Sefyra

Плюсы/минусы[править]

+ Теперь в игре есть красивый графон с клёвыми спецэффектами и потрясающим океаном. Но с загрузками та же беда, что в Tyranny. Помогает только перенос игры на SSD. Квесты с беготнёй из одного дома в другой превращаются в сплошное нудное мучение. Во время прогрузки крупных локаций можно смело отходить на чаепитие. Да ещё и в массовых замесах, например, при абордажах больших кораблей, из-за обилия вспышек и прочих заклинаний fps проседает даже на топовых конфигурациях. На слабых машинах игра превращается в слайдшоу с непредсказуемым концом.

+ Убрали отвратительный менеджмент замка, похожий на браузерную игру. Добавили не менее убогий менеджмент корабля. Впрочем, всё равно чуть интереснее. Те, кто не видел Sid Meier’s Pirates! в восторге.

+ Абсолютно все диалоги (за исключением так называемых «интерактивных вставок» в игре озвучены. Озвучены неплохо, хотя одинаковый акцент вайлианцев и повсеместное ЭКЕРА начинают раздражать уже к десятой минуте. Но локализация сосёт эклер. Она ужасна. Английская речь персонажей и её русский перевод в диалоге отличаются иногда настолько радикально, что становится физически больно.

+ Диалоги, как и текстовые квесты-вставки, написаны красиво и вкусно. Но локализация сосёт самый большой эклер в мире. Серьёзно, это просто отвратительно. Ни в какие ворота.

+ Описания уникальных предметов достаточно хороши. Но их иконки несоизмеримо малы и неудобны.

+ Бестиарий пополнился новыми чудовищами. Например, появились наги. Но остались и все старые. Иногда перекрашенные.

Фонарь Гхауна (Зоти)

Направляемся в Порт-Маже, который находится на острове Маже, и добираемся до его нижней области. В результате оказываемся в лагере Детей Утренней Звезды, где обитают истинные последователи Эотаса. Беседуем со жрицей и соглашаемся принять в свою команду Зоти. Говорим с ней на все темы для запуска личного задания.

Выполняем сюжетные и побочные квесты, давая возможность Зоти собирать в свой фонарь Гхауна души. Через определенный период времени фонарик заполнится, поэтому жрица (или монах) попросит нас сопроводить ее в храм Гхауна, чтобы провести ритуал очищения. Он находится в локации Священные ступени (Некитака), в ее восточной области. Проходим внутрь пещерообразной комнаты и кликаем по статуе.

Ждем одну ночь, дав Зоти поспать, а затем видим, как на иконке персонажа возник символ диалогового окошка. Нажимаем на него и вступаем в диалог со жрицей. Задача обновится и нам нужно будет принять очередное решение – либо передать все души Флауне Элетт, либо отправить их в Колесо. Вне зависимости от того, какой мы сделаем выбор, задание завершится и нам будет выдана награда.

Флауне Элетт, кстати, обитает на крыше Шпиля Прорицателей душ, который находится на Священных ступенях. Там же расположен Столп Вечности. Так что нам не придется долго бегать с одного места в другое.

Journal[]

quests\companions\companion_qst_kana
ID Objectives
Time and Tide
10000 Kana Rua, an aumaua from the northern lands of Rauatai, has come to the Dyrwood in search of a sacred text, the Tanvii ora Toha, or Book of Virtues. After a long year’s search, he believes that he has tracked the text to a tablet within the buried ruins beneath the keep of Caed Nua.

He is eager to explore the ruins, and has asked for my assistance in doing so. Until then, he seems happy enough to accompany me on my travels — though he has sheepishly admitted that this is in part due to his being pursued by mysterious assailants.

1 Find Maerwald.
10001 Kana Rua has been waiting outside the gates of the keep, hoping to find assistance in crossing the infested bailey. He believes that Maerwald may provide him with answers concerning the tablet he is searching for. It seems we both seek this Old Watcher.
20000
2 Explore the Endless Paths with Kana Rua.
10002 Kana Rua believes that we will find the tablet within the depths of the dungeons known as The Endless Paths. He does not know precisely where it will be found, though he is certain that it will be found by the remains of Gabrannos, an ancient Engwithan scholar. Kana seems just as excited about the ruins in and of themselves, having studied the Engwithan people for many years.
3 Find Gabrannos or the tablet.
10003 We have passed the sealed door which barred passage into the lower regions of the Endless Paths. Kana Rua believes that this was the site of Gabrannos’ work. It is a grim place, for all that Kana Rua seems pleased to be here, and it may be best that we find Gabrannos’ remains or his work with haste.
5 Find the ruins beneath Caed Nua.
10005 Maerwald was too far gone to give us answers. We will have to navigate the ruins beneath the keep on our own.
End states
Kana is Encouraged
30000 The tablet Kana Rua was looking for turned out to have been destroyed long ago — by who or what, there’s no way to tell. Kana seems to have been hit hard by this revelation. I have tried to encourage him — whatever answers either of us are going to find, it seems they still lie ahead of us.
Kana is Discouraged
30001 Our search for the Tanvii ora Toha has come to an end, for we have found the shattered fragments of the tablet Kana sought. Kana seems to have been hit hard by the loss of the tablet, and his feverish excitement over the Endless Paths has lessened considerably. Given what we have seen, that may be for the best.
Failed — Kana Killed
30002 Kana has been killed, and his ambitions die with him.

Manifestations[]

Woedica is usually depicted with burned and withered skin, having been cast from her rightful seat by war and burned in Magran’s fire. Nevertheless, she retains her dignity and plots her «rightful» revenge. She has no allies among the other gods, believing they owe her fealty. However, Skaen is associated with her, though the exact nature of their relationship is unclear.

Woedica manifests in the world as the Strangler, a leathery-skinned old woman, always clad in tattered finery, who appears on an empty road or abandoned alleyway to murder those who break a solemn oath. According to those few that claim to have seen her, she is supernaturally agile and quick while possessing the strength to strangle a full grown aumaua. Woedica’s avatar is believed to have slain several usurpers in Dyrwoodan history, though it is possible that the real murderers merely blamed the goddess. For this reason, oath breaking is punished by strangulation in many cultures.

Journal[]

quests\px1_00_stalwart_village\px1_00_mercenary
ID Objectives
Siege of Crägholdt
10000 The Steward of Caed Nua has informed me of a recent conflict on a remote bluff in the Dyrwood. The Torn Bannermen, a feared collection of mercenaries, have besieged the manor of a local legend, the archmage Concelhaut. The conflict is over a mysterious magical artifact. The Steward believes I should investigate the problem to ensure the safety of Caed Nua.
1 Travel to Crägholdt and investigate the conflict.
10001 Concelhaut’s manor is located to the northeast of Caed Nua. It sits atop a remote bluff, known as Crägholdt. I should travel to Crägholdt and ascertain the situation.
20001 After arriving in Crägholdt, I was approached by members of the Torn Bannermen mercenary company. I wasn’t welcome here. I should proceed with caution.
20002 Members of the Torn Bannermen did not appreciate my presence near their camp. I was forced to defend myself from their agression.
20003 I’ve learned the name of the leader of the Torn Bannermen, Commander Baelorin. I’ve also learned the mercenaries are after something called an Engwithan phylactery. Perhaps I can get more answers by speaking with this man.
3 Enter Crägholdt.
10003 Commander Baelorin did shed some light on the conflict with Concelhaut. Crägholdt is overrun with powerful undead. It is unclear what fate befell Concelhaut. I should explore the ruins of the manor for more answers.
4 Enter Crägholdt.
10004 I set an ambush for the leader of the Torn Bannermen, Commander Baelorin, and left him dying in the dirt. I should find Concelhaut and inform him of this turn of events. Perhaps he will reward me.
6 Find Concelhaut in Crägholdt.
10006 I’ve entered Crägholdt. Concelhaut is around here somewhere.
20005 I was greeted by a servant of Tanoss. His master wants to meet with me.
20006 Tanoss told me that only someone with all four parts of a key can get in to see Concelhaut. Each part of the key is carried by a different apprentice.
20007 Tanoss offered to give me his part of the key if I eliminate the other three apprentices.
20008 Uariki made me a counteroffer — if I kill Tanoss instead of her, she’ll give me her part of the key.
20009 I read a note from one of Concelhaut’s apprentices containing some information necessary to reach Concelhaut, but it seems that the information was divided among all the apprentices. I’ll need to acquire their notes somehow.
8 Confront Concelhaut.
10008 I’ve learned the key to gaining an audience with Concelhaut. It’s time to meet the great archmage himself.
9 Defeat Concelhaut.
10009 Concelhaut needs a Watcher’s soul to complete his new spell, and he’s very insistent on using mine.
End states
Concelheat Defeated
30000 I’ve defeated Concelhaut, one of the greatest wizards in Eora.

Interactions[]

This character is involved in quests.

Quests

Lord of a Barren Land: You meet him at his throne room depending on your previous actions while at Raedric’s Hold:

  • If you previously met Kolsc and took part in his plans to bring down Raedric VII he will address you as a pawn of Kolsc and open lots of different options for you to choose and learn more about the conflict.
    • If you SNEAKED all the way up to Raedric he will act surprised at your infiltration skills (Also there will be 1 Champion of Berath less to fight).
    • If you had a couple of fights he will comment on your strength and skill.
    • If you made your way via the front gate and killed either Osrya or the Captain of the Guard, he will comment that he was expecting an army (Also there will be 1 Champion of Berath more to fight).
    • If you are Godlike Race he will comment that you are a chosen of Berath and question Kolsc intentions.
    • If you are either a Dwarf or an Orlan he will be amazed that you were able to made your way to the throne room.
    • If you have a Adventurer/Mercenary/Raider background he will comment on Kolsc army.
    • If you have Perception 12+ you can comment some elements around the throne room.
    • If you examined the body laying on a bed near the throne room you can comment on his cruelty.
    • If you are a Priest of Eothas and cleared the Temple at Gilded Vale you can comment on his actions and repercussions. This will enrage him and he will attack you.
    • If you are a Goldpact Knight Paladin you may immediately change sides with Raedric asking for a better reward on Kolsc head.
    • If you are a Darcozzi Paladini Paladin you can criticize his actions and attack him immediately.
After this conversation you can either ATTACK him or JOIN him. Depending on your conversation the reward for Lord of a Barren Land will slightly change.
  • Raedric will ATTACK you immediately if you have BAD reputation on Gilded Vale and massacred everyone at the castle (killing him with yield a MODERATE GOOD reputation at Gilded Vale ).
  • If you avoided Kolsc

    If you infiltrated and made a deal with Osrya you may tell him that you are on his side.

    and either infiltrated/fought your way through the hold he will act surprised to see you.

  • The Champion of Berath: Killing Raedric will trigger this quest, available once Twin Elms are unlocked.

Обыскиваем Руины Старого города

Далее вам нужно попасть в центральную часть Старого города. Это несложно – нужно просто идти прямо, и, поднявшись по лестнице, вы найдете вход. Однако в таком случае вы пропустите несколько интересных вещей.

Для начала справа от входа в центральную часть можно найти говорящий меч Модвир – это мощное легендарное оружие с Духовной связью. Если в центре карты свернуть направо, вы сможете добраться до прохода в опциональное ответвление Руин. Там довольно много интересного (как и опасного!), в том числе – труп Ботаро, который нужно найти в рамках задания «Все на борт». Однако больше всего нас интересуют Руины храма, которые находятся в центре локации.

Нажмите на них, и начнется постановочное взаимодействие, в ходе которого вам придется много плавать. Лучше всего для этого подойдет персонаж с высокой Атлетикой: 16 должно вполне хватить, но лучше – больше. Пройдя проверки, вы найдете Корнет Глубин – еще один артефакт, который позволит получить доступ к нескольким уникальным сокровищам, хотя для прохождения квеста это и не является обязательным.

Получив второй Корнет и упокоив зарвавшуюся нежить, отправляемся-таки в главную локацию Старого города.

Совет девятый — Эффективный клирик

Вступая в очередную стычку с врагом, происходит пауза и в это время помните постоянно о своём лекаре. Вспомнив о этом герое, выбирайте у него умение «Святое сияние», которое даст вашим персонажам сразу же бонус к Воле и Стойкости. При чём данное умение не только будет давать всем ваши соратникам бонусы, но и будет так же лечить их. Эффективней воспользоваться этим умение можно тогда, когда вашим героям нанесут урон, чтобы сразу же восстановить их здоровье. Данное умение очень часто влияет на исход боя. Практически все бои лучше начинать с данного умения, а если вы сражаетесь с нежитью, тогда это умение Священника нанесёт им ещё и урон, поэтому умение «Святое сияние» просто незаменимо, впрочем, как и сам Священник.

Notes[]

Modwyr’s conversation portrait

  • You can ask Modwyr what she thinks about your companions.
    • Eder: Poor guy’s none too bright, but those MUSCLES mmh.
    • Xoti: I half expect Xoti to crawl into your tent when you’re not looking.
    • Aloth: Iselmyr asked me if she could buy me a drink — I told her I only thirst for blood. Almost made Aloth pee his pants.
    • Aloth: If Aloth wants anymore scars, let him know I volunteer to help.
    • Serafen: I asked him which of us he thinks is taller. Now he won’t talk to me.
    • Tekehu: Fishboy’s so self-satisfied, it’s a wonder he has time for anything else.
    • Tekehu: He wants Rekke to touch his hair. I can tell.
    • Konstanten: Konstanten and I have an understanding. The nature of that understanding is none of your business.
    • Fassina: Fassina’s probably the smartest person in this merry band of idiots. Other than me, obviously.
    • Rekke: Do you think Rekke got that scar from doing something noble or stupid? Actually, never mind — I know the answer.»
  • Modwyr will comment on the soulbound mace Magistrate’s Cudgel if you take her to the Subterranean temple north of Poko Kohara (if the soul is still in the sword of course) calling it «really really stupid».
  • Finding Kith enemies could be difficult depending on your progress, but you can always attack ships and start deck-to-deck combat.
  • After completing each requirement, you have to talk to Modwyr in order to advance to the next stage. During the dialogue, she has unique interactions with each of the members of your party. After level 2, you can ask her about what she thinks of each member of your party.
  • You can skip level 3 by going straight to Dunnage to find Yngfrith.
  • The final dialogue with Yngfrith determines Modwyr’s ultimate fate, ranging from freeing the bound soul (if Xoti is present during the dialogue) to handing it over to Yngfrith, to keeping it, as well as some options in-between.
    • Keeping the soul in Modwyr: the sword can still talk, the description is the same as when you first found it.
    • Releasing the soul from Modwyr: the sword stop talking, the description is changed to a new one, describing the change after the soul is gone.
    • Either way, it loses Jealous and soulbound function entirely and can be enchanted like a normal unique sword. Of course, you can’t see these changes if you give Modwyr away.
    • You can also attack Yngfrith, the result is that you lose Modwyr forever.

Walkthrough[]

This quest requires the player character to experience two visions to learn about Durance. Progress in this quest is made through conversing with Durance after with him in the party. Note that it is necessary to camp – resting at an won’t trigger the visions.

First vision

This triggers 3 rests into Act 1, or after Act 2 has begun. Exhaust all dialog options after confronting Durance about the vision.

You awake to see Durance, his staff held in both of his hands before him. A flame flickers at its top end, casting long shadows across his face as he stares in contemplation.

Still, for all the light of the fire, your eyes can’t focus on him… perhaps it is awakening from sleep, or a trick of the light, but he seems… indistinct, blurred around the edges, everything except for the staff.

The staff… he seems to be studying its engravings. As you watch, the engravings glow thinly red, like through the cracks of heat-suffused wood.

The lines stream like molten metal, burning along the edges of his staff, then branch out in an intricate series of fiery veins, bunching thickly where his hands clutch the wood, pulsing as if a heartbeat.

As you watch, the veins spiral into a dozen, separate circles… circles that spiral again until they are arranged in a circle of their own. They pulse, wait, and all is strangely silent… and…

And then, suddenly, there is a great light from the fire, a rushing of air, a great flash… and you awaken again, to see Durance in the same place, still holding his staff, but he is solid, real.

He doesn’t seem to have noticed you… or reacted to what occurred.

Second vision

In the second cut-scene, the Watcher again wakes up to find Durance staring at his staff. This triggers 3 to 6 rests into (or after) Act 3. Exhaust all dialog options after confronting Durance about the vision.

Your eyes open to a familiar scene. Durance sits with his staff laid across his lap, a malignant flame sprouting from one end.

He is difficult to make out, his features soft, bleeding together. But the staff you can see clearly, its etchings aglow in molten orange. Though Durance’s face is difficult to distinguish, there is no mistaking the hardened expression, the furrowed brow. His voice hisses and sputters, low and unintelligible, as though having a private argument with the staff. Traces of spittle catch the firelight as they fly from his lips like sparks.

…and to your surprise, there is a female figure behind him. You are about to call out a warning, when you realize it is the Magran statue where you met Durance at the Fork…

Yet… she seemed almost… alive for a moment… her cast shadow seemed as if it was moving, cloaked, then it is still, frozen with the night at its back.

There is something odd about one of the symbols. A circle of twelve smaller circles. One of the small circles glows brightly, but the other eleven give off little light. They flicker and fade like dying embers.

Between his hissing curses, Durance lowers his face close to the staff and blows on the fading circles with panicked rapidity, coaxing light from them, but they do not ignite. One by one, the light of the circles dies, and smoke rises from their ashes. Only one still burns.

Durance hurls his staff at his feet, and it clatters to the ground. Its edges have become soft, difficult to find. Like its owner, the staff has become a blur.

You close your eyes and reopen them, and Durance is there, picking up his staff from the ground, but the blur is gone, and you are awake.

Final conversation

After the two visions, you need to complete Council of Stars and speak with Durance a third time. Your choices affect his .

  • First ask Durance, «Does what we learned about Woedica trouble you?»
  • Select any dialog options EXCEPT for «I’m not certain — it’s just a feeling I have» to convince Durance of the plot between Woedica and Magran.
  • Exhaust all other dialog options. This will complete the quest.

Cult[]

The cult of Ondra takes on many forms, the most noticeable of which are Ondra’s Giftbearers. They are a group which collects trinkets, love notes, and other objects from people that live far from the sea in exchange for a small fee. These objects are then cast into the ocean or dropped in a particularly deep spot during a special ceremony. There have been some cases of Giftbearers abusing their responsibility, which led to them being mistrusted or even attacked in some areas.

Of note is the secretive Abbey of the Fallen Moon, a remote cloister in the White March. Unknown to all but the highest ranking members of the cult and Giftbearers, it is built around the corpse of Abydon, the smithing god. It houses both the Salt Well, where the greatest burdens are forgotten, and the orders of High and Low Tides: the most revered ranks of Ondra’s faithful, dedicated to memory and forgetting. The order of the High Tide is responsible for the day-to-day operations and defense of the Abbey, as well as preparing for the Low Tide’s vows. The Low Tide is composed of Giftbearers who inhabit the Halls of Silence beneath the Abbey, where they submit to slow erasure of memory. Ultimately, they are sacrificed in the ritual of the Rising, where the Tidecaster selected by the Conclave arrives to drown them all and allow members of the High Tide to take the vows and inhabit the Halls below. Notably, many members of the Low Tide later regret their choices and the slow disintegration of their minds. Thus, the ritual is designed to prevent them from ever leaving the confines of the Abbey and revealing their secrets to the world beyond.

Rituals

The ritual of sprinkling holy water is one of the most important traditions in the Ondrite church. For Ondra’s followers, it signifies not only a sanctifying of the church, but the actual presence of the Lady of Lament herself. All Ondrite holy water comes from the ocean, and those pilgrims who convey the water from the sea are held in great esteem among Ondra’s faithful.

Предложение, от которого нельзя отказаться

Этот загадочный незнакомец расскажет вам, куда именно нужно идти и что нужно делать для того, чтобы встретиться с его загадочным нанимателем. Направляйтесь в Теснины, где начнется постановочное взаимодействие, примерно такое же, как в задании «Гнилой ряд». Выбирайте «пойти налево», затем «направо» и еще раз «направо». Там вы встретите бандитов, но в этот раз вместо того, чтобы убивать их или платить им, скажите, что вы хотите увидеться с Дерео. Тогда вас отведут к нему, и после небольшого разговора он предложит вам работу – добыть Корнет Волн, артефакт большой ценности и непонятного назначения.

Храм Ондры

Храм расположен в левом верхнем углу карты. Чтобы туда пройти, нужен один из Корнетов – без разницы, какой. Будьте осторожны, пока добираетесь до храма – монстры тут становятся гораздо опаснее, чем в предыдущих частях Старого города, и могут доставить много проблем. Дойдя до нужного места, взаимодействуйте со статуей и положите ей в руку Корнет, точно так же, как сделали это на входе в Город. Тогда двери Храма откроются, и вы сможете попасть вовнутрь. А там вас будет ждать гигантский краб!

Краб, как и полагается боссу, очень силен. Он не может двигаться, однако у него есть мощные дистанционные атаки и он умеет притягивать к себе персонажей. Также к нему на помощь сбегаются крабы помельче, но убивать их стоит только в тех случаях, когда по-другому не получается нормально атаковать большого краба. Эта мелочь в любом случае бесконечна, и нет смысла тратить на нее время и заряды способностей.

Background[]

The origins and practices of Dunryd Row are difficult to nail down. When asked, everyone seems to know how Dunryd Row started and how long it’s been in operation. Yet every person asked gives a different account of its creation and a different date. The only thing everyone can agree on is that it seems to have been around as long as anyone can remember. Without fail, everyone recalls hearing about the exploits of Dunryd Row when they were children, a remarkable feat for an organization that was founded in 2800 AI.

Aside from the organization being comprised of special investigators (most of whom seem to be ciphers) and the fact that they seem to have their hands in everything (yet never admit to it), anything reported about Dunryd Row walks the line between truth and outright hearsay. Information abounds, but no one can say which fragments are truth and which are fiction, which is just how Lady Eydis Webb, the head of the agency since its founding, wants it.

The organization is named after the street where its headquarters are located, in the Hadret House, a mansion that belonged to the extinct line of Dyrwoodan ducs responsible for orchestrating its independence. It is said in some circles this is just the name they want people to think they’re known by, with their real headquarters elsewhere. Misdirection abounds, but this is the rare instance where the Row tells the truth, if only to ensure their enemies look elsewhere.

People who have had interactions with agents from Dunryd Row invariably describe them as ‘unmemorable.’ No detail as to their appearance, behavior, or anything — beyond the fact that they were there — seems to stick with anyone. Their ciphers deliberately use their powers to remain anonymous and conceal themselves. As a result, few details about the agents are ever reported, with one «fact» that all people agree with is that they are primarily orlans and Glanfathan elves, though theories as to why this may be are many and conflicting.

The Dunryd Row was destroyed less than a quarter of a century after its founding, during the animancy riots that rocked Defiance Bay in the wake of duc Aevar’s assassination. Lady Webb’s murder at the hands of Thaos certainly didn’t help its survival.

Как пройти Pillars of Eternity видео

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    Прохождение Pillars of Eternity — Часть 1: Друид-олень — Начало
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    Прохождение Pillars of Eternity — Часть 2: Нападение гланфатанцев
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    Прохождение Pillars of Eternity — Часть 3: Руины Силант Лиис
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    Прохождение Pillars of Eternity — Часть 4: Позолоченная долина
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    Прохождение Pillars of Eternity — Часть 5: Брунхильда-боец
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    Прохождение Pillars of Eternity — Часть 6: Эстернвуд
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    Прохождение Pillars of Eternity — Часть 7: Маграново распутье
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    Прохождение Pillars of Eternity — Часть 8: Черный луг
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    Прохождение Pillars of Eternity — Часть 9: Заброшенный храм — 1 этаж

Points of interest[]

  • You enter the area from the eastern side. Just to the south is a wounded winter wolf, which you can choose to kill, heal, or ignore it (see The Hunter’s Favor for more details). After the interaction you receive a Silver Arrow in return for the effort, used to create the soulbound hunting bow, Stormcaller.
  • To the southeast is the Russetwood crater, with a feral druid and several winter wolves near its western edge. Just beyond a small rocky outcropping is a hunter’s camp, where, after sparing the druid wolf in the cave to the north, you can find the hunter’s totem needed to bring back Thyrsc’s son.
  • Defala and her group of slave trackers can be found in a clearing in the center of the area. Just north of her is the ice patch where Qexetl dumps the Giftbearer trinkets (see Regrets Worth Trading for details).
  • To the southwest lies an abandoned camp with a soul and a hidden rock containing the tattered map. Interact with the soul to meet archmage Ninagauth.
  • Near the western edge of the map is Felisa, with her band of undead cannibals. Just north of that area is the entrance to the encampment of the crag ogres: Flames-That-Whisper caverns. The overlook has a half-buried crate with supplies. If The Ogre Matron is completed without killing the ogres, Morug will setup shop outside the cavern afterwards.
  • Greyjaw is an unique bear boss in the clearing just next to the entrance to the caves. The bodies have a journal page on them and the Coil of Resourcefulness.
  • Next to it is a clearing with the wolf cave. The cave itself is small and contains Suldrun spiritshifted into a wolf (see The Hunter’s Favor for details). The far side has the unique wand Curoc’s Brand on a corpse frozen to the wall.
  • In the northeastern corner are several encounters. Northeast of the lake, Vamrel leads a group of pale elf slavers struggling with an ogre slave. She drops the unique sabre Bittercut. Further north, there is a body buried in a landslide (pilfer it for a pair of Boots of Speed). A shrine to Galawain in the extreme north-eastern corner is guarded by an Ice Troll.
  • If you have the bounty, Laenric will spawn northeast of the lake.

Свет вдали

Это задание стартует сразу же после завершения предыдущего. Отправляемся на островок под названием Асонго, который был сильно потрепан гигантом Эотасом. Разбираемся с несколькими противниками, а после осматриваем комнату с правой стороны, в которой находятся выжившие.

Идем вдоль форта, уничтожая всех врагов на своем пути, а затем поднимаемся на стену справа. Тут обнаруживаем осадное оружие – бомбарду. Исследуем ее и выясняем, что в ней отсутствуют снаряды. Возвращаемся к выжившим и расспрашиваем Зуиру о том, где можно отыскать снаряды для орудия.

Она назовет нам имя мастера. Отыскать его можно в верхнем левом углу карты. Идем туда, пробираемся внутрь и разбираемся с двумя монстрами. Открываем дверцу полученным ранее ключиком и беседуем с мастером. Снаряды находятся в сундучке неподалеку.

Возвращаемся к бомбарде и открываем дверь под ней. Обыскиваем все трупы и находим у одного из них инструкцию, в которой подробно объясняется, как пользоваться бомбардой. Поднимаемся, целимся бомбардой по нагам, находящимся в центральном районе форта, и стреляем по ним. Впрочем, мы можем просто по старинке спуститься к чудищам и перебить их своими руками.

Далее спускаемся и начинаем подниматься по карте наверх для нахождения еще одной двери. Проходим через нее и ныряем в воду. Плывем в левую сторону, чтобы отыскать душу наги, которая видела, как именно Эотас забирал энергию адры. Беседуем с духом и забираем его.

Направляемся к маяку, входим в него и вступаем в диалог с Сугааном. Если ранее нам удалось отыскать душу наги, то мы сможем убедить королевскую нагу в том, что во всех разрушениях на самом деле виноват Эотас. В ином случае нам предстоит расправиться с этим противником. Потом кликаем по маяку для установления связи с Эотасом.