• Drakensang: the dark eye: game tactics and tips from the masters. Drakensang: The Dark Eye - computer role-playing game Ferdok - after Bluetberg

    Main quest

    So, immediately after creating the hero, the game, without really explaining anything and with just one note in the journal about a certain friend of ours Ardo, throws us into the world of Aventuria.

    Well, there’s nowhere to go, we’ll have to go to Ferdok and find out what our friend needed.

    However, already at the first checkpoint, located a couple of steps from the start of the game, a bearded guard informs us that the passage to the city is closed, due to a gang of murderers raging in the area, so without a recommendation from two authoritative people, not a single respectable guard in Ferdok will accept us will let you in. And who issues such idiotic decrees!

    After testing this same guard a little, we learn that one of our guarantors could be the Supreme Mage Rakorium, who, together with his two students, went to the Sharp Sword tavern.

    So, one candidate for the position of our guarantor has been found, all that remains is to find a second one.


    We go to a small tent camp located not far from the village of Avestra itself, and meet the charming Salina, the queen of magicians. As it turns out from a conversation with her, Salina’s precious brooch with a tiara was stolen, and she is ready to give us a recommendation if we help her find this very brooch. Fortunately, her brother Halmok has guesses as to the identity of the kidnapper, he believes that Salina’s friend, the thief Dranor. According to the Queen of Magicians, you can find out where he is hiding from his comrade, Runkel Berezhaus, who hangs around nearby.

    Now we have a second guarantor, all that remains is to find this Dranor!

    His friend turns out to be not a very tough nut to crack and immediately reveals that Dranor had dealings with a gang of murderers operating in the area. According to Runkel, the local innkeeper must help us find the hideout of these robbers. (You can also take the quest from Runkel to join Ferdok’s guild of thieves, read its passage at the bottom of the post).

    Now is the time to go to the Sharp Sword.

    Approaching the inn, we witness a dispute between the local innkeeper and the Amazon Rulana. After their chat, we ask the innkeeper about the bandits’ hideout, and we boldly invite the Amazon to join us. So, having identified ourselves with the first companion in the game, we go to the north of the Dark Forest, where the killers’ lair is located. On the road to the Dark Forest (near the bridge) we meet two novices of the magician Rakorium, who say that their teacher disappeared somewhere in the forest. Well, let's visit him along the way.

    At the entrance to the camp we deal with a couple of bandits, and in the camp itself, after watching a short video, we deal with three more. (by the way, do not forget to take the Robber Emblems from their bodies, the head of customs Nandoro will pay 2 thalers for each). Immediately after “cleansing” the camp, Dranor will talk to you (he was in the camp all this time, and it was really he who stole the diadem). Immediately invite him to join your party, he will not refuse.


    Now it's time to find the mage Rakorium.

    We go to the old adit. The magician is at the end of the left branch of the dungeon. There is no particular need to persuade him to return to Avestroy, so after talking with him we immediately go to the exit. As soon as we leave the adit, Rakorium will remember the teleportation spell, and, without even thanking us, will move to Avestroi. Okay, we'll visit this ungrateful wizard again.

    We return to Avestroy. Rakorium is already standing at the bridge, next to his novices. We take the recommendation from the absent-minded magician, and for one, 80 units of experience, and go to Salina.

    The Queen of Magicians is not going to forgive her beau, Dranor, but she will help us get into Ferdok - if the guard Nandor does not want to let us through, we just need to tell him: “Salina will tell everyone what he did last year on Prayos Day.” For completing the quest, we will also receive 70 units of experience.

    However, before leaving Avestroy, complete all side quests; you will not be able to return to this location later!

    Now we go to the head of customs Nandor. Having learned about our guarantors, Nandor will immediately let us into Ferdok (don’t forget to give him the emblems of the robbers).

    Well, bye Avestroy and hello Ferdok!

    Side quests

    Thieves entrance exam

    This quest can be taken from Runkel Berezhaus. After he talks about how his friend Dranor has something to do with the murderers, just ask him why, in fact, he and Dranor came to Avestra. Runkel will tell you that he and Dranor want to join the thieves guild, but to do this they need to pass the entrance exam. The unfortunate thief himself will ask you to help him. So, the entire exam consists of three tasks. The first is that you need to crack the chest that is located near the Aves Chapel. If Dranor has already joined you at this point, then there should be no problems with this.

    We take a note with incomprehensible symbols from the chest and take it back to Runkel. He will decipher it and tell you the second task: you need to pick up the next note from the chicken coop in the village. Unfortunately, not everything is so simple, the chicken coop is guarded by an angry dog. So that the dog doesn’t bark at us, we start a conversation with its owner, who is standing nearby. We ask her for a bone for the dog, options in the dialogue are 3 Threat, Seduction and Persuasion, choose the skill that you have the most developed. Having lured the bone from the peasant woman, we give it to the dog, and while he gnaws it, we quickly take the note from the chicken coop.

    Let's return to Runkel. Having deciphered the note, Runkel will send us to the cellar of the old mill, where there is a chest with the 3rd note. The chest lies at the very end of the dungeon, and since the cellar has no branches, it will be difficult to miss it. True, the chest is protected by a trap, and it is guarded by a “flock” of rats. We take the last note and take it to Runkel. He will say that the word Furmanschem, the name of one of Ferdok's quarters, is encrypted in it, therefore, the lair of the thieves guild is located there. Thieves Guild exam passed!

    Delicious delicacies

    In the square near the tavern there is a merchant named Gallo Frantrich. He will ask you to find him a package that he lost. If one of your characters has leveled up the Knowledge of People skill, then you can immediately figure out the suspicious merchant - the bag contains not some trinket, but Kashammer tongues. The package lies by the road to Ferdok, to the right of the cart. When you find it, don’t rush to give it to Gallo for 2 thalers, you can bargain up to 1 ducat by choosing dialogue lines under the following numbers: 2, 2, 2, 1, 1, 2 or 3, 1, 1, 1, 2.

    By the way, there is an assumption that in one of the last locations – Talon it will be possible to sell the same package for 50 ducats! You will also receive 15 experience as a reward for the quest.


    Berry picking

    You can also pick up a quest from another merchant, Bredo Bento, walking near the chapel. He will ask you to collect 10 Crow's Eye berries. Crow's Eye bushes grow almost everywhere in the Dark Forest, but most of them are on the shore of the lake. As a reward you will receive 6 experience points and 2 ducats.

    Quarrel over an apple tree

    On the road to Ferdok, near an apple tree, you can meet two peasants who cannot divide the harvest. If you talk to one of them, you will be offered to resolve their dispute. There are only four answer options in the dialogue, although they all lead to the same result, the peasants thank you, and you get +15 experience, so feel free to choose any.

    Hunter Kutzenstein

    The local innkeeper Talion is worried about the hunter Kutzenstein, who has not appeared in the village for several days, and asks you to check on him. In order to complete the quest, simply go to the hunter's hut in the Dark Forest and help him deal with the wolf. As a reward you will receive some experience.

    Wolf Attack in the Dark Forest

    The quest can be taken from the hunter Kutzenstein. He will ask you to kill the leader of the wolf pack - White Skin. We just go west from Kutzenstein’s hut and deal with White Skin and her two assistants. As soon as we kill the leader of the pack, the quest item White Skin will appear in the inventory. We take it to the hunter and receive a well-deserved reward - 20 thalers and 5 experience.


    Bear in the Dark Forest

    The quest is also taken from the hunter. You need to kill the rabid bear that lives in the old adit. We just kill Misha and bring his head to the hunter. Reward – 25 thalers and 5 experience.

    Hunting trophy

    After you turn in the quest “Bear in the Dark Forest,” simply take the bear’s head to the innkeeper Talion. Reward – 2 ducats and 10 experience.

    Also in Avestroy you can find several tasks, which, although they are not full-fledged quests, since entries about them do not appear in the journal, are also rewarded with experience and gold.

    Fight with soldiers

    Near the magician Salina's tent, on a small platform you can meet two soldiers. One of them will invite you to fight, and if you win, he will give you his sword (it’s better to already have at least one party member by this time, so that it would be easier to kick the asses of the brave souls).

    After the battle, the disgruntled guard will reluctantly give you his sword - Hugelboldt's Broadsword with an attack of 1W + 4. You will also receive an increase of 20 experience.


    Treasures

    In the upper right corner of the location, near the waterfall, you can find a strange corpse with fire flies flying around it. We deal with the flies and search the corpse. On it you can find a key and a note that mentions a treasure chest. The chest itself is located to the left of the body (if you are facing the waterfall) behind the bushes. It contains 3 ducats, a gold chain and a silver ring. Quite a good treasure to start the game with.

    Parzalon

    Near the second outpost on the road to Ferdok, there is a strange knight named Partsalon. If you listen to his fictional story (just always choose 1 answer in the dialogue) you will get 15 experience. This is how fables help the main character level up.

    Master's Mask

    To the left of the main road, right behind the village, in a small clearing, a peasant woman, Erna Rübenfein, is walking. If you start a conversation with her, she will send you to her husband, but you can ask her about a certain thing that belongs to us. She will ask you for your password. We dial one of these codes:

    3EXD6L 44SC2K 4X1W68 6LAM24 74ZUA1 84JDE9 9PQ1WC 9YF3LC EFG65K F4B7AY F5ZHV7 G97LG1 H6V8WS IM3Z91 J7FB8T JK28AX LK8J4X MP97FR N4DEL5 NB3DY6 P38FVQ 66M4 RBV38S S35DF9 S3RBD1 T6FM9Q TW5BCW U8IS57 YAPL39 Z75MRG

    One of these codes should work, but in some versions they may be blocked. To find the working code, open the file "Drakensang\export\db\static.db4" and look for the line "keyword=".


    Erna should give you the Master's Mask, which, in addition to head protection 1, gives a +3 charisma increase.


    Ferdok


    Well, here we are in Ferdok, a large port city. It is divided into 5 districts: "Prios Square", "Furmansheim", "Port Ugdan", "Count's Quarter" and "Dwarven Quarter". The first three will be immediately open for exploration, the “Count” district a little later, but we won’t be allowed into “Gnomiya” at all.
    But let's move on to the walkthrough itself. As soon as the heroes find themselves in a new location, Dranor will tell you that he has problems with the city guards, and he is forced to leave us for a while to find a safer way to the city. With a creaky heart (after all, an extra pair of hands never hurts in our difficult adventures), we are still forced to let him go (after taking all the valuables from his inventory in advance, of course:).
    As soon as we finish the conversation with Dranor, we approach the main gate. Having seen our permission to travel, the guard will immediately let us into the city. By the way, you can also ask him about a series of murders in the city and ask him to show the way to Ardo’s house, for whom we are here. Let's go to Ardo's house. Right at the entrance to the mansion there is a guard (very similar to the guard at the main gate:) who refuses to let us into the house, since it is sealed. After questioning him, we learn that our friend Ardo was recently killed in the port area of ​​Ferdok. Judging by the suspicions of the city guard, this was done by the same gang of murderers rampaging through the city. From the words of the same guard, we learn that the case of these murderers is being investigated by the head of the guard, Barla Dorkenschmid.
    We find the head of the guard talking with one of her subordinates. He reports to her that the city guards have finally captured the thief Dranor. Just like that – I found a “safe” way into the city. Okay, we will still have the opportunity to save Dranor, but for now we need to start investigating. From a conversation with Barla, we understand that, as usual, we cannot count on the city guard (the guards have a lot to do, etc.). We'll have to take on the investigation ourselves! We ask the head of the guard for permission to investigate and details of the case. It turns out that in addition to Ardo, two more people were killed in a similar way: old man Elko from Furmansheim and Sandor Kunger, nicknamed “Dragon”. In addition, Barla advises us to turn to two of Ardo’s comrades - the dwarf Forgrimm, his former bodyguard, and the thief Cladiss Sheffield. The first one can be found in the Silver Jug tavern, and the second one often hangs around Furmansheim. Let's go to the Silver Jug. Forgrimm stands near the tavern owner. True, in this state (the dwarf is terribly drunk) it will not be possible to interrogate him.

    We ask the innkeeper how to bring Forgrimm back to his senses and receive “Dark Special” beer as a gift. Let's give it to the gnome to drink and voila, he's sober. We ask what he knows about Ardo’s murder and find out that on the day of his death, Ardo (excuse the tautology:) was supposed to meet with the head of customs, Tashmman, in the port area. Well, at least there's some kind of clue! We invite the gnome to join our party, and the three of us go to the port area.

    Bad luck

    Tailor Grise, standing at the entrance to the sewer, will ask you to go down the sewer hatch and find his talisman, which he accidentally dropped.

    He himself is terribly afraid of dungeons and everything connected with them, and therefore cannot go for his trinket himself. Well, let's hold our nose and go down! As soon as we find ourselves in the sewer, we see how the rat eats the lost talisman and runs away deeper into the dungeon. Let's go after her. We find the adversary at the end of the dungeon in the company of friends (you won’t get lost, since the sewer system has no branches). We deal with her and take the talisman. We take it back to the tailor and get 2 thalers and 15 experience.


    Temple of Prayos

    Before leaving Prayos Square, be sure to go to the temple of this very Prayos. Besides the fact that it really looks beautiful from the inside (the level designers did a great job :), the local priest will also reward you with experience. True, first you will have to answer several of his questions about gods and religion. The correct answers are numbered: 1, 4, 1, 2, 3. For each correct answer you will receive 8 experience, therefore for all 5 questions 40 units of experience.


    Rat tails

    The cook of the Silver Jug kicks you out every time you try to go into the tavern kitchen, but if you have at least one wolf rat tail in your inventory, the cook will happily make you a business offer. For each tail (he makes soup from them:) the cook will pay you 2 hellers. If one of your characters has leveled up the trading skill (as far as I understand, you need a skill value of at least 5), then you can bargain for up to 4 gelers per tail.

    Port area

    Main quest

    First of all, let's examine the place of Ardo's death. The guard (again, very much reminiscent of Ferdok’s other guards:) guarding him will tell you that the body was found by the head of customs Tashmman.

    It's time to visit this Tashman. You can find it in the western part of the port, near the brewery. He won’t tell us anything new (this Tashman is clearly hiding something), but for talking with him we will get a little experience.

    All that remains is to visit “The Artful Weasel,” the place where Sandor Kunger was killed, and that will be the end of our affairs in the port.

    We interview tavern visitors. Unfortunately, none of them can help us. However, on the way out of the “Dexterous Ferret”, the waitress Alina stops us and tells us that Tashmman, it turns out, forbade her and the rest of the visitors to say anything about the death of the “Dragon”, that’s why she didn’t talk to us in the tavern, but now, no one sees she is ready to tell us everything she knows. Alina suspects that the “Dragon” was killed because of his talisman. He always carried it with him, but when they found the body of the talisman, he was not wearing it. After thanking the waitress, we go to examine the crime scene. The talisman that Alina was talking about, it turns out, was not lost, but by some lucky chance ended up in a nearby barrel.


    We take him and go to Furmansheim, we have nothing else to do in the port area!

    Street fighting

    In the port area you can find a small ring where local bandits hold street fights. You won’t be able to take part yourself, but you can bet 20 thalers on one of the fighters. True, the chances of winning are very small (it’s possible that you can’t win at all). Personally, I tried to bet 4 times (on different fighters) and never won! So don't get too carried away.

    Furmansheim

    Furmansheim greets us “hospitably.” We are almost immediately attacked by a handful of bandits (but it is immediately clear that we are in a “bad area”). Thank God, the local gopniks are not very strong, so it won’t be difficult to beat them up (you can, of course, also give them a Tyler, but this is not an option for us.

    First, let's find Cladiss Sheldomir. We go to the Fat Pig tavern. We ask about Cladiss first from the innkeeper, and then one by one from all the visitors to the inn (they are clearly in no hurry to hand over their friend to a stranger, so each one sends us to ask the other). When everyone in the “Fat Pig” has been interviewed, we simply go outside. Quite quickly we discover that one of the visitors to the tavern (his name is Skiff Golden Tooth, if I’m not mistaken) is watching us. Just walk around Furmansheim a little and soon Cladiss herself will appear (and literally out of nowhere). Having learned that we are also looking for Ardo’s killer, Cladiss herself will tell us everything she knows (there is nothing useful in her story) and join our party. Well, it’s wonderful, all that remains is to search the place of old man Elko’s death, and this damned area can be left.


    As soon as we find ourselves next to a pool of blood (all that is left of poor Elko), again out of nowhere an old woman will appear (probably the residents of Furmansheim are hiding that they are excellent magicians :), Elko’s neighbor. She will tell you that on the night of the murder she heard strange sounds (etc., etc. from the same opera). The only useful information we will get from her is that old Elko had a hiding place where he hid things dear to him. True, now that he has died, only his cute cat named Mimmi knows about the location of this hiding place. Any experienced detective, of course, knows that in order to extract information from a cat, you need to feed it, so we run to the local fishmonger. We ask her for something for Mimmi and get “leftover salmon.” We return to the crime scene and give the “remains of the salmon” to the cat (she is hiding next to a pool of blood, in the bushes). Mimmi immediately takes us to some alley, where miraculously there is a talisman, which, by the way, is very reminiscent of the “Dragon” talisman. We take it and quickly run away from this damned Furmansheim.


    Thieves Guild

    Like any other self-respecting fantasy role-playing game, Drakensang is not without its guild of thieves. In the first part of my walkthrough (it was dedicated to the Avestra location), I described the quest “Thieves' Entrance Exam”, at the end of which we learn that the headquarters of the thieves guild is located in Ferdok, Furmansheim district.

    The entrance to the headquarters is located directly opposite the Fat Pig inn. We just go down to the cellar and say the following phrase to the person standing there: “I want to tell you that he is such a SNAUC” (and how does the main character know it?)

    After this, the wall behind the mysterious man will move apart and open a passage to the headquarters of the Thieves Guild. We enter and meet with the head of the thieves guild - Kuano (who is also the father of our assistant Kladis Sheldomir).

    From Kuano you can buy master keys and learn some thieves' skills, as well as take on the quest - Thieves' Training, the essence of which is to find 9 emblems of the thieves' guild at a special training ground. You'll have to crack open chests, disarm traps, and pick out the pockets of your guildmates. If your inventory is full of master keys, and your party has Dranor or Cladiss, or you yourself play as a thief character, then completing this quest will not be difficult. For completing it, you will receive 19 experience, and also a new quest for the thieves guild.

    A matter of honor

    Quano will ask you for another favor. Recently, the Thieves Guild plotted to steal Count Grovin's hammer. However, they were ahead of the Black-Eyes gang. They took advantage of the fact that the thieves guild distracted the count's guards and stole the hammer themselves. Naturally, our task is to steal the hammer from the Black Eyes.

    We go to the warehouse, which is the base of the bandits, and meet our friend there - Skiff of the Golden Tooth. After talking with him, we go to the Chernoglazov’s hideout. By the way, you can only take one assistant with you there, so choose carefully.

    In order to take possession of the coveted hammer, you will first have to open all the chests that come to hand, only then the game will show a small scene and open the way to the second floor. We climb up the stairs and break a small wooden bridge to distract the “black eyes”. After that, we go down another staircase directly behind the counter on which there is a chest with a hammer. We open it and leave the warehouse the same way (through the 2nd floor).

    You can, of course, solve the problem the old-fashioned way - beat everyone down, pick up the hammer and go home. But in this case you will get much less experience (15 versus 100).

    When you leave the warehouse, immediately give the hammer to Yalik, for which you will receive the “Star Hands” gloves with a +3 increase to Manual Dexterity. This ends the Thieves Guild quests.

    Perhaps it’s time to report to our colleague Barla Dorkenschmid everything that we managed to dig up. We return to Praios Square. Barla will praise us for our efforts (rather indifferently, by the way) and tell us to look further. As soon as she leaves, the guard who a minute ago was telling the head of the guard something will speak to us. He will say that a certain person should help in our investigations, with whom we must meet near the temple of Hesinda under construction and tell him the password: “the night clenches the jaws of darkness” - the answer to the password “Ogre Cross” (I have never seen a more ridiculous conspiracy: ) Without even asking how an ordinary guard (the game does not provide such an opportunity) knows all this, we go to the temple. The mysterious stranger turns out to be the Archivist Loisana. She is very concerned about the murders in Ferdok and is ready, out of the blue, to help us in the investigation. We tell it everything that we managed to find out (that is, we show the talismans we found), and we learn from our new assistant that these same talismans are made from dragon scales, and old Elko and the “Dragon” are the descendants of dragon slayers! Now everything fits, it looks like cultists are operating in the city. Loisanne also tells us that another descendant of the dragon slayers lives in the city - the merchant Jishka from Furmansheim.

    We run back to Furmansheim to the “Fat Pig” tavern (the girl lives near it). As you might guess, of course we no longer find Iyshka at home. A woman standing in the square near the tavern with several other townspeople tells us that just a few minutes ago, people in red robes dragged the poor girl into the sewer. Without hesitation we descend into the collector (for the second time).

    Unfortunately, the girl is already dead, and the killers hastily run away from the crime scene (don’t forget to remove the note from Jishke’s body with the names of the victims, which by the way includes our friend, the archivist Loisana).

    Don’t rush to follow them (they won’t run far anyway); first, you should carefully search the dungeon. In the secret rooms of the sewer, you can, for example, find a chest containing a “Furrier’s Knife” (+2 to zoology, butchering animals, in other words) and also a lot of other things, like bear skins, which can be sold well to merchants. Or find useful alchemical substances in another secret room. When you're done exploring the sewers, follow the cultists.

    The dungeon is quite branchy and boring. The exit from it leads directly to the lower floors of the town hall (which is more like a library:), where the killers went, apparently for their next victim - Loisana. Let's hope this time we will have time to save the unfortunate woman.

    We run to the center of the hall, where the cultists have already surrounded poor Loisana. Among the murderers, by the way, you can recognize eminent persons - the nobleman Kashtan Vagnits, for example. Now it is clear who is behind all the murders in Ferdok. Seeing us, Vagnitz will quickly disappear, the cultists will immediately rush into a fight, and their leader will run away to the second floor along with the archivist. Having dealt with the killers, we run after their leader (along the way you can read books on the history of the Principality of Kosh, if interested). We kill the last of the scoundrels (he is a so-so fighter) and save Loisana. The next minute the Grand Inquisitor enters the hall and, without even saying thank you, kicks us out of the library. So much for your gratitude for dealing with a gang of dangerous sectarians. However, don’t be upset, Barla Dorkenschmid is waiting for us in the next room, who apparently has already learned about our feat (yes, a feat, no less:). She will say that Count Grovin is waiting for us to personally thank us. Well, let's not keep him waiting, and we'll send him to the count's residence.

    In addition to 50 ducats, Grovin will reward us with the Order of Ferdok (+5 to etiquette). He will also give the rights to own the mansion to Ardo. Finally, our efforts are adequately rewarded! In addition, the Count will ask us to talk with Regent Dariana, who in turn will ask us to continue the investigation into the death of Ardo von Eberstamm. In her opinion, there are many unclear circumstances in this case (I will write a description of this lengthy quest to investigate Ardo’s death in the following parts of the walkthrough). At the exit from the “city hall” we will meet the gnome Virvosh. The dwarf will tell you that he used to be the housekeeper of the Ardo mansion, but after his death he found himself without a job. Now, having learned that the house was granted to us (however, rumors quickly spread in Ferdok:) he wants his job back. How can we refuse the poor gnome (the game does not “allow” :). So we take him to work. Well, let's not linger any longer in the count's residence, because now another area of ​​Ferdok is available for us to explore - the Count's Quarter!

    Count's quarter
    Fountain trouble

    In the center of the Count's Quarter there is a non-working fountain, next to which there is a guard. This guard will tell us that Count Grovin ordered the fountain to be repaired for the Trial of the Dragon holiday, but the dwarf mechanic disappeared somewhere. As usual, we will have to take charge of the matter. We tell the guard that we are ready to help and ask him to take us to the fountain mechanism. Once in place, turn the levers as follows:


    after which we activate the mechanism and watch a funny scene (I won’t spoil it:) As a reward for completing the quest, we receive 2 thalers and 20 units of experience.

    Fake beard

    Near the blacksmith, in the bushes, in a barrel, a gnome named Ugin, the son of Umbrash, is hiding. He will tell you his sad story. The yard dog bit off his beard. Now he cannot appear in public and is forced to hide in a barrel (the local gnomes are very complex about their beard). We need to help the poor guy! We go to the very gateway where the misfortune happened and deal with this terrible dog. We remove the fur from it and take it to Ugin. The gnome makes himself a new, beautiful beard from it, and we will receive 3 ducats and 25 experience. Everyone is happy!

    In the Count's Quarter you can also find three twin gnomes. The triplets will offer you a fun game to play. They will start running quickly and changing places. Your task, after all their movements, is to find the gnome who suggested this game. It’s quite easy to guess, you just need to carefully monitor the gnome during his movements. To play you need to pay 1 ducat, if you win you will receive 2.

    There is also an alchemist in the shopping area - Auralia. She will tell you that she received a very complex recipe for some powerful potion, but one of the ingredients in the recipe is incorrect. Actually, your task is to find an alchemist who can replace the wrong ingredient. True, you can only find this in Talon, one of the last locations of the game, so I won’t fully describe this quest yet.

    So, having run around the count’s quarter to our heart’s content, we go back to Praios Square - it’s time to examine Ardo’s house, that is, now our house.

    Housekeeper Virvosh will meet us at the threshold. You can find out all the details about the mansion from him.

    The house will serve as a kind of base for you - your comrades who are not currently in the party will be waiting for you here; there are chests where you can put your acquired goods; and finally, you can set up a garden in the mansion, which can become a source of alchemical plants.

    Virvosh will also give you a letter from our old friend - the magician Rakorium. The old wizard asks us to come to the Ferdok Temple of Hesinda (the renovation of which has already been completed) and talk with Abbot Dorion of Kuslik.

    Finally, there are a few more side quests that appear after completing the quest to investigate the murders in Ferdok.

    Salina's request

    Walking around Praios Square, you can meet our old friends - the magician Salina and her brother Halmok. They are standing near the temple of Hesinda. Salina will ask us to free Dranor from prison. In fact, it’s time to remember a friend who got into trouble. We ask Salina how to help Dranor out, and we learn that a secret underground passage leads from the brewery to the city prison. If you use it, you can free the thief without attracting the attention of the guards. However, it’s unlikely that the owner of the brewery would so easily let us into his cellar. When I come and help him, there are rats in the brewery cellar. We’ll simply invite the owner (who, by the way, turns out to be the dwarf Worrwish, the brother of our housekeeper) to deal with the rats (for money, of course:) and under this pretext we’ll sneak into prison!

    Having reached Dranor’s cell, we find out that he is really not guilty of anything and cannot just escape from prison without proving his innocence. Apparently the only way to free our friend is to convict the merchant who accused him of stealing a dwarven chronograph of perjury.

    We go to the Count's Quarter and look for this same merchant - his name is Harpel. We'll have to play detective again - we ask the seller and his daughter standing next to him all sorts of questions and in the end we find out that the testimony against Dranor was a misunderstanding. It turns out that the merchant simply forgot his chronograph at home that day and thought that it had been stolen. With this good news, we go to our old friend Barla Dorkenschmid and ask her to free Dranor. The thief is in our party again.

    To complete the quest, all you have to do is tell Salina everything. True, when we arrive at the square, we learn from her brother that the Queen of Magicians has gone somewhere on business. Well, to hell with it, what do we care, experience will still give you away.

    Rat attack

    One of the most tedious and difficult quests in the game. To complete it, you will have to go through a hefty dungeon, kill a bunch of rats, and at the end fight a queen rat - which for some reason is more difficult to kill than a dragon.

    The task is so boring that I didn’t even bother going through it a second time (forgive me), so I’m describing it from memory :) In general, it’s better to put it off and complete it after the Mürbrück location, by then you’ll have a normal healer in your party and the heroes will be stronger.

    Well, the most unpleasant surprise awaits you when you pass the quest - the reward is only 2 ducats! In general, the developers have clearly gone too far with the complexity.

    Runaway Dancer

    When you first came to Ferdok, you probably noticed a trained bear at the main gate and a man named Firnyan, the trainer himself. So now (after completing the quest to investigate the murders in Ferdok), on your next visit to the gates of Praios Square, you will see a strange picture. The bear, for no apparent reason, stopped obeying its owner and looks clearly not friendly. A desperate trainer will ask us for help.

    If you play as an elf, then the quest can be completed right now - just use the meekness spell on the bear, which, if I'm not mistaken, all elves have. The rest will have to wait until they are joined by the Elyan woman, who can be found in Mürbrück.

    Debtor

    To complete another quest, we go to the “Dexterous Ferret” tavern, which is in the port area. The local innkeeper will ask us to collect a debt from one of the visitors. According to him, the unscrupulous client can be found in another tavern - “Silver Jug”, on Praios Square.

    We run there and ask the tavern owner about the debtor. Alas, he left the inn literally before our arrival, but before that he took a loan from the innkeeper! Let's hope the scammer didn't have time to run far.

    The debtor is standing next to the beer seller, as you probably guessed, borrowing money. So there are several ways to complete this quest. First, you can scare the rogue city guards. In this case, you will receive 35 experience and 3 ducats from the happy innkeeper. Secondly, you can bribe the debtor for our silence - 3 thalers. And if you or your comrades have pumped up trade, then you can rip off 3 ducats from him. In both cases, you will only receive 15 experience at the end of the quest. In the end, you can (by choosing the wrong lines in the dialogues) miss the debtor. However, even in this case, with your persuasion skill leveled up, you can tell lies to the innkeeper’s ears, saying that it was difficult to find the debtor, etc., and you will receive your rightful 15 units of experience. But if this doesn’t work, then the quest will fail and you won’t get anything. Like this!

    Brawl in a pub

    A new task awaits us in another tavern - “The Fat Pig” in Furmansheim. The owner of the establishment will ask us to pacify the rowdy visitors who started a fight. As usual, this can be done in several ways.

    You can simply hit uncultured clients over the head, you can convince them to go to sort things out in another tavern, or you can intimidate them with reprisals. In the first case, you will get a little less experience, but for any way to solve the problem you will still receive beer from the innkeeper “at the expense of the establishment.”

    Generous alms

    In order to take this quest you need to give the beggar in Furmansheim 1 ducat. He will tell you that he recently noticed two suspicious people in an alley who seemed to be sharing some money. We go to the place on the map that the beggar marked. As he said, there are really two types of people dividing the spoils here. We just follow them and soon the thieves will lead us to their hiding place. We open the chest containing their loot (all sorts of decorations). The quest is completed.

    Read about what the priest of Hesinda needed from the main character and what adventures await you in Drakensang in the next parts of the walkthrough!

    Barjomi www.gamer.ru/drakensang-the-dark-eye/prohozhdenie-igry-chast-pervaya

    Recently I decided to write a walkthrough of Drakensang, and started the game again. What came out of this is up to you to judge :)

    (this is the first walkthrough I'm writing, so don't kick me too hard)

    Main quest

    So, immediately after creating the hero, the game, without really explaining anything and with just one note in the journal about a certain friend of ours Ardo, throws us into the world of Aventuria.

    Well, there’s nowhere to go, we’ll have to go to Ferdok and find out what our friend needed.

    However, already at the first checkpoint, located a couple of steps from the start of the game, a bearded guard informs us that the passage to the city is closed, due to a gang of murderers raging in the area, so without a recommendation from two authoritative people, not a single respectable guard in Ferdok will accept us will let you in. And who issues such idiotic decrees! :)

    After testing this same guard a little, we find out that one of our guarantors could be the Supreme Mage Rakorium, who, together with his two students, went to the Sharp Sword tavern.

    So, one candidate for the position of our guarantor has been found, all that remains is to find a second one.

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    We go to a small tent camp located not far from the village of Avestra itself, and meet the charming Salina, the queen of magicians. As it turns out from a conversation with her, Salina’s precious brooch with a tiara was stolen, and she is ready to give us a recommendation if we help her find this very brooch. Fortunately, her brother Halmok has guesses as to the identity of the kidnapper, he believes that Salina’s friend, the thief Dranor. According to the Queen of Magicians, you can find out where he is hiding from his comrade, Runkel Berezhaus, who hangs around nearby.

    Now we have a second guarantor, all that remains is to find this Dranor!

    His friend turns out to be not a very tough nut to crack and immediately reveals that Dranor had dealings with a gang of murderers operating in the area. According to Runkel, the local innkeeper must help us find the hideout of these robbers. (You can also take the quest from Runkel to join Ferdok’s guild of thieves, read its passage at the bottom of the post)

    Now is the time to go to the Sharp Sword

    Approaching the inn, we witness a dispute between the local innkeeper and the Amazon Rulana. After their chat, we ask the innkeeper about the bandits’ hideout, and we boldly invite the Amazon to join us. So, having identified ourselves with the first companion in the game, we go to the north of the Dark Forest, where the killers’ lair is located. On the road to the Dark Forest (near the bridge) we meet two novices of the magician Rakorium, who say that their teacher disappeared somewhere in the forest. Well, we'll visit him along the way :) .

    At the entrance to the camp we deal with a couple of bandits, and in the camp itself, after watching a short video, we deal with three more. (by the way, do not forget to take the Robber Emblems from their bodies, the head of customs Nandoro will pay 2 thalers for each). Immediately after “cleansing” the camp, Dranor will talk to you (he was in the camp all this time, and it was really he who stole the diadem). Immediately invite him to join your party, he will not refuse.

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    Now it's time to find the mage Rakorium.

    We go to the old adit. The magician is at the end of the left branch of the dungeon. There is no particular need to persuade him to return to Avestroy, so after talking with him we immediately go to the exit. As soon as we leave the adit, Rakorium will remember the teleportation spell, and, without even thanking us, will move to Avestroi. Okay, we'll visit this ungrateful wizard again.

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    We return to Avestroy. Rakorium is already standing at the bridge, next to his novices. We take the recommendation from the absent-minded magician, and for one, 80 units of experience, and go to Salina.

    The Queen of Magicians is not going to forgive her beau, Dranor, but she will help us get into Ferdok - if the guard Nandor does not want to let us through, we just need to tell him: “Salina will tell everyone what he did last year on Prayos Day.” For completing the quest, we will also receive 70 units of experience.

    However, before leaving Avestroy, complete all side quests; you will not be able to return to this location later!

    Now we go to the head of customs Nandor. Having learned about our guarantors, Nandor will immediately let us into Ferdok (don’t forget to give him the emblems of the robbers)

    Well, bye Avestroy and hello Ferdok!

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    Side quests

    Thieves entrance exam.

    This quest can be taken from Runkel Berezhaus. After he talks about how his friend Dranor has something to do with the murderers, just ask him why, in fact, he and Dranor came to Avestra. Runkel will tell you that he and Dranor want to join the thieves guild, but to do this they need to pass the entrance exam. The unfortunate thief himself will ask you to help him. So, the entire exam consists of three tasks. The first is that you need to crack the chest that is located near the Aves Chapel. If Dranor has already joined you at this point, then there should be no problems with this.

    We take a note with incomprehensible symbols from the chest and take it back to Runkel. He will decipher it and tell you the second task: you need to pick up the next note from the chicken coop in the village. Unfortunately, not everything is so simple, the chicken coop is guarded by an angry dog. So that the dog doesn’t bark at us, we start a conversation with its owner, who is standing nearby. We ask her for a bone for the dog, options in the dialogue are 3 Threat, Seduction and Persuasion, choose the skill that you have the most developed. Having lured the bone from the peasant woman, we give it to the dog, and while he gnaws it, we quickly take the note from the chicken coop.

    Let's return to Runkel. Having deciphered the note, Runkel will send us to the cellar of the old mill, where there is a chest with the 3rd note. The chest lies at the very end of the dungeon, and since the cellar has no branches, it will be difficult to miss it. True, the chest is protected by a trap, and it is guarded by a “flock” of rats. We take the last note and take it to Runkel. He will say that the word Furmanschem, the name of one of Ferdok's quarters, is encrypted in it, therefore, the lair of the thieves guild is located there. Thieves Guild exam passed!

    Delicious delicacies

    In the square near the tavern there is a merchant named Gallo Frantrich. He will ask you to find him a package that he lost. If one of your characters has leveled up the Knowledge of People skill, then you can immediately figure out the suspicious merchant - the bag contains not some trinket, but Kashammer tongues. The package lies by the road to Ferdok, to the right of the cart. When you find it, don’t rush to give it to Gallo for 2 thalers, you can bargain up to 1 ducat by choosing dialogue lines under the following numbers: 2, 2, 2, 1, 1, 2 or 3, 1, 1, 1, 2.

    (By the way, there is an assumption that in one of the last locations - Talon it will be possible to sell the same package for 50 ducats!) As a reward for the quest you will also receive 15 experience.

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    Berry picking

    You can also pick up a quest from another merchant, Bredo Bento, walking near the chapel. He will ask you to collect 10 Crow's Eye berries. Crow's Eye bushes grow almost everywhere in the Dark Forest, but most of them are on the shore of the lake. As a reward you will receive 6 experience points and 2 ducats

    Quarrel over an apple tree

    On the road to Ferdok, near an apple tree, you can meet two peasants who cannot divide the harvest. If you talk to one of them, you will be offered to resolve their dispute. There are only four answer options in the dialogue, although they all lead to the same result, the peasants thank you, and you get +15 experience, so feel free to choose any.

    Hunter Kutzenstein

    The local innkeeper Talion is worried about the hunter Kutzenstein, who has not appeared in the village for several days, and asks you to check on him. In order to complete the quest, simply go to the hunter's hut in the Dark Forest and help him deal with the wolf. As a reward you will receive some experience.

    Wolf Attack in the Dark Forest

    The quest can be taken from the hunter Kutzenstein. He will ask you to kill the leader of the wolf pack - White Skin. We just go west from Kutzenstein’s hut and deal with White Skin and her two assistants. As soon as we kill the leader of the pack, the quest item White Skin will appear in the inventory. We take it to the hunter and receive a well-deserved reward - 20 thalers and 5 experience.

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    Bear in the Dark Forest

    The quest is also taken from the hunter. You need to kill the rabid bear that lives in the old adit. We just kill Misha and bring his head to the hunter. Reward – 25 thalers and 5 experience.

    Hunting trophy

    After you turn in the quest “Bear in the Dark Forest,” simply take the bear’s head to the innkeeper Talion. Reward – 2 ducats and 10 experience.

    Also in Avestroy you can find several tasks, which, although they are not full-fledged quests, since entries about them do not appear in the journal, are also rewarded with experience and gold.

    Fight with soldiers

    Near the magician Salina's tent, on a small platform you can meet two soldiers. One of them will invite you to fight, and if you win, he will give you his sword (it’s better to already have at least one party member by this time, so that it would be easier to kick the asses of the brave ones)

    After the battle, the disgruntled guard will reluctantly give you his sword - Hugelboldt's Broadsword with an attack of 1W + 4. You will also receive an increase of 20 experience.

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    Treasures

    In the upper right corner of the location, near the waterfall, you can find a strange corpse with fire flies flying around it. We deal with the flies and search the corpse. On it you can find a key and a note that mentions a treasure chest. The chest itself is located to the left of the body (if you are facing the waterfall) behind the bushes. It contains 3 ducats, a gold chain and a silver ring. Quite a good treasure to start the game with.

    Parzalon

    Near the second outpost on the road to Ferdok, there is a strange knight named Partsalon. If you listen to his fictional story (just always choose 1 answer in the dialogue) you will get 15 experience. This is how fables help the main character level up

    Master's Mask

    To the left of the main road, right behind the village, in a small clearing, a peasant woman, Erna Rübenfein, is walking. If you start a conversation with her, she will send you to her husband, but you can ask her about a certain thing that belongs to us. She will ask you for your password. We dial one of these codes:

    3EXD6L

    One of these codes should work, but in some versions they may be blocked. To find the working code, open the file "Drakensang\export\db\static.db4" and look for the line "keyword=".

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    Erna should give you the Master's Mask, which, in addition to head protection 1, gives a +3 charisma increase.

    Walkthrough of the game. Part one


    Walkthrough of the game. Part one

    That's all for now! I’ll try to cram more into the next part of the walkthroughs (this post was, so to speak, a test run :)

    I will definitely listen and take into account your wishes regarding the content and format of the next parts of the walkthrough.

    Create a hero Select friends Earn Find the best weapon Fight

    It seems that RPG adventurers have lived to see the time of penguins and butterflies. There have been some great games released recently, and a few more on the way. Among them is Drakensang: The River of Time, the sequel to Drakensang: The Dark Eye. Today we will tell you how to easily get through numerous battles, pick up companions and fulfill your destiny. And for this, let’s once again plunge into the unique atmosphere of the noisy Ferdok, the majestic Murolosh, the Morbrück swamps and other corners of the world of the Dragon Song. Are you ready?

    Start with yourself

    We can only take four fighters into one squad, so the role of each of them is extremely large. There will always be a main character in the squad, so the first choice is the most important. But before we move on to tips, let’s remember the mechanics of battles again.

    The main thing in battle is the number of opponents simultaneously hitting the character and wounds. The first is because many attacks cannot be blocked. And the latter - because they bring death regardless of the total amount of health. Now let's figure out how we can influence these indicators.

    Magical Menagerie

    In addition to the four heroes, there is one more summoned creature available to us. Only full magicians have the gift of summoning, and people have a much wider choice of spells. In total, we have five friends available to summon:

    Skeleton

    At first it is quite frail, but it develops very quickly. With each modifier point, he acquires armor, even armor, receives new weapons and, most importantly, abilities. A skeleton of average (about ten) level is the best possible companion: high health, armor, attack, in a word, a full-fledged member of the squad. But then... At the twelfth level, the skeleton changes class, turning into a magician. Now no one needs him, because his spells are weak, his mana is low, and he himself falls apart from any sneeze. Towards the end, the situation improves a little, because the bony one’s spells begin to cause serious damage, but weakness and inability to control lead to the fact that rarely does any skeleton manage to cast more than two or three spells. Then they simply gnaw it off. You can, of course, not upgrade the skeleton to a mage (plus/minus modifier), and for some time it will even work, but then other creatures will become better.

    Genie

    Improved version of the skeleton. Stronger, but develops a little slower and is less protected. The genie has no armor, but has many resistances to various effects. Overall good, but suffers from the same disease: over time it turns into an uncontrollable magician and becomes practically useless.

    Shadow

    Quite a strong melee attack and immunity to many influences, but there is almost no defense, and all other creatures are clearly better. There is only one idea for its use: first hit the enemies with an area spell with damage spread over time, and then launch a shadow there so that it deals with the weakening enemies. True, the enemies absolutely do not want to stay in the middle of all this disgrace and fight with the shadow, but instead immediately run to pull the beard of the magician who created all this disgrace.

    Fire Elemental

    At first, you can’t think of anything better. His fiery aura cooks all your opponents in huge portions. But over time... Over time, the flame burns just as brightly, but there is less sense, because the enemies become much stronger, and the elemental dies very quickly.

    Beast

    This is the only companion available to the elf. The beast grows along with the squad, overcoming the path from a rat to a bear. At first, of course, he is rather weak, but then, when everyone else fizzles out, he continues to grow and comes to the end in all his splendor. He has few skills and resistances, but huge health and excellent damage.

    The ideal companion depends on the time. The first few levels are an elemental, then a skeleton (or a genie if you need an attack) and finally a bear. Based on this, we can advise novice magicians to choose an elemental as their companion, because in the swamps we will meet an elf who can summon animals. They will replace the weakening friend.

    Injuries

    There are two ways to inflict a wound: remove more health from the enemy than his constitution, or use a special ability. The first is unlikely, because most of the opponents encountered are by no means deprived of characteristics. And this is of little use: you will remove the entire health bar before inflicting five wounds. But the second can safely be called the cornerstone of the battle. Take a look at the table.

    In the midst of impenetrable darkness, our hero prays and lights a flame of hope.

    While the hero admires the magnificent view, his loyal friends cover his back.

    Let's start with weapons ranged. What to choose: bows or crossbows? The former shoot more often and further, the latter more powerfully. We recommend sticking with bows. You will only get decent crossbows from the dwarves (or shortly before), and this is almost the end of the game. In addition, the speed of fire plays a very important role, because the damage you deal directly depends on it. Believe me, the monsters won't wait for you to draw your bow!

    This is important: An elf from the swamps who knows how to summon animals and is excellent with a bow. So think carefully about whether your hero needs a ranged combat skill.

    Now about weapons melee. Let's note the daggers right away: the main damage from them is simply ridiculous. Swords, of course, are good, but one wound will not be enough for us. We choose between spears and fencing weapons. Spears have more damage, and they can be used to make sweeps, which is great for taking enemies out of the fight and thus greatly helps in any battle. And with a rapier you can take a shield. And this, in our opinion, is more important for the main character. According to the plot, he will come across just a magnificent example.

    This is important: The main feature of plot armor is that it allows you to cast spells. And you should use this!

    Peaceful abilities

    Fireballs are not a toy for children!

    Away, away, damned harpies!

    Attention, advice for “munchkins” - the social group of skills (knowing people, seduction) can be safely abandoned. Most problems are solved either with a fight or with money. Among the collective skills you need zoology. Herbalism is preferable, but our irreplaceable elf can study one thing. From crafts to us Necessarily alchemy is needed. A little bit: only three units, more at will, powerful potions are never superfluous. But don’t rush to look for an archetype with already studied alchemy, we can learn this as the game progresses already in Ferdok. Blacksmithing and bow making are needed, but they will be developed by third-party characters. Traps can be neutralized with a “tank” (or simply run around them, which requires acuity of senses), and under the locks lie material values, of which there will already be plenty.

    This is important: in the glorious city of Talon you will come across the spell “Foram Foraminor”, ​​which completely replaces the burglar.

    And finally, the physical group. Personally, self-control and sneaking will be useful to us, and let our companions teach us the rest. The acuity of feelings must be taught, otherwise all sorts of traps will not give you peace. And the overview on the mini-map makes it very easy to navigate the dungeons.



    It's time to choose an archetype. In our opinion, It's worth choosing from an elementalist,metawizard,scammer,elven fighter and ranger. The first one knows how to summon an elemental, which is extremely valuable, and subsequently will be able to learn both a rapier or a spear, and extremely useful spells.

    Forgrimm finally looked like himself from the old painting.

    Having stepped on a giant rat's tail, we pour spells on it.

    This is important: Captain Erland will be able to teach you how to use both spears and fencing weapons when you meet him in the count's quarter of Ferelden in the courtyard of the barracks.

    The same can be said about a metawizard. The rogue is fluent in rapiers and knows (and can learn) some spells. The fighter fights with a spear and, like the rogue, will be able to spell something, but because of the race, the choice of spells is very limited. The ranger specializes in bows (maybe you prefer them after all?) and can cast good spells, although many useful spells will be missed because of the same thing. In addition, Gwendala, whom we will save in the swamps, is of this class. Duplication is, of course, bad, but in this case it is not critical. Well, choose your hero and go.

    Satellites

    Now you need to select a team. Gwendala must be in it, we have already written more than once why. Secondly, we need a “tank”. Forgrimm and Traldar are suitable for this role. The first one, in our opinion, is better, because he is a gnome and initially specializes in one-handed weapons, but he can also use a shield. Traldar does more damage due to his two-handed weapon, but he himself suffers more, so he will have to be constantly treated. He is more of an attacking “tank”, which is also useful. Lastly, if you are not a full human mage, you need to take Yost - for fire support. Otherwise, there are many options: Ankoron (spear + a little magic), a second “tank” or the same Yost. However, you can create a team of your own choosing.

    Who, where, why

    Golden Mountains

    Before moving on to analyzing tactics, we will tell you the secret of the philosopher's stone. Not all of it, of course, but only that part of it that turns the metal into gold. And in our case, we will turn plants into it.

    This method will only work after we get to the county quarter, but this significant event will happen very soon. So, we left the count’s residence, a substantial fee jingling in our pocket. We approach Auralia in a colorful yellow tent and learn alchemy from her (up to three points). Then we buy a recipe for a potion of courage. Now we buy from her finage (local tree) and water from a sulfur spring at the rate of one leaf to two bottles, as much as the budget allows. The cost of these components is ninety-five percent of our costs.

    This is important: If a merchant tells you that he has a hundred units of a certain product, do not believe him. In fact, he has an infinite amount of this goodness!

    Let's walk a little around the square and look at the priest Perein Dolumur. We will buy as much gulmond leaves from him as we have from us. And finally, we run to Praios Square, run to the Temple of Hesinda and meet Master Elesmina there. Next to it is an alchemical laboratory, where we distill everything we bought before into a potion of courage and sell it to anyone. Even with minimum trading values, the profit will be 12-13% of the invested funds! In this way, you can earn hundreds and thousands of ducats and use them to buy the best equipment, the most valuable components, potions and, in general, everything your heart desires, even a ship.

    Note: if you want to run less, select one companion who will not participate in battle, and force him to learn trade to the maximum. This will increase your profit percentage significantly.

    Choose me!

    What to spend money on in the game? First of all, of course, for armor, weapons, potions, amulets, bribes, and so on. So what then? Don't you think it's worth it? But no! Do you want to get your own ship, servant, chickens and return Forgrimm's beard? Quite simply, money can do anything!

    Not everything is for sale

    Unfortunately, the most valuable pieces of equipment cannot be found for sale. They can only be made or found. And we will help you with this!

    Ferdok

    Study the map carefully - it is rewarded, and often very generously.

    After you fight the murder cult for the first time and appear before the Count, he will give you an excellent mantle And chain mail of the city of Ferdok, and also order in addition.

    After Blyutberg, near the temple of Hesinda, you will meet the elf Laurelin. He will ask you to pick up the cargo of wood at the port. As a reward we will receive instructions for making a long Luka tiik-tok and the necessary wood. By completing the Rulana quest, you will receive two sets of armor at once: Mactaleanata And Amazons from Turmeric, as well as two-handed Rhondra's Crest And Amazon saber.

    On how to get three pieces of clothing, including Forgrimm's beard, see “Choose Me!”

    After hiring Nasreddin, you can remove waqiff of Nasreddin- this is an eternally poisoned dagger. And, what is much more useful, fireproof Irian leather armor.

    Two-handed sword Tuskar with a huge fifty percent bonus to inflicting wounds you will receive complete with the owner - Traldar.

    Magister Elesmina will ask you to figure out the recipe for the potion. Once in Talon, take the task from Burgomaster Stippwitz to pick up the figurines from the leprechaun. You can chat with this cute creature. It will help you figure out the recipe potions of power and will give you a couple of rare components for its manufacture.

    After completing a series of tasks about the confrontation between trading houses, you will receive the key to Ardo’s personal account. In the chest from the office you will find Ardo's family sword.

    Moorbrück bogs

    Beautiful staff of Valonion, which increases astral energy by ten units, you are unlikely to miss. It can be removed from the remains of the former lizard statue, which, as usual, will be revived by Rakorium by mistake.

    Back in Ferdok, the innkeeper Spekstein will ask you to find the thief Thalia who robbed him. You will find her in an inn in the swamps, and she, in turn, will ask you for help. Agree and head towards the designated crypt. There you will meet Alrik, a friend of our thief. Give him what he asks and you will receive it as a reward Farfara rapier, which is 25% more likely to cause wounds.

    The main enemy has been turned to stone, his retinue has been defeated, now you can regain your breath and prepare for battle.

    In the same tavern on the swamps you will meet the peat bog Vigur. After drinking him, you will learn about the treasure of his colleague, Crobber. He will invite you to find heirlooms and divide them. Agree and hit the road.

    The task is extremely interesting, so if you want to figure it out yourself, just skip this paragraph. So, here are the clues. Three swords are three graves on the island of harpies. The fourth grave is on the other side of the hill. Stone wheels are millstones in a mill. After visiting these places, we go to where Rakorium brewed the potion and find a grave with the letter S laid out on it. Click on the bottom pebble and run back to the island of the harpies. There we go into the second crypt and click on the mouth of the sarcophagus. Congratulations, you are now the proud owner of the recipe. Tenobaal's arrows. There are also five more of these rare arrows.

    Saving Gwendala will also net us some great items. After entering the tree, turn right and you will find the corpse of an elf - on it, among other things, lie wood elf gloves, increasing charisma by as much as three units. And the spirit can be persuaded to leave you soul instrument, increasing the same charisma by two more units.

    Blyutberg

    In the forest you can meet the witch Morla's pet - the talking toad Know-It-All. Feed her what she asks for and get a reward ring of omniscience with benefits to dexterity and manual dexterity.

    At the very end, remove the short sword Cleaver with a twenty-five percent increased chance of inflicting a wound.

    Furyfang Keep

    Mantle of Astral Powers, doubling restoration of astral energy, you will find in a round room with a dragon's eye in the center. Search all the boxes and chests along the wall.

    Ticket

    While no one is looking, our hero does something unpleasant. No, not what you thought - he opens the chest.

    Trader Eichrich's quest will take you to a dark crypt, where you can loot the twice-corpse of a skeletal necromancer soul fragment - a staff that, with each blow to an enemy, unleashes a “thunder arrows” spell on him. Now our magician will be able to stand up for himself without astral energy.

    Note: if there are two magicians in your squad, then there will be no problems choosing between this staff and the staff of Valonion. But if there is only one... then it won’t happen either. We act like this: first, holding Valonion’s staff in our hands, we conjure all the mana, and then we take a fragment of the soul and go into close combat.

    Peasants from the burned village will ask you to deal with the Tatzelwurm. After the battle with the monster, examine the remains of the less fortunate adventurers. You will find magic master hat- a wonderful headdress that increases resistance to magic by two points and maximum astral energy by ten units.

    Dragonslayer Helm Prince Arom will give you before the battle with the dragon. By the way, after his death you will immediately receive five very valuable recipes. True, you can only do three. You have to choose between crossbow And dragonslayer bow, dragonslayer saber And dragon spear. Well dragon potion, which raises all the parameters of the drinker by as much as three points, can be brewed as many times as the ingredients last.

    Murolosh

    According to the plot, you will help the gnomes more than once, and they will not leave you without a reward. Of the four excellent items that the treasurer can give you, you can only choose two. Mantle of Madness gives good (for robes) protection and reduces enemy attack by as much as four units. Incredible titanium ring strength raises the parameter of the same name by three points. Malmargaroshno- This is a terrible two-handed hammer with a fifty percent chance of knocking down the enemy. You won't find anything better for an attacking "tank". Kangrosha- an excellent ax with a five percent chance of wounding. An ideal weapon for a simple “tank”.

    After you help the four sisters deal with their inheritance, they will share with you the recipe for a powerful crossbow iron forest Marimroshi with accelerated reloading.

    In the depths of Gruldur, take the time to go to the upper right corner of the map. There is a nest of nasty amoebas, breaking through which you will find eight-piece protective amulet, which completely protects the owner from any poisons

    If you find gnome treasures at the request of a dead gnome, you will make good money. Among other things there will be Tumlardrag- a crossbow that shoots balls, very quickly and powerfully.

    Tactics

    "Tank"

    The last moment of the apostate.

    He must survive while everyone else heals him and destroys his enemies. Also, the “tank” has the task of disarming traps with its body. To do this, he needs the heaviest armor and, very preferably, a shield. The weapon is, of course, one-handed. The “tank” must develop a well-developed constitution and vital energy. Endurance will also not be superfluous. Among his abilities, he will need the lines of defensive fighting style and masterful defense, developed to the end, as well as, if possible, a wide swing and knocking down. From the “defense” tab, we first of all need a blow with a shield, although everything else will also come in handy. Skills include self-control and medicine: we don’t need wounds. Playing as a “tank” is quite simple: we run forward, burst into the crowd, give everyone slaps in the face and, covering ourselves with a shield, wait for something to end - either the enemies or our health.

    Attack "tank"

    Unlike the previous one, this “tank” takes a two-handed weapon and runs to hurt the enemies. Therefore, we need to properly develop his strength. At the same time, he sips trophies. Stamina is much more critical for this character than for the previous one. At least to use the ability hammer blow, which you should definitely take. The skills are the same. We act like this: we burst into the crowd, swing our sword widely, knock someone down and hit someone else on the head with our “hammer”. After this, we chop down the enemies to the best of our ability and repeat the abilities as soon as the energy is restored.

    This is important: To be on the safe side, you can develop self-control among all four of you. But melee fighters absolutely need this skill.

    Fencer (rapier)

    The task of this fighter is to inflict as many wounds as possible, and the rest of the time to support the team: with treatment, attack, magic. To complete the main task, we need to learn the attacking fighting style and feint to the end of the line. Endurance and agility are a must. If we use a shield, which is highly recommended, then we develop a strike with it.

    Gwendala poses for anime fans.

    Note: you know how to cast spells, but the shield prevents this? It doesn’t matter, feel free to go into battle with him, and when you need to cast a spell, just go into your inventory and remove the burden for a while. Then take the shield again and continue the battle.

    We spend the rest of the points on what we will do while our stamina is restored: healing, strengthening or damage spells, attacking fighting style. The parameters also depend on this. In the case of a half-mage, we develop all types of expendable energy (vital, astral and endurance), as well as intelligence and agility. If we plan to fight hand-to-hand, then we will do without astral energy, but rather take strength and constitution. The plan for the battle is this: we inflict two wounding blows in a row on the strongest enemy, after which we fight (conjure) and wait for recovery. We repeat.

    This is important: After using abilities, you need to attack enemies who are already hanging on the “tank”.

    Fencer (spear)

    There are not very many differences from the previous version, but they are significant. We are not allowed shields, so evasion will be very useful. Be sure to study the ability to hook. It is better to refrain from witchcraft with a spear in your hands; it is better to spend the freed points on additional dexterity. We fight like this: we deliver wounding blows, after which we select the next most dangerous target and cut it down. Everyone who can beats the person who is down. If you don’t have enough stamina, take a bottle of “chemistry.” There is no doping control here anyway.

    Archer

    One of the most important characters on the team. And maybe the most important one. Judge for yourself: he inflicts the most terrible damage, spends very few points on the development of the main weapon, so he can still learn a lot, and, finally, this shooter will consume a good half of all the team’s funds.

    So, development. Learning the shooting line without being distracted by a hail of arrows is a waste of points and stamina in battle. Now we definitely teach endurance and, preferably, evasiveness. We need a lot of skills: agility, strength, even constitution (for endurance).

    The harpies below will not have time to reach us.

    Equipment is very important. The main choice: which bow to take - with high damage and firing range, but slow reloading (long bows) or, conversely, fast, but weak (short, then composite)? The correct answer is to take them both. Besides bows, we need a lot of arrows. It is advisable to take five to six hundred pieces with you on long hikes. You can buy them in any city in unlimited quantities, but these arrows are of low quality. Good ones are rarely found on sale, and you have to make them yourself.

    This is important: This is exactly why we need the zoology skill. The most scarce commodity is obtained from all kinds of animals: leather straps. Take the time to run through forests and dungeons and skin rats and wolves.

    The battle for a good archer is divided into two stages. Stage one: we notice an enemy who does not notice us. Now we tighten the longbow string and release a master arrow. If you are well developed and your equipment is of excellent quality, a weak enemy will die from this one shot! And he will do it so quickly that the comrades standing next to him will not notice anything. This way you can destroy entire packs of wolves, fire flies and other small creatures that will not be able to understand what happened.

    If it’s obviously not possible to kill right away, we do it a little differently. We choose the strongest enemy and shoot at him. Then again on it. And, switching to a “fast” bow, we shower our opponents with arrows. As soon as the stamina is restored, we again take the longbow in our hands and shoot the thickest ones. An archer needs coordination with other classes like no one else. Our main comrade is the fencer or second archer. Together we need to inflict on the main adversary five injuries. After which, together with him, while waiting for recovery, beat the same enemy. The magician will also help us with the latter.

    Mage

    The road to the house.

    A mage is usually expected to do several things: healing, strengthening, summoning creatures, damage. In Drakensang you can add path lighting to this.

    The wizard in the game lives two lives at once: before and after Talon. The fact is that in this wonderful city we will finally be presented with the most powerful healing and crippling spells, including area ones. And before this significant event, the magician is quite pathetic. He knows how to cast magic slowly and weakly, strengthen friends with virtually no benefit, shine, heal from poisons and wounds.

    We'll spend most of our time doing the last three things. Wounds must be monitored especially and eliminated immediately after they appear. That's why We are developing a defensive fighting style,evasion,mind,intuition,astral energy. Of the spells needed "Clarum purum" and "Balsam of Salabunda". As a weapon, it is better to choose a classic staff. Firstly, as the game progresses you will come across several samples with excellent enhancements. Secondly, by choosing a staff, you can learn the tripping ability, which will greatly help your allies in battle. The abilities of evasion and a defensive fighting style will help you escape from monsters that accidentally attack you. We save the remaining points for real charms. Namely:

    Ignisfero fireball

    Large area damage followed by frying. Changes our entire tactics. After the archer's work, we throw this ball into the crowd of surviving enemies as many times as we can while these future firebrands are running towards us. As soon as close combat begins, we move on to the usual role of a healer.

    Paralysis freeze like stone

    Turns the enemy into stone for some time.

    This is important: Some enemies are immune to this effect, so be careful when choosing your target.

    We will receive this spell even before Talon, and it will immediately find a use. Now in any battle we can make our task easier by incapacitating almost any enemy. This is especially important in battles with mini-bosses: they cemented the leader, dealt with the retinue, healed, gathered and finished off the reptile. Applies until the very end of the game.

    Healthy body,healthy mind

    Places an ally in a meditative sleep, during which he heals wounds and quickly restores health. Helps to recover well after a difficult battle. It is difficult to use during a fight, because it immobilizes an ally. Although it’s possible against an armored “tank”. Enemies will still not be able to remove as much health from him as this enchantment restores.

    You can do without the rest of the spells, although you still have to study a couple for close-range combat: Ignificus fire ray, freezing, lightning will find you - choose to your liking.



    We are done with the analysis of archetypes, but there are a couple more situations that are worth dwelling on separately.

    The son of a dwarven king saves his father from a demon... with a brave blow to the head with a pickaxe!

    Enemies are immune to wounds. A very unpleasant situation. Most often, the undead have these properties. If you know in advance that you will have numerous or difficult battles with the undead (swamps, dungeons of gnomes), then it is better to remove the fencer from the team and replace him with a mage or an attacking “tank”. Give the archer fire arrows. Our procedure is simple: first, the magicians cast powerful spells at enemies who have not reached them, and after that they switch to the mode of traveling first aid kits. The rest all together attack each of the dead in turn.

    Enemies are actively casting spells. Pay attention to stat boost potions. Each of them grants immunity to certain spells and effects. For example, a potion of intelligence saves you from the lightning spell, so beloved by lizards.

    The enemy has many shooters. Feel free to cast area spells on them.

    Almost the entire squad is dead,the rest won't cope. We just turn around and run as fast as we can. Sooner or later, the enemies will break away, and the dead friends will teleport closer to us, where they will be resurrected. We heal and try again.



    Now you are prepared for almost any emergency. Let all troubles be easily resolved so that you have more time to explore the rich world of Drakensang!

    MILYAGA
    Gwenala has one more plus - she has a bonus to making bows from the start.

    But since there is such a fire around the team of friends, I will also express my opinion.

    1. The last unit after which you can still balance the team is Gwenala. Yost can be wedged in if hacking, society and traps are already distributed in the group. All. The rest of my friends join so late that the team is already balanced and I personally look at them simply as decoration.
    2. A healer in the group is NOT NEEDED as such. Healing in battle with bandages is a naive amateurism that goes away at about lvl 8 of the character. Removing poison is the same. Conclusion - in a party you need someone to have 1 with 15 medicine in order to remove fractures or critical wounds after the battle, if someone is killed and a mage or half-mage who would remove poisoning with Clarum Purum. All hits in battle are treated with red bottles and infusion of crow. Therefore, one rank 12 alchemist is worth ten doctors with bandages. Because you need to be able to make bottles, and you need to be able to make them, if possible, in isolation from the bases.
    3. Hacking - a necessary thing, but the most valuable chest - in Gruldur with a recipe for diamond sharpening stones - is easily opened by hacking 15 - I once successfully opened it by a GG soldier. So you don’t have to fool around with the thief either.
    4. Traps - traps that are too heavy for a non-professional - behind the firefall and on the Drakensang Mountain. If there is no starting bonus, you cannot withdraw them. But - the first ones are removed by Forgrim, and the second ones can be ignored by shooting the Drakensang portals with bows. So you don’t need to bother either.

    So, we come to the conclusion that the core of the group is still hit-boys with 2-3 non-professional skills - hacking, theft, botany, alchemy, blacksmithing. Who is this? As a rule, Forgrim and Rulana - appear early, healthy, hardy... Depending on the GG, you can vary Forgrim - to a two-handed weapon, Rulanka - to a shooter.

    The caster is chosen - Kladissa, Gwenala or Jost. For what? Fireball is a rather slippery spell, so the main tasks are strengthening the group with a summon, removing curses, increasing the group's attributes, debuffing the enemy, and removing poisoning.

    Kladissa's advantages are that she has a high social class and developed functions as a thief. Therefore, when paired with it, Draenor looks very pale and can be used no further than Avestru. The disadvantage is that she is a half-mage, therefore she cannot summon and cannot use a fireball.

    Yost is a complete mage. Summoner from lvl 10 and Talon location. Disadvantages - dead society and no skills in theft and removal of traps. You can teach how to remove locks.

    Gwenala - summons immediately, but weaker, but shoots better. Due to racial restrictions, he also does not throw a fireball. He has no social background and no skills in hacking or removing traps.

    So, in principle, from this it is necessary, in my opinion, to form a party led by the GG.

    The following mercenaries - Nasreddin, Tralgar, Ankoron and Auralia - are available around lvl 10, when, frankly speaking, the hardest part of the game is completed and the heroes and parties are almost formed. The only thing they can be used for is for crafting some exclusives like the Noisy Forest Crossbow in the Ardo mansion.

    Everything written - IMHO - is solely my humble opinion. I have no idea of ​​teaching anyone or imposing my style of thinking on anyone. Therefore, read and evaluate critically.

    world? Computer role-playing game developers Drakensang: The Dark Eye We decided to start with a letter from a friend. So, the main character receives a letter - an invitation from an old friend and teacher to come to the trading city of Ferdok, where mysterious serial murders took place. Without hesitation, the main character goes to meet a friend and finds himself in a fascinating adventure:

    The country of Aventuria is not going through the most peaceful times; robbers are rampant everywhere, so all roads to Ferdok are blocked and only merchants and nobles can move freely. This is how the storyline begins in an unusual way. Drakensang: The Dark Eye. Subsequent events will be full of secrets, intrigue and searches.

    Drakensang is based on the German board game Das Schwarze Auge.

    Generation of Ch. hero: Initially, the player selects the main character (20 classes are available to choose from) who will act as the leader of a party of adventurers, he will participate in all dialogues with characters in the fantasy world.

    In the very first village, the passage through which is closed by guards, the main character meets the first people who want to join his group. As the story progresses, the characters will change; they can be replaced one by one, thus choosing an increasingly balanced group. I will note the fact that a balanced group is more important in Drakensang than the skills or equipment of an individual character.

    Balance: There are situations when the fate of the entire group is decided by just one character who successfully finds himself in it. For example, an Evil Tree (boss) in the swamps knocks down warriors and only ranged attacks and magic spells reach their target with impunity, but at the same time, warriors are required to kill the tree’s guards. Thus, it is a well-thought-out balance that determines the outcome of the battle.

    IN Drakensang: The Dark Eye The battle takes place in rounds, just like in the great one. Damage, damage, the chance of triggering skills and using abilities is calculated with a twenty-sided die, so each battle can take place unexpectedly. Pause the game, give instructions to all group members, you can set a chain of actions for everyone, and then everything depends on luck, the level of the group members and your organizational skills.

    Observations: This cube is terribly mean :) when I killed the rat queen in Ferdok’s dungeons, the handy mothers killed all my party members except the gnome, this little guy was lucky enough to be left alone with his mother and chop 2/3 of her alone. Honestly, I had lost all hope of being able to pass this level (and there was no way back, it was blocked...) and I was about to start all over from the very beginning, when suddenly I remembered the miracles of loading/saving in the case of a cube... I had to suffer, it’s good that the rat missed the short one more often than the gnome. As a result, the level is passed, experience is gained, I no longer lead an unprepared group.

    Leveling up characters: By completing tasks and defeating opponents, your hero will receive adventure points. You can use them to improve your stats, skills, or spells. To learn a new skill, you need a teacher and money.

    The heroes of Aventuria are characterized by several numerical indicators. The higher the score, the higher the chances that it will successfully pass the test.

    In many game situations, such as combat, these metrics will be tested using a 20-sided die.

    Keep track of the wounds your hero receives during battle. They weaken it very much, so wounds need to be treated as soon as possible. This is possible, for example, using the spell “Balm of Salabunda” or the skill “Medicine, wounds”.

    Those with a shield can repel an attack from a long distance, but all other fighters can only rely on their own dodges. Therefore, it is more difficult for a ranged fighter to hit those who have a shield. In this case, his ranged combat indicator worsens by 4 points.

    The opponents are varied: Some opponents are very strong in defense, so they cannot be dealt with with a powerful blow or swing of a hammer. With such opponents, it is best to use dodges or targeted thrusts - or hit them from a long distance.

    Combat system: Battles consist of a series of attacks (AT) and blocks (BL). If the AT check passes and the defender's BL check fails, hit points are awarded. The armor protection indicator is subtracted from these points, after which the damage points are subtracted from the vital energy indicator of the loser of the round.

    Death: If one of your heroes loses all hit points or receives more than four wounds, he falls unconscious and only wakes up seriously wounded after the battle. If all your heroes are so close to death, the ruthless Boron (deity of death) will claim his spoils and you will have to load your saved game.

    Quests (searches and adventures): The tasks in Drakensang are very diverse, there are linear and multi-level ones, when one task becomes surrounded by a chain of quests. If a member of your squad develops different social abilities, completing multiple tasks becomes non-linear.

    In addition to the main story quest, all sorts of side quests are found everywhere. For example, passing by a guard at the gate, we notice his unusual behavior, he is shouting something and jumping up and down, we approach, ask what happened, he attends to his needs and asks us to guard the city gates.

    But not everything is so simple, the guard tells us about three scammers who should not be allowed into the city. As soon as he leaves, the hero begins to stop all the characters matching the description of the scammers entering the city and interrogates everyone. Thanks to special abilities, such as Knowledge of People, Local History, the hero can assess whether the suspects are telling him the truth...

    There are also simply fun tasks, for example, in the city of Ferdok you can meet triplets gnomes who offer a game for money: you guess which one is which and you get coins. First, the ringleader gnome explains the rules, introduces his brothers by name, then the fun begins, the gnomes begin to run around each other, trying to confuse the player. Then the ringleader asks again, who am I? We answer correctly and receive a well-deserved reward for your attentiveness.

    System RequirementsDrakensang: The Dark Eye:

    • Operating system Microsoft® Windows® XP SP2/Vista
    • Pentium® 4 2.4 GHz processor or Athlon® XP equivalent
    • 1 GB RAM
    • 8.5 GB of free hard drive space
    • 3D video adapter with 256 MB memory, compatible with DirectX® 9.0c (GeForce 6600 or Radeon X1300)
    • DirectX® 9.0c compatible audio device
    • DirectX® 9.0c