing one, you automatically raise another. Only serious difference in the fact that the possession of bow depends on adroitness, and by arbalest - from the force.
Despite the fact that the arbalests because of the larger loss appear more attractively, bows have their advantages. First, to reach a good arbalest in the initial stage of game is very complicated. In the second place, is a heap of the swords with the decent loss, for which adroitness - most important characteristic (it even it adapts instead of the force with the calculation of loss). Thirdly, for the bows and the arbalests as the modifier with the calculation of damage adroitness is used.
I.e., even having taken steep arbalest, you will inflict smaller loss in comparison with the average bow, if in you adroitness is badly developed. I can certify according to its own experience, that character, who uses a bow as the basic weapon, more than it is viable.

Alchemistry
Alchemistry - one of a few habits, vitally necessary for all, independently of that, for what guild you play. With its aid it is possible to cook different potions. For the soldiers these are the elixers of treatment, for the magicians - elixers of polygon, for the paladins - that, etc. The limitations there are none, it is simple to mercenary to nothing phials with the polygon. Besides the standard potions, you can prepare the special beverages, which increase attributes. Their study stands to 20 points of experience, but result justifies expenditures. For example, with the aid of the elixers it is possible to summary increase force by 33 or adroitness to 36. Unfortunately, it is necessary to select, what characteristic to you is more important. For the preparation of separately valuable beverages identical ingredients are used, and their quantity is limited.
In order to weld potion, you should know prescription, have the necessary ingredients I be empty laboratory flask. They train teacher for prescriptions. By what precisely - you look in the table. True, here there is limitation. You will not be able to immediately study the most powerful potions. For the beginning in the voluntarily- forced order it is necessary to master weaker beverages. For example in order to learn as to make the elixer of polygon, you first should study the prescriptions of essence and extract.
For creating the beverages alchemic tables are used. To find them is very simple. It suffices to go to any alchemist or to jump in the tower Of ksardasa.

Hunting
Hunting habits set, and here actually useful among them - one. To learn to pull out stings, canine teeth, claws etcetera simply does not have a sense. What to make with these trophies? In their stores they buy for the kopecks, but more they are nowhere necessary. By the way, these are the cheapest habits. Instruction costs only 3 points of experience. However - and this it is pitiful.
For what it is worthwhile to be trained - this to remove skin. It is easy to strip it from the sheep, is Volkov, vargov and trolley, and to afterward sell for the decent sum into the store of the hunter Of bospera. Especially this is profitable, if you be situated in its students. Then it will purchase goods on the special prices. Moreover this habit several times will prove useful for the fulfillment of assignments. From other it is possible to note the skill to strip armors of sliders and scale draconic (only for the mercenary). Subsequently you will be able to make a decent armor of them.

The forging
Not bad habit, intended exclusively for the earnings of money. At first to you will be accessible parshiven'kiye swords, but the greater you will study forging, the more powerful the blades you will be able to forge. For the work the tools are also necessary to you. However, it is possible to purchase them in the stores or even to select on the street.

Creation of the runes
Create runes can only magicians. For this it is necessary to know the components of the invocation (they are read in the books), its formula (they teach magicians for the experience), and to also have at its disposal tongs, clean to fleece and runic table. The latter it is easy to find in monastery or tower Of ksardasa.

Stealing
Thievish skills, perhaps, are the most useful of all secondary habits. With their aid you will be able to tightly crowd to yourselves pockets and to earn the heap of experience. In all habits three pieces.

Pocket theft
Skill unnoticeably freeing citizens from all unnecessary to them money. To study habit is possible in the guild of pilferers or the pirate camp. Theft occurs during the conversation. Below appears additional line - to steal purse (sometimes key, roll, potion). Select it - one additional line, which shows, will appear, it is how much necessary for adroitness in order to speret' desired. Formulations are sufficiently intricate; therefore I apply the interpretation:
It is very simple to steal purse - it is necessary 20 points of adroitness

- it is simple to steal purse - 40 points
- Riskovanno to steal purse - 60 points
- it is complicated to steal purse - 80 points
- it is very complicated to steal purse - 100 points
- almost it is not possible to steal purse - 120 points

As can be seen from the text given above, no chances and percentages of probability it is. You either can steal or no. And point. Besides the money, successful stealing brings n -oe number of experiments, depending on chapter.

Breaking of the locks
Practically each trunk is closed to the strong lock. Therefore the skill broken open locks must be to each. Process itself is sufficiently simple. Approach the trunk, you will ascertain that you have with itself master key, and press the left button of mouse. Now press key "to the right" or "to the left". If they guessed direction, will be heard characteristic sound and will appear the inscription, which reports about the success. It is now necessary to guess the following revolution. And so to the victorious end. If you did not guess direction, there is chance, that the master key will be broken. The probability of this depends on that how adroitness is strongly in you developed. The greater the attribute, the greater the chances to the success.

Stealthy approach
If you decided to study night robberies, without this habit to you not to manage. Usually peaceful citizens very nervously react to the appearance of strangers in their house at two P.M.. In order not to disturb their sleep, it is necessary on the halfbent feet to enter into the accomodation, to gather everything which badly lies, and tikhonechko to leave conversely. Another stealthy approach can be used for the imperceptible approach into the rear to enemy. Surprise blow from behind inflicts maximum damage. Chance, that you they will reveal, depends on adroitness level.
Because of these three habits, for the pair you is hour it can fairytale be enriched at the very beginning of game. For the beginning - mass pocket thefts, where this it is only possible. Afterward - not less mass raids into the houses of the sleeping citizens.

Runes
First circle
The fire arrow
Expenditures of the polygon: 5
Effect: damage by magic 25
Cost: 500
Necessary components: sulfur, roll with the incantation
Description of the invocation: your first of fleece, which it is necessary to create in any event. To the first period it will descend, but is better to as soon as possible acquire by incantation pomoshchneye. The distance of incantation a little exceeds arbaletnyy shot.

Light
Expenditures of the polygon: 10
Effect: 5 minutes act
Cost: 500
Necessary components: coined gold, roll with the incantation
Description of the invocation: the magic flame, which accelerates the darkness, lights up overhead of character. In every respect pleasant incantation, but to create to fleece and to expend glasses on its study, in my opinion, the excess, which magician cannot itself allow. More simply to manage with rolls.

To treat the easy injury
Expenditures of the polygon: 10
Effect: 200 lives are restored
Cost: 500
Necessary components: therapeutic plant, roll with the incantation
Description of the invocation: the not bad incantation, which makes it possible to save on the therapeutic potions. To create to fleece does not stand. It in the second chapter it is possible to select in the shaman of orkov, which guard passage into the valley.

To cause the skeleton of goblina
Expenditures of the polygon: 20
Effect: the creation calls
Cost: 500
Necessary components: the bone of goblina, roll with the incantation
Description of the invocation: not bad ally, especially in the beginning of game. It is first better to bypass with rolls. Then to fleece it will be possible to find in the house Of sekoba, in the trunk together with the book, which Ksardas will charge to bring pyro-penalty as the proof.

Small lightning
Expenditures of the polygon: 15
Effect: damage by magic 30
Cost: 500
Necessary components: the rock crystal, roll with the incantation
Description of the invocation: it is a little more powerful than the fire arrow, but consumes three times more than polygon. To expend glasses of test for incantation very doubtful on its benefit is unwise.

Second circle
Icy arrow
Expenditures of the polygon: 10
Effect: damage by magic 50
Cost: 1000
Necessary components: quartz, roll with the incantation
Description of the invocation: not bad incantation. Excellently it is suitable for the destruction of the small monsters, on which to expend more powerful runes there is no sense. Why to conjure "icy spear" with the expenditure of polygon 20 and damage to 100, when they die from one entry of "icy arrow" with the expenditure of polygon 10. To fleece it is possible to find in the valley, near the tomb with the corpses, in the winter region.

The fireball
Expenditures of the polygon: 15
Effect: damage by magic 75
Cost: 1000
Necessary components: resin, roll with the incantation
Description of the invocation: in the original game this was the best attacking incantation of the second circle. Now it is better to spend glasses of test and clean to fleece for icy spear. As a whole, on the action the incantation resembles fire arrow, only with the extensive damage.

Wind gust
Expenditures of the polygon: minimum 20, maximum 80
Effect: damage by magic minimum 50, maximum 200
Necessary components: coal, roll with the incantation
Cost: 1000
Description of the invocation: it rejects victim back, causing a certain loss. Absolutely not vpechatlilo. Polygons it expends much, is done for long, but the loss not as large as it was possible to expect as a result.

Sleep
Expenditures of the polygon: 30
Effect: sleep during 30 seconds
Cost: 1000
Necessary components: bolotnik, roll with the incantation
Description of the invocation: very useful invocation. First, by it it is possible to lull to sleep to guard, and to afterward with impunity accomplish audacious robberies. In the second place, it now and then greatly rescues in the fight. To immerse into the sleep enemy, and to afterward cynically finish. When you deliver impact on that sleeping, then loss is always maximum. It does not act on the unique characters and the monsters. Hence the conclusion: to purchase rolls and to use on occasion.

To call the wolf
Expenditures of the polygon: 40
Effect: the creation calls
Cost: 1000
Necessary components: the skin of wolf, roll with the incantation
Description of the invocation: wolf is called, and that battles on your side to the last breath. Good, but it does not clearly stand the spent glasses of experience.

Third circle
To treat the medium injury
Expenditures of the polygon: 25
Effect: 400 lives are restored
Cost: 1500
Necessary components: medicinal herb, roll with the incantation
Description of the invocation: the standard treating incantation. Is restored the quantity of units of life indicated.

Small fiery storm
Expenditures of the polygon: 25
Effect: damage by magic 100
Cost: 1500
Necessary components: resin, sulfur, roll with the incantation
Description of the invocation: operating principle is practically the same as in fire arrow or sphere. Difference in the radius of action. It can catch immediately several enemies, if those stand by a number. Requires more than polygon and brings more than damage.

To cause the skeleton
Expenditures of the polygon: 60
Effect: the creation calls
Cost: 1500
Necessary components: the bone of skeleton, roll with the incantation
Description of the invocation: serious help in the fight. The pair of skeletons with the ease will detain enemy, until you anything not nakolduyete to his head.

Fear
Expenditures of the polygon: 50
Effect: 5 seconds act

Cost: 1500
Necessary components: black pearls, roll with the incantation
Description of the invocation: the incantations in the horror fallen under the authority run as further as possible from you. It acts not on all monsters and people, then, if incantation succeeded, victim can be taken by naked hands. To create to fleece does not stand. It it is possible to find already in the second chapter to tele- Olafa.

Icy chunk
Expenditures of the polygon: 40
Effect: damage by magic 60, acts 19 seconds, damage once a 2 seconds
Cost: 1500
Necessary components: quartz, aquamarine, roll with the incantation
Description of the invocation: the impact by ice freezes enemy for 19 seconds and is inflicted small loss. It acts rather well against the strong enemies. They froze, hit with combat invocation, then again froze... It does not act on the separately large monsters.

Ball lightning
Expenditures of the polygon: minimum 10, maximum 40
Effect: damage by magic minimum 30, maximum 120
Cost: 1500
Necessary components: the rock crystal, sulfur, roll with the incantation
Description of the invocation: much polygon expends, causing not very large loss. The same "icy spear" takes away 100 units of life with the expenditure of 20 polygons.

Fourth circle
Large fireball
Expenditures of the polygon: minimum 40, maximum 160
Effect: damage by magic minimum 75, maximum 300
Cost: 2000
Necessary components: sulfur, resin, roll with the incantation
Description of the invocation: the practically complete analog of the fireball. Difference only in inflicted loss and possibility to check the expenditures of polygon.

Lightning stroke
Expenditures of the polygon: 30
Effect: damage by magic 150
Cost: 2000

Necessary components: the rock crystal, quartz, roll with the incantation
Description of the invocation: perhaps, better incantation of the fourth circle. With the relatively small expenditures of polygon 150 units of loss are brought. To teach in the required order.

To call the Golem
Expenditures of the polygon: 80
Effect: the creation calls
Cost: 2000
Necessary components: the heart of rock Golem, roll with the incantation
Description of the invocation: one additional ally, after back of whom it is possible to be covered during the fight. Incantation is necessary, but not the first need.

To destroy to indulge
Expenditures of the polygon: 100
Effect: damage by magic 1000 (for to nezhiti)
Cost: 2000
Necessary components: holy water, roll with the incantation
Description of the invocation: ideal incantation against to nezhiti. Almost no one of them perezhivet loss in 1000 lives. It is especially urgent in the last chapter, when it is necessary to battle with the heap of zombi.

Fifth circle
Icy wave
Expenditures of the polygon: 120
Effect: damage by magic 60, acts 19 seconds, the damage of times in 2 seconds
Cost: 2500
Necessary components: quartz, aquamarine, roll with the incantation
Description of the invocation: one of my most dear incantations. Main thing - it to skillfully use. Impact on the specific area is delivered. All, fallen into the radius of action, are frozen for 20 seconds, and every 2 seconds obtain small damage. Is important not to lose this time for free and to have time to destroy as much as possible enemies. True, there is one nuance. The part of the monsters, which could be frozen by "icy chunk", it is for some reason absolutely unreceptive to this incantation.

Large fiery storm
Expenditures of the polygon: minimum 50, maximum 200
Effect: damage by magic minimum 75, maximum 300
Cost: 2500
Necessary components: sulfur, fiery language, roll with the incantation
Description of the invocation: one additional attacking incantation. The complete copy of "small fiery storm", only brings more than damage. To expend on it glasses there is no sense. In the sixth circle the incantations, which bring extensive damage with the smaller expenditures of polygon, appear.

To cause the demon
Expenditures of the polygon: 120
Effect: the creation calls
Cost: 2500
Necessary components: the heart of demon, roll with the incantation
Description of the invocation: demon - strong ally, but on the fifth circle to eat the more decent incantations, to which it is possible to spend glasses of experience.

To treat the strong injury
Expenditures of the polygon: 50
Effect: 800 units of the life are restored
Cost: 2500
Necessary components: therapeutic root, roll with the incantation
Description of the invocation: the very strong treating incantation. And completely useless. Well why it is necessary to restore at once 800 units of life? More simply to take a sip by strong potions.

Sixth circle
Fiery rain
Expenditures of the polygon: 150
Effect: damage by magic 500

Cost: 3000
Necessary components: resin, sulfur, fiery language, roll with the incantation
Description of the invocation: the fleece of sudnogo day after incantation it is read, on top begins to fall fiery rain, bringing each on that fallen under the impact 500 points of loss. Excellently it works against the crowds of monsters. It is strictly required to the study.

Smoke of death
Expenditures of the polygon: 100
Effect: damage by magic 500
Cost: 3000
Necessary components: coal, black pearls, roll with the incantation
Description of the invocation: the practically complete analog of "fiery rain". Only instead of the meteorites, which fall from the sky, around the hero poisonous cloud is formed.

Wave of death
Expenditures of the polygon: 150
Effect: damage by magic 500
Cost: 3000
Necessary components: the bone of skeleton, black pearls, roll with the incantation
Description of the invocation: if the previous two incantations inflicted loss throughout entire area, then this strikes those, in whom was aimed the hero. True, sometimes incantation gives the unexpected results... It is better not to be occupied by dangerous experiments, but to preserve glasses of test for anything more useful.

Army of the gloom
Expenditures of the polygon: 150
Effect: it calls the creation
Cost: 3000
Necessary components: the bone of skeleton, black pearls, the heart of rock Golem, the heart of demon, roll with the incantation
Description of the invocation: the most powerful of all invocations of call. The force of skeletons into one instant will disembowel practically any monster. After calling 3-4 forces, it is possible not to generally anything make to very, but it is simple to go behind its army and to gather trophies. Greatly I recommend to the study.

To decrease the monster
Expenditures of the polygon: 300
Effect: it decreases the monster
Cost: 3000
Necessary components: the bone of goblina, the canine tooth of trollya, roll with the incantation
Description of the invocation: interesting incantation. It makes it possible to decrease the monster, which immediately affects its characteristics and behavior. Gigantic troll', which suddenly became on the arm hero, furiously stuchit by cams into the breast and rapidly it runs in the attempt to rescue. Unfortunately, by that time, as in you will appear the possibility to create fleece, that it will be already absolutely useless. Furthermore, it does not act on the unique monsters.

Holy impact
Expenditures of the polygon: 60
Effect: damage by magic 300
Cost: 3000
Necessary components: holy water (roll not necessarily)
Description of the invocation: this secret of fleece. In order to learn its formula, it is necessary to read one of the books in by secret to library under the monastery.

Runes of the magicians of the water
Icy spear
Expenditures of the polygon: 20
Effect: damage by magic 100
Cost: 1000
Necessary components: quartz, roll with the incantation
Description of the invocation: better incantation of the second circle. It expends a little polygon, decent damage is done and it is accessible for the study already since the beginning of the second chapter.

Kulak of the water
Expenditures of the polygon: minimum 20, maximum 80
Effect: damage by magic minimum 50, maximum 200
Cost: 1000
Necessary components: aquamarine, the rock crystal, roll with the incantation
Description of the invocation: useless incantation. Is inflicted two times smaller loss than "icy spear", with the identical expenditures of polygon.

Water spout
Expenditures of the polygon: 30
Effect: 30 seconds continue
Cost: 1000
Necessary components: the wing of bloody hornet, roll with the incantation
Description of the invocation: small water spout appears around the enemy, it turns half a minute, inflicting in this case decent loss. As a whole, good, but as the basic attacking incantation hardly it sgoditsya.

Geyser
Expenditures of the polygon: 75
Effect: damage by magic 150
Cost: 1500
Necessary components: the aquamarine
Description of the invocation: likable incantation. The geyser suddenly appears under the feet of victim and nonweak magic loss is inflicted. Can take for the armament.

Storm
Expenditures of the polygon: 100
Effect: damage by magic 250
Cost: 1500
Necessary components: quartz, the wing of the bloody hornet
Description of the invocation: is created the storm, which damages all, who will prove to be in the area of action, sharp icy splinters. Fleeces it devours the heap of polygon, but it that stands. Better incantation of the third circle, excellently is suitable for dismantlings with the crowds of monsters.

Runes Of beliara
Green of the feeler
Expenditures of the polygon: 50
Effect: they tangle enemy for 20 seconds
Cost: 2500
Description of the invocation: it is enemy for 20 seconds, making it possible to do everything with it which to soul is convenient. Not bad incantation, but is better to select for fleece more feasible.

To steal the energy
Expenditures of the polygon: 30
Effect: damage by magic 100, to last 9 seconds
Cost: 3500
Description of the invocation: the best of fleece from those which can propose Beliar. Incantation takes away energy in enemy and pumps over it to you. To use unambiguously. First-aid kit and killer "in one bottle".

To create the guard
Expenditures of the polygon: 60
Effect: the creation calls
Cost: 2000

Description of the invocation: it calls the rock guard, who battles on your side. If in you problem with the incantations of call, it greatly even proves useful. Otherwise it is more preferable than the fleece "to steal energy".

Fury Of beliara
Expenditures of the polygon: 100
Effect: damage by magic 200
Cost: 3500
Description of the invocation: the very demanding to the polygon incantation, which inflicts in this case very low loss. Can test, but use constantly it does not stand.

Cry of the corpses
Expenditures of the polygon: minimum 250, maximum - everything
Effect: damage by magic 666
Cost: 2500
Description of the invocation: the skull, which inflicts symbolic loss, departs from the hands of that conjuring. As a whole, the standard attacking incantation, only very unhealthy for the enemies.

Other incantations
Cluster
Expenditures of the polygon: 20
Effect: damage by magic 80, acts 6 seconds
Cost: 1500
Description of the invocation: where to find this to fleece, I do not have the least idea. Only possibility - to use the codes. There is a guess, that the developers on some the reason simply did not begin to activate it in the game. Incantation creates the heaps of bees, and those painfully sting enemy, simultaneously inflicting on it loss it be sultrying to 6 seconds.

To call zombi
Expenditures of the polygon: 80
Effect: the creation calls
Cost: 2000
Description of the invocation: one more "the not switch oned incantation". Are caused zombi, which battles on the side of hero, until the action of incantation ends or until zombi perishes.

Fatal shot
Expenditures of the polygon: 25
Effect: damage by magic 125
Cost: 3000
Description of the invocation: one additional mysterious of fleece. By action it resembles the incantations, which use those searching for. In nature there does not exist and it can be caused only by the codes.

Fatal sphere
Expenditures of the polygon: 35
Effect: damage by magic 165
Cost: 3000
Description of the invocation: the same as the previous incantation, only inflicts stronger loss.

Demolishing sphere
Expenditures of the polygon: 40
Effect: damage by magic 200
Cost: 3000
Description of the invocation: the same as the previous incantation, only inflicts an even stronger loss.

This article, in spite of decent volume, it did not contain many necessary and useful information. Therefore in the nearest numbers of the "best computer games" expect the expanded material on the "Gothic" thematics.

TABLE

Enlarging the boundaries of the possible
In Gothic 2 is a set of the functions, which developers for the different reasons decided not to use in the game. Part by their them can be activated simple editing of file gothic.ini, located in folder System, in the root catalog of game.
Parameter bloodDetail answers for krovavost' of game. Its value can vary from 0 to 3. You will establish maximum value. The abundance of the blood not only makes the game of more than "adult", but also is of practical use. If strongly injured enemy during the large fight suddenly decides to run away, you will always be able to find it, going on the bloody track.
You will change line usePotionKeys with 0 to 1. This to make it possible to use phials with the potions of treatment and restoration of polygon without the fuss in the knapsack. For the pressure of key H will be used phial, which restores life, and P - polygon. A similar method strongly facilitates life in combat, when to rummage in the knapsack of death is similar. You remember - always drinks the most powerful potion from those that there is in you at the given moment.
Line invMaxColumns answers for the width of column in the knapsack. Standard value - 5 cells. Minimum - 1. Maximum depends on the permission of screen.
If the videotapes with the logotypes of developers and publishers, which are appeared with each starting of game tired to you, then you will change line playLogoVideos with 1 on 0.
Change value in line useQuickSaveKeys with 0 for 1. Now the pressure of key F5 ensures rapid retention; F9 - rapid load. In the game this possibility was originally provided, but subsequently developers forewent it, after solving, that it is too unreliable and can lead to the hovering of game. It must note - in always that I mastered this game, nothing similar it was observed.
Line invCatOrder answers for the arrangement of things in the knapsack. Originally it appears as follows: S.OMBAT, POTION, FOOD, ARMOR, MAGIC, RUNE, DOCS, OTHER, NONE. I.e., first it goes weapon, potion, food, armor, rolls, runes, documents, other objects. For changing the sorting of things simply change words by places.

PASSAGE

My theater - my whim,
Here there is no wings.
And my auditorium -
This 4 itself.
And in my company of hundreds of persons,
And in each I learn itself.
With the light of the lunar drops
I play life.

Alisa Is "theater"

Are described below passage and base "Gothics II", and her addition - "Night of the Raven".

Everything only begins
That sleeping is destroyed, there is no barrier greater, everything, who wanted freedom - they found it. It does seem that it is still necessary for the happiness? But no, problems it did not become less. War with orkami continues, the delivery of ore from the colony and, consequently, also weapons for the king ceased, hundreds of prisoners took over to region, in the country continually flare up peasant uprisings and furthermore crawled the rumors about the appeared dragons... on the whole, work for the real hero with the surplus.
You begin game in the tower Of ksardasa all with the same nameless prisoner, who lost all her habits in holding time under the obstructions in the cave of that sleeping and remained among the living only because of the timely interference of magician. In general developers wanted to bury main hero under the ruins, but thousands of worshippers of game rose to the defense of favorite and... him they revived. On the whole, it is necessary to begin from the clean sheet. Adventure continues.
Passage is described for the mercenary. At the end of each chapter is given the description of differences with the game after paladin and the magician of fire. If this chapter is absent, then there are no special tasks. Certainly, some differences nevertheless will be present, but they are insignificant and they do not seriously influence play process.

Chapter 1
Abode of the magician

Briefly about the events, which were happened after the loss of demon and destruction of barrier. Dying, latent published dying howl, thus after waking draconic and other evil. Main hero excellently appeared himself in a difficult matter of the destruction of demons, therefore, as soon as in air zapakhlo by thunderstorm, liberator of hundreds of criminals, killers and pilferers was resuscitated, briefly dedicated to the policy of the matter, it was supplied with new instructions and it was sent for the unplanned rescuing of peace. For this it is necessary to reach the artifact of the "eyes Of innosa", which at the given moment find in the magicians of fire, who were arranged in the monastery not far from Khorinis city. Simply so valuable object golodrantsu from the colony of prisoners no one to give is assembled; therefore it is necessary thoroughly to try so that the lords of island would focus on you attention.
After the end of conversation run to the book, toward which is sent Ksardas. If it occupies place, drive off it will be problematic. Small experience is given for the reading of the books. Afterward you will have a talk with it so that it would go away from the second book. Read it.
Now it is possible to inspect tower. From the table select the potion of treatment, while from the bench - ancient tile. On the fireplace press on the concealed button in order to open lattice in the hall with Ksardasom. After the lattice - potion of polygon and trunk with the incantations. After catching the heavy stick, which lies next to the fireplace, and the potion of treatment, rise upward along the stairs.
Above read all books and search trunk. Key from it lies on the table. You will go down downward and select everything that you will find: numerous grasses, the belt of strengthening (force of 5) and rolls with the incantations. You leave outside. From the entrance turn to the right. Through the narrow manhole it is possible to select for the tower. There you will find skeleton with the pair of rolls and the potion of polygon.

Way to the city
Iditol along the road, along the way gathering everything which badly lies. After reaching the lake, you will go down downward. After finishing off goblina, search environments. In one angle therapeutic root grows, at other the skeleton with the useful things lies. You go in the cave. here you await the heap of goblinov and the pair of field beetles. For the hand-to-hand fighting with them you are still too weak; therefore use bow and magic. After leaving the caves, iditol downward along the narrow path. Along the way do not forget to select skeleton.

In the valley you will meet Lester. In the course of conversation you learn, that it it seems saw draconic. Send it with this communication to Ksardasu. Also Lester will describe that it is possible to fall into the city, if we say that you bear grasses for Constantine. For this it is necessary to have 10 copies of one form of grass.
In the valley many useful objects, but the monsters are sufficiently strong; therefore you be careful. If cannot manage themselves, entice them to Lester. Summary you will reveal: two purses (25 and 50 coins each), rusty sword, 2 therapeutic roots and the small grave of a certain Iotara. More here it can't be helped. Return back to the road.
Near the stand of goblinov you will meet Kavalorna. When it asks, where you be bound, say that you go into the mine valley. You will obtain the task: to call on its old cabin. Inquire by its armors: it will describe that it is of the secret of organization "ring of water", and it will send to the magician Vatrasu after the further information. Also it will describe that the bandits robbed it. You will propose your aid to it. When it agrees, you will ask about the best outfitting. You will obtain two potions of treatment and "wolf knife" - in my view, better weapon at the given moment. Search stand. You must find: rusty axe, purse with 25 coins and roll with the incantation.
Near the cave you will stumble on the bandit. Say to it that they arrived from the mountains. To the proposal into the cave persistently reject to pass. Afterward say that they sat in the mine valley. Dumbfounded by this communication, bandit will describe that they paid to them for the head of hero, and it will present leaflet by its image. It will tell for 10 gold, that after this stands Dexter, and that him it is possible to find on the cliff near the estate Of onara. If there is no money, then it is possible to promise, and afterward to divorce by hands.
Iditol it is further along the road. On the cross-road sits merchant kantar, who will help to fall into the city, if you carry out certain commission. What precisely, until he says. Agree and take passage. You will purchase in it frying pan and will look at the amulet "force of spirit". Next to the cart select roll with the incantation. Now it is worthwhile to visit into the court Of lobarta.

Court Of lobarta
Approach Lobartu. To a question, after whom you - for the peasants or for the king - say that for the peasants. In the future you will obtain the reduction of 10 gold to the clothing. You will ask it about the work. You will obtain the task: to remove beet from the vegetable-garden. Moshchno. Iditol in the field to the right and gather beet. As the reward you will select reduction to the clothing.

Carry beet to its wife To khil'de. It will ask to purchase by it frying pan. You will get to this matter 20 gold and will entrust frying pan to it. Also in it it is possible once a day to obtain free dinner, until you enter any guild. You descend in the field and will have a talk with the faults. It will ask to bring the bottle of wine. It it is possible to purchase from Kantara or to obtain as the reward in Maleta after the delivery of task with the bandits.
Visit to Maletu. It will describe that it is possible to fall into the city, if we say that you go from Lobarta to the blacksmith to make tools. Also it will ask to be dismantled with the bandits, who sat down in the cave. Well, then actually time. You will warn friendly bandit at the entrance that for them hunt the peasants and Kavalorn. When it is hidden from the eyes, iditol to Kavalornu even you indicate that they are ready to fight. Follow it into the cave even you look, as it singly will carry bandits. All the experience goes to you. There remains only to operationally search corpses and trunks. Kavalorn will thank for help and will give presents by 50 coins. Not for which, friend. Also it will ask to carry the letter To vatrasu. Among the trophies will be revealed the note from a certain D, from which it follows that the reward in 30 gold is assigned for your head. Cheaply they value.
Return to Maletu and report about the glorious victory. In the reward you will obtain 3 bottles of wine. Now you will have a talk Lobartom and will purchase the clothing of peasant. If you carried out all tasks, then it sells her 30 coins. It remains to only rummage farm to the presence of valuable objects. In the houses of workers you will find 2 purses, skeletons with the useful objects after the mill.

Khorinis
In the scaffolding not far from the city you will meet the pirate Of grega. It should urgently pass inward, but guard in winch it automatically guarantees gallows, if he understands, who before them. Give Gregu the clothing of peasant. It will give presents you 50 by gold and will promise in the sign of appreciation that you will be encountered subsequently. And since to select into the city. Methods the set:
- to pay 100 coins guard;
- to say that we go from Lobarta to the blacksmith to make tools (50 experiments);
- to produce the passage Of kantara;
- to say that you gather grass for Constantine (100 experiments);
- to climb over the wall, to sneak behind guards, to scramble on the chain;
- it is possible generally to enter originally. Iditol along the wall (at the same time along the way you nasobirayete the heap of things), until you reach eastern gates. From them along the path step to the lighthouse. Try to avoid strong monsters, otherwise you risk generally anywhere to not reach. Without approaching the lighthouse, carefully you will go down on the cliffs and jump into the water. Swim to the right, until you reach the pier. Lares, after seeing, in what way you burn into the city, from the surprise it will present 500 experiments. Now return to the southern gates and you go inward.

Which is worth remembering, being located in the city: to all repair paladins. Moreover they will not begin to stand upon ceremony with you into the cases of troubles. In the city the fights are forbidden, theft and so forth exception is only port region. In it the militia tries to appear how thinner as possible and the eyes are shut to much. If you committed crime, then it is necessary to pay penalty in the size of 50 gold Andre. Otherwise you not it will release guard on the winches, but merchants will refuse to sell goods. In the upper part the access is permitted only to citizens. There is an alternative method. It is necessary to become militiaman, mercenary or magician. In order to become the citizen of city, it is necessary to go in students to one of the masters and to attain the permission of all rest. This let us study.

Street of the masters
At the entrance you will meet paladin Lothar, and it will explain, what you have rights, until you are not the citizen of city. I.e., none. In the course of conversation with it it will be explained that in the city people began to disappear. You will have a talk Rupertom. It will explain to you that it is necessary to make in order to become citizen. Well, this is known. In all masters five: Bosper, Kharad, Constantine, Torben and Matteo. Begin to attain their benevolence.
Matteo wants so that you would knock out the debt in Gritty, niece Of torbena. Iditol into the house of the latter require money. Gritta will begin to reckon, that it remained one, without the husband, and it does not have means. It is possible to pay for it, while it is possible to threaten and to make it necessary to become generous. In the first case you will obtain only more than experience. Before the withdrawal from the house read the book.

Constantine gives agreement immediately, and here in order to become his student, it is necessary for long and persistently to entreat. As a result, it will agree and will give out the list of grasses, which must be gathered. In principle, if you thoroughly gathered everything which falls on way, in you already must be all grasses, except crown plant. It is possible to find it in the stump next to the road, which leads to the tavern. Generally, on the clearing the eastern gates have it is many useful plants. When you carry out task, do not forget to redeem conversely rare grasses. Especially this concerns crown plant.
Kharad is agreeable to give permission, if you bring to it the weapon of orka. It is possible to say that this is too dangerous. Then it will give task to find bandits, who robbed merchant khakona. Although to make this does not stand. For you it is necessary to be dismantled in any event, and the axe of orka to reach simply with the bandits. This task can be carried out by two methods. Iditol through the eastern gates inspect region to the left, until you find cave. At the entrance you will reveal Krash Of panch. You leave through the southern gates. Find orka, which was hidden in the scaffolding, and you will entice it to the guards in winch.
Torben will give its agreement, if you obtain the blessings of priests Adanosa and Innosa. The arrangement Of innosa can be obtained immediately. Iditol to the commercial area you request Darona to bless you. For this it will require donation in the honor Of innosa. Agree. Depending on a quantity of coins, in you will disappear n -a4 the sum. Generally it is possible to try to run off to the priest To isgarotu, which is prayed in the chapel on the way into the monastery, and to ask blessings. It is better to suffer with the favor Of innosa. You will have time to make this, when you will talk with Vatrasom about the "rings of water".
Bosper greatly wants to see you by its student, but before you must obtain six skins of wolf. To be trained to the stripping of skins is necessary in it. To the hunting it is possible to go one or to catch with itself Bartok, who stands over the area in the barracks. For this service it requests 50 gold. Agree. All the experience and skins go to you. I do not advise far to go deeply into forest, to otherwise eat large chance, that you both not perezhivete encounter orkom. You will let go it and run off to Ksardasu. Along the way you will report To kavalornu that they transmitted the letter (of course if you made this). You will have a talk with the magician and you will obtain legal 50 experiments. Describe to Lester that his trick with the grasses for Constantine operated. Return to the city.
Besides masters themselves, on the street there is a pair of useful characters. Pablo (it it is possible to meet and in other places) will return your image, selected in bandits. Regis will describe, how it quarrelled with the Valentinas and that in Bospera they stole among the white day iditol to the latter and promise to assist with the catching of pilferer.

Temple Of adanosa
Return the letter, which requested to transmit Kavalorn, to priest To vatrasu, which preaches in the temple Of adanosa, if it was sealed up, you will obtain 200 experiments, otherwise - only 50. Therefore you are written - you read; you load - you return. Report, who requested to transmit. You will obtain 200 additional experiments. Say that you want to be joined to the "ring of water". It will ask to describe about itself and about the reasons, which led into the city. To answer is necessary honestly: dragons it is close, Ksardas said about this, 4 former prisoner. After believing, it will give the task: to find the disappeared people. Also it will ask to transmit ornament To laresu.
Now you will ask to describe more about the organization. Select all accessible versions of questions. New line about the merchant of weapon afterward will appear. You will ask. It will describe that someone sells weapon to bandits, and it will send you to Martin to harbor. Compulsorily you will ask, it can to you by anything soak. Vatras will give to you the amulet, which searches for short-range weapon, and it will recommend to turn to one of the magicians of water, which can learn to be turned with the amulet. Show it the tile, which they selected into the towers Of ksardasa. You will obtain two potions of treatment. Also it will ask to bring all similar to it. You will finally ask blessings. Everything. They were dissuaded.

Now, if you carried out all tasks of masters, it is possible to boldly obtain citizenship. To coma to go in students? 4 would select Constantine or Bospera. In the first case you will be able to study alchemistry and for the not bad money to pass fungi. The secondly - it is profitable to sell skins.
Visit into the bar Of koragona. From the conversation you learn, that in it disappeared silver, and about the problems with the Valentinas. Thus far here more it can't be helped. Iditol to the commercial area.

Commercial area
Tsuris sells much interesting. You will compulsorily purchase roll "sleep" and, if are allowed the finances, the book "godly energy of stars". Also inquire, from where Constantine beret its grasses. He will say that it they frequently saw in the rock to circle in the court Of lobarta and on the clearing in eastern gates. Now it is possible to visit there again. After conversation in the places indicated appeared new grasses. Khakon will complain itself, that it robbed the bandits, and Yora will describe that they robbed it, and it will ask to be dismantled with the pilferer. Let us be dismantled. It is later.
Also it is possible to learn from Khakona that propal of joe, which stirred, which knows how to fall into the tower of protection. Joe itself sits in the tower of protection, between the house Of torbena and the temple Of adanosa. Key in pitch, which is entertained in bordele. It it is possible to steal or simple to thrash guard, and to then nakoldovat' incantation "to forget". From the conversation with the joe to be explained that climb up- that it climbed up, but be selected no longer could. You will let go unlucky vorishku. Let sheep it grazes.
Kantar will ask to substitute Saru, which occupied its place over the area. For this it is necessary to toss up the compromising letter and to report by it this to the paladin of Andre in the barracks. Here there are two versions of the solution. To make, as said Kantar. You will obtain 100 gold and experience from Andre, 100 experiments from Kantara.

Or To return Kantara. For this you will obtain 200 experiments and sabres from Sary, 100 gold and experience from Andre. Task must be completed in 2 days.
I advise to select the first version. Kantar in any event will leave the prison and will be occupied old place. Then rumor will go around the city, as a result of which the merchants will cease with you to talk. In order to return their confidence, it is necessary to pay 500 coins to it. Moreover this is necessary to fall into the guild of pilferers. In more detail about it read below.

Barracks and the area
In the barracks it is small what interesting. Andre will take you into the militia, if you are dismantled with the pilferers. From the unowned trunk it is possible to carry off key it unlocks tower opposite Kharada. Visit there at night. In it you will find scabby sword and gold dish of Mary. You will compulsorily preserve it. It will prove useful subsequently. If we arrive in the barracks between 5 and 7 mornings, Vul'fgar will praise for userdnost', and will increase the skill to manage one-armed sword by 2%.
You will cause heaves Rangara by beer and find out about the orke- spy, oshivayushchemsya near the walls of city, and the paladins, which guard the entrance into the mine valley. This information it is possible to pour off Gravellu in the harbor. The merchant of the tobacco Of abuoin can make a prediction. For this you will obtain 200 points of experience. Generally, to request about the prediction stands each new chapter. You will obtain additional experience. Also you will have a talk with it about the tobacco. After obtaining two portions of apple, mix them with the honey on the alchemic table and give to try. 100 additional points of experience and honey tobacco on 10 gold for the portion. More here it can't be helped. Time into the harbor.

Harbor
From the side of barracks climb up to the roof of storage, and from there nurse on the remaining roofs. You will find much useful. You will report To gravellu that they learned from the guard about orkakh. Also it will describe that he has propal worker. Al'vin complains, that it reached Fellan, stuchashchiy by hammer from the morning and to the night. Iditol to the disturber of calmness. In an amicable way he does not want. Assign a good scutching. You will have a talk again. More it not will be. You will report this Al'vinu.

Pass a little sideways. After the storage Of al'rik are arranged combat. Accept the call and you will pay rate. After beating it, you will propose to be slain again. It to agree to fight with you, when you return its sword, which it placed merchant yore. Let us be dismantled this later. Jack on the pier requests to free lighthouse from the bandits, who expelled it from there. If you are sufficiently strong, iditol to the lighthouse and arrange slaughter. You will afterward report To jack.
Yedda will complain itself, that in it they stole the statuette Of innosa. The owner of bordelya Of bromor will report that he has propala the girl Of lyusiya together with the gold vase. You will pay for Nadyu (after others nevertheless they will not give) and you will have a talk with it in private in the room. It will report that Lyusiya it ran out with the beloved and, probably it hides somewhere in peasants. Afterward can it let go or agree to conduct night. However it is paradoxical, the time not at all is expended on the carnal joys. Although in this case is lost the sufficiently frank and doltish roller (sic!). Hero in the armors and half-naked girl...
In fisherman farim disappeared the friend - To villiam. Also he will report his problems with the militia. To it can soak Martin. Iditol to the place, where paladins are trained, and you will have a talk with the militiaman about the fact that it is possible to make. Do not forget to question about the merchant of weapon. Afterward return to Farimu even you will report, that its problem is solved. You will purchase maps in merchant on the embankment. They stand expensively, but to run on the enormous peace Gothic is very dull without them.
Local score desires before the bar so that they would present to it the lesson of politeness. You present. Inside Kardif for 10 coins (it is possible to bring down to 6) it is ready to share with valuable information. From it we learn about the debt book Of lemara, and we also learn more about taciturn Nagure.
Alchemist Ignaz searches for, on anyone to test its incantation "to forget". Its special feature - in the fact that it it is necessary to conjure at that moment, when man in the fury. Simplest method: to anger man, to arrange to it a good scutching. But harbor will not approach for these purposes. All constantly here and so beat each other. It is necessary to search for someone of the upper city. Who universal nelyubimets? Answer asserts itself by itself - Valentina. Wait for, when it late at night leaves the bar Of koragona... and thoroughly give from the entire soul in any dark angle, where you will not see protection. Do not forget to select key he it will prove useful more lately. When it arises and decides to complain, nakolduyte incantation.
In the morning report To ignazu that the incantation acts. Now it is possible to be trained in it alchemistry. Also describe about your exploit Regisu. It will give ring. You descend to Koragonu and will question about the Valentinas. Afterward transmit ring.

Time to descend to Laresu. Return ornament to it. You will ask about the money, the armors, the weapon and about the connection to one of the guilds. The first can be engaged from Lemara. The sum can be sufficient significant. About the second it advises to visit in the storage of the konfiskovannykh goods after the house Matteo. For this you will purchase incantation "sleep" and nakolduyte it to the guard. In the trunks you will find leather armor and heap of clothing.
There is one additional method to fall on storage. To climb up to the fence behind the house Matteo and, after scattering, to jump to the roof from the edge itself. Apropos of the third it advises to have a talk with Martin. If you want to be joined to the mercenaries, then Lares will recommend to have a talk with the cord. Well, and if you decided to become magician, then you will help Daron. In more detail about this described in the appropriate chapters. And most important: you do not request it to carry out you to the court Of onara. Otherwise will occur bag, as a result of which it is not possible to carry out the task of the magicians of water, and, therefore, and to fall into Yarkendar.
It is time to inspect the remained locality. In the ship of paladins it is possible to find sabre, potion of treatment and other trifle. If we jump from the pier and to float to the right, then you will find beach with the pirate by skip. From the conversation it will be explained that with it trades Bal'tmar. Also can question about the disappeared people, but nothing travelling he will say. Ancient tile lies in the trunk after the skip. Iditol to the merchant be arranged by messenger. Bring roll to pirate and take two bottles of rum. Return to their Bal'tmaru. Although with the transfer of roll it is possible to suffer. Subsequently in Yarkendare it will save to you 200 coins.

Guild of the pilferers
It is time to close study the mysterious guild of pilferers. First approach Rengaru and require to return the purse Of yory. It to rush to run. Overtake it in barracks, take away purse, but do not pass pilferer. Money return Yore and you will ask the sword Of al'rika. In the appreciation it will return simply it thus. You will entrust blade to owner. That otblagodarit you by experience. Now it is possible to constantly carry out combat with it and to earn not bad money on this.
You leave through the eastern gates and iditol to the stairs, which leads into the court Of akily. Rise on it. First pass on the narrow cornice. In its end you will find the skeleton of militiaman with the heap of useful things. Return back and step along the cliff. You must find the cave, in which populate bandits. Reveal trunk. Some strange fish... Rip open the belly and read note. Here who deals with the buying up Khal'vor - of that stolen. It is necessary to shake vorishku.

Return back to the city. Do not forget to report To khakonu which is finished with the bandits. You will have a talk with Khal'vorom and show note it. That noticeably zanervnichayet and he will propose to buy stolen things. You will agree and promise that not you will pass it.
Now you will have a talk with Nagurom in the tavern. It will talk with you only in such a case, when you paid Kardifu for the information. Nagur will propose to deceive Bal'tmara. The messenger perished in the latter, and he cannot obtain new goods. All which is required: to propose its services as the messenger, but to bring packet not to merchant, but To naguru. You will subdivide the obtained output in half. Agree.
Approach Bal'tmaru and you will propose to work to it. It will agree. You should descend to Akilu and take away roll. You leave through the eastern gates. Before going further, you will have a talk with The the mikoy. You will pay 10 coins to it. Its aid will prove useful subsequently.
Step into the court. There the pair of mercenaries attempts to rob peasants. It is possible to be dismantled very. But why to risk? Run to Mike and you will report mercenaries (it was here noted useful bag. If it reports mercenaries again, then you will obtain 50 additional points of experience. And so it is possible to infinity).
After mercenaries will be dead (moreover if someone kills Mika, experience it goes to you), you will have a talk with The the mikoy and The the akiloy. In the latter it is possible to require money for the rescuing, but nothing this it will leave. You will only obtain to 50 points of experience less. Then it advises to turn to the wife. In it it is possible free of charge once a day to obtain dinner.
You will have a talk with Rendol'fom. It will describe that in the tavern "dead harpy" is conducted the contest, who will drink more than beer, and that rival clearly swindles and pours home-brew, because of what he lost. It is interesting. Take for the note. Before the withdrawal it is possible to quarrel two brothers, who work in the field. Simply report to each that the brother spoke about them. As a result one of them will be gripped for the sickle and will notch another. Do not forget to take away message and return to the city.
Message Return Naguru. Next day it is possible to visit after its of outputs. 120 gold. Let it is less than was obeshchano original, but nevertheless good. Also Kardif will report that someone awaits you after the fish bench. According to the description, very unpleasant type. Step there. Certain Attila will entrust the key, pited by sea water, and will leave vosvoyasi. Sea water... this directs at the specific thoughts. Jump into the water from the moorage and swim to the right. Find door and you go inward.
In canalization itself it is possible to find the pair of potions and the statue Of beliara. In one of the corridors you awaits Dzhasper. You will have a talk with it and step by track. It will present you to Cassia. It will explain, who they such, and will propose to be joined. Agree. Here and burn into the guild of pilferers.
You will ask Dzhaspera about the bow Of bospera. He will say that that is dragged along somewhere in the trunk in the canalization. Trunk is located not far from the entrance. In it you will also reveal silver Of koragona. You carry things to their owners. From Karagona into the reward you will obtain the beer, which adds 3 to the life, by 1 to the polygon forever.
It remained to have a talk with Rengarom. In the appreciation, that you did not return to its militiamen, it will increase adroitness 1 and it will train to the skill of acrobatics, if your adroitness is more than 90. The usefulness of the latter it is difficult to underestimate. First, it is possible rapidly to flee from the majority of monsters. In the second place, before you the set the inaccessible earlier places will be opened.
In principle, it was possible to use the alternative. To return Andre - Khal'vora, Rengara, Nagura, and to return message To bal'tmaru. Kardif will report after this, that they await you after the fish bench, but now Attila will attempt to make from you a corpse. From his body remove key further way it is known. In this case the pilferers will teach you for the money, yes even relate by poprokhladney.
Thus, the first task. To steal ring in Constantine. For this it is necessary to have two habits - stealthy approach and breakings. Wait until night and reveal trunk. Ring return to Cassia. In the reward you will obtain key from the secret motion into the hotel. they will also you train to the sign of pilferers. Second task - to steal six bloody cups. Them to find considerably more complex. Cups are scattered all over town, and part is hidden in the hiding-places. The first is located in the trunk Of lemara. Generally it had to be located in merchant lyuter's house in the upper part of the city, but it follows from the note obtained in it that it returned it as the guarantee to rostovshchiku. The second - in the house Of gerbranda, in the trunk on the second floor. The third - in the house of the Valentinas in the hidden room on the first floor. In order to open it, pull lamp next to the stairs on the second floor. Key from the trunk must be stolen in owner. Although it already must be in you, if you carried out the task Of ignaza. The fourth - in the house of judge. Pull panel on the second floor next to the armchair. The hidden room with the trunk below will be opened. Key also must be stolen in the judge (I hope, you they are trained to this habit). The fifth - on the second floor of city hall. If you there yet they do not release, then sneak after the back guards. The sixth - in the nameless house, in the second-half of the upper part of the city. Cup in the trunk. Key from the trunk on the fireplace. Return to Cassia and require your reward. More there are no tasks, but the matters are not finished. It is time to rob pilferers themselves. To take away saint herself. Their treasure.
First visit to Lemaru and steal in it the book. For the interest you will have a talk with it after this. After reading the book, it will become clear, who to it must. First carry its Torbenu. It, not long thinking, will appropriate it to itself, after giving presents you by experience. You will redeem back. To carry its Koragonu. As the reward you will obtain special beer. Bath conversely and in it.
Iditol to the mistress of hotel To khanne. Return the book. As the reward you will obtain purse with the key. At night step to the pilferers and reveal trunks in the accomodation, where it in the daytime costs Ramiraz. In the morning you will have a talk with it. It popenyaet to you for the theft even it will brag, that have reserves a little more, only to you not to accurately see them they. Let us look, will look, my friend. Can try to question about the hiding-place Cassia, but occupation this useless.
Iditol to the moorage jump into the water. Swim directly, until you reach island. On one of the beaches you will reveal the heap of lizards and tablet. In the cliff beyond the bushes the entrance into the cave is located. Inside pull torch in order to render harmless trap. In the far end you will reveal four trunks. Two are revealed by master keys. Other two - by key Of khanny. In one of them you will reveal the statuette Of innosa. It it is necessary to return Yedde. You will obtain experience and possibility free of charge to be trained in blacksmith Porta.

Tavern "dead harpy"
In tavern costs old familiar - Greg and he complains about the absence of money. You will propose 10 coins to it. It will refuse (softly said - pirate hardly not zakhlebnulsya by saliva from the fury) and it will ask to accompany it to the cave, in which is buried the treasure.
After reaching to it, it will entrust pick to you. But you did think, pirate will itself dig? You go you will inward and carry goblinov. If you want to become magician, then compulsorily select from the body of leader statuette. You approach the place, noted by the small cross (it with the best will in the world you will not pass), and dig purse. Also in the cave you will find the statuette Of innosa and roll. Return obtained Gregu. In the appreciation for the work it will give new task. To dig up the four additional hidden treasures. Thus far you will search for, it gracious will agree to wait in the court Of onara. Return back to the tavern.
You will have a talk with Rukarom, you will agree to the contest and make a rate of 100 gold. At night reveal its trunk and you will replace home-brew with water. Now you descend to the court Of akila and give to Randolph money to the contest. Its results will become known through the pair of days. I do hope, you do surmise, who will conquer? Do not forget to take away your gain.
Next to the tavern sits Yerol. It will complain itself, that it robbed the bandits on the bridge, and it will ask to return three ancient tiles. There are no problems. Iditol you will carry bandits. Select tiles from the bodies. You will focus attention on shpaki with the engraved letter "F". Carry Yerolu of tile. It is gladdened and will leave home.
In the hunting camp not far from the tavern sits Dragomir. Inquire about its arbalest and you will obtain task to return old. It is located in to the circle of stones on the north (this not far from black trollya) and is guarded by several skeletons and by other trifle. To be thrust does not stand by there weak hero. Tyuey zagryzut along the way. More here it can't be helped. It is time to move to the mercenaries.

Court Of onara
Along the way to the court Of onara splavayte to the islet in the small lake. The heap of grasses grows on it and is located the first hiding-place Of grega. Dig and run further. In house you they will stop two mercenaries. Baster climbs to rozhon. Crack with sword on the head so that it were quieted. After fight you will have a talk with it and give 5 gold. It will warn you about the mercenary Of senteza, which grabs all, who go to Onaru. Go around house from other side and you will have a talk with Yerolom. It podymet to you by one force. Also from it it is possible to purchase the amulet, which increases force, and the elixer of life.
Iditol it is further along the road. On the cross-road you will meet Grega, but thus far it to gladden by something. Turn to the left to the court Of sekoba. On the road you will meet Bronco, which requires 5 gold. Thrash insolent person. You will have a talk with The the barberoy, which works in the field near, and you learn, that Bronco all will lie, and that he is simple peasant. Next to the house works Till. You will propose to it to solve problem with the lazy person. Return back in Broncos and order to work. On the success you will report Tillu.
You will have a talk with the herdsman By baltasarom. He will say that in the scaffolding it recently saw the passed bandits. Also it will ask to solve problem with the pasture. For this it is necessary to descend to the court to Bengaru. You will have time to make then this. Return to the bifurcation and continue to move to the court Of onara.
After passing a little forward, you will stumble on Festera. It prepares to leave for the lair and to be dismantled with the beetles, that terrorize local residents. You will propose your aid. When you be finished, say to it about this. Be dug in into the lair and place everything which dvizhetsya. Among the remains and the different rubbish will be found the elixer of adroitness. You will have a talk Festerom to payment. It rejects. Here is parshivets. Ustroyte dressing down and select money.
To the entrance into the court costs Senteza and it requires for the passage of 50 gold. Soldier it powerful; therefore if we you low level, more simply pay. But perhaps this is our selection? All the more, if you pay now, subsequently it is necessary to pay again. Therefore you first go around by his side, and when you will be collected forces - throw call.
Iditol into the house Of onara you do indicate that you want to be joined to the mercenaries. It will describe that for this it is necessary to conquer the respect for majority, and it will send to have a talk with Torlofom. That it will tell, that besides this it is necessary to undergo testing. Well, testing a little will wait. But to view outside and to conquer respect by other methods is possible and it is necessary.
You will have a talk with Vasiliy in the room Of onara. It to agree to buy ancient coins on the course: 1 moneta/y gold plus of 10 experiments. On the second floor Mary sits. Return by her the gold dish, which they carried off from the tower of militiamen. For this it will show service after connection to the mercenaries.
Herdsman Pepe, which grazes sheep after the house, will complain himself on it is Volkov it will ask to be dismantled with them. Iditol into the neglected hunting camp kill Volkov. Do not forget to select the bottle of milk. It will prove useful subsequently. If we ask it, why mercenaries do not follow the sheep, it will complain itself, that after them it must look rolls, which by entire days sits in the bar, and it will ask it to punish. This still you will have time.
In the gorge after the house was situated the hunter thunder. Give ham, bread and milk to it, and it will agree to learn you to its craft. In the scaffolding after it hid two trollya. After killing them, it is possible to nasobirat' the heap of useful things from the corpses of unsuccessful hunters.
It is time to study by mercenaries. Two, Baster and Fester, are already agreeable to vote for you. Senteza will vote, if you pay 50 coins. If you beat it, then agreement from it not to attain. Not not painfully and it wanted. Wolf is glad to again you see and will agree simply thus.
Raoult will agree, if we beat him at the duel. Cord will give agreement, if the possession of one-armed and two-handed weapon exceeds 30%. If you want, you will have a talk with it about the rapid entrance into the camp of mercenaries. It will agree soak, if you look Patrick in Dexter's camp. When you carry out its request, it will have a talk, and you will be accepted in numbers without any testing. Is only necessary whether this? You will lose experience, but it never is excess.
Kind will vote, if you raise its sword. If force is more than 30, agree and propose bet. To return sword politely refuse after victory in the request. The become brutalized kind will climb into the fight. You will beat. Afterward it is possible to return sword. Sayfer for you, if you bring to it 10 cigarette bolotnikom. Also you learn from it, that someone dragged in it the entire packet with the grass. He thinks that it is guilty its neighbor. You will have a talk with it. That asserts that it here not with what.
Approach Daru and you will ask his agreements. To it generally without the difference, after whom to vote. It is interesting, and from where it has bolotnik? You will ask it about this. He clearly does not want to collaborate. Thrash and you will ask again. It confesses, that sold it to someone in the harbor. Say To sayferu that the gift stole its packet. Afterward pronablyudayte, as it will again thrash it. Step into the city and visit to the storage. Guard is not clearly glad to see you. You will finish off it and rummage storage. In one of the trunks (key to the tele- guard) you will find the desired packet. Return to his owner.
Yarvis recognizes you by its, if you pobedit, as a minimum, three people of Silvio. To the selection: Fester, Kind, Raoult, Senteza, Bullko. All, except Bullko, is already devastated, but it thus far to touch it does not be worthwhile. Report about the successes and obtain deserved 200 points of experience. If you are dismantled in all from three - 150 experiments, by five - 250 experiments. Kuznets Bennett will agree, if you undergo testing. Well, then time.
Approach Torlofu and say that they are ready. He will propose to the selection 2 tasks: to kill militiamen or to knock out debts from Sekoba. What you will select, there is no large difference. Nevertheless second task it is necessary to carry out more lately. I took dismantling with the militia. For this step to the court Of bengara. It is located next to the passage into the old colony.
You will have a talk with the owner of farm. Here and the militiamen of pritopali. Have a talk with them and promise to arrange large troubles, if they immediately will not disappear. They do not believe. You will carry out promise. You will have a talk with the owner again. It will describe that he has propal the worker Of pardos. Yes, bandits unrolled to the utmost extent. Describe about the problem Of bal'trasa with the pasture. It will refuse soak. It is worthwhile to hint, that here manage people in the form of mercenaries, and it will immediately change opinion. You will report To bal'trasu that its request is executed. Before to be touched into the way, you descend for the shed in house and dig up the second hiding-place Of grega.
Before going to pass the task To torlofu, is worth looking around locality. In passage into the old colony it costs Gaan. Show it the ring Of laresa even you will ask, that it here makes. In the course of conversation it will complain itself, that locality terrorizes the unknown sopyashchiy beast. You will ask to lead you to its locality. Along the way dig up the third hiding-place Of grega in waterfall. The sopyashchiy beast will prove to be osterom - the creature of evil and dangerous. If you are insufficiently strong, it is better to leave him until the better time.
It came time to study by those mysterious bandits, who thoroughly reached all. Iditol into the basin next to the neglected mine. But here also their camp. Cut out all and search bodies. Compulsorily remove from the body ring with the engraving. In the tent one of that stolen will be revealed. It will describe that its beloved Of lyusi they hold in the camp after the court Of sekoba, and they send remaining prisoners somewhere beyond the limits of island. Before to be touched, search clearing. On it is buried the last hiding-place Of grega.
Iditol to the court Of sekoba. Along the way visit Gregu and return to thing. Say to it, where Dexter hides. After it will end to reckon, describe to it that the skip sits on the beach. If we descend to the skip and to say that it searched for Greg, then you will obtain somewhat experience. In the scaffolding you will reveal the second camp of bandits. You will carry them and search bodies and trunks. Compulsorily take the gold cup (it it is possible to return to the owner of bordelya and to obtain for this 200 experiments and free night s hope) and the letter To lyusi. It carry Elvrichu. It will refuse, it will believe that written and will return it to you conversely. As he wanted. Also you will have a talk Torbenom. It is glad, that you returned to it student, and it will give presents by 200 gold.
Also it is possible to return Fernando, which supplied weapon to bandits. For this it is necessary to have ring from the first camp of bandits, letter from the second camp and sword with the engraved letter "F". But it is better with this matter to wait a while to 3 chapters. Otherwise you will not obtain from Fernando task about the situation in the mine valley.
It is time to close study by Dexter. Iditol to the neglected mine next to the estate Of onara. It is noted on the map as tower. More precise location can show skip. The path, which leads upward, is located next to the hunter by the thunder, to which you gave food. Guard on the bridge will require to name the name of boss. Dexter. There are no other versions. You go in the house and will have a talk with Dexter. That clearly jeers above you and nothing it wants to report about the fate of prisoners. However, that. Itself thrust. Obtain sword and begin to clean camp. From the body of leader remove letter. Read it and compulsorily carry Vatrasu. Gather trophies. Do not forget to catch ancient tile for the magician of water.
Now it is possible to join the ranks of mercenaries. Majority voted for you. Will have a talk it it will send you to Onaru. That will appoint to you salary. If you helped its wife, you will obtain 60 gold instead of 50. Again iditol to whether, you will obtain armor and task to carry the letter to lord khagen. By the way, nurse on the merchants. The assortment considerably was enlarged in them. You will especially focus attention on the belt, which was appeared in sale in Bennett.
Being touched before, is worth completing all matters outside. You will have a talk with The the tekloy about the connection and will ask the portion of soup. They ate - they obtained 1 to the force. You poklyanchite another portion. It flowed he will say that for this it is necessary to work, and to ask to bring grasses from the sagitta. Witch lives in the cave in the scaffolding between the court Of onara and Sekoba. Forest kishit with the heap of any creatures, but your level must be already sufficiently high in order to manage them without the special difficulties. Take grasses and you carry to their customer. You will obtain another portion of soup.
In the sagitta it is possible to take task for the search for solar aloe. This rare plant excellently grows on the feces of black trollya. Than not occasion in order to kill the last individual of rare form? You will purchase from Tsurisa roll "to decrease the monster". Iditol to the place of the inhabiting of monster conjure incantation. After killing trollya, remove skin and search cave. Besides the plant, in it it is possible to find many useful things. Also next to the cave sits the hunter, which will collapse a little experience for the murder of trollya, and he will propose to be hunted. Agree. After killing two glorkhov, you will have a talk with it and you will obtain experience.
Solar aloe carry to witch. Approach Raoult and brag by the skin of black trollya. The jaw will fall off in that, and it will put in order skin to itself, having given presents rather well by experience. You will have a talk with it again and cause to the fight. After it will come in flocks from the feet, take away skin back. Later it it is possible to profitably sell Bosperu.
You will have a talk with The the tekloy about Bullko. It it specifically reached. So that it would climb into the fight, it is necessary it thorough to anger. This it is possible to make, a police officer to Silvio, or having simply caused to the battle of very Bullko. After victory describe about this Tekle (you will obtain another portion of soup) and to herdsman To pepe. Now you descend To onaru and complain yourselves, that Bullko does not look after the sheep. It will send to that also to this matter no, and it will direct to be dismantled you. Iditol to Bullko frighten by its penalties. Thus it is better.
Time to lord khagen. Return letter to it and describe about the dragons. It will give to you key from the passage into the valley and it will answer by refusal the proposal return back. You will not have time to visit into the house, as Torlof will give task to knock out debts from Sekoby. Arrogant owner nothing to listen to wants nor will climb into the fight. Courageous madman. After you will peel it, take away money and return back. Return to their Torlofu and transmit answer now in it it is possible to purchase not bad hauberk for 1000 gold. Everything, more here it can't be helped. There remained only brotherhood the "ring of water"

Ring of the water
Tasks with the brotherhood of the "rings of water", I specially left finally as the most interesting. Approach Laresu and you will ask to lead to the magicians of water. It cannot leave its post, but if you find replacement, it with happiness conducts to the place of excavations. For this it will entrust ring. It will be required so that other members of brotherhood would learn you. Iditol to Bal'tmaru, having preliminarily put on ring. That recognizes in you its, and it will agree to watch, until Lares is be absent.
You will report this Laresu. Now it is possible to be advanced into the way. For the enemies, killed By laresom, the experience goes to you, so that stoyte in storonke. Good, it will carry all without the problems. After falling back from the city to considerable distance, it will replace hauberk and it will in more detail describe about the brotherhood the "ring of water". Run further.

The sole place, where it is worthwhile to be detained - in the thrown bridge. Not bad arbalest there to the left under the pine tree lies.
After reaching the excavations, Lares will entrust to you ornament and will return to the city. Can search pyramids and clean locality from the monsters. You will obtain the heap of experience and you will find numerous useful things. Also it is possible to rummage mine, but in it the heap of the Golems, that revive after you will force open trunk. So that can risk, but to run back it is necessary very rapidly.
Inside the pyramid you await the flocks of rats after stumbling on the remains of rock guard - search. In them you will find tablet. In one of the halls you will stumble on the old familiar - Saturasa. Magician immediately recalls history with the ore and osvyashcheniyem Of urizel'. By the way, in this was mixed one additional familiar magician - Mil'ten... is interesting that with it? Because of what for long it is agitated, shaking air by curses, but nevertheless it agrees to listen you. After learning, why you here arrived, it comes into the state of end surprise and it begins to curse still more. Nevertheless, gives task - to transmit message to Riordan. Generally I advise to attentively read a little dialogues. The heap of pleasure and healthy laughter - are provide ford.
Riordan stands in the following hall. Say that it awaits Saturas. Also it can train to be turned with the amulet, which gave Vatras. Continue to inspect ruins and to become acquainted with the magicians of water. Miksir (how imechko!) it can train to read tablet. Merdarion will ask to investigate the system of tele-ports and will give key from the door. Nefarius will ask to find the missing parts of the ornament and it will give map with the marks of the places, where they are located. You will have a talk with Saturasom about the searches. It advises to turn to Laresu. To more make here something. It is time to begin to carry out tasks.
Open door with key, reveal trunk, select ancient table from the shelf and jump into the tele-port. Ork. With vargom. Then almost in city. If you are insufficiently strong, run away into the city or jump into the tele-port. You will prove to be next to the tavern "dead harpy". Iditol to it you will have a talk with the sea-eagle about the tele-ports. Do not forget to show ring. It will give key from the rooms above and doors into the cave with the tele-port. Return back to the place, where they appeared, and open door. Use a tele-port. You again in magicians. Return task and return to the city.
You will ask Laresa to accompany you to the place, where ornament is located. Way will lie as usually. Lares will kill, you - to obtain experience. After reaching the point of destination, press all buttons on the stones and kill the appearing herself guard. From the body select ornament. Generally, in the scaffolding much any poultry runs; therefore it is possible to thoroughly nasobirat' experience and trophies. The second circle of stones is located on the fields Of onara. Here any problems not it will be. The third - next to the court Of lobarta. There you will meet Kavalorna. It will agree soak to you.
True, to sense from nazhimaniya there are no buttons. You will have a talk Kavalornom. It will describe that the rock monster of porubali paladins. Iditol into the city to lord khagen. If you they do not release into the city hall, be stolen by guards by old method. To lord himself it is deeply violet, who walks on the city hall and of what guild consists. To return ornament he easily agrees to the request. "it nevertheless does not work". You will report To kavalornu that they reached ornament.
Return to the magicians. Return To nefariusu all ornaments and iditol into the hall, where ceremony will be created. When ornament is assembled, you will have a talk with Nefariusom and Saturasom. The latter will give agreement, if you have a confidence letter from Vatrasa. To obtain it is not difficult. For the beginning you will enter one of the guilds and transmit message about draconic lord khagenu. Now approach in To vatrasu and say that are ready to enter the "ring waters". It will report that dedication into the brotherhood it will pass to tavern "dead harpy", and thus far it would be run off rather well to Isgarotu and transmit to it message. Make. It, as usual, prays in the chapel on the way to monastery. If we letter do not read, then you will obtain 200 experiments, otherwise - only 50. You will report about the executed task and select for itself the reward: the piece of ore, the ring of adroitness or crown plant.

It remains to leave for the tavern. In it you will have a talk with the sea-eagle. After this, it is pulled and the remaining members of brotherhood. In the solemn situation to you they will entrust it withered the magician of water, ring and hauberk with the words: "A with the people you it do not put on, but that they will beat and will select". Return ring To laresu and run off to Vatrasu after the letter and... is more in Khorinise it can't be helped. It is time to leave for Yarkendar or Minental'.

Magician of the fire
In order to arrive in monastery, you will have a talk with Pedro in winch. It will describe: in order to become novice, it is necessary to give sheep and to endow 1000 gold. What greedy magicians... Sheep can be purchased for 100 coins from To pepe, which grazes them next to the court Of onara.
When in the purse there will be 1000 gold, and sheep will from behind plod, solemnly step to the monastery. You will have a talk again with Pedro. It will entrust to you key from winch. Inside first meet Parlanom. It will explain the fundamental rules of behavior, and also it will charge to return money - To goraksu, sheep - Opolosu. After carrying out this commission, you will have a talk with it again. You will obtain the clothing of novice and whole heap of problems. As novice, you are obligated to carry out the commissions of magicians. But there is very much them.
There is the alternative method to arrive in monastery - without the sheep and 1000 coins. For this say To laresu that you want to become the magician of fire. It will send to Daronu. That will agree to you soak, if you return to it the statuette Of innosa. It it is possible to find in the leader of goblinov in the cave, where you dug treasure for Grega.
Before study the commissions of magicians, it is possible to carry out side-line tasks and to find out the situation in the monastery. Babo complains, that it substituted agonic lines, for which they expelled it from the garden, and it was forced to sweep hems. Also it will ask to have a talk with the paladin Serdzhio, which prays in the room so that that it would train. Iditol transmit request. Now, into the sign of appreciation, Babo is agreeable to train you. Opolos, instead of grazing sheep, dreams to study the books in the library. Also it will ask to bring any prescription. Dyurayn will tell, that it they want to expel from the monastery.
Thus, the commission of magicians. Parlan it requires that you would sweep 4 rooms of novices. If we attempt ourselves to make this very, then appear the unequivocal inscription, which hints, that the harvesting will engage eternity. It is necessary to force others. For the beginning - Babo. It is agreeable soak, if you give to it roll the "wind gust". Him it is possible to purchase from Goraksa or to obtain as the reward for the executed task in Neorasa (see below). Afterward you will have a talk with the novice, who sweeps floor in the basement. After learning, which to you already helps Babo, it also will agree to sweep one room. two additional novices can be found in the court. On the whole, select any of those, who are not occupied. Them it is quite sufficient.
To marduku from you nothing it is necessary. They prayed after paladins, and it is agreeable. Iditol into the room Serdzhio you will carry out commission. Paladin from such tendernesss will cry a little and will raise to you the habit of rotation with the weapon. Also it will prompt, that To isgarotu is necessary the aid. Magician can be found in the chapel in the road between the monastery and the tavern. Isgarot will ask you to kill Varga. Nurse only further along the road and kill creature. Do not forget to report about the executed commission.
Goraks (by the way, in it it is possible to steal key from the treasure-house and to be enriched rather well) requests to distribute the sausage between all novices. Take key from the pantry and, besides the sausage, baste everything which badly lies. Do not forget to catch the prescription, which lies on the box next to the shelf. Evenly distribute sausage between the novices. Can give to the hungry (Babo and Pedro) two pieces. Nevertheless (if you all thoroughly swept storeroom) to all must be sufficient. Moreover you learn useful information. It will carry fault into the tavern and obtain by the second commission for this 240 gold. Sea-eagle will attempt to foist only of 100 coins. Be agitated and require the assumed sum. He will propose the transaction: 100 coins even 3 rolls. You can to agree (rolls not alas, but nevertheless), but To goraksu better to return all 240. Otherwise task not will be considered executed.
To alchemist Neorasu is necessary of seven stems of the fiery nettle (I think, with this of problems not it will be) and the lost prescription. It also must already in you be but first give to read a little its Opolosu. Now can train force in it. Afterward return prescription. Now you approach Parlanu and will ask key from the library.
Inside read all books. You will especially focus attention on the volume, which describes "testing of fire". You will have a talk with Karrasom. It will ask to purchase from Ignaza 3 rolls of incantation "to forget". Run off into the city and acquire necessary rolls. Now step to Parlanu even you indicate that you want to undergo "testing of fire". Old man terrifies, but it agrees and you into the council of magicians are sent. Pyro-penalties also not rad to this turn of events, but agreement gives. The tasks in all there will be three. Pyro-penalties it requires to bring to fleece and will entrust to you key in order it to find, it is necessary to follow the signs Of innosa. Serpentes - to kill magic Golem. Ul'tar - to create the fleece of "fire arrow".
Being touched before into the way, you will have a talk Dyuraynom. In the promise for help, when you become the magician of fire, it will give roll "sleep". Iditol into the basement conjure to Garviga incantation "sleep". Rapidly umykayte from the altar the sacred hammer and leave from the monastery. Reach the tavern and turn for the road, near which sits Dragomir. Now step to the north. Along the way to you will fall the novices, who were also sent for the searches runes.
Near the bridge take hammer in the hands and search cliff from the right side behind you. There it will be revealed by the poor. One impact by hammer - and it will be scattered into the dust one task executed. Roll up to the right near black trollya. In the gorge find passage into the cave, disguised by lianas. Inside you will reveal trunk and agonic line. Whatever version of answer you will select, it nevertheless will throw into the fight. Itself thrust. Search corpse and take away from the trunk to fleece. On the way back you will stumble on Ul'fa, which also will solve, that it is more worthy to become the magician of fire. Before the battle can smoke bolotnika and fight in the stupified state. Last novice will solve, which to be connected with you to itself is more expensive, and nothing he will say.
After reaching to the monastery, you will have a talk with Khiglasom in the library. It will agree soak to you it will give formula the runes of "fire arrow". You approach the runic table and create your first to fleece. Iditol to the council of magicians pass all tasks. The pyro-penalties of vpechatlen by successes, and it will agree to accept you into the order. After giving oath, you will obtain the garment of the magician of fire, and also the right to say one desire. Dyurayn, Babo, Opolos... to decide to you, but 4 would hold in control word and left Dyurayna in the monastery. In any event, after your solution you will have a talk with the happy fellow.
You will have a talk Parlanom. It will train you to the first circle of magic. Also can glance to Goraksu and obtain key from the room. Can leave to lord khagen. By the way, now it is possible to penetrate aboard the ship of paladins. For this for long and convincingly talk with the guard. That as a result will be broken, and it will release you onboard.

Paladin
Several methods to fall into the militia.
The first: to become student in master, and afterward to have a talk with Andre. The second: to have a talk with already mentioned Andre about the more rapid method to fall into the militia. It will give the task: to expose the guild of pilferers. As this to make, can read above. Third, most rapid: after you will have a talk with Vatrasom and you will transmit to it letter from Kavalorna, you will ask, what guild it is better to enter. It will send to Laresu. You will report to it that you want to become militiaman. It advises to discuss with Martin. Associate. Martin will ask to guard night on the storage for it. You come in the evening (beginning with 23-00) and substitute comrade at the post. Hide behind the nearest barrels. Through half-hour to the storage will break Rangar. You will have a talk with the the vorishkoy, and afterward run into the tavern to Martin and report about the incident. In the reward you will obtain experience and certificate, after reading which, Andre will immediately take you into the militia.
Now, when you militiaman, can pass to the storage, where are stored the konfiskovannye objects, and having insolently stated that you have a passage, to select its podchistuyu.
After becoming militiaman, you will obtain armor and pair of tasks. The first: to f