Spellforce 2: Demons of the Past Walkthrough by cham5 NOTE 1: This game is very buggy. From the 'Depths of Kul'Rath' and on, there were times where the enemies just stopped moving. I am not sure if this happens for everyone, but it did help with finishing the game off. NOTE 2: Unless you patch your game prior to playing, you WILL NOT complete "Chapter 7, Quest 9: Blessed Worlds." This is a known bug in the game. NOTE 3: If you follow the directions below, you will make Level 30 in this game. Kill all beasts and search extensively for all chests on each level. Here are the Chapters/Maps: Chapter 1 - Westguard Chapter 2 - Stepping Stones Chapter 3 - Realm of the gods Chapter 4 - The Citadel Chapter 5 - Depths of Kul'Rath Chapter 6 - Remains of Steelcoast Chapter 7 - Shadow Realm Chapter 8 - Icewastes of Shalibar Chapter 9 - Plains of Argan ============================================================ Chapter 1 - Westguard Quest 1: Recruit the Guards Quest 2: First Follower Quest 3: Enemy at the Gates Quest 4: Gates Clear Quest 5: Destroy the Northern Scouts Quest 6: Seeking the Watcher of Souls Quest 7: Defend the Lighthouse Quest 8: Watcher of Souls Quest 9: Destroy the Invaders! Quest 10: Save the People Quest 11: Trouble at Westguard Quest 12: Destroy the attackers! Quest 13: The Tower of the Shaikan Quest 14: Revenge of the Lich You start your game in Westguard. Within moments of the Shaikan's (your avatar) arrival, Lieutenant Khai Quintar speaks with you about the current situation, and you receive the "Quest 1: Recruit the Guards." Khai and tells you to pick from the team member options to his right (your left facing the screen). Here you have the option of selecting Alana (a healer), Invictus (a strongman), Necros (a mage), and Nuri (an elf). This invokes "Quest 2: First Follower." For my quest, I chose the strongman, Invictus. Once you select your Follower, "Quest 2" completes. After selecting your Follower, Khai tells you about the onslaught of Undead in the land, which invokes "Quest 3: Enemy at the Gates" and "Quest 4: Gates Clear." Your first assignment begins, and it is to rid Westguard of the Undead in the area. In some of the battles you will have assistance from stationary soldiers. You start out facing 2-4 skeletons and steadily increase as you move to each location. I started with the area below Khai and did one in that direction and then did the one just north of Khai. There are then 3 more groups left that you must face with one that is in the cemetery that is past Khai and then the market to the north. Once you knock those out, proceed to the remainder in the south/southwest. If you need to heal your men in between battles, there are Druids around that will treat you before you go on to the next fight. Once you finish, Khai grants you backup soldiers for the next task, and "Quest 1" completes. Once you finish, you are tasked to protect the lighthouse in the southeast where the drunken Timon is located, which invokes "Quest 5: Destroy the Northern Scouts." Both "Quest 3" and "Quest 4" completes. Talk to the merchant Odelle in the market who talks about her dog, Darc, and after the conversation "Quest 6: Seeking the Watcher of Souls" is now in your list of 'to-do's.' Go to the southeast. Once you get close, "Quest 7: Defend the Lighthouse" comes up. Here you will take on a decently sized army of Undead. When you get within range for the alarm to sound (that noise that takes place when enemies realize your existence), the army starts attacking the Tower. Just maintain your archer (if you have one) near the tree line by the pond to the left (as you face the screen) and have your Follower run down and lure a couple of Undead to within striking range. At that point, you can ambush them. This was the best way that I found to attack the army. Once you beat the army, "Quest 7" completes, and "Quest 8: Watcher of Souls" is now on your list. There is a cut scene that is somewhat humorous when you "talk" to the Lighthouse. Once the cut scene is over, you stand before the 'Watcher of Souls.' The cut scene here is also rather funny to watch. Once that cut scene is over, you have three options: Gold, Spica, or Blood. Gold and Blood cause the Watcher to attack your avatar. Spica does not. Once you finish the cut scene with the Watcher, you can go back to Westguard. And "Quest 8" completes. Once "Quest 8" completes, there is a cut scene about Caine and Sariel. If you did not play "Spellforce 2: Faith in Destiny," these are two of the Followers from that game. After the cut scene ends, Caine joins your team, and "Quest 6" completes, and you receive "Quest 9: Destroy the Invaders!" and "Quest 10: Save the People." At this point, you now have workers - yay! As quickly as you can, relocate all of them as well as you and your Followers to the cemetery behind the market within the walls of Westguard - the place is LOADED with Lenya, Silver, and Stone. Build your Stonemason and Smelter first - Lenya can come later. Once you have enough Stone and Silver, build a tower as close to the Market as possible, but not IN the market. Doing this will save your life and an hour of frustration. I tried moving my attack team to the Workers, and that only caused death. After multiple tries, I found that going to the cemetery was the best. If you move your attack team to the Workers, the Undead army will wipe you out because you are going to be outnumbered. Stick with the safe route and go to the cemetery as soon as you can. This will also lessen the attacks the Undead will pull on you in the graveyard. After you have enough stone and silver, build a new headquarters and get some more workers (I found that six works best when it comes to making things quickly. After a while, "Quest 10" will end on its own. Do not leave the area of the cemetery until you have wholly fortified your headquarters there, have built all the buildings in your menu and built up your army. This takes time, but it is best to do it now instead of rushing through everything. After you build your army, destroy the Undead army that is waiting for you in the market. Once complete, talk to the merchant Odelle again, and she will tell you about a shortage of food, which invokes a sidequest of "Food Supplies." Once that conversation is made, you have now completed "Quest 9" and receive "Quest 11: Trouble at Westguard" and "Quest 12: Destroy the attackers!" To achieve "Food Supplies," go all the way south and towards the center of the map. The first bag is located just outside the city to the right (East). The second one is in the farm country further to the right (East). Do yourself a favor here...once you get the first bag, have your avatar stay where you got the first bag and let the army handle the group of Undead near the second bag. You have to get both bags to complete the side quest. Once you get the second bag, talk to Odelle again, and she will say that there may be more wares out there. She is right, and it is located near the harbor as far southwest as you can go, but you cannot go there just yet. The conversation invokes the second half of the side quest - "Restock the Goods." Another side quest is available at this point if you talk to Khai, and that is to defeat Undead scouts in the north, the south, 'warn the farmers,' and the attackers in the harbor (in that order). You will need to talk to Khai after each side quest is completed to get the next one. The north group is located far to the northeast on the map. The south scouts are on the farm to the south and within the fenceline to the bottom left of the farm section. There is a small side quest at this point to "Warn the Farmers." Take only your avatar and head to the far East of the main entrance to Westguard and then head north to some farmland. When you walk near the people in the area, they will run off and hide. Once they do, you have completed the "Warn the Farmers" side quest. Now, after talking to Khai, you get the harbor side quest where you have to defeat an Undead army and save the survivors that are there (hence you receive a "Find the Survivors" side quest. In the harbor, the Undead have a little fortification set up, so make sure your army is restocked. Once you wipe them all out, there are two areas in the south of the harbor circle where there is a barrel of grapes and a bottle. These will complete the "Restock the Goods" side quest once you take it back to Odelle, and she gives you yet ANOTHER side quest called "Such a Good Boy" to find her dog, Darc. The survivors are located in two places - one to the north of the harbor section, and one to the far southwest. Once you walk near them, they thank you and leave ending the "Find the Survivors" side quest once you speak to Khai. This concludes all of Khai's side quests. Now that all the fuss is down, you can hunt for Darc. His first location is just outside the Westguard east gates to the south on a little plateau. Once you get close to him, he runs off into the mountains to the east. Have your avatar and Followers go up into the mountains by clicking around the mountains' landings. Once up there, stick to the south part and do the same thing again. Once you do that, you will come to a circle of stones where Darc is and where he can be captured after chasing him around the loop a while. This completes the "Such a Good Boy" side quest. At this point, a Lich enters the fray and has overtaken Tor Halicos' forces. Your task now is to destroy the Lich. For the first round, he starts out a little to the left (West) of the cemetery that I advised you to build your headquarters at. At this point, you should have a few Minions, Destroyers, Blood Mages, etc. If you do, you will make quick work of the first round. Travel to where the yellow bullseye is, and Lich will vanish. Once he does, wipe out the army there and nab the chests that are there. A cut scene will take place showing Halicos giving up the ghost. Once done, you have completed "Quest 12" and received "Quest 13: The Tower of the Shaikan." Have 7 workers follow after your army and have them build more towers around the one that needs protecting. It is a swift battle here. Once done, you have completed "Quest 13" and "Quest 11" and received "Quest 14: Revenge of the Lich." The Lich's next stop is just to the South where the ramp zigzags into the city. At this point, you can wipe him out to complete Round 2. He then taunts you after he is defeated the second time. For Round 3, he will be located at the SECOND cemetery that is located far from the Northwest. Do the same as before, use your army and wipe them out and save the Lich for last. Once you wipe him out, this completes "Quest 14." After you have defeated him, you go on to the 'Stepping Stones.' During the cut scene, the dragon gets cold feet and goes back to Westguard. ============================================================ Chapter 2 - Stepping Stones Quest 1: The Trial of the Guardians Quest 2: Trial of HIRIN Quest 3: To Whom It May Concern Quest 4: Trial of ELEN Quest 5: Trial of Zerbo Quest 6: The Fourth Trial Quest 7: Trial of Niethalf Quest 8: Trial of Ereon Quest 9: Trial of Shanna Quest 10: The Eighth Trial Quest 11: The Ninth Trial Quest 12: The Trial of Tiara Quest 13: Proof Welcome to the Stepping Stones! You now have "Quest 1: The Trial of the Guardians." The first thing that happens after you check out the 'power stone' is that you have a challenge to accomplish - "Quest 2: Trial of HIRIN." You have to find three lost people: one that counts the minutes to which you say "It is time," one that is a lunatic to which you say "Makkebitay quperiajot!" and another one that you just say that you are the messenger. The first one you come to is the time counter. When I explain the directions for each person, it will be from the start of the maze. Ok, here goes: Counting the minutes: Right, Left at first hallway, Left, and Left again. Once you tell her what she is to hear, she kills herself. Yes...morbid. Lunatic: Left, Right, Left, at the dead-end turn left, then left, and left again. He then attacks you. Once you beat him, on your way to the third. Third Stanger: Right, Left, Right, Left, Left at a dead-end, Right in the courtyard, Right, Left, Left at a dead-end, then Left once more. Once you tell that you are the Messenger, she gives you a scroll "to give to the right person." Once done, you complete "Quest 2" and go back to the beginning of the maze and go through the portal to the right to start "Quest 3: To Whom It May Concern." When you come out of the portal, there is another stone awaiting you. Once you read and accept the trial, thus begins "Quest 4: Trial of ELEN." For this one, it is to kill or be killed. Battle 1: 3 Hornets Battle 2: 1 Hunter Spider, 2 Sand Spiders (take out the Hunter Spider first) Battle 3: 1 Stalker (leopard) Battle 4: 1 Iron Fur (wolf) Battle 5: 1 Ice Bear (polar bear) Battle 6: 1 Giant Lizard (raptor) After Battle 6, you are free to go to the next trial. "Quest 4" completed. Next is "Quest 5: Trial of Zerbo." Put on your stealth boots; you'll need it here. Two recommendations here just as a precaution: 1. Remove all artifacts from your avatar; and 2. Only use your avatar to navigate through this trial. Since you are using only your avatar, it makes things a whole lot easier. Getting past the first guard is a cinch; just watch his guard route and move when he is not looking your way. Once you get past him, the diagonal guy is also pretty to get past. Move your avatar right up to the fruit vendor. Chat with the vendor and steal the apple and step back. After a few seconds, he will call the guards and distract them long enough for you to make it up the ramp to the shiny stone. When the guard pacing the back hall is about to pass the path downward, signal your avatar to perform a magic spell and quickly halt it by moving your avatar aside so that the guard can come investigate. By now, the pacing guard should almost reach the end of his route to the right, and you can run freely past the 'Strange Figure,' and hide in the corner. Watch the pacing guard for a few moments and then talk to the 'Strange Figure' as the guard goes away. Give the man the apple, and he will make the barrel explode and then go back to your hiding spot in the corner. While the guards are running to the barrel, and then after the 'Figure,' make your way just north of the cages that have blood all around them and wait for the next pacing guard. His pattern is this: he walks right and past the cathedral and then turns left to the back right corner and then moves toward the cages. As soon as he turns around, count to three and move your avatar to the archway. Count to three again, and move your avatar to the front of the door to the left. Watch the pacing guards going in a square. Talk to Zoraeen, the man that is closest to you, and make him think his wife is cheating on him. Upon doing so, he is going to go after the other guy, Jorgos. While he does that, move your avatar to the far left and out of sight while the guards run towards the fight. Then, pass by the dead guy by clicking near him, and while your avatar is halfway to him, click past the stone tile and out of the maze. You have now completed "Quest 5." Now that you are done, the guards will not mess with you. Go back and get anything you may have passed up to get through. Now you are up to "Quest 6: The Fourth Trial," which is aptly named due to no name being written on the stone. The key here is to survive the night à la 'The Walking Dead.' You will know when the Trial is done when Colin shows up, and you talk to him and take on a side quest of capturing the pages of his diary - thus begins the side quest "Colin's Diary." "Quest 6" is complete. Once you pass through the portal, the stone reveals the next trial, "Quest 7: Trial of Niethalf." From being a messenger, kill Bill, and a ninja, you are now playing Bodyguard to a bunch of dwarves. This level is way too easy...which likely means the next one is not. You have to kill off a bunch of ogres and earth golems, and that's it. You find page 3 of Colin's diary on this level. Once all the baddies are gone, "Quest 7" is complete. On to the next one... You are now at "Quest 8: Trial of Ereon." I will make this short for you - Urgi is the one that tells the truth. End of "Quest 8." "Quest 9: Trial of Shanna." In this one, and again, you are a Bodyguard. At the start of this, have your avatar and Followers perform a patrol in front of the Great Tree to ward off any attackers. Have 3 Workers build a Smeltery close to the Silver and have 6 Workers make the Stonemason. After you have enough, get 5 more workers to build the Blacksmith and upgrade it so that you have archers right after you build it. Next, have those same 5 Workers start building Farms and have an army to the southwest and to the southeast. Ward them all off, and as you get the water, give it to the Great Tree. You will also pick up Page 1 of Colin's Diary. Once you ward them all off and Caine says it's clear - you have completed "Quest 9." Welcome to "Quest 10: The Eighth Trial." The stone tells you that all you have to do is make it to the other side and to the portal. All this is, folks are a history lesson of the game. Take it all in and complete "Quest 10." "Quest 11: The Ninth Trial" is next. In this one, you have to gain resources as fast as you can while defending the building of a Ziggurat. Send off all of your Workers across all areas and build up your Resource buildings. Then get your trust lucky 6 Workers for building farms to increase your army and have them Patrol where the Elementals enter the area. After a few waves, you are done. "Quest 11" completed. "Quest 12" is the FINAL Trial. "Quest 12: The Trial of Tiara." This one, you have to follow the story. Each pedestal has a different line. The torch: The dawn of day, but light illuminated the darkness of a cold night. The knight: In the flickering lights, a knight in full attire stood still, facing the rising sun. [Rotate the Knight to the Sword] The sword: ("My sword for gold!, shouted he, for treasures, were his heart's desire.) [Rotate the Sword to the Chest] The chest: And out he rode into the clear morning, to once again defy the crystalline foe. [Rotate the Chest to the Crystal] The crystal: Wherever he would find her, he'd fight her with his sword and shield. The shield: His foe, the crystal witch, who stole his treasured cup. [Rotate the Shield to the Cup] The cup: (In the end he found and killed her with a mighty blow.) The cauldron: (Her limp body fell lifeless. A huge fire spread out, engulfing the knight holding the treasured cup in his hands.) Thus you have now completed "Quest 12" and "Quest 1." Guess what? Remember all those portals you went through to get to the Final Trial? You have to go back through all of the 'Incoming Portals' so that you can get the rest of Colin's diary. Yeah, that sucks. A page can be found where "Quest 6: The Fourth Trial" took place with the 'Walking Dead.' One of the pages is where "Quest 5: Trial of Zerbo" took place (near the jealous husband). The next is where "Quest 4: Trial of ELEN" took place (near the spider location). The last of them is where "Quest 2: Trial of HIRIN" took place (it's in the bottom right nook to the right of the suicide lady). You then receive a new quest - "Quest 13: Proof." ============================================================ Chapter 3 - Realm of the gods Quest 1: Reach the gods Quest 2: Siege of the gods Quest 3: Help! I need somebody! Quest 4: Where there's no portal... Quest 5: Trebuchets are no good Quest 6: Everyone gone? Quest 7: Step Right Up Quest 8: You got my number Quest 9: History is Important Quest 10: Where Am I? Quest 11: Someone to Watch Over Me Quest 12: A Gate, But No Luck Quest 13: How to Distract a Distraction Quest 14: You Owe Me Quest 15: The Portals of the Future. Or Was it the Future of the Portals? Quest 16: Solid Matter Quest 17: A Scroll and Some Luck Quest 18: Row, Row, Row Your Boat Quest 19: New District, New Luck Quest 20: Trickster Quest 21: Fight for Fun Quest 22: Joshuah Quest 23: Some Stuff Quest 24: Some Traps Quest 25: Some Trout Quest 26: Security - Please Respond Quest 27: Suspicious, Suspicious Quest 28: Danger, Danger Quest 29: Game Over Alright, so you went back to the beginning of the Stepping Stones and then came back where you finished "Chapter 2, Quest 12: The Trial of Tiara." After arriving through the fire portal, Hirin greets you at the 'Realm of the gods', belittles you, tells you to do a task for him to rid the area of the creatures that filtered through the portal. Now you get "Quest 1: Reach the gods"; "Quest 2: Siege of the gods"; "Quest 3: Help! I need somebody!"; "Quest 4: Where there's no portal..."; "Quest 5: Trebuchets are no good"; and lastly, "Quest 6: Everyone gone?" Let's get started, shall we? First, head north and talk to King Ulf from Sevenkeeps. Make sure you ask what the situation is, so he will tell you what is happening. After that conversation, head back south and then east. Halicos greets you, and by the end of that conversation, he is a member of your team for a time. To the east of King Ulf, you come across Vlad the Barbarian. Once you do, head south and defeat all of the spirits you come across and destroy the first Trebuchet. Once you kill the portal, you complete "Quest 4: Where there's no portal..." When you head farther east, you will take on a more massive crowd (at this point, you will be 4/7 for Spirits) and another Trebuchet (2/3 down). The final Trebuchet is to the south surrounded by a small army of spirits. You have completed "Quest 5." Once you defeat all of the Deluded Spirits in the area, you end "Quest 6: Everyone gone?" Since I did not get King Ulf and his men to join me from the get-go, I went back, and that completed "Quest 3: Help! I need somebody!" and "Quest 2: Siege of the gods" after the hilarious "take a number" routine with the bridge guards. Afterward, you pick up "Quest 7: Step Right Up" and "Quest 8: You got my number." Talk to the following spirits in this order: Flink Anxious Child Archmage Alyre Eldest Tario Elune Shan Muir Drakkarmaster Carla Dath Turner You have now completed "Quest 8: You got my number" and received "Quest 9: History is Important." Once you talk to the 'Historian of Ereon,' you complete "Quest 9" and receive "Quest 10: Where Am I?" and "Quest 11: Someone to Watch Over Me." You will find Craig Un Shallach near where the Historian met up with you have you have wandered about for a bit. He then promises to take you to the closest gate to the center, which invokes "Quest 12: A Gate, But No Luck." This completes "Quest 11." Once you find the gate, you complete "Quest 12." You get two new quests, "Quest 13: How to Distract a Distraction" and "Quest 14: You Owe Me." Go to the right of the gate and talk to Vlad. After a little persuasion, he helps you distract the guard at the gate. This completes "Quest 13" and "Quest 10." While walking around, you find a blue crystal and speak to, none other than, Professor Twiddle who gives you a new quest: "Quest 15: The Portals of the Future. Or Was it the Future of the Portals?" When you get near the gate to the arena, you receive two more quests: "Quest 16: Solid Matter" and "Quest 17: A Scroll and Some Luck." Apparently, Eldest Tario is too lazy - both items for the scroll are in his room. One on the left and one on the right - both are bookcases. This completes "Quest 17." Once you get through the gate, you complete "Quest 16." You thought it was going to end - but no! You pick up "Quest 18: Row, Row, Row Your Boat." When you get near the boat dock, you come across the Anxious Child again, who tells you that Flink took the boat. Thank heavens, he is just around the corner. Once you have a word he attacks you and gives up before you crush him. He recovers the boat, and once you set off in it, you complete "Quest 18" and receive two new ones: "Quest 19: New District, New Luck" and "Quest 20: Trickster." Ok, so you are now in the arena. "We which are about to die, salute you" (Gladiator reference). You come across a Brown Bear, a Large Hornet, a Wildfang, and a Red Warlock Spider. It is your choice to fight them or not - I did and gained another level for it. To each their own! If you do, you get "Quest 21: Fight for Fun." Once you defeat the Large Hornet, you have completed "Quest 21." If you chat with the Human Ghost you learn that he is Joshuah, the son of the great Lord of Hallitt. As long as you listen to his sob story, you opt to defeat the Brown Bear on his behalf and receive "Quest 22: Joshuah." Once you defeat the Brown Bear, you complete "Quest 22." Go after the Red Warlock Spider after that, and then to the right and beat a Beast Servant. That is all the baddies in the arena. Now we head upward and onward. Well, not so much. You get halted by the Overseer, who gives you three tasks. You have to do them in 30 minutes and in sequence, which he states that it cannot be done. This begins "Quest 23: Some Stuff." Now, if you did what I did and get the map lit up before you went to the arena, you can warp to the Third District journey stone and nab the first one quickly. FIRST AND FOREMOST - take the boat back so you can get back to the arena. First Task: You have to go to the armory and bring a helmet, a sword, and armor. Second Task: Set traps in District 3. Third Task: Slap 'the Prophet' around with a trout. Once you get done with the First Task, you complete "Quest 23." Then you receive the 3 traps mentioned above and start the Second Task, called "Quest 24: Some Traps." Once you set the first trap, someone says, "Ow...Ouch." The second and third nothing happens. When you return to the Overseer, he tells you the Third Task, and that is to find a spirit named 'the Prophet' and slap him around with a trout. This guy, the Overseer, must have been a reject from the 'Knights Who Say Ni" (Monty Python reference). This starts "Quest 25: Some Trout." Once you go to the yellow bullseye for "Quest 25," go south and talk to the Dwarf Spirit. I selected to be on the 'Prophet's' team just for giggles. Once you do that, "Quest 25" ends, and you get "Quest 26: Security - Please Respond." Before going further, head over to Vlad in the east and talk to him. This will complete "Quest 14." Once you check out the two areas, Caine sees Io from the previous game, and she walks away. You complete "Quest 26" and receive "Quest 27: Suspicious, Suspicious." Now, if you did what I did and open the entire map before going to the arena, you would already know that this little quest leads to a Demon Portal, and you complete "Quest 27." This time it starts "Quest 28: Danger, Danger." Once you burn down the portal, "Quest 28" is over, and "Quest 29: Game Over" hits the logbooks. Once you get back to the Overseer, you lose the game he gave you. Next thing you know, Ereon shows up and uncovers that it was Zerbo that was playing you this whole time (aha aha). "Quest 29", "Quest 20", and "Quest 1." Once you have the discussion with Ereon, you get to select one of six heroes. Your options are: Alyah - daggers and dual-wielding blades Jared - light weapons and dark magic Bor - heavy weapons Whisper - archer Lena - elemental mage Shan Muir - healer My avatar was created to be an archer, and with Caine and Invictus both using heavy weapons, I went with Shan because of the strength upfront and my avatar's strength with the bow. Once the selection is made, you arrive at the Citadel. ============================================================ Chapter 4 - The Citadel Quest 1: Access the Library Quest 2: For the Dracon Quest 3: Open the Gate Quest 4: Persuasion -1 & -2 Quest 5: Archon Liriel's Ambition Quest 6: For the Empress Quest 7: Last Caste Standing You start this new map with your first quest, "Quest 1: Access the Library." You arrive with Caine, Invictus (if selected), Shan (if selected), and Craig. As you have learned by now, I like to gather my surroundings before I move forward onto anything. Travel the first area and defeat the three creatures you come across and chat with the Merchant if you need/want to - you will also activate the first journey stone in the new map. Then go back and mess with the lever you pass in the center of the front part of the Citadel. The lever opens the door to the southeast of the first area (it is directly east of your starting point). Once you do, a Dracon comes running out and attacks Craig. After the discussion is over and you go through all of the options with the Dracon, you learn that you are now on a diplomatic mission to Alderaan. Wait, no. A diplomatic mission to the Archon. Once the conversation is made, you receive three new quests: "Quest 2: For the Dracon"; "Quest 3: Open the Gate"; and "Quest 4: Persuasion -1 & -2." Here's another thing about me - I do multi-point quests in a clockwise motion. So off to the top left of the map! To get there, you have to go through the center doorway in the first area where we started. Once you are in, turn left and follow it around to light up each corner of that side. If you stay to the north, you will get the 'Filigree Metal Piece' which is located just the north and to the east of your true destination with 'Archon Liriel' and receive "Quest 5: Archon Liriel's Ambition". During the conversation with her, do not do the 'diplomatic' option just yet. After this conversation, you learn her former commander is named 'Archon Dor' Mat' (pronounced 'doormat'). Funny. Anyway, in following the clockwise motion, you hit the North East Quarter journey stone. Following the clockwise path, you have the option to go further north, or go a little east to meet 'Dor' Mat.' Let's go north first. In going north, you pick up "Ereon's Brainstorm." As you make your way east, you can fight a Lvl 16 beast that is all by his lonesome, Lord Dion. Go ahead and do it. Once you hit the dead-end, go back and talk to 'Dor' Mat' and receive "Quest 6: For the Empress." Again, as before, do not select the 'diplomatic' option. Next, make your way south to 'Sinistra La'Shut.' Like those before her, she asks you to go and tell the others to join her cause and again, do not select the 'diplomatic' option just yet. Now, go back to Liriel and convince her to go to the Sinistrim. Once you do, you have completed "Quest 4-1" and can take on Sinistra La' Shut. Once you defeat her, go back to Dor' Mat via journey stone, talk to him, and then travel via journey stone back to the Dracon camp. You will notice they are no longer friendly toward you. Go after Dracon Shur Tal'in first to get him out of the way completing "Quest 4-2". The rest of the underlings are only a Level 3. Go back to Dor' Mat, and when you go to back to visit Archon Liriel, she can only be attacked now. Once she is out of the way, you complete "Quest 6" and get "Quest 7: Last Caste Standing." When you go and have a word with Dor' Mat, you complete "Quest 7" and "Quest 1." Cut scene with Ereon and Zarach (Ulm) arguing. ============================================================ Chapter 5 - Depths of Kul'Rath Quest 1: Zarach's Emissary Quest 2: Where are they? Quest 3: Wolf Hunt Quest 4: Mask of Gor'Kahn Quest 5: Trial of Gor'Kahn Quest 6: Summon the Beast Quest 7: Bearslayer Quest 8: Deed Done Quest 9: Defender Quest 10: Ragul Alive Quest 11: The Threat Quest 12: Unity is Strength Quest 13: Shortcut Quest 14: Through Words or Steel Quest 15: New Lead Quest 16: Paperwork Quest 17: Twiddle Two, Twiddle Free Quest 18: Purge Quest 19: The Spiritist Quest 20: Twiddlium Staff Quest 21: De-Petrification Quest 22: Nameless Above Quest 23: Cradle of Evil Quest 24: Rise Above Quest 25: Talk to Nulok Quest 26: Last Demon Standing Quest 27: Final Strike Quest 28: Dragon-stopper You receive "Quest 1: Zarach's Emissary" and "Quest 2: Where are they?" Once you arrive in Kul'Rath, you get two options. One is to go straight into the cave, and the second to stay topside and beat up some wolves. Do the latter and stay topside. Each batch of wolves gives you Wolf Claws (may be of use later). After all are gone, head into the cave. Once through, you activate a journey stone, and in talking with the Troll Hunter, you have received "Quest 3: Wolf Hunt." You already have two wolf claws, just need four more. Stay in the area of the Troll Hunter and finish off the wolves in the area and then head to the East Cave, which is east of the Troll Hunter. Finish off the wolves in this area and take the claws back to the Troll Hunter to receive the Clawlace and complete "Quest 3." After you enter the cave and come out the other side, head northeast toward the orc party in the cavern. They "capture" you and take you to Shaman Khoor. In the conversation, he challenges you to complete the Trial of Gor'Kahn, which is to bring the claw, cheekbone, and pelt of a bear. Thus begins "Quest 4: Mask of Gor'Kahn." The pelt is in the southeast group of bears; the cheekbone is in the far north; the claw is on the mountain that you have to go through the cave to the far east to get up to it. Take all of this back to Khoor, and you have completed "Quest 4." You receive "Quest 5: Trial of Gor'Kahn" and "Quest 6: Summon the Beast." Once you put the mask on, you look like a horrible rendition of 'Leatherface' from the 'Texas Chainsaw Massacre' series. Once Udrash is summoned, "Quest 6" is done. Once Udrash shows up, you get "Quest 7: Bearslayer." Once he is defeated, "Quest 7" is completed, and when you receive the next quest, "Quest 8: Deed Done" and head back to Khoor to finish "Quest 8" and "Quest 5." Once you get to aid Zarach's orcs, you find out that Ragul, son of the chieftain on-site, was killed. He asks you to resurrect him, which of course, you do. Once you get to the town to the east, have your workers build only a Stonemason. You will need to make an 'Altar of Life' to resurrect Ragul. You receive "Quest 9: Defender" and "Quest 10: Ragul Alive." Once you retrieve Ragul and bring him back to life, you complete "Quest 10." Now the fun begins! First thing's first, build up your defenses along the wall. Once you have enough Towers, "Quest 9" and "Quest 1" ends, and you receive "Quest 11: The Threat"; "Quest 12: Unity is Strength"; and "Quest 13: Shortcut." Make sure you go to the northeast to take advantage of the Stone and Silver that is behind another wall. There aren't but a few soldiers here to take out (1xBladmaster and ~6xArchers). Build defenses here also and use this as a place to build more of your army for the attack to come later. Travel throughout the map and stay clear of the Shaikan camp. Doing so, you will face a few Giants, Large Lizards, Wolves, Spiders, etc. Kill all and get treasure/armor. This will also help you level up. As you venture throughout the map, you come to a mountain centrally located and within a distance of the Shaikan camp. This will conclude "Quest 13." You will then have to go southwest and talk to Yasha alone (your avatar, that is). When you make it to the Shaikan camp where Yasha is located, you receive "Quest 14: Through Words or Steel." Yasha challenges you and gives a half-hearted duel performance. Once you beat her, "Quest 14" is completed, and you receive command over the Shaikan camp. You receive MORE quests, too: "Quest 15: New Lead" & "Quest 16: Paperwork." After talking to Cord post-duel, you find out he isn't too excited about being a Lieutenant. Once the conversation here is made, "Quest 15" completes. You also find out the Nameless has a human prisoner - Professor Twiddle. This gives you "Quest 17: Twiddle Two, Twiddle Free." Once that happens, you are now in complete control of the Shaikan camps (there are two camps), and this completes "Quest 12." The next thing that happens is the Nameless commander appears and asks for Sariel. Caine gives away her location during the conversation (facepalm). This begins "Quest 18: Purge," and you know what that means: destroy the Nameless. BUT FIRST...Go to the Shaikan camp to the northwest of your new camps and defeat those that are there and retrieve the 'Scroll of Reanimation' ending "Quest 16" and starting "Quest 19: The Spiritist" which takes you back to the Khoor's camp to head north where you fought the bears. If you go see Nulok, you will know that it is a colossal waste of time to go see him at this point. Destroy the Nameless camp THEN go see Nulok. While you destroy the camp locations for the Nameless (going in a clockwise motion, of course!), you free Professor Twiddle II...? As he discusses what took place with him, Professor Twiddle III shows up, and they both vanish. Odd. This ends "Quest 17" and starts "Quest 20: Twiddlium Staff." Now, if you were paying attention, you will see that there is a cave just to the east of Twiddle - it takes you....nowhere. Ok, so defeat all the Nameless in the region and complete "Quest 18." Once you get to the cave leading to Nulok via the Shaman camp, do a left buttonhook to activate the Spiritist journey stone and to speak with the Spiritist, Nulok. He speaks some mumbo jumbo, and you are good to set the dragon free that is near the Orc Camp where you started your army building. You pick up "Quest 21: De-Petrification," and that completes once you set the dragon free. You also complete "Quest 11." At this point, you receive four new quests: "Quest 22: Nameless Above,"; "Quest 23: Cradle of Evil"; "Quest 24: Rise Above"; and "Quest 25: Talk to Nulok." When you talk to Nulok, you have the option to give a necklace to him (the Clawlace from the Wolf Hunt, Quest 3). Do it, and not only do you get Totems but Spiritists as well. Definitely worth it! You have completed "Quest 24" and "Quest 25" and are free to travel to Westguard again. Any side quests you have - finish them off at this point if you so wish. Once you send your Totems, Spiritists, and Jorbal north and you realize that the Nameless in the area is coming from a corrupted dragon, Resikk' Mass. Once you hit the mountain though, you complete "Quest 24." When you finish off the buildings in the area in the north, you complete "Quest 23." You receive "Quest 26: Last Demon Standing" and also "Quest 27: Final Strike"; you even complete "Quest 27" at the same time. You also receive "Quest 28: Dragon-stopper" when the corrupted dragon takes off. Once you stop the dragon, "Quest 28" and "Quest 26" ends. ============================================================ Chapter 6 - Remains of Steelcoast Quest 1: Locate the Seal Quest 2: Researchers in Trouble Quest 3: Pat-a-Cake Pat-a-Cake Quest 4: More Work Quest 5: Golem Jump Quest 6: The Second Seal Quest 7: Locate the Seal Quest 8: Who Am I? Quest 9: Pieceful Memory Quest 10: Fireguard Quest 11: Still More Work Quest 12: Mind Probe Quest 13: Mind Probe Broken Quest 14: Dimensional Rift Quest 15: Boiling Hot "Quest 1: Locate the Seal" hits the books once you land in Steelcoast. The first person you see is Le'An, the Historian (Elf), who asks you to locate her people that are located somewhere in Steelcoast. This invokes "Quest 2: Researchers in Trouble." Meet up with Professor Twiddle IV in the main hall, and he discusses time travel and that you will see him again. New quest, "Quest 3: Pat-a-Cake Pat-a-Cake" now all we need is Jessica Rabbit...:) Ok...As before, so do now - clockwise. Clear the first area where you started and then head north. Pick up any and all treasure you come across. Kill all the Malar you come across, and do not worry about the towers on this level. In earlier versions of SpellForce, they are one-shot one kill towers that you need to use Ravages to destroy. Not this version, though. They do have the capability, but not each time as the other ones did. Once you save the three groups of elves, go back to Le'An to complete "Quest 2," and she gives you "Quest 4: More Work." Once you are done with that, keep knocking out Malar and then head to the yellow bullseye. Once you get there, Jorbal offers to aid your avatar in reaching the First Seal. You complete "Quest 1" once you are done with the conversation and receive "Quest 5: Golem Jump." Ok, so you have two options at this point: A. Use Jorbal and fly north while your team runs north and wipe out anything evil you come across and see what you can take out with just Jorbal and nab all the loot. This tactic is especially useful so that Jorbal kills off the gigantic Iriosaurus that is near the furthest reaches north. OR B. Continue the approach to the Seal. Don't worry, we will cover both. A. When using Jorbal, you can fly all over the map and take out beasts before your crew getting to them (or while they heal) - which will save you time later. You can also nab all the loot that is capable of being retrieved while you do this. It's a decent plan to knock out the Malar that is here so that later after you get the Seals, you are well on your way. B. Ok, either you did 'A' first, or you decided to go with 'B.' Either way, you will be here at some point. A/B.5 Here is another option - go to each of the memory locations for Le'An and get the ones you can knock out before attempting your go with the Golems. Up to you. By now, you have the entire map open for viewing, and you take on the Golems in the pit. Go for the Golem to the left of the seal each time until it reaches the platform to retrieve the Seal. Once you do, "Quest 5" ends and "Quest 6: The Second Seal" begins. The Second Seal is not far, but again you get a quest to search for it, so "Quest 7: Locate the Seal" (again). Once you stride near it, a conversation ensues, and then Sariel, Shae, and Ayro show up. During the conversation, you learn that Sariel does not recollect her homeland and she asks to help her uncover that mystery. You receive "Quest 8: Who Am I?" and "Quest 9: Pieceful Memory"; you complete "Quest 6" and receive "Quest 10: Fireguard." On to the Second Seal, which requires you to travel to a location to the far left on Jorbal. Just a head's up here...If you go back to where you did "Quest 4," you can now kill off the Golems there and nab the loot, and you have the option to begin "Quest 8" to understand more about Caine and Sariel. All you have to do is go to the Memory Banks and retrieve the Memory Cards from the shacks and go to the one just north of the Golem guys and listen. Caine will greet you after you go through the ones you have found and will tell you a long, drawn-out story about him and Sariel with all the gushiness. He gives you a Memory Card afterward, and it is quite shorter than the previous ones. Ok - Second Seal... Once you head west to the bullseye, you stop for a quick conversation with Jorbal and then head south following the pipes. Now, if you listened to me earlier, you wouldn't be fighting Golems and Elementals on your way to the Second Seal. Once you get to the final location, you bring over Ragul to invoke the Seal, which looks like a ring. You have now completed "Quest 9" and "Quest 6." Take a trip south and see Le'An and finish off the conversations with her to put an end to "Quest 3" (Note: do this IF you did 'A' above, and cleansed the map of Malar; if not, you will need to do that now to finish this Quest). I did Option 'A,' so this Quest was easy. If you went with just 'B,' destroy the Malar in the first large room and then head back south to Le'An. She will give you "Quest 11: Still More Work." Then head north again and fend off against even more Malar and head back to finish this Quest and complete "Quest 11." Talk to Sariel again. After the conversation, she will give you "Quest 12: Mind Probe." Go to the second large room again (the second room to the north with the pentagram), there will be a lever that takes you to the area furthest north and a little east where the Mind Probe is located. Once you arrive there, you complete "Quest 12." When you check out the Mind Probe, you see that it is broken, giving you "Quest 13: Mind Probe Broken." Ok, so along the way, you would have picked up the mind probe parts as they are scattered about in Steelcoast. When you actually reach the Mind Probe, you can repair it right away and continue the way forward and complete "Quest 13." Now a real battle begins because you have to fend off the two monsters that Sariel has in her head, as well as Sariel herself. When you defeat her, you have the option to select either Shae or Ayro. Due to having four melee fighters (Caine, Ragul, Craig, and Invictus), an archer (my avatar), and a healer (Shan) already, I went with another magician (Shae). This rounds the party to: My avatar, Invictus, Caine, Ragul, Shan, Shae, Craig, and Sariel. Again - your choice here. Now with everything that has taken place, you complete "Quest 7." You receive "Quest 14: Dimensional Rift" and "Quest 15: Boiling Hot." Ok - so to get these two knocked out, the pattern to blow out the cauldrons is Bottom Right, Upper Right, Bottom Left, Upper Left. This closes the book on "Quest 14" and "Quest 15" as well as your time in Steelcoast...for now. ============================================================ Chapter 7 - Shadow Realm Quest 1: Third Seal Quest 2: WANTED: A Guide Quest 3: Adamantium Collectors Quest 4: Tainted Creatures Quest 5: Get the Third Seal Quest 6: A Life-Changing Decision Quest 7: Conflicting Worlds Quest 8: Frozen Worlds Quest 9: Blessed Worlds Quest 10: Wonderful Worlds Quest 11: Different Worlds Quest 12: The Belly of the Beast Your first two quests hit you immediately - "Quest 1: Third Seal" and "Quest 2: WANTED: A Guide." "Quest 2" ends when you talk to 'Shadow Warrior.' As Zarach said in his dialog, you are going to get some quests from him. The first one, "Quest 3: Adamantium Collectors," and the second, "Quest 4: Tainted Creatures." The object of "Quest 3" is to go around and collect the crystals that kill you - fun, right? Well, the best thing I can tell you here is that when you start this map, build your defenses quickly and send your Nightmares and Jorbal out to clear up the map so you can gain an idea of what is to come with "Quest 4." In doing so, you will have time to build your army of Assassins and maybe a few Ravages also. You can only get a 50-man command here, so do not waste your time building farms. Speaking of farms, make them either in your headquarters area or where the portal to Steelcoast is. There is a lot of room in either. This is one map that I will go against my mantra in this entire walkthrough - go counterclockwise in defeating the enemies. As you do, knock out the crystals along the way. As you do, you will come to an area with three Demon Portals and a bunch of baddies. Once you defeat all of them, "Quest 4" is complete. Once you gather all of the crystals, "Quest 3" completes, and now it is time to meet up with Shadow Warrior and begin "Quest 5: Get the Third Seal"...and guess who else you chat with? The ever-so-lovely Nightsong. After chatting with Nightsong, you learn that she has a decision to make - Shadow or Norcaine. You receive "Quest 6: A Life-Changing Decision" and directly after speaking to her, Craig steps up, and after that conversation you get "Quest 7: Conflicting Worlds"; "Quest 8: Frozen Worlds"; "Quest 9: Blessed Worlds"; "Quest 10: Wonderful Worlds"; and "Quest 11: Different Worlds." These quests are long and drawn out. FYI, here are the locations of each item: 2 Swords of Fallen Leaders - located in 'The Citadel'; one is where you faced off with the Norcaine to the south (the one that greeted you when you arrived), and there is one to the north where you fought the mutinous Norcaine (Liriel) Lava Ruby - located in the 'Remains of Steelcoast' when you beat the Iriosaurus Hadeko-Puppet - situated in the 'Great Hall' in the 'Realm of the gods' Armory (supposed to have been Armor) of a Fallen Shadow - located in the 'Remains of Steelcoast'; Before the location where you faced off with for the 'Golem Stomp' it is behind a tower on the ground Frozen Fish - Near a tent in the Icewastes of Shalibar (next chapter)
Perfect Crystal - located in Icewastes of Shalibar past the cave that is near the last tower that you have to light for "Chapter 8, Quest 4." Blessed Amulet - IF YOU LISTENED TO MY NOTES ABOVE AND PATCHED YOUR GAME BEFORE PLAYIN; Zarach is in the 'Realm of the gods,' and will bless the amulet for you to give to Nightsong. "Quest 12: The Belly of the Beast" is an easy one. You obtain it by talking to the Shadow Warrior just outside the Shadow City. A Stone Golem appears and starts running around. If you have an army, have them wait for him in the south. Once you defeat him, you finish "Quest 12" and get the Third Seal, thus ending "Quest 5." ============================================================ Chapter 8 - Icewastes of Shalibar Quest 1: Where Are the Scouts? Quest 2: Wolfbane Quest 3: Secure the Area Quest 4: Light the Signal Fires Quest 5: Defeat the Great Wolf Quest 6: A Wolf's Honour Quest 7: A Wolves Honor Quest 8: Lich Must Die! Quest 9: Be Prepared Quest 10: We're Off to See the Lich Quest 11: Good 'ol Barrel Quest 12: Scopey-Doo Quest 13: Peng-Peng-Parrot Quest 14: Remember the Scouts Quest 15: A-Mazeing Quest 16: Tower Down Quest 17: Free Kerona Quest 18: Guard Down Quest 19: Sacrilege Quest 20: #1 Crossbow You start off this map at a Norcaine camp in what looks like the South Pole. Once you talk to Dracon Tal'Shalir, he tells you to go look for his scouts starting "Quest 1: Where Are the Scouts?" Afterward, go talk to Kel'Al, the smithy to the east of the camp. He gives you the ingredients he needs to make the weapon to defeat the massive beast in the area this jumpstarts "Quest 2: Wolfbane." You get the selection of either dual blades or a heavy crossbow (I went with the crossbow). Here are the locations for the Wolfbane items: Adamantium - Stepping Stones; located where you were the bodyguard for the dwarves in "Chapter 2, Quest 7: Trial of Niethalf"; go straight from the portal and turn right and check the dead guy Stone of Eternal Fire - This item was picked up in Depths of Kul'Rath; take Jorbal north and follow the very top of the map and go west from the top right corner; you will come across some Fire Golems encircled with a purple aura about midway across; once you beat them, one of them drops the Stone Go to the cave north inside the camp to begin the hunt for the scouts. Ok, the best way to do this one is to defeat every wolf you come across heading upward to look for the scouts. Again, explore the entire left side of the map and steer clear of the Undead that is centered on the map. You can beat the small group near the journey stone, that's fine. Once you see the dead scouts' bodies, turn on the 'Storm' option and click at the cave you came out of. Doing this will take time, but you will thank me when you are leveling up along the way. When you go back to Kel'Al, you complete "Quest 1." He then tells you to go light the tower beacons...so...back to the craziness with the wolves again. Here are your new quests: "Quest 3: Secure the Area"; "Quest 4: Light the Signal Fires"; and "Quest 5: Defeat the Great Wolf." After you light all of the towers along the mountain path, you complete "Quest 4." Ok, so "Quest 5"...Once you gather the two items above, go to Kel'Al in the Norcaine camp. Give him the ingredients he requested and get what you asked for when you first came to town. Now go kill the Great Wolf and complete "Quest 5." Once he is dead, he gives you a signet of his god, Elen. She will be in the 'Realm of the gods,' waiting in the 'Great Hall.' After the conversation, for some reason, you get "Quest 6: A Wolf's Honour" and "Quest 7: A Wolves Honor." Not sure if they are the same, and it is just misspelled or what. First, go back to the Norcaine Camp and tell Dracon Tal'Shalir that the wolf is dead. Once you show him, he lets down the door to the far east where all of those Undead are. You completed "Quest 3." As you head east (as long as you hit the Mainland journey stone I said to earlier, it will be quick), you will run into Captain Halbeard's Ghost. He will tell you why he is still there, and that is because of the Lich. Guess what? You have to kill another Lich. "Quest 8: Lich Must Die!" has now begun, as well as "Quest 9: Be Prepared" now all we need is 'Scar' from 'Lion King' to sing the song...I bet you are singing it now, too. Once you reach your new Base, you will hit a journey stone next to it. Once you build up your defenses and houses (you can have up to 80 men), you complete "Quest 9." Now you get another quest, "Quest 10: We're Off to See the Lich." Take your time here and build up your army - even though the Undead here may be a level or two below you, they will kick your butt. Build defenses as close to the Undead city as you can. While you build your army, get some Nightmares and travel the map, so you get the lay of the land. Once you have a decent command, preferably all 80, go take on the Lich and his kin. Once you complete that, you have completed "Quest 8" and you have to take the Lich head back to Captain Halbeard at the Mainland journey stone to finish "Quest 10." He gives you a few quests: "Quest 11: Good 'ol Barrel" - where you navigate northwest of the Mainland journey stone and get the barrel of rum to take to Halbeard. "Quest 12: Scopey-Doo" - you have to go to the Norcaine camp and get the frozen telescope from the vendor there; go ahead and get the box and the dead fish, too. "Quest 13: Peng-Peng-Parrot" - a yellow bullseye will lead you to this one; give him the dead fish to get him. When you return those objects in that order, they each complete "Quest 11,"; "Quest 12"; and "Quest 13." Hit up Dracon Tal'Shalir, and he will ask you to go get the weapons of the dead scouts. "Quest 14: Remember the Scouts" begins and ends once you get the weapons back to him. This concludes, "Quest 14." For "Quest 15: A-Mazeing," this is trial and error. Before you try a path, Save your game. If you get hit or die, you can re-load and go from there. There are only 4 that have the gate remove itself when you walk through. There are a couple that you can muscle through the hit to get to the next hall. Once you get to the center, you get the green crystal and green crystal key and complete "Quest 15." "Quest 16: Tower Down" begins. The pattern to unlock the islands' magic: NW = Green Maze Crystal S = Red Nature Crystal NE = Blue Death Crystal This ends "Quest 16." Jorbal gets his wings back and is capable of flying and starts "Quest 17: Free Kerona" and "Quest 18: Guard Down." When you chat with Jorbal, he tells you that the Norcaine used bones of a dragon for their ship, and he wants you to get them back from the Norcaine. This invokes "Quest 19: Sacrilege." "Quest 19" ends once you retrieve the bones and ask Jorbal to cleanse them by using his blood - and I thought the pentagrams everywhere were sadistic. Alright, so back to Captain Halbeard for another quest - "Quest 20: #1 Crossbow," where he asks you to retrieve the crystals from the Central Island. When you get them to him, he grants you a very, very lovely crossbow. As you remove the crystals, the Rainbow Golem that appears when you get to the Central Island becomes weaker. This ends "Quest 17"; "Quest 18"; and "Chapter 6, Quest 3." ============================================================ Chapter 9 - Plains of Argan Quest 1: Defeat Zazhut Quest 2: Directives Quest 3: Power to the Towers Quest 4: Mystery Towers Quest 5: The Four Twiddles Quest 6: Open Sesame! Quest 7: I Said Open Sesame! Quest 8: First Strike Quest 9: Push Quest 10: Final Strike Quest 11: Main Controls Quest 12: Changing Leadership Quest 13: Gates of Argan Quest 14: Missing Part Quest 15: Mechanic Quest 16: Gaining Strength Quest 17: Rededication Quest 18: Corrupted Defence Quest 19: The Undead Quest 20: Men Down Quest 21: Serve Once More Quest 22: Fuel Quest 23: Reactivation Quest 24: Defeat Zazhut and Sariel Quest 25: Finish Him New quests: "Quest 1: Defeat Zazhut"; "Quest 2: Directives,"; "Quest 3: Power to the Towers"; and "Quest 4: Mystery Towers." These come to your logbook once you go chat with the leaders in the camps to the west of where you arrived in Argan. Lo and behold Professor Twiddle, and his three variations are in the Pact Camp on the southeast side and get "Quest 5: The Four Twiddles." Oh, and if you haven't figured out who the fake Twiddle is, do not worry - they use a kill-test to figure it out. What I mean by that is your avatar kills one Twiddle and two more drops leaving the fake one still alive. This completes "Quest 5." Time to do the double-double-boilin-bubble deal with Twiddle. "Quest 6: Open Sesame!" begins. Here is the combination of the ingredients to get it done the first time: Crush the sapphires Wait 38 minutes Cut the fool's gold Wait 4 minutes Quickly throw in the pure copper and turn counter-clockwise Throw in the Hornsilver pieces one by one Once you get it right, you get "Quest 7: I Said Open Sesame!" This quest ends when you use your dragonblood to activate the concoction. Chat with General Redmund to complete "Quest 2" and get "Quest 8: First Strike,"; "Quest 9: Push"; and "Quest 10: Final Strike." Start with the target to the far left in the forest. This is the one Redmund states it the weakest. Go talk to Lieutenant Quintar in the camp to the west and learn more about the towers - this ends "Quest 4." You have to get to the main controls to turn them on, so yes, you need a quest to do that, and "Quest 11: Main Controls" is your ticket there. Do not try to be a hero and go for the toughest outpost...trust me when I say that. If you have the armor of the gods, I suggest you put it all on. "Quest 8" ends when you attack one of the outposts, preferably the one to the west on the map. "Quest 10" ends when you defeat the final outpost. During this process, General Redmund joins the fight elsewhere and gets killed, leaving another Lieutenant in his place and invoking "Quest 12: Changing Leadership." When you talk to Lieutenant Falida, who is the new leader, this will complete "Quest 12." "Quest 13: Gates of Argan" comes along during the discussion with Falida, and you realize there is a switch at each gate that will keep the Nameless at bay while you build up your army and defenses. You also get "Quest 14: Missing Part" and you get "Quest 15: Mechanic." After speaking with her, there is a small shack near one of the ancient defense towers within the confines of the camp. Go to the shack and pick up the cog there and place it into the shack's device. The cog completes "Quest 14." Placing the cog into a switch completes "Quest 15." Then you have to get a quest JUST to pull a lever - so, "Quest 16: Lever." "Quest 16" completes when you open/close a gate. This also completes "Quest 13." Ragul, the shaman, shows up to assist but has little of an army, but is still capable of helping out. "Quest 16: Gaining Strength" comes to the logbooks. You also receive "Quest 17: Rededication" when Zarach, via Ragul, tells you to go to the shrine that is dedicated to him that is centrally located on the map. The screenshot I provided for this level has a yellow bullseye for the location. When you get there, you complete "Quest 17." "Quest 9" ends when you have defeated two more outposts. Go back and talk to Lieutenant Quintar and complete "Quest 16." The next thing you hear is a familiar voice - Captain Halbeard. He is the northwest with a camp of his own. When you arrive and speak to him, he asks that you obtain the bones from the fallen. "Quest 18: Corrupted Defence"; "Quest 19: The Undead" and "Quest 20: Men Down" is what comes of the conversation. Once you get all of the bones, you are to bury them in the cemetery. A location icon will show up. The cemetery is in the middle of the map and about midway between Halbeard's camp and the center of the map. Burying them completes "Quest 20." After you do that, you get "Quest 21: Serve Once More" and after you complete "Quest 18" after destroying all of the Corrupted Defence Towers that are in the Nameless camps (there are three and all are in the north section of the map). You also complete "Quest 21." "Quest 3" and "Quest 4" ends when you have located the switch to turn on the towers. The location for that switch is in the northeast area surrounded by trees. I supplied a screenshot for that location - look at the group of green dots on the map, and you will find it with no issue. Alright now...this is where it gets fun. The Nameless will get killed off by the towers as long as you have crystals to activate them. You get these crystals by defeating small groups of Nameless before you take on outposts. You get "Quest 22: Fuel" when you get your first crystal and complete the same quest at the same time. When you power them on from the main switch in the woods, run by each one as long as you have power crystals - which starts "Quest 23: Reactivation." This will activate the towers and prepare you for the final battle and complete "Quest 23." After defeating all of the outposts, you get to take on the traitor, Sariel, and Zazhut beginning "Quest 24: Defeat Zazhut and Sariel." Just go for Sariel, the weaker of the two, so that you can go on to the final fight with Zazhut and get "Quest 25: Finish Him" (go ahead and say it like Shang Tsung from 'Mortal Kombat' - I'll wait) and "Quest 24: Weaken Zazhut." The Ancient Defense Towers are all in a pattern - have Zazhut follow you (only you, so that your companions do not get killed off and not have the ability to have a resurrection done to them. Keep Jorbal away also. If you listened and did all the things I commented on with opening maps and getting all the treasures, you will have armor that will protect you so that you cannot get killed off easy. The pattern ends at the shrine if you start from the 12 o'clock position, go to the 1 o'clock and then head south to where you started the map and then head west through the camps. Upon getting to the 9 o'clock position, Zazhut will be weakened enough to lead to the shrine, which completes "Quest 24." When you get to the shrine, you complete "Quest 23" and the game. Enjoy the cut scene! cham5