Games of the Past: Two Worlds. Guide and walkthrough for "Two Worlds" Walkthrough two worlds traitor in the house

You can search for elements in any order. But let's start with the frame.

Karga and Skelden

The frame of the relic is kept in the treasury of the Karga clan. But just like that, no one will let you in there. There are many ways to get to the treasury. It all depends on your likes. Who is closer to you in spirit? House Skelden, who does not disdain the most dirty methods to strengthen their well-being, or the rebels from the Karga clan, who are forced to hide in the mountains and think about how to expose House Skelden?

Let's say you trust Ebrat Skelden more. In this case, go to visit him: his house is located in the excavation area to the east of Tarbakin. Go straight to the headquarters gate. The guard will say that Ebrat does not talk to just anyone and first you need to earn a reputation in the House. For details, the soldier will send you to Sano Moon, the head of the excavations. He, in turn, will indicate where you can find tasks. However, Ebrat is quite friendly, and you can look at him immediately, ignoring the guard. He lives in the second house on the right behind the headquarters gate.

The purpose of the task that he will give you is quite obvious: to deal with the Karga clan, while there is still such an opportunity. They've gathered too much evidence to harm the House. But Ebrat cannot just pick up and send troops to their camp, they have too many supporters among the locals. Ulthar and his brethren will hide in the mountains before the soldiers of House Skelden reach the clan base.

Ebrat has a plan. He keeps a spy in prison. She has a husband, and he knows exactly who is informing the Karga clan about the advance of the House troops. You can probably shake out the necessary information from him if you threaten to kill his wife.

Travel to Covengor and inform Erin Kalvo of the situation. He is ready for anything to free his wife, even for betrayal. After a short conversation, the frightened peasant will agree to stop the informant, who will have to deliver a message about the attack on the clan's camp.

Tell the good news to Ebrath. He will send his soldiers to attack, and this time Ultar and all of his minions will not be able to escape.

When you get to the camp, it will already be empty, and a priceless relic frame will be waiting for you in the treasury.

If you are loyal to the Karga clan, then go to the upper camp and take a task from Ulthar. You are required to find irrefutable evidence that House Skelden is undermining the King. Rumors reached the head of the clan that the head of the excavation, Sano Moon, was visited by a former apprentice of the royal mint, who was supposed to have died five years ago. This is no accident, isn't it? It's entirely possible that items found in Sano's residence would confirm the House's involvement in counterfeiting. Time to check it out.

Sano never leaves his house, and picking the lock of the door without attracting attention is quite difficult.

This is a bug: sometimes the door does not respond to attempts to open it. But you can use the alternative method described below.

If you are a magician, then one trick will help you get inside without negative consequences. Stand facing the door and summon some not too massive creature. It must be inside the house. Now blindly attack him with any area of ​​effect spell (like firefield). Don't forget to step back a little if necessary. The summoned creature will become enraged and will try to get to you. At the same time, of course, by opening the locked door. The main thing is to have time to run inside. You will have to get out in the same way.

What carelessness! What you are looking for is not hidden anywhere, but simply lies on the floor against the far wall of the room. Take the evidence and take it to Ultar. He will be impressed with the work done. Still would! After all, you got hold of molds for casting coins and samples with a portrait of Lord Skelden on them. It was hardly possible to find anything better than this. Now House Skelden is doomed: very soon these things will fall into the hands of the court.

For such a service, Ultar will offer you to choose any item from the clan's treasury. You will have to take, of course, the frame.

There are three more ways to get the required artifact.
Killing Ultar. The treasure chest will open as soon as you deal with the leader of the Karga clan.
Ebrat's assassination. After dealing with the head of House Skelden, go to the Karga camp. Ultar will meet you at the gates of the lower base and say that although this was not the best solution to the problem, it still deserves a reward.

This is important: you should only release the spy from the Skelden prison if you decide to kill the leader of the House. And you need to start with her: she disappears from her cell immediately after the death of Ebrat.
Pick up the frame yourself. To the north of the lower camp, you can climb a mountain range from which you can jump into the treasury. In order to get out of it later, you will have to sacrifice one of the portable teleporters. If you are not playing on the highest difficulty level, then you can simply kill yourself to resurrect at the nearest shrine.

earth stone

First of all, you need to get the key to the tomb. Go to the village of Windbreaker west of Catalon and find Mayor Gordar (usually you can meet him at his house, near the well). He has a couple of errands for you. First, he will ask you to kill a lone ogre who has chosen one of the three mills. Then - to clear the local cemetery of evil spirits, so that the villagers could fearlessly go there. These tasks do not cause any problems and are performed literally on the spot, you won’t have to run far.

The third time Gordar will turn to you with a personal request. In Satria Mound, in the valley of the Grave Hills, there is a precious crown, which the mayor would very much like to get his hands on. Quite by chance, the key to the tomb fell into his hands, which he will give you.

Finding the mound is not a problem if you know where to go. It goes around the road leading to the Thunder Tower from Kudinar. This place is not marked on the map, but the square-shaped structure itself is immediately visible. If you still can't find it, just mentally draw a vertical line from Ashos. Where the line meets the road is the tomb.

The entrance to the mound is not guarded by the undead in the best way: only a few skeletons and ghouls. Inside, go straight along the corridor, and before entering the main room, kill all the skeletons in the room on the right. The earth stone and the crown can be found directly at the coffin in the center of the round hall. It is guarded by a whole crowd of skeletons, which can serve as a good source of experience and useful things. If you can’t cope with them, just pick up the necessary items and return to the exit. The skeletons forgot to leave a couple of guards at the entrance to the hall, so by the time you stomp down the corridor on the way back, they will only realize that you don’t really look like a ghoul or zombie and you don’t belong here.

By the way, the crown is actually fake, and it is unlikely to help the mayor escape from the city. But a deal is a deal, you got the Earth Stone, and that's the main thing.

fire stone

You already have all the information you need to search for the stone of fire. It's time to go to Gor Gammar. On the way to the city you will have to face a great variety of enemies. First of all, these are, of course, orcs, but there are many other monsters here. Giant insects, strange toothy skulls with tentacles, and golems live here. Perhaps the most dangerous can be considered a lava dragon - near his attacks are very strong, and at a distance he can launch a fireball at you. The dragon has fairly thick armor, but is not so immune to magic.

This is important: try not to get off the road. Because of the smoke, darkness reigns here, and this dramatically increases your chances of falling into a lava lake.

The main gates of the Gammar Mountains are, oddly enough, closed. We need to look for another way. Turn left off the road and follow the wall. Very soon you will find a descent to the Path of the Doomed. A whole crowd of orcs lives in the main hall of this dungeon. Destroying them isn't difficult if you have area-of-effect spells. The corridor leading to the room is very convenient for defense. Lure the orcs in small groups and shoot them with a bow. However, this dungeon is also well suited for close combat. You can easily lead the attackers to the previous hall or follow the arriving fighters and archers from around the corner.

So you have infiltrated Gor Gammar. You can easily sneak up to the temple and steal the stone of fire quietly and unnoticed. If it's not your style, it will be more difficult. There are a lot of orcs here, believe me. And as soon as someone notices you, half of the green-skinned warriors will rush in your direction. During the battle, do not move away from the entrance to the dungeon, set traps on the passage, prepare bottles in advance that restore mana and health. If it becomes too difficult to contain the orcs, go down into the dungeon and take a breath. Sooner or later they will all be dead.

Once you have the Stone of Fire, get out of the Gammar Mountains along the same path.

water stone

This part of the relic is stored in the underground temple of the city of Ashos. The problem is that the temple is closed to visitors, and to get inside, you need to get a key.

One of them is kept by a local blacksmith, Uchinao Sakamoto. Hoko, who is looking for her sister, will tell you about him. He is not going to give away the key just like that - only for a return service. Uchinao cannot share the forge he inherited with his sister. And really, what can a woman know about blacksmithing? But Hideye says that she is well versed in this, and Uchinao is not a person, but a soulless beast who kicked his old father out of the house. However, this should not worry you. After all, they asked to deal with the greedy sister. No sooner said than done. A couple of swings of the sword, and you can go get a reward.

Another key can be obtained during the tasks for the guard, who stands southwest of the gate. Nothing complicated: first you will be asked to run around the city and find out who the contraband goods taken from the courier were intended for.

The death of the orc god Aziraal put an end to the offensive of his troops on the lands of Antalor. The crushed orcs fled south. The victorious people refused to give the enemies the corpse of their leader. Instead, they promptly sealed the deity in an enchanted tomb. With the death of Aziraal, Corruption filled the entire continent. And a strange new magic came to these lands...

About the combat system and enemies

During fights, you can use melee weapons, bow and magic spells.

At the initial stage of the game, all characters will have to resort to the help of conventional weapons, since mages and shooters cannot yet effectively destroy all enemies at a distance. For obvious reasons, in close combat, the character loses the most hit points. Jumping will help to avoid this. Jumping forward will give you the opportunity to get out of the environment, back - will allow you to get away from any attack, the main thing is to catch the moment. This is how you can kill any enemy one on one, if he does not use magic. True, it takes a lot of time. The side step, combinations of strikes and parry control are not directly provided, which greatly limits tactics. Run around a group of enemies until one of the opponents stands out from it, then focus on it.

Archery is simple. The character spends time drawing the string; the damage dealt depends on the force of tension. You can hit any enemy as long as it is within a certain distance set by the characteristics of the bow. The arrows in the game are endless. If the string tension is greater than the minimum, the shot thwarts the attack, so the archer also has no particular problems with one-on-one fights. Groups of enemies become easy to deal with after learning the Multi-Arrow Shot skill.

It is important: even if you don't intend to use a bow, carry a quiver with you - many of them provide a significant increase in performance.

The tactics of playing as a magician are very diverse and depend on the choice of spells (the corresponding chapter is devoted to this). This may be a bug, but the effects of many auras, as well as buffs and debuffs, stack without any restrictions. This allows you to create real indecency on the battlefield. For example, how do you like this: we take a spell from the first circle of the fire school that enhances magical attack, cast it on ourselves four times and kill the most powerful level 35 golem with a single lightning bolt. And this is not the limit. Imagine what you can do with mass action spells!

According to the combat qualities of enemies can be divided into three types.

  • close combat. They run to you as soon as they see you. No cunning tactics or active skills are trained (although there are some individuals who can splurge). Usually there are a lot of them, and this is where the problem lies. It is best to destroy such enemies from a distance. If you just run past them close, then they will not hurt you, even if they try very hard. This can be used in a brazen way in various situations.
  • Magic combined with melee. While the player is at a distance, such enemies shoot some kind of "magic arrow" at him, which is easy to dodge. The characteristic sound that accompanies her approach is unmistakable, so it is not necessary to keep the magician in sight. Unfortunately, they did not give other spells to local magicians. As soon as you get close, the enemy will move into close combat. These enemies should be killed last.
  • Arrows. They need to be eliminated first for a number of reasons. Dodging arrows is very difficult, especially if there are several archers. They will constantly disrupt your attacks. Arrows rarely get hit by a hot hand: as soon as you get close enough, they will start to run away. At such a moment, it is very difficult to hit them with conventional weapons.

About interacting with characters

All characters are divided into five types; when you try to start a conversation, the corresponding icons appear.

To put something on the character, you need to drag the item from the inventory to the "doll". In addition to the slots for armor, weapons and rings, there are places for a quiver, a dagger and two additional types of weapons - they will allow you to change them on the go (by default, the R and T keys). At the same time, only the weapon that is currently in the main cell gives an increase to the characteristics.

Identical items of equipment can be connected together and thus improved by dragging one of them onto another. This allows you to get the most powerful things: with weapons of the tenth-twentieth class, you will surely kill most enemies with the first blow.

Items can give an increase to characteristics, skills, protection from various types of physical attacks and magic. You can easily do without the last property: it is very easy to dodge the few spells of enemies.

A weapon can deal one of several types of magical damage. For this, special stones are used. It is useless to enchant a weapon for poison damage - its effect is stretched over time, which does not play into the hands in close combat. The rest of the species - "to taste and color." In combat, their influence is almost indistinguishable.

Skills and characteristics

Each time you level up, you'll earn five points to increase one of four stats:

  • Vitality increases the character's hit points.
  • Agility affects some skills and the likelihood of inflicting and reflecting attacks.
  • Force Increases melee damage.
  • Strength of will increases the amount of mana.

Skill points are given for killing monsters and people, opening locks, activating teleports and stealing. As soon as one of the requirements indicated in the statistics is met (reputation menu, F5 key by default), you will receive one point. You can also improve skills by completing quests.

At the beginning of the game, skills cannot be pumped to the maximum - there is a level limit. The formula is simple: [player level] - 1 = [max skill level]. It is relevant up to level 11 for most skills and up to 16 for magic schools.

To gain access to new skills, you need to be trained by trainers. They are in many major cities. (see table No. 1) . It is better to do this from the very beginning, because as the level increases, the price for their services increases. And if up to the fifth level training costs 100 gold, then from the eighteenth level you will have to spend as much as 10,000.

For convenience, all skills are divided into groups. Let's talk about each of them separately, bypassing magical schools. A separate chapter is devoted to magic.

  • Horse riding. Allows you to fight without getting off your horse. Each hit deals additional damage (up to +200%).

Quite a useful skill, but at first you should not take it. If you want to save time and do not intend to collect loot, this will come in handy.

  • Swimming. Increasing this skill will increase your water movement speed.

You can go through the whole game without ever swimming, so this skill is a waste of points.

  • opening locks. The skill is used to open locks on doors and objects.

Locked crates and chests are ubiquitous and often contain useful items. If loot from corpses seems scarce or insufficient to you, upgrade this skill. It is not necessary to invest points in it to the maximum, the sixth or seventh level is enough to open any lock with several attempts.

  • Stealth movement. Allows you to sneak, which reduces the chance that you will be noticed by enemies (reduction of the radius of hearing and visibility up to 25%). Required for the Mortal Strike skill.

In the game, this skill can hardly come in handy, and playing a silent killer, although interesting, is not effective: it’s easier and faster to walk through the ranks of enemies in the open.

  • Theft. Gives the ability to search the pockets of the characters. In them, they are used to carrying various elixirs, potions, master keys and stones that increase the magical damage of weapons. It's worth it? In my opinion, no. In the last levels, you can steal up to five things at a time, but this rarely happens. By the way, standing behind the victim during the theft is not necessary.
  • Setting traps. Allows you to place traps, bombs and other similar devices on the ground. As the level increases, it makes it possible to use more effective traps, increases their damage (up to +300) and the time the enemy is trapped in a trap (up to 20 seconds).

This skill is best left at the first level. At the beginning of the game, traps perfectly cripple and delay enemies, but then only traps remain useful. Although many magic spells are much more effective.

  • Alchemy. Increases the quality of crafted potions. In the absence of a skill, the ingredients lose up to 40% of their useful properties. At the last level of alchemy, all effects are doubled. The increase is more than significant.

The choice of combat skills depends entirely on your tactics and style of play. Choose, experiment, and sooner or later you will find the combination of skills that suits you best.

  • Parry. Grants the ability to parry an enemy with a shield or off-hand weapon. Depends on skill. Triggered if the player is not moving or attacking.
  • Equilibrium. Reduces the chance of the hero falling during combat. The maximum rate is 50%.

This is a bug: at the time of writing, this skill worked exactly the opposite: the more points invested in it, the more likely it is that a fall will occur. The developers promise to fix this in patch 1.4.

  • strong hand. Increases melee damage dealt up to 3 times.

Mandatory skill for all warriors.

  • Critical hit. Allows you to deal 5x damage on impact. The maximum probability is 43%. In combination with the previous skill, it makes a killing machine out of a warrior. With good equipment, of course.
  • double blade. Allows you to hold a weapon in each hand. As the level increases, the probability of a hit increases, which is not so important. It is not worth investing more than one point in this skill.
  • Knockdown. Gives the ability to knock down the enemy on impact. At the maximum level, the probability is 50%. If you confidently kill opponents with two or three hits, then this skill is unlikely to be useful to you.
  • stone skin. Increases protection against all types of physical and magical damage (except spiritual magic). An increase of 240 units at level ten is very noticeable and can be compared with good forged armor.
  • Fury. Berserk Mode: Increases damage dealt (up to +400%) and makes it impossible for enemies to stop attacks with blows. The hero takes twice as much damage, remains without armor and almost cannot hit an enemy with a shield (hit chance is 5%),

The skill is effective if the enemies deal low damage, and your survivability parameter is quite high.

  • Fight from defense. The complete opposite of berserk. Allows you to enable a special combat mode with an emphasis on defense. At the maximum level, the damage taken is reduced by 77%, the chance of a critical hit is increased by 3.3 times (therefore, for a 100% chance, you need to raise the corresponding skill to level 7), the chance of parrying an attack increases by 5 times. The attack power is halved, the hero's blow can be stopped by the simultaneous blow of the enemy.
  • Dirty trick. The hero blinds the enemy by throwing dust in the eyes. The enemy takes twice as much damage, and the chances of critical hit, stun, sword break, and shield knock skills to proc are quadrupled. Depends on skill. The maximum duration of the effect is ten seconds. Does not affect enemies with shields.
  • Stun. Works pretty much the same as Dirty Trick. The probability of successfully using the listed skills is increased by 6 times, and when stunned, damage is also dealt. Only works with maces and hammers. Does not affect helmeted enemies.

This skill has one big disadvantage - too long animation. Due to enemy attacks, the stun is constantly interrupted and in combat it is ineffective.

  • The blow that breaks the sword. When using a special blade (sword breaker), it allows you to break the swords of enemies. Broken sword deals 5% damage. Skill depends on dexterity.

This strike takes a long time to land, but the beauty is that it cannot be interrupted by sword-wielding enemies. Just don't get too close to them.

  • Kick knocking off a horse. Gives the ability to throw the enemy off the horse. Can only be used with long weapons (halberds, spears, etc.). Depends on skill.

Everything would be fine, but in a single player game there are no opponents riding horses...

  • Shield Breaking Blow. Allows using an ax to pull the shield out of the enemy's hands. Depends on skill.

Enemies do not suffer much without a shield, but it can interfere with the use of other skills. Not the most important skill.

The animation of this skill is a little off, and the shield falls out of the enemy's hands before the hit occurs.

  • Death blow. Deals a huge amount of damage (up to + 700%) if you sneak up on the enemy from behind with a dagger or knife in your hands.

Only works on humanoids and creatures that used to be humanoids, so to speak.

  • Deadly pirouette. Two-Handed Sweep - Deals up to 600% damage. Extremely effective against groups of enemies.
  • Burn. Allows you to set fire to the skin of the enemy's face with a torch. Depends on skill.

Another variation of the Dirty Trick. The indicators are exactly the same, but nothing can prevent the use of this skill.

  • Fake attack. Allows you to slow down the enemy in the presence of a shield. Lasts up to ten seconds. Depends on skill.

This skill can come in handy against archers.

The remaining eight skills are responsible for archery. The first four deal with the shooting itself, and they are all quite useful. Although I would advise you to invest in the "Initial tension" and "Precise shooting" first of all. The first one will help you a lot at short distances, when there is no time for a powerful shot, and the second one is just good in itself - the ability to deal critical damage never hurts.

Among the four skills related to arrows, only one can be active. Undoubtedly, the most versatile and effective is the "Multiple Arrow Shot".

  • Quick pull. Increases the speed of string tension. At the maximum level, the increase is 500%.
  • Initial tension. Increases the initial string tension up to 50%. In other words, to deal maximum damage with a shot, you will have to spend half the time.
  • Reinforced tension. Increases damage dealt (+100% maximum).
  • Precise shooting. "Critical hit" for archers. Chance to deal 5x damage when shooting (30% at level 10).
  • Disarming Arrow. Gives a chance to knock the weapon out of the opponent's hands. Does not work on monsters and animals. Depends on skill.

This skill is useful against archers and large groups of enemies if you are not able to deal with them quickly. The fact is that an enemy who has lost a weapon is a living corpse. He is unable to pick it up. Here is such an interesting feature of the local artificial intelligence.

  • Shot with multiple arrows. Allows you to shoot up to five arrows at a time. Reduced accuracy.

At the maximum level, this skill can increase the effectiveness of your shooting by three times. It will also allow you to deal with several enemies at once at once and will significantly complicate the approach of opponents.

  • piercing arrow. Allows you to pierce up to ten enemies at a time with an arrow (oh how!).

This skill just asks for comparison with the previous one. Why not? But against groups of enemies, shots with several arrows are still much more effective. The fact is that not all enemies run one after another, there is always someone on the sidelines. It is unlikely that you will ever get the opportunity to break through ten at once. In addition, piercing arrows are of no use at short distances.

  • Blinding Arrow. Exactly copies "Dirty Trick". It is completely useless for archers, because because of this dubious improvement, you will have to give up the ability to fire several arrows at once. Forget about this skill like a bad dream.

Magic

Spells in the game are cards that are placed in a special book. Like any other items, they can be found on monster corpses, in various containers, and from vendors.

If you have multiple cards of the same spell, they will be placed in the same slot and the effect will improve.

All spells are divided into five schools: air, earth, fire, water and necromancy. Further, they are divided into five circles according to their power (the first row in the magic book corresponds to the first circle, the second - to the second, etc.). Access to each new circle appears after increasing the corresponding skill to a multiple of three. Also, the development of skills strengthens spells and increases mana consumption.

It is important: the staff of the archmage adds 1000 mana, which corresponds to a hundred points invested in willpower. It is not necessary to use it as a weapon, but it is very useful to hold it in your hands while casting spells.

Apparently, the developers strongly dislike mages: only three spells can be used at the same time. You have to go into the book right during the battle to change them. If you do not want to spend time and nerves on this, then you need to think carefully about the choice. Consider the most useful spells of each of the schools.

  • School of Airbending is, first of all, "Treatment" and good buff spells. For example, "Help" restores health and temporarily increases the maximum number of hit points. The cards of this spell are very common, which only increases its value.

Mages who do not disdain close combat will appreciate "Power of God", which adds 60% to the corresponding parameter. Many people will like "Magic Shield", which absorbs damage at the cost of mana.

Unique spell "Resurrection" allows you to return to life any creatures, after which they become friendly towards you.

  • fire magic school good for its attacking spells that act on the area. Can be considered the best "field of fire": It is great at delaying enemies, has a large area of ​​effect and deals good damage. But you can burn yourself inadvertently if the enemy gets close. In that case it will help "Meteor": It won't damage you, but will deplete enemies' health. It is impossible to run away or dodge from this block, and this is all its charm.

There is one curious spell in the first circle - "Power". It significantly increases magical damage and will be useful for adepts of all schools. There is a similar spell in the school of air magic, but it adds less damage and costs more.

  • School of water magic includes the best paralysis spell in the game called "Freezing Wave". It immobilizes all enemies nearby and allows you to hit them with impunity for a long time.

"Ice Beam" will be an excellent alternative to elementary attack spells-arrows (bolt): it reaches the target instantly, flies far, hits painfully.

And finally "Blizzard"- just a good offensive spell of mass action.

  • School of Earthbending cannot boast of good offensive spells. It is based on ineffective defensive and weakening magic. Although a couple of spells still stand out against the general background. "Blessing the Earth" increases protection against all physical damage, as well as cold and fire damage by 1000, and "Reflective Shield" returns 40% damage to the enemy. Agree, this is a lot.
  • Necromancy- the only school of magic that gives "vampiric" effects. "Necro Power"- one of the most effective spells in combat. And heals, and causes rather big damage, and always hits the target. "Bloodsucker Aura" would be a great addition to it.

Each of the schools has its own "arrow" spells, which form the basis of attacking magic at first. Their choice depends solely on the number of cards for each of them - whichever deals more damage, then choose.

I did not draw your attention to the basic defensive and weakening spells. There is too little use for them to keep them constantly at hand. I also bypassed the summoning spells. It makes no sense to use them: summoned creatures cannot be given commands, and on the battlefield they behave extremely stupidly. And it is unlikely that this will be fixed in one of the next patches.

For each of the large spell slots, there are three small ones. They are intended for amplifiers - a separate category of cards that improve spells. They can also be stacked one on top of the other. In this case, the effects will stack directly.

There are five types of cards:

  • Damage Booster. Adds 20% to spell damage.
  • Duration Booster. Increases the duration of the spell by 20%.
  • Mana saving. Reduces the mana cost of the spell by 20%.
  • Spell Amplifier. Increases spell level by 2.
  • Summon Booster. Increases the level of the summoned creature by 2.

Traveling fast

At the very beginning of the game, you can get acquainted with the teleport system and get a horse. To do this, you will have to complete a couple of quests near the starting location. You definitely won't miss them.

Teleporters are scattered throughout the continent in large numbers. But first, each of them must be activated. This happens automatically if you have the corresponding item in your inventory. You'll also get a portable teleporter variant that functions in exactly the same way.

The horse not only speeds up movement, but also allows you to carry a huge amount of items with you (F2 key if it is standing next to you). There are no restrictions on volume, and in order to fully load the animal by weight, you need to try very hard.

Horses tend to get stuck wherever they can, even in the smallest objects and on the smoothest roads. A whistle will help to get out of this situation (button H): an animal without a rider behaves much more adequately and overcomes any obstacles without any problems.

Horses vary in appearance and in the maximum weight they can carry. The speed is unchanged.

Walkthrough

So we got to the passage of the storyline of the game. Many problems have alternative solutions. If possible, I will indicate the easiest ways to complete quests.

There are only two endings, but our actions are not able to influence the choice of one of them. On the way to the finale, nothing will stop you from cutting out even entire cities - do as you see fit. All the same, everything will be decided by the last words ...

On a note: if you did not see the introductory splash screen, then you most likely do not have the appropriate codecs installed. They can be found on the game disc. If the video still does not play, you will have to view the videos directly - they can be found in the Two Worlds \ Video folder (wmv files). The standard Windows Media Player is best suited for playback.

Corrupted Blood

The law of meanness: it is worth leaving someone who needs to be closely monitored for a couple of minutes, as this someone disappears. And so it happened: while the hero was inspecting the room for the night, Kira - his sister - was kidnapped by a suspicious type.

A few months later, the hero receives a letter: “Your sister is alive. Be in Talmont in the second week of harvest. Wait for us there, we will come to you." And indeed, they will come.

The difficult fate of a mercenary brought you to Komorin. The elder of the village has an assignment: in the ruins to the north of the settlement, a gang of thunders lurk, which do not give the locals peace. They had already killed some of them, and took two more with them. Well, it's time to clean up. One of the peasants will show the hero the way.

Here you will be taught the basics of character control. The temple is very small, and you will immediately see the very thunders that are to be punished. They are not able to inflict serious injuries on the character, so you can safely get used to the sword, bow or magic. Do not forget to collect trophies, look into the box and take a torch - the nights in Antalore are dark, and you will need it more than once.

Waiting outside is a local who led you to the temple. He will bring to your attention that menacing warriors came to the village and were looking for you. One of them stayed to await your return.

On a note: on the road leading to the village, you will come across two corpses. Near them lies a few useful things that it makes sense to take yourself.

As it turned out, this is a messenger; his name is Gandohar, but he is not going to say anything except that Kira is alive. However, where to go next, he will still tell you: his owner is waiting for you in the Goat's Cave.

On the way you will not meet serious enemies: only a few wolves and a bandit camp at the fork. At the descent into the cave there is no one at all.

Meet Raist Tungard. He, of course, will not just release Kira or say where she is. First you need to complete some mission for him. Details are with Gandohar, he is waiting for you by the fire outside.

Gandohar will try to ingratiate himself with you. He seems to remain loyal to Raist, but at the same time, he owes something to Kira. Therefore, he will make sure that after the mission is completed, the sister really returns to her brother. But the hero still does not trust this difficult messenger.

Kira and the hero are twins, and as children they were able to communicate freely regardless of the distance separating them in places called "knots". Gandohar will tell you about one of these places.

The narrow path leading to the knot was chosen by little animals called reapers. They bite low-level characters very painfully - they can swallow half the hit points at a time. It's not easy to kill them. But it is not necessary to engage in battle: further, the glade serving as a "node" is empty.

You can immediately see that the place is not easy: the ground is shrouded in thick fog, the colors fade. Here's Kira! After a warm welcome, she will tell you something. She is constantly transported from place to place, and she has no idea where she is. She also knows nothing about Gandohar's intentions, so you have to be on the lookout. So what kind of mission awaits the hero? Oh, Raist and company are looking for what legends say belonged to the hero and Kira's family. But the hero does not believe in stupid fairy tales. Although it doesn't matter. According to the sister, the relic must be destroyed regardless of your opinion. What it is and where to look for it, you can find out by asking Gandohar. Kira does not want to attract the attention of the guards once again and therefore brings the conversation to an end. You can meet her again at the site of another "node", south of Talmont.

A trap will stop even such a huge demon. Paradox?

Gandohar can be found in the same place as before - by the fire. It will refresh the legend in the memory of the hero, according to which, after the secret burial of the orc god Aziraal, his ancestors received a relic - the key to the tomb. For several decades it was kept in the family, until it was decided to break it into several pieces and take it to hell. Raist wants you to bring him the relic and open the tomb. He knows where to look for its parts, but he can’t get their hands on them himself - the curse interferes, to which only your kind has immunity. In other words, only Kira can do it - or you. If you manage to do this, then your sister may be released, but there are no guarantees. Most likely, after the completion of the ritual of opening the tomb, both of you will simply be killed. Though Gandohar has an idea. You can simply threaten Raist to destroy the relic during the ritual if he refuses to let Kira go. For this, the dwarven forge in Kudinar is suitable - only in its furnace it will be possible to destroy an unusual alloy.

It remains only to meet with Raist, discuss the details and put forward his demand. He is waiting for you in the same place as before - in the Goat's Cave.

So, he wants you to bring the relic and perform the ritual - summon the tomb of Aziraal. The villain agrees to make a deal in Kudinar.

No, these two are definitely kidding! Reist will send you back to Gandohar for instructions.

So, the relic consists of five parts: a frame and four elements. The approximate location of the first two is known, but about the remaining three you need to ask Ho, a man who also works for Reist. I suggest that you do this right away, and at the same time see your sister. Meetings in the "nodes" do not affect the plot, but it will still help to find out some details.

Now you know where to start looking:

  • Frame belongs to the head of the Karga clan - Ultar.
  • earth stone kept in the burial mound of King Satria. The search should begin in the village of Windbreak.
  • fire stone openly kept on the altar in the city temple. But not just anywhere, but in Gor Gammar - the capital of the orcs.
  • water stone can be found in the Ashos Dungeon.
  • Air stone hidden somewhere in the desert Drak "ar. Its guardian is a dragon.

You can search for elements in any order. But let's start with the frame.

Karga and Skelden

The frame of the relic is kept in the treasury of the Karga clan. But just like that, no one will let you in there. There are many ways to get to the treasury. It all depends on your likes. Who is closer to you in spirit? House Skelden, who does not disdain the most dirty methods to strengthen their well-being, or the rebels from the Karga clan, who are forced to hide in the mountains and think about how to expose House Skelden?

Let's say you trust Ebrat Skelden more. In this case, go to visit him: his house is located in the excavation area to the east of Tarbakin. Go straight to the headquarters gate. The guard will say that Ebrat does not talk to just anyone and first you need to earn a reputation in the House. For details, the soldier will send you to Sano Moon, the head of the excavations. He, in turn, will indicate where you can find tasks. However, Ebrat is quite friendly, and you can look at him immediately, ignoring the guard. He lives in the second house on the right behind the headquarters gate.

The purpose of the task that he will give you is quite obvious: to deal with the Karga clan, while there is still such an opportunity. They've gathered too much evidence to harm the House. But Ebrat cannot just pick up and send troops to their camp, they have too many supporters among the locals. Ulthar and his brethren will hide in the mountains before the soldiers of House Skelden reach the clan base.

Ebrat has a plan. He keeps a spy in prison. She has a husband, and he knows exactly who is informing the Karga clan about the advance of the House troops. You can probably shake out the necessary information from him if you threaten to kill his wife.

Travel to Covengor and inform Erin Kalvo of the situation. He is ready for anything to free his wife, even for betrayal. After a short conversation, the frightened peasant will agree to stop the informant, who will have to deliver a message about the attack on the clan's camp.

Tell the good news to Ebrath. He will send his soldiers to attack, and this time Ultar and all of his minions will not be able to escape.

When you get to the camp, it will already be empty, and a priceless relic frame will be waiting for you in the treasury.

If you are loyal to the Karga clan, then go to the upper camp and take a task from Ulthar. You are required to find irrefutable evidence that House Skelden is undermining the King. Rumors reached the head of the clan that the head of the excavation, Sano Moon, was visited by a former apprentice of the royal mint, who was supposed to have died five years ago. This is no accident, isn't it? It's entirely possible that items found in Sano's residence would confirm the House's involvement in counterfeiting. Time to check it out.

Sano never leaves his house, and picking the lock of the door without attracting attention is quite difficult.

This is a bug: sometimes the door does not respond to attempts to open it. But you can use the alternative method described below.

If you are a magician, then one trick will help you get inside without negative consequences. Stand facing the door and summon some not too massive creature. It must be inside the house. Now blindly attack him with any area of ​​effect spell (like firefield). Don't forget to step back a little if necessary. The summoned creature will become enraged and will try to get to you. At the same time, of course, by opening the locked door. The main thing is to have time to run inside. You will have to get out in the same way.

What carelessness! What you are looking for is not hidden anywhere, but simply lies on the floor against the far wall of the room. Take the evidence and take it to Ultar. He will be impressed with the work done. Still would! After all, you got hold of molds for casting coins and samples with a portrait of Lord Skelden on them. It was hardly possible to find anything better than this. Now House Skelden is doomed: very soon these things will fall into the hands of the court.

For such a service, Ultar will offer you to choose any item from the clan's treasury. You will have to take, of course, the frame.

There are three more ways to get the required artifact.

  • Killing Ulthar. The treasure chest will open as soon as you deal with the leader of the Karga clan.
  • Ebrat's assassination. After dealing with the head of House Skelden, go to the Karga camp. Ultar will meet you at the gates of the lower base and say that although this was not the best solution to the problem, it still deserves a reward.

It is important: you should only release the spy from the Skelden prison if you decide to kill the leader of the House. And you need to start with her: she disappears from her cell immediately after the death of Ebrat.

  • Pick up the frame. To the north of the lower camp, you can climb a mountain range from which you can jump into the treasury. In order to get out of it later, you will have to sacrifice one of the portable teleporters. If you are not playing on the highest difficulty level, then you can simply kill yourself to resurrect at the nearest shrine.

earth stone

First of all, you need to get the key to the tomb. Go to the village of Windbreaker west of Catalon and find Mayor Gordar (usually you can meet him at his house, near the well). He has a couple of errands for you. First, he will ask you to kill a lone ogre who has chosen one of the three mills. Then - to clear the local cemetery of evil spirits so that the villagers could fearlessly go there. These tasks do not cause any problems and are performed literally on the spot, you won’t have to run far.

The third time Gordar will turn to you with a personal request. In Satria Mound, in the valley of the Grave Hills, there is a precious crown, which the mayor would very much like to get his hands on. Quite by chance, the key to the tomb fell into his hands, which he will give you.

Finding the mound is not a problem if you know where to go. It goes around the road leading to the Thunder Tower from Kudinar. This place is not marked on the map, but the square-shaped structure itself is immediately visible. If you still can't find it, just mentally draw a vertical line from Ashos. Where the line meets the road is the tomb.

The entrance to the mound is not guarded by the undead in the best way: only a few skeletons and ghouls. Inside, go straight along the corridor, and before entering the main room, kill all the skeletons in the room on the right. The earth stone and the crown can be found directly at the coffin in the center of the round hall. It is guarded by a whole crowd of skeletons, which can serve as a good source of experience and useful things. If you can’t cope with them, just pick up the necessary items and return to the exit. The skeletons forgot to leave a couple of guards at the entrance to the hall, so by the time you stomp down the corridor on the way back, they will only realize that you don’t really look like a ghoul or zombie and you don’t belong here.

By the way, the crown is actually fake, and it is unlikely to help the mayor escape from the city. But a deal is a deal, you got the Earth Stone, and that's the main thing.

fire stone

You already have all the information you need to search for the stone of fire. It's time to go to Gor Gammar. On the way to the city you will have to face a great variety of enemies. First of all, these are, of course, orcs, but there are many other monsters here. Giant insects, strange toothy skulls with tentacles, and golems live here. Perhaps the most dangerous can be considered a lava dragon - near his attacks are very strong, and at a distance he can launch a fireball at you. The dragon has fairly thick armor, but is not so immune to magic.

It is important: try not to go off the road. Because of the smoke, darkness reigns here, and this dramatically increases your chances of falling into a lava lake.

The main gates of the Gammar Mountains are, oddly enough, closed. We need to look for another way. Turn left off the road and follow the wall. Very soon you will find a descent to the Path of the Doomed. A whole crowd of orcs lives in the main hall of this dungeon. Destroying them isn't difficult if you have area-of-effect spells. The corridor leading to the room is very convenient for defense. Lure the orcs in small groups and shoot them with a bow. However, this dungeon is also well suited for close combat. You can easily lead the attackers to the previous hall or follow the arriving fighters and archers from around the corner.

So you have infiltrated Gor Gammar. You can easily sneak up to the temple and steal the stone of fire quietly and unnoticed. If it's not your style, it will be more difficult. There are a lot of orcs here, believe me. And as soon as someone notices you, half of the green-skinned warriors will rush in your direction. During the battle, do not move away from the entrance to the dungeon, set traps on the passage, prepare bottles in advance that restore mana and health. If it becomes too difficult to contain the orcs, go down into the dungeon and take a breath. Sooner or later they will all be dead.

Once you have the Stone of Fire, get out of the Gammar Mountains along the same path.

water stone

This part of the relic is stored in the underground temple of the city of Ashos. The problem is that the temple is closed to visitors, and to get inside, you need to get a key.

One of them is kept by a local blacksmith, Uchinao Sakamoto. Hoko, who is looking for her sister, will tell you about him. He is not going to give away the key just like that - only for a return service. Uchinao cannot share the forge he inherited with his sister. And really, what can a woman know about blacksmithing? But Hidee says that she is well versed in this, and Uchinao is not a person, but a soulless beast who kicked his old father out of the house. However, this should not worry you. After all, they asked to deal with the greedy sister. No sooner said than done. A couple of swings of the sword, and you can go get a reward.

Another key can be obtained during the tasks for the guard, who stands southwest of the gate. Nothing complicated: first you will be asked to run around the city and find out who the contraband goods taken from the courier were intended for. Then you will be sent to a scientist who needs help. He suggests that giant insects, which have become a serious problem outside the city, breed under the temple of Ashos. You will be asked to check this and on such occasion will be given a key.

What awaits us inside the temple? Fight with humanoid snakes. Although you can simply run past them and grab the Water Stone, since they all prefer close combat, they are not trained in magic, and there is nothing to counter them with such “tactics”.

Remember, the townspeople talked about the eye of Yatalen, protecting Ashos from the attack of the orcs? Now, that was true. Draw the appropriate conclusions and guess what happened while you were in the dungeon.

Air stone

No one knows for sure where to find the stone of air, but it is known for certain that it is located in the Drak "ar desert. According to Ho, it is somehow connected with a not quite simple white dragon.

You can ask a couple of questions in Nahat - this settlement is easy to find if you keep going straight when the road ends. Talk to Prantax there. He will tell you about the albino dragon that dominates this desert. You can summon him by collecting five sulfur crystals and placing them on an altar in the creature's lair. In parting, the desert dweller will advise you to see Ari Aldamore. It is not for nothing that the locals call him the Dragon Whisperer: he knows a lot about dragons, if not everything. Go straight to him and go.

You learn from Ahri that the Great White controls other dragons by stealing and hiding their eggs. And since dragons lay only one egg in their entire long life, they are very important to them. If you find the loot, the albino will weaken, and others will not stand on ceremony with him for a long time and will immediately take revenge in the most cruel way.

It is said that the great white dragon took advantage of the powers of a rare magic crystal by swallowing it. Isn't it about the Stone of Air? Although these are all rumors, and you should not particularly trust them.

An albino hides dragon eggs in his nest, but no one knows where it is. It comes to the desert from behind the mountain range in the south, so the nest is most likely located somewhere there. If you find it, Ahri will be able to inform the dragons and send them to collect the eggs.

To get to the nest, you need to find a path in the mountains. Go south from the east end of the dragon's lair and you won't miss it. If you see a sand dragon - know that you are on the right track.

This is the advice: leave the horse below, do not lead him to the mountains. First, get terribly tired, overcoming places where you can get stuck. Secondly, on a narrow winding path, the chances that the animal will be killed increase dramatically.

Follow the path, fighting off stone golems, octogroms and other evil spirits along the way, until you see a thick stream of air rising up ... Oh! Yes, it's the Air Stone! Another part of the relic found.

At the same time, you completed the task of finding the nest. Report your progress to Ari. He will pass the information to his dragon friends, and they will go to beat the albino. It must be a very exciting sight - the battle of dragons. Can you watch?

The relic is finally put together. It remains only to report this to Gandohar and hope for the salvation of Kira.

Castling

Everything is ready for the exchange. It's time to meet Raist and save your sister by handing over the relic and participating in the summoning. Raist asked you to wear linen robes. He, you see, wants to protect you from lightning, and in such clothes it will be safer. However, Gandohar, Raist and their assistants calmly wear metal armor.

This is interesting: in fact, such an absurd request is explained very simply. The subsequent events are not a scripted scene, but a video. And they give you a robe so that there are no inconsistencies in the appearance of the character.

So, you asked Gandohar to bring Kira to you during the exchange. The mercenary promises to do just that.

The fateful meeting over the dwarf forge begins. The hero shows the relic and waits for Gandohar to bring his sister to him. "Take the relic, and we'll go." "You forgot something." “Aziraal doesn’t bother me anymore. Do what you want".

"Well, if so..." The ritual will begin against your will. It turns out that Aziraal's grave is located here. Gandohar only pretended to be a friend so that you yourself chose this place for the transaction. In fact, he is not a mercenary, but the head of an organization. Gandohar simply switched roles with Raist to make it easier to ingratiate himself and harder to figure out who Raist is getting his orders from.

As for Kira, she will give new life to Aziraal. While the hero is exhausted, Raist, Gandohar and Kira will leave to prepare for the transformation. Just in case, you will be left alive until Kira receives the power of a deity.

Paladins vs.

What to do now? Balor will answer this question. You must have seen his people - strangely speaking strangers in white robes and masks. They followed you and Raist, but they could not stop the villain at the right time.

To get to the enemies, you will have to take care of the magical barrier. It works thanks to a huge fiery pentagram in the sky. This unusual structure is supported by necromancer towers. On their tops dwell the guardians of the pentagram. It is worth killing one of them, and the castle of Gandohar will lose its protection.

If you spent a lot of time in the world of Antalore, then you probably approached these buildings out of curiosity. They, as before, are guarded by a crowd of necromancers and undead, Gandohar did not strengthen their defenses.

Fire stone can be stolen from orcs right under their noses.

Head to the Tower of Death if you want to save time spent on the road. You can get to its top with the help of a teleport, to which two stairs lead. The Keeper is a simple opponent, he can not boast of either strong armor or strong attacks. Finish him off and go towards your fate - to Gandohar's castle.

The path to Oswaro will surely remind you of the road leading to Gor Gammar. Yes, the landscapes here are just as gloomy, but the local monsters won't cause much trouble.

Quite dangerous dead knights live on the territory of the castle. If you are not confident in your abilities, try going to the entrance to the main building through the east street. There are not many of them.

Raist will meet you in front of the gate, who is clearly not going to give way in a good way. After the conversation, he will demonstrate his demonic form to you. In this form, Raist cannot use spells, and he will only be able to get you at a short distance. In addition, traps act on this six-meter monster, so that magicians and shooters will lay it down very quickly. Fans of close combat will also have no problems: his attacks are strong, but very long, it is easy to catch the moment and jump back. Now the path is clear.

It is important: after the final battle, the game ends. If you still have unfinished business, you will not be able to return to them.

Here is the final meeting with Gandohar. He will not only try to change your mind about the fate of his sister, but also talk about the Ancients and the interaction of the two worlds. Gandohar will give you a choice: stand on the side of the Ancients, join Gandohar and Kira and destroy this world - or stay true to your beliefs and save him, and at the same time rescue his sister. Depending on your words, either Gandohar or Balor and his paladins will attack you. Both fights are unreasonably easy for the final. Opponents do not stand out for extraordinary abilities, and the spacious hall is an ideal place to fight, especially when there are no archers on the enemy’s side.

* * *

So, the world is saved or, on the contrary, is about to be destroyed. But we will certainly return to Two Worlds, because there is still a lot of interesting stuff left behind the scenes.

In conclusion, I would like to thank Artemy Kozlov and Stanislav Stepanchenko for their help in researching the game. See you soon!

Table 1
Trainers
Skills Where to learn
school of waterbending, school of earthbending Tarbakin, Kudinar
Balance, knock down Brotherhood Outpost, Kudinar, Eastern Military Camp (near Kudinar)
Dual Blade, Fury, Deadly Pirouette, Stun, Knockdown Brotherhood Outpost, Kudinar, Eastern Military Camp, Catalan
Sword Breaking Strike, Shield Breaking Strike, Feint, Burn Catalan, Cudinar
Deathstroke, theft North of Tarbakin, behind rocks on the west side of the road, Kudinar
Disarm Arrow, Multiple Arrow Shot, Piercing Arrow, Blinding Arrow Catalan, Cudinar
Reinforced tension, initial tension Farm south of Komorin village; Catalan
Necromancy, alchemy, stone skin Kudinar (behind the cemetery near the eastern walls of the city), Rovant village, Enclave (village near the Gammar Mountains, the road leads to it south of Heidborg Castle)

Although a couple of spells still stand out against the general background. Increases protection against all types of physical damage, as well as cold and fire by 1000, and returns 40% damage to the enemy. Agree, this is a lot.
Necromancy is the only school of magic that gives effects. - one of the most effective spells in combat. And heals, and causes rather big damage, and always hits the target. would be a great addition to it.

Each of the schools has its own spells, which form the basis of attacking magic at first. Their choice depends solely on the number of cards for each of them - whichever deals more damage, then choose.

I did not draw your attention to the basic defensive and weakening spells. There is too little use for them to keep them constantly at hand. I also bypassed the summoning spells. It makes no sense to use them: summoned creatures cannot be given commands, and on the battlefield they behave extremely stupidly. And it is unlikely that this will be fixed in one of the next patches.

For each of the large spell slots, there are three small ones. They are intended for amplifiers - a separate category of cards that improve spells. They can also be stacked one on top of the other. In this case, the effects will stack directly.

There are five types of cards:
Damage booster. Adds 20% to spell damage.
Duration booster. Increases the duration of the spell by 20%.
Mana saving. Reduces the mana cost of the spell by 20%.
Spell Amplifier. Increases spell level by 2.
Call booster. Increases the level of the summoned creature by 2.

Traveling fast

At the very beginning of the game, you can get acquainted with the teleport system and get a horse. To do this, you will have to complete a couple of quests near the starting location. You definitely won't miss them.

Teleporters are scattered throughout the continent in large numbers. But first, each of them must be activated. This happens automatically if you have the corresponding item in your inventory. You'll also get a portable teleporter variant that functions in exactly the same way.

The horse not only speeds up movement, but also allows you to carry a huge amount of items with you (F2 key if it is standing next to you). There are no restrictions on volume, and in order to fully load the animal by weight, you need to try very hard.

Horses tend to get stuck wherever they can, even in the smallest objects and on the smoothest roads. A whistle will help to get out of this situation (button H): an animal without a rider behaves much more adequately and overcomes any obstacles without any problems.

Horses vary in appearance and in the maximum weight they can carry. The speed is unchanged.

Walkthrough

So we got to the passage of the storyline of the game. Many problems have alternative solutions. If possible, I will indicate the easiest ways to complete quests.

There are only two endings, but our actions are not able to influence the choice of one of them. On the way to the final, nothing will stop you from cutting out even entire cities - do as you see fit. All the same, everything will be decided by the last words ...

Note: if you did not see the introductory splash screen, then you most likely do not have the appropriate codecs installed. They can be found on the game disc. If the video still does not play, you will have to view the videos directly - they can be found in the Two Worlds Video folder (wmv files). The standard Windows Media Player is best suited for playback.

Corrupted Blood

The law of meanness: it is worth leaving someone who needs to be closely monitored for a couple of minutes, as this someone disappears. And so it happened: while the hero was inspecting the room for the night, Kira - his sister - was kidnapped by a suspicious type.

A few months later, the hero receives a letter: . And indeed, they will come.

The difficult fate of a mercenary brought you to Komorin. The elder of the village has an assignment: in the ruins to the north of the settlement, a gang of thunders lurk, which do not give the locals peace. They had already killed some of them, and took two more with them. Well, it's time to clean up. One of the peasants will show the hero the way.

Here you will be taught the basics of character control. The temple is very small, and you will immediately see the very thunders that are to be punished. They are not able to inflict serious injuries on the character, so you can safely get used to the sword, bow or magic. Do not forget to collect trophies, look into the box and take a torch - the nights in Antalore are dark, and you will need it more than once.

Waiting outside is a local who led you to the temple. He will bring to your attention that menacing warriors came to the village and were looking for you. One of them stayed to await your return.

Note: on the road leading to the village, you will come across two corpses. Near them lies a few useful things that it makes sense to take yourself.

As it turned out, this is a messenger; his name is Gandohar, but he is not going to say anything except that Kira is alive. However, where to go next, he will still tell you: his owner is waiting for you in the Goat's Cave.

On the way you will not meet serious enemies: only a few wolves and a bandit camp at the fork. At the descent into the cave there is no one at all.

Meet Raist Tungard. He, of course, will not just release Kira or say where she is. First you need to complete some mission for him. Details are with Gandohar, he is waiting for you by the fire outside.

Gandohar will try to ingratiate himself with you. He seems to remain loyal to Raist, but at the same time, he owes something to Kira. Therefore, he will make sure that after the mission is completed, the sister really returns to her brother. But the hero still does not trust this difficult messenger.

Kira and the hero are twins, and as children they had the opportunity to communicate freely, regardless of the distance separating them in places called. Gandohar will tell you about one of these places.

The narrow path leading to the knot was chosen by little animals called reapers. They bite low-level characters very painfully - they can swallow half the hit points at a time. It's not easy to kill them. But it is not necessary to engage in battle: further on, the serving clearing is empty.

You can immediately see that the place is not easy: the ground is shrouded in thick fog, the colors fade. Here's Kira! After a warm welcome, she will tell you something. She is constantly transported from place to place, and she has no idea where she is. She also knows nothing about Gandohar's intentions, so you have to be on the lookout. So what kind of mission awaits the hero? Oh, Raist and company are looking for what legends say belonged to the hero and Kira's family. But the hero does not believe in stupid fairy tales. Although it doesn't matter. According to the sister, the relic must be destroyed regardless of your opinion. What it is and where to look for it, you can find out by asking Gandohar. Kira does not want to attract the attention of the guards once again and therefore brings the conversation to an end. You can meet her again at the place of another, south of Talmont.

Gandohar can be found in the same place as before - by the fire. He will refresh the legend in the memory of the hero, according to which, after the secret burial of the orc god Aziraal, his ancestors received a relic - the key to the tomb. For several decades it was kept in the family, until it was decided to break it into several pieces and take it to hell. Raist wants you to bring him the relic and open the tomb. He knows where to look for its parts, but he can’t get their hands on them himself - the curse interferes, to which only your kind has immunity. In other words, only Kira can do it - or you. If you manage to do this, then your sister may be released, but there are no guarantees. Most likely, after the completion of the ritual of opening the tomb, both of you will simply be killed. Though Gandohar has an idea. You can simply threaten Raist to destroy the relic during the ritual if he refuses to let Kira go. For this, the dwarven forge in Kudinar is suitable - only in its forge it will be possible to destroy an unusual alloy.

It remains only to meet with Raist, discuss the details and put forward his demand. He is waiting for you in the same place as before - in the Goat's cave.

So, he wants you to bring the relic and perform the ritual - summon Aziraal's tomb. The villain agrees to make a deal in Kudinar.

No, these two are definitely kidding! Reist will send you back to Gandohar for instructions.

So, the relic consists of five parts: a frame and four elements. The approximate location of the first two is known, but about the remaining three you need to ask Ho, a man who also works for Reist. I suggest that you do this right away, and at the same time see your sister. Meetings in do not affect the plot, but finding out some details will still help.

Now you know where to start looking:
The frame belongs to the head of the Karga clan - Ultar.
The earth stone is kept in the burial mound of King Satria. The search should begin in the village of Windbreak.
The stone of fire is openly held on the altar in the city temple. But not just anywhere, but in Gor Gammar - the capital of the orcs.
The Water Stone can be found in the Ashos Dungeon.
The Air Stone is hidden somewhere in the Drakar Desert. Its guardian is a dragon.

The death of the orc god Aziraal put an end to the offensive of his troops on the lands of Antalor. The crushed orcs fled south. The victorious people refused to give the enemies the corpse of their leader. Instead, they promptly sealed the deity in an enchanted tomb. With the death of Aziraal, Corruption filled the entire continent. And a strange new magic came to these lands...

About the combat system and enemies

During fights, you can use melee weapons, bow and magic spells.

At the initial stage of the game, all characters will have to resort to the help of conventional weapons, since mages and shooters cannot yet effectively destroy all enemies at a distance. For obvious reasons, in close combat, the character loses the most hit points. Jumping will help to avoid this. Jumping forward will give you the opportunity to get out of the environment, back - will allow you to get away from any attack, the main thing is to catch the moment. This is how you can kill any enemy one on one, if he does not use magic. True, it takes a lot of time. The side step, combinations of strikes and parry control are not directly provided, which greatly limits tactics. Run around a group of enemies until one of the opponents stands out from it, then focus on it.

Archery is simple. The character spends time drawing the string; the damage dealt depends on the force of tension. You can hit any enemy as long as it is within a certain distance set by the characteristics of the bow. The arrows in the game are endless. If the string tension is greater than the minimum, the shot thwarts the attack, so the archer also has no particular problems with one-on-one fights. Groups of enemies become easy to deal with after learning the Multi-Arrow Shot skill.

It is important: even if you are not going to use a bow, carry a quiver with you - many of them give a significant increase in performance.

The tactics of playing as a magician are very diverse and depend on the choice of spells (the corresponding chapter is devoted to this). This may be a bug, but the effects of many auras, as well as buffs and debuffs, stack without any restrictions. This allows you to create real indecency on the battlefield. For example, how do you like this: we take a spell from the first circle of the fire school that enhances magical attack, cast it on ourselves four times and kill the most powerful level 35 golem with a single lightning bolt. And this is not the limit. Imagine what you can do with mass action spells!

According to the combat qualities of enemies can be divided into three types.

  • close combat. They run to you as soon as they see you. No cunning tactics or active skills are trained (although there are some individuals who can splurge). Usually there are a lot of them, and this is where the problem lies. It is best to destroy such enemies from a distance. If you just run past them close, then they will not hurt you, even if they try very hard. This can be used in a brazen way in various situations.
  • Magic combined with melee. While the player is at a distance, such enemies shoot some kind of "magic arrow" at him, which is easy to dodge. The characteristic sound that accompanies her approach is unmistakable, so it is not necessary to keep the magician in sight. Unfortunately, they did not give other spells to local magicians. As soon as you get close, the enemy will move into close combat. These enemies should be killed last.
  • Arrows. They need to be eliminated first for a number of reasons. Dodging arrows is very difficult, especially if there are several archers. They will constantly disrupt your attacks. Arrows rarely get hit by a hot hand: as soon as you get close enough, they will start to run away. At such a moment, it is very difficult to hit them with conventional weapons.

About interacting with characters

All characters are divided into five types; when you try to start a conversation, the corresponding icons appear.

To put something on the character, you need to drag the item from the inventory to the "doll". In addition to the slots for armor, weapons and rings, there are places for a quiver, a dagger and two additional types of weapons - they will allow you to change them on the go (by default, the R and T keys). At the same time, only the weapon that is currently in the main cell gives an increase to the characteristics.

Identical items of equipment can be connected together and thus improved by dragging one of them onto another. This allows you to get the most powerful things: with weapons of the tenth-twentieth class, you will surely kill most enemies with the first blow.

Items can give an increase to characteristics, skills, protection from various types of physical attacks and magic. You can easily do without the last property: it is very easy to dodge the few spells of enemies.

A weapon can deal one of several types of magical damage. For this, special stones are used. It is useless to enchant a weapon for poisonous damage - its effect is stretched over time, which does not play into the hands in close combat. The rest of the species - "to taste and color." In combat, their influence is almost indistinguishable.

Skills and characteristics

Each time you level up, you'll earn five points to increase one of four stats:

  • Vitality increases the character's hit points.
  • Agility affects some skills and the likelihood of inflicting and reflecting attacks.
  • Force Increases melee damage.
  • Strength of will increases the amount of mana.

Skill points are given for killing monsters and people, opening locks, activating teleports and stealing. As soon as one of the requirements indicated in the statistics is met (reputation menu, F5 key by default), you will receive one point. You can also improve skills by completing quests.

At the beginning of the game, skills cannot be pumped to the maximum - there is a level limit. The formula is simple: [player level] - 1 = [max skill level]. It is relevant up to level 11 for most skills and up to 16 for magic schools.

To gain access to new skills, you need to be trained by trainers. They are in many major cities. (see table No. 1) . It is better to do this from the very beginning, because as the level increases, the price for their services increases. And if up to the fifth level training costs 100 gold, then from the eighteenth level you will have to spend as much as 10,000.

For convenience, all skills are divided into groups. Let's talk about each of them separately, bypassing magical schools. A separate chapter is devoted to magic.

  • Horse riding. Allows you to fight without getting off your horse. Each hit deals additional damage (max +200%).

Quite a useful skill, but at first you should not take it. If you want to save time and do not intend to collect loot, this will come in handy.

  • Swimming. Increasing this skill will increase your water movement speed.

You can go through the whole game without ever swimming, so this skill is a waste of points.

  • opening locks. The skill is used to open locks on doors and objects.

Locked crates and chests are ubiquitous and often contain useful items. If loot from corpses seems meager or insufficient to you, upgrade this skill. It is not necessary to invest points in it to the maximum, the sixth or seventh level is enough to open any lock with several attempts.

  • Stealth movement. Allows you to sneak, which reduces the chance that you will be noticed by enemies (reduction of the radius of hearing and visibility up to 25%). Required for the Mortal Strike skill.

In the game, this skill can hardly come in handy, and playing a silent killer, although interesting, is not effective: it’s easier and faster to walk through the ranks of enemies in the open.

  • Theft. Gives the ability to search the pockets of the characters. In them, they are used to carrying various elixirs, potions, master keys and stones that increase the magical damage of weapons. It's worth it? In my opinion, no. In the last levels, you can steal up to five things at a time, but this rarely happens. By the way, standing behind the victim during the theft is not necessary.
  • Setting traps. Allows you to place traps, bombs and other similar devices on the ground. As the level increases, it makes it possible to use more effective traps, increases their damage (up to +300) and the time the enemy is trapped in a trap (up to 20 seconds).

This skill is best left at the first level. At the beginning of the game, traps perfectly cripple and delay enemies, but then only traps remain useful. Although many magic spells are much more effective.

  • Alchemy. Increases the quality of crafted potions. In the absence of a skill, the ingredients lose up to 40% of their useful properties. At the last level of alchemy, all effects are doubled. The increase is more than significant.

The choice of combat skills depends entirely on your tactics and style of play. Choose, experiment, and sooner or later you will find the combination of skills that suits you best.

  • Parry. Grants the ability to parry an enemy with a shield or off-hand weapon. Depends on skill. Triggered if the player is not moving or attacking.
  • Equilibrium. Reduces the chance of the hero falling during combat. The maximum rate is 50%.

This is a bug: at the time of writing, this skill worked exactly the opposite: the more points invested in it, the more likely it is that a fall will occur. The developers promise to fix this in patch 1.4.

  • strong hand. Increases melee damage dealt up to 3 times.

Mandatory skill for all warriors.

  • Critical hit. Allows you to deal 5x damage on impact. The maximum probability is 43%. In combination with the previous skill, it makes a killing machine out of a warrior. With good equipment, of course.
  • double blade. Allows you to hold a weapon in each hand. As the level increases, the probability of a hit increases, which is not so important. It is not worth investing more than one point in this skill.
  • Knockdown. Gives the ability to knock down the enemy on impact. At the maximum level, the probability is 50%. If you confidently kill opponents with two or three hits, then this skill is unlikely to be useful to you.
  • stone skin. Increases protection against all types of physical and magical damage (except spiritual magic). An increase of 240 units at level ten is very noticeable and can be compared with good forged armor.
  • Fury. Berserk Mode: Increases damage dealt (up to +400%) and makes it impossible for enemies to stop attacks with blows. The hero takes twice as much damage, remains without armor and almost cannot hit an enemy with a shield (hit chance is 5%),

The skill is effective if the enemies deal low damage, and your survivability parameter is quite high.

  • Fight from defense. The complete opposite of berserk. Allows you to enable a special combat mode with an emphasis on defense. At the maximum level, the damage taken is reduced by 77%, the chance of a critical hit is increased by 3.3 times (therefore, for a 100% chance, you need to raise the corresponding skill to level 7), the chance of parrying an attack increases by 5 times. The attack power is halved, the hero's blow can be stopped by the simultaneous blow of the enemy.
  • Dirty trick. The hero blinds the enemy by throwing dust in the eyes. The enemy takes twice as much damage, and the chances of critical hit, stun, sword break, and shield knock skills to proc are quadrupled. Depends on skill. The maximum duration of the effect is ten seconds. Does not affect enemies with shields.
  • Stun. Works pretty much the same as Dirty Trick. The probability of successfully using the listed skills is increased by 6 times, and when stunned, damage is also dealt. Only works with maces and hammers. Does not affect helmeted enemies.

This skill has one big disadvantage - too long animation. Due to enemy attacks, the stun is constantly interrupted and in combat it is ineffective.

  • The blow that breaks the sword. When using a special blade (sword breaker), it allows you to break the swords of enemies. Broken sword deals 5% damage. Skill depends on dexterity.

This strike takes a long time to land, but the beauty is that it cannot be interrupted by sword-wielding enemies. Just don't get too close to them.

  • Kick knocking off a horse. Gives the ability to throw the enemy off the horse. Can only be used with long weapons (halberds, spears, etc.). Depends on skill.

Everything would be fine, but in a single player game there are no opponents riding horses...

  • Shield Breaking Blow. Allows using an ax to pull the shield out of the enemy's hands. Depends on skill.

Enemies do not suffer much without a shield, but it can interfere with the use of other skills. Not the most important skill.

The animation of this skill is a little off, and the shield falls out of the enemy's hands before the hit occurs.

  • Death blow. Deals a huge amount of damage (up to + 700%) if you sneak up on the enemy from behind with a dagger or knife in your hands.

Only works on humanoids and creatures that used to be humanoids, so to speak.

  • Deadly pirouette. Circular attack with two-handed weapons - deals up to 600% damage. Extremely effective against groups of enemies.
  • Burn. Allows you to set fire to the skin of the enemy's face with a torch. Depends on skill.

Another variation of the Dirty Trick. The indicators are exactly the same, but nothing can prevent the use of this skill.

  • Fake attack. Allows you to slow down the enemy in the presence of a shield. Lasts up to ten seconds. Depends on skill.

This skill can come in handy against archers.

The remaining eight skills are responsible for archery. The first four deal with the shooting itself, and they are all quite useful. Although I would advise you to invest in the "Initial tension" and "Precise shooting" first of all. The first one will help you a lot at short distances, when there is no time for a powerful shot, and the second one is just good in itself - the ability to deal critical damage never hurts.

Among the four skills related to arrows, only one can be active. Undoubtedly, the most versatile and effective is the "Multiple Arrow Shot".

  • Quick pull. Increases the speed of string tension. At the maximum level, the increase is 500%.
  • Initial tension. Increases the initial string tension up to 50%. In other words, to deal maximum damage with a shot, you will have to spend half the time.
  • Reinforced tension. Increases damage dealt (+100% maximum).
  • Precise shooting. "Critical hit" for archers. Chance to deal 5x damage when shooting (30% at level 10).
  • Disarming Arrow. Gives a chance to knock the weapon out of the opponent's hands. Does not work on monsters and animals. Depends on skill.

This skill is useful against archers and large groups of enemies if you are not able to deal with them quickly. The fact is that an enemy who has lost a weapon is a living corpse. He is unable to pick it up. Here is such an interesting feature of the local artificial intelligence.

  • Shot with multiple arrows. Allows you to shoot up to five arrows at a time. Reduced accuracy.

At the maximum level, this skill can increase the effectiveness of your shooting by three times. It will also allow you to deal with several enemies at once at once and will significantly complicate the approach of opponents.

  • piercing arrow. Allows you to pierce up to ten enemies at a time with an arrow (oh how!).

This skill just asks for comparison with the previous one. Why not? But against groups of enemies, shots with several arrows are still much more effective. The fact is that not all enemies run one after another, there is always someone on the sidelines. It is unlikely that you will ever get the opportunity to break through ten at once. In addition, piercing arrows are of no use at short distances.

  • Blinding Arrow. Exactly copies "Dirty Trick". It is completely useless for archers, because because of this dubious improvement, you will have to give up the ability to fire several arrows at once. Forget about this skill like a bad dream.

Magic

Spells in the game are cards that are placed in a special book. Like any other items, they can be found on monster corpses, in various containers, and from vendors.

If you have multiple cards of the same spell, they will be placed in the same slot and the effect will improve.

All spells are divided into five schools: air, earth, fire, water and necromancy. Further, they are divided into five circles according to their power (the first row in the magic book corresponds to the first circle, the second - to the second, etc.). Access to each new circle appears after increasing the corresponding skill to a multiple of three. Also, the development of skills strengthens spells and increases mana consumption.

It is important: the staff of the archmage adds 1000 mana, which corresponds to a hundred points invested in willpower. It is not necessary to use it as a weapon, but it is very useful to hold it in your hands while casting spells.

Apparently, the developers strongly dislike mages: only three spells can be used at the same time. You have to go into the book right during the battle to change them. If you do not want to spend time and nerves on this, then you need to think carefully about the choice. Consider the most useful spells of each of the schools.

  • School of Airbending is, first of all, "Treatment" and good buff spells. For example, "Help" restores health and temporarily increases the maximum number of hit points. The cards of this spell are very common, which only increases its value.

Mages who do not disdain close combat will appreciate "Power of God", which adds 60% to the corresponding parameter. Many people will like "Magic Shield", which absorbs damage at the cost of mana.

Unique spell "Resurrection" allows you to return to life any creatures, after which they become friendly towards you.

  • fire magic school good for its attacking spells that act on the area. Can be considered the best "field of fire": It is great at delaying enemies, has a large area of ​​effect and deals good damage. But you can burn yourself inadvertently if the enemy gets close. In that case it will help "Meteor": It won't damage you, but will deplete enemies' health. It is impossible to run away or dodge from this block, and this is all its charm.

In the first circle there is one curious spell - "Power". It significantly increases magical damage and will be useful for adepts of all schools. There is a similar spell in the school of air magic, but it adds less damage and costs more.

  • School of water magic includes the best paralysis spell in the game called "Freezing Wave". It immobilizes all enemies nearby and allows you to hit them with impunity for a long time.

"Ice Beam" will be an excellent alternative to elementary attack spells-arrows (bolt): it reaches the target instantly, flies far, hits painfully.

And finally "Blizzard"- just a good offensive mass action spell.

  • School of Earthbending cannot boast of good offensive spells. It is based on ineffective defensive and weakening magic. Although a couple of spells still stand out against the general background. "Blessing the Earth" increases protection against all physical damage, as well as cold and fire damage by 1000, and "Reflective Shield" returns 40% damage to the enemy. Agree, this is a lot.
  • Necromancy- the only school of magic that gives "vampiric" effects. "Necro Power"- one of the most effective spells in combat. And heals, and causes rather big damage, and always hits the target. "Bloodsucker Aura" would be a great addition to it.

Each of the schools has its own "arrow" spells, which form the basis of attacking magic at first. Their choice depends solely on the number of cards for each of them - whichever deals more damage, then choose.

I did not draw your attention to the basic defensive and weakening spells. There is too little use for them to keep them constantly at hand. I also bypassed the summoning spells. It makes no sense to use them: summoned creatures cannot be given commands, and on the battlefield they behave extremely stupidly. And it is unlikely that this will be fixed in one of the next patches.

For each of the large spell slots, there are three small ones. They are intended for amplifiers - a separate category of cards that improve spells. They can also be stacked one on top of the other. In this case, the effects will stack directly.

There are five types of cards:

  • Damage Booster. Adds 20% to spell damage.
  • Duration Booster. Increases the duration of the spell by 20%.
  • Mana saving. Reduces the mana cost of the spell by 20%.
  • Spell Amplifier. Increases spell level by 2.
  • Summon Booster. Increases the level of the summoned creature by 2.

Traveling fast

At the very beginning of the game, you can get acquainted with the teleport system and get a horse. To do this, you will have to complete a couple of quests near the starting location. You definitely won't miss them.

Teleporters are scattered throughout the continent in large numbers. But first, each of them must be activated. This happens automatically if you have the corresponding item in your inventory. You'll also get a portable teleporter variant that functions in exactly the same way.

The horse not only speeds up movement, but also allows you to carry a huge amount of items with you (F2 key if it is standing next to you). There are no restrictions on volume, and in order to fully load the animal by weight, you need to try very hard.

Horses tend to get stuck wherever they can, even in the smallest objects and on the smoothest roads. A whistle will help to get out of this situation (button H): an animal without a rider behaves much more adequately and overcomes any obstacles without any problems.

Horses vary in appearance and in the maximum weight they can carry. The speed is unchanged.

Walkthrough

So we got to the passage of the storyline of the game. Many problems have alternative solutions. If possible, I will indicate the easiest ways to complete quests.

There are only two endings, but our actions are not able to influence the choice of one of them. On the way to the final, nothing will stop you from cutting out even entire cities - do as you see fit. All the same, everything will be decided by the last words ...

On a note: if you did not see the introductory splash screen, then you most likely do not have the appropriate codecs installed. They can be found on the game disc. If the video still does not play, you will have to view the videos directly - they can be found in the Two Worlds \ Video folder (wmv files). The standard Windows Media Player is best suited for playback.

Corrupted Blood

The law of meanness: it is worth leaving someone who needs to be closely monitored for a couple of minutes, as this someone disappears. And so it happened: while the hero was inspecting the room for the night, Kira - his sister - was kidnapped by a suspicious type.

A few months later, the hero receives a letter: “Your sister is alive. Be in Talmont in the second week of harvest. Wait for us there, we will come to you." And indeed, they will come.

The difficult fate of a mercenary brought you to Komorin. The elder of the village has an assignment: in the ruins to the north of the settlement, a gang of thunders lurk, which do not give the locals peace. They had already killed some of them, and took two more with them. Well, it's time to clean up. One of the peasants will show the hero the way.

Here you will be taught the basics of character control. The temple is very small, and you will immediately see the very thunders that are to be punished. They are not able to inflict serious injuries on the character, so you can safely get used to the sword, bow or magic. Do not forget to collect trophies, look into the box and take a torch - the nights in Antalore are dark, and you will need it more than once.

Waiting outside is a local who led you to the temple. He will bring to your attention that menacing warriors came to the village and were looking for you. One of them stayed to await your return.

On a note: on the road leading to the village, you will come across two corpses. Near them lies a few useful things that it makes sense to take yourself.

As it turned out, this is a messenger; his name is Gandohar, but he is not going to say anything except that Kira is alive. However, where to go next, he will still tell you: his owner is waiting for you in the Goat's Cave.

On the way you will not meet serious enemies: only a few wolves and a bandit camp at the fork. At the descent into the cave there is no one at all.

Meet Raist Tungard. He, of course, will not just release Kira or say where she is. First you need to complete some mission for him. Details are with Gandohar, he is waiting for you by the fire outside.

Gandohar will try to ingratiate himself with you. He seems to remain loyal to Raist, but at the same time, he owes something to Kira. Therefore, he will make sure that after the mission is completed, the sister really returns to her brother. But the hero still does not trust this difficult messenger.

Kira and the hero are twins, and as children they were able to communicate freely regardless of the distance separating them in places called "knots". Gandohar will tell you about one of these places.

The narrow path leading to the knot was chosen by little animals called reapers. They bite low-level characters very painfully - they can swallow half the hit points at a time. It's not easy to kill them. But it is not necessary to engage in battle: further, the glade serving as a "node" is empty.

You can immediately see that the place is not easy: the ground is shrouded in thick fog, the colors fade. Here's Kira! After a warm welcome, she will tell you something. She is constantly transported from place to place, and she has no idea where she is. She also knows nothing about Gandohar's intentions, so you have to be on the lookout. So what kind of mission awaits the hero? Oh, Raist and company are looking for what legends say belonged to the hero and Kira's family. But the hero does not believe in stupid fairy tales. Although it doesn't matter. According to the sister, the relic must be destroyed regardless of your opinion. What it is and where to look for it, you can find out by asking Gandohar. Kira does not want to attract the attention of the guards once again and therefore brings the conversation to an end. You can meet her again at the site of another "node", south of Talmont.

A trap will stop even such a huge demon. Paradox?

Gandohar can be found in the same place as before - by the fire. He will refresh the legend in the memory of the hero, according to which, after the secret burial of the orc god Aziraal, his ancestors received a relic - the key to the tomb. For several decades it was kept in the family, until it was decided to break it into several pieces and take it to hell. Raist wants you to bring him the relic and open the tomb. He knows where to look for its parts, but he can’t get their hands on them himself - the curse interferes, to which only your kind has immunity. In other words, only Kira can do it - or you. If you manage to do this, then your sister may be released, but there are no guarantees. Most likely, after the completion of the ritual of opening the tomb, both of you will simply be killed. Though Gandohar has an idea. You can simply threaten Raist to destroy the relic during the ritual if he refuses to let Kira go. For this, the dwarven forge in Kudinar is suitable - only in its forge it will be possible to destroy an unusual alloy.

It remains only to meet with Raist, discuss the details and put forward his demand. He is waiting for you in the same place as before - in the Goat's cave.

So, he wants you to bring the relic and perform the ritual - summon Aziraal's tomb. The villain agrees to make a deal in Kudinar.

No, these two are definitely kidding! Reist will send you back to Gandohar for instructions.

So, the relic consists of five parts: a frame and four elements. The approximate location of the first two is known, but about the remaining three you need to ask Ho, a man who also works for Reist. I suggest that you do this right away, and at the same time see your sister. Meetings in the "nodes" do not affect the plot, but it will still help to find out some details.

Now you know where to start looking:

  • Frame belongs to the head of the Karga clan - Ultar.
  • earth stone kept in the burial mound of King Satria. The search should begin in the village of Windbreak.
  • fire stone openly kept on the altar in the city temple. But not just anywhere, but in Gor Gammar - the capital of the orcs.
  • water stone can be found in the Ashos Dungeon.
  • Air stone hidden somewhere in the Drak'ar Desert. Its guardian is a dragon.

You can search for elements in any order. But let's start with the frame.

Karga and Skelden

The frame of the relic is kept in the treasury of the Karga clan. But just like that, no one will let you in there. There are many ways to get to the treasury. It all depends on your likes. Who is closer to you in spirit? House Skelden, who does not disdain the most dirty methods to strengthen their well-being, or the rebels from the Karga clan, who are forced to hide in the mountains and think about how to expose House Skelden?

Let's say you trust Ebrat Skelden more. In this case, go to visit him: his house is located in the excavation area to the east of Tarbakin. Go straight to the headquarters gate. The guard will say that Ebrat does not talk to just anyone and first you need to earn a reputation in the House. For details, the soldier will send you to Sano Moon, the head of the excavations. He, in turn, will indicate where you can find tasks. However, Ebrat is quite friendly, and you can look at him immediately, ignoring the guard. He lives in the second house on the right behind the headquarters gate.

The purpose of the task that he will give you is quite obvious: to deal with the Karga clan, while there is still such an opportunity. They've gathered too much evidence to harm the House. But Ebrat cannot just pick up and send troops to their camp, they have too many supporters among the locals. Ulthar and his brethren will hide in the mountains before the soldiers of House Skelden reach the clan base.

Ebrat has a plan. He keeps a spy in prison. She has a husband, and he knows exactly who is informing the Karga clan about the advance of the House troops. You can probably shake out the necessary information from him if you threaten to kill his wife.

Travel to Covengor and inform Erin Kalvo of the situation. He is ready for anything to free his wife, even for betrayal. After a short conversation, the frightened peasant will agree to stop the informant, who will have to deliver a message about the attack on the clan's camp.

Tell the good news to Ebrath. He will send his soldiers to attack, and this time Ultar and all of his minions will not be able to escape.

When you get to the camp, it will already be empty, and a priceless relic frame will be waiting for you in the treasury.

If you are loyal to the Karga clan, then go to the upper camp and take a task from Ulthar. You are required to find irrefutable evidence that House Skelden is undermining the King. Rumors reached the head of the clan that the head of the excavation, Sano Moon, was visited by a former apprentice of the royal mint, who was supposed to have died five years ago. This is no accident, isn't it? It's entirely possible that items found in Sano's residence would confirm the House's involvement in counterfeiting. Time to check it out.

Sano never leaves his house, and picking the lock of the door without attracting attention is quite difficult.

This is a bug: sometimes the door does not respond to attempts to open it. But you can use the alternative method described below.

If you are a magician, then one trick will help you get inside without negative consequences. Stand facing the door and summon some not too massive creature. It must be inside the house. Now blindly attack him with any area of ​​effect spell (like firefield). Don't forget to step back a little if necessary. The summoned creature will become enraged and will try to get to you. At the same time, of course, by opening the locked door. The main thing is to have time to run inside. You will have to get out in the same way.

What carelessness! What you are looking for is not hidden anywhere, but simply lies on the floor against the far wall of the room. Take the evidence and take it to Ultar. He will be impressed with the work done. Still would! After all, you got hold of molds for casting coins and samples with a portrait of Lord Skelden on them. It was hardly possible to find anything better than this. Now House Skelden is doomed: very soon these things will fall into the hands of the court.

For such a service, Ultar will offer you to choose any item from the clan's treasury. You will have to take, of course, the frame.

There are three more ways to get the required artifact.

  • Killing Ulthar. The treasure chest will open as soon as you deal with the leader of the Karga clan.
  • Ebrat's assassination. After dealing with the head of House Skelden, go to the Karga camp. Ultar will meet you at the gates of the lower base and say that although this was not the best solution to the problem, it still deserves a reward.

It is important: you should only release the spy from the Skelden prison if you decide to kill the leader of the House. And you need to start with her: she disappears from her cell immediately after the death of Ebrat.

  • Pick up the frame. To the north of the lower camp, you can climb a mountain range from which you can jump into the treasury. In order to get out of it later, you will have to sacrifice one of the portable teleporters. If you are not playing on the highest difficulty level, then you can simply kill yourself to resurrect at the nearest shrine.

earth stone

First of all, you need to get the key to the tomb. Go to the village of Windbreaker west of Catalon and find Mayor Gordar (usually you can meet him at his house, near the well). He has a couple of errands for you. First, he will ask you to kill a lone ogre who has chosen one of the three mills. Then - to clear the local cemetery of evil spirits, so that the villagers could fearlessly go there. These tasks do not cause any problems and are performed literally on the spot, you won’t have to run far.

The third time Gordar will turn to you with a personal request. In Satria Mound, in the valley of the Grave Hills, there is a precious crown, which the mayor would very much like to get his hands on. Quite by chance, the key to the tomb fell into his hands, which he will give you.

Finding the mound is not a problem if you know where to go. It goes around the road leading to the Thunder Tower from Kudinar. This place is not marked on the map, but the square-shaped structure itself is immediately visible. If you still can't find it, just mentally draw a vertical line from Ashos. Where the line meets the road is the tomb.

The entrance to the mound is not guarded by the undead in the best way: only a few skeletons and ghouls. Inside, go straight along the corridor, and before entering the main room, kill all the skeletons in the room on the right. The earth stone and the crown can be found directly at the coffin in the center of the round hall. It is guarded by a whole crowd of skeletons, which can serve as a good source of experience and useful things. If you can’t cope with them, just pick up the necessary items and return to the exit. The skeletons forgot to leave a couple of guards at the entrance to the hall, so by the time you stomp down the corridor on the way back, they will only realize that you don’t really look like a ghoul or zombie and you don’t belong here.

By the way, the crown is actually fake, and it is unlikely to help the mayor escape from the city. But a deal is a deal, you got the Earth Stone, and that's the main thing.

fire stone

You already have all the information you need to search for the stone of fire. It's time to go to Gor Gammar. On the way to the city you will have to face a great variety of enemies. First of all, these are, of course, orcs, but there are many other monsters here. Giant insects, strange toothy skulls with tentacles, and golems live here. Perhaps the most dangerous can be considered a lava dragon - near his attacks are very strong, and at a distance he can launch a fireball at you. The dragon has fairly thick armor, but is not so immune to magic.

It is important: try not to go off the road. Because of the smoke, darkness reigns here, and this dramatically increases your chances of falling into a lava lake.

The main gates of the Gammar Mountains are, oddly enough, closed. We need to look for another way. Turn left off the road and follow the wall. Very soon you will find a descent to the Path of the Doomed. A whole crowd of orcs lives in the main hall of this dungeon. Destroying them isn't difficult if you have area-of-effect spells. The corridor leading to the room is very convenient for defense. Lure the orcs in small groups and shoot them with a bow. However, this dungeon is also well suited for close combat. You can easily lead the attackers to the previous hall or follow the arriving fighters and archers from around the corner.

So you have infiltrated Gor Gammar. You can easily sneak up to the temple and steal the stone of fire quietly and unnoticed. If it's not your style, it will be more difficult. There are a lot of orcs here, believe me. And as soon as someone notices you, half of the green-skinned warriors will rush in your direction. During the battle, do not move away from the entrance to the dungeon, set traps on the passage, prepare bottles in advance that restore mana and health. If it becomes too difficult to contain the orcs, go down into the dungeon and take a breath. Sooner or later they will all be dead.

Once you have the Stone of Fire, get out of the Gammar Mountains along the same path.

water stone

This part of the relic is stored in the underground temple of the city of Ashos. The problem is that the temple is closed to visitors, and to get inside, you need to get a key.

One of them is kept by a local blacksmith, Uchinao Sakamoto. Hoko, who is looking for her sister, will tell you about him. He is not going to give away the key just like that - only for a return service. Uchinao cannot share the forge he inherited with his sister. And really, what can a woman know about blacksmithing? But Hideye says that she is well versed in this, and Uchinao is not a person, but a soulless beast who kicked his old father out of the house. However, this should not worry you. After all, they asked to deal with the greedy sister. No sooner said than done. A couple of swings of the sword, and you can go get a reward.

Another key can be obtained during the tasks for the guard, who stands southwest of the gate. Nothing complicated: first you will be asked to run around the city and find out who the contraband goods taken from the courier were intended for. Then you will be sent to a scientist who needs help. He suggests that giant insects, which have become a serious problem outside the city, breed under the temple of Ashos. You will be asked to check this and on such occasion will be given a key.

What awaits us inside the temple? Fight with humanoid snakes. Although you can simply run past them and grab the Water Stone, since they all prefer close combat, they are not trained in magic, and there is nothing to counter them with such “tactics”.

Remember, the townspeople talked about the eye of Yatalen, protecting Ashos from the attack of the orcs? Now, that was true. Draw the appropriate conclusions and guess what happened while you were in the dungeon.

Air stone

Where to find the stone of air, no one knows for sure, but it is known for certain that it is located in the Drak'ar Desert. According to Ho, he is somehow connected with the not-quite-simple white dragon.

You can ask a couple of questions in Nahat - this settlement is easy to find if you keep going straight when the road ends. Talk to Prantax there. He will tell you about the albino dragon that dominates this desert. You can summon him by collecting five sulfur crystals and placing them on an altar in the creature's lair. In parting, the desert dweller will advise you to see Ari Aldamore. It is not for nothing that the locals call him the Dragon Whisperer: he knows a lot about dragons, if not everything. Go straight to him and go.

You learn from Ahri that the Great White controls other dragons by stealing and hiding their eggs. And since dragons lay only one egg in their entire long life, they are very important to them. If you find the loot, the albino will weaken, and others will not stand on ceremony with him for a long time and will immediately take revenge in the most cruel way.

It is said that the great white dragon took advantage of the powers of a rare magic crystal by swallowing it. Isn't it about the Stone of Air? Although these are all rumors, and you should not particularly trust them.

An albino hides dragon eggs in his nest, but no one knows where it is. It comes to the desert from behind the mountain range in the south, so the nest is most likely located somewhere there. If you find it, Ahri will be able to inform the dragons and send them to collect the eggs.

To get to the nest, you need to find a path in the mountains. Go south from the east end of the dragon's lair and you won't miss it. If you see a sand dragon - know that you are on the right track.

This is the advice: leave the horse below, do not lead him to the mountains. First, get terribly tired, overcoming places where you can get stuck. Secondly, on a narrow winding path, the chances that the animal will be killed increase dramatically.

Follow the path, fighting off stone golems, octogroms and other evil spirits along the way, until you see a thick stream of air rising up ... Oh! Yes, it's the Air Stone! Another part of the relic found.

At the same time, you completed the task of finding the nest. Report your progress to Ari. He will pass the information to his dragon friends, and they will go to beat the albino. It must be a very exciting sight - the battle of dragons. Can you watch?

The relic is finally put together. It remains only to report this to Gandohar and hope for the salvation of Kira.

Castling

Everything is ready for the exchange. It's time to meet Raist and save your sister by handing over the relic and participating in the summoning. Raist asked you to wear linen robes. He, you see, wants to protect you from lightning, and in such clothes it will be safer. However, Gandohar, Raist and their assistants calmly wear metal armor.

This is interesting: in fact, such an absurd request is explained very simply. The subsequent events are not a scripted scene, but a video. And they give you a robe so that there are no inconsistencies in the appearance of the character.

So, you asked Gandohar to bring Kira to you during the exchange. The mercenary promises to do just that.

The fateful meeting over the dwarf forge begins. The hero shows the relic and waits for Gandohar to bring his sister to him. "Take the relic, and we'll go." - "You forgot something." “Aziraal doesn’t bother me anymore. Do what you want".

"Well, if so..." The ritual will begin against your will. It turns out that Aziraal's grave is located here. Gandohar only pretended to be a friend so that you yourself chose this place for the transaction. In fact, he is not a mercenary, but the head of an organization. Gandohar simply switched roles with Raist to make it easier to ingratiate himself and harder to figure out who Raist is getting his orders from.

As for Kira, she will give new life to Aziraal. While the hero is exhausted, Raist, Gandohar and Kira will leave to prepare for the transformation. Just in case, you will be left alive until Kira receives the power of a deity.

Paladins vs.

What to do now? Balor will answer this question. You must have seen his people - strangely speaking strangers in white robes and masks. They followed you and Raist, but they could not stop the villain at the right time.

To get to the enemies, you will have to take care of the magical barrier. It works thanks to a huge fiery pentagram in the sky. This unusual structure is supported by necromancer towers. On their tops dwell the guardians of the pentagram. It is worth killing one of them, and the castle of Gandohar will lose its protection.

If you spent a lot of time in the world of Antalore, then you probably approached these buildings out of curiosity. They, as before, are guarded by a crowd of necromancers and undead, Gandohar did not strengthen their defenses.

Fire stone can be stolen from orcs right under their noses.

Head to the Tower of Death if you want to save time spent on the road. You can get to its top with the help of a teleport, to which two stairs lead. The Keeper is a simple opponent, he can not boast of either strong armor or strong attacks. Finish him off and go towards your fate - to Gandohar's castle.

The path to Oswaro will surely remind you of the road leading to Gor Gammar. Yes, the landscapes here are just as gloomy, but the local monsters won't cause much trouble.

Quite dangerous dead knights live on the territory of the castle. If you are not confident in your abilities, try going to the entrance to the main building through the east street. There are not many of them.

Raist will meet you in front of the gate, who is clearly not going to give way in a good way. After the conversation, he will demonstrate his demonic form to you. In this form, Raist cannot use spells, and he will only be able to get you at a short distance. In addition, traps act on this six-meter monster, so that magicians and shooters will lay it down very quickly. Fans of close combat will also have no problems: his attacks are strong, but very long, it is easy to catch the moment and jump back. Now the path is clear.

It is important: after the final battle, the game ends. If you still have unfinished business, you will not be able to return to them.

Here is the final meeting with Gandohar. He will not only try to change your mind about the fate of his sister, but also talk about the Ancients and the interaction of the two worlds. Gandohar will give you a choice: to side with the Ancients, join Gandohar and Kira and destroy this world - or stay true to your beliefs and save him, and at the same time rescue your sister. Depending on your words, either Gandohar or Balor and his paladins will attack you. Both fights are unreasonably easy for the final. Opponents do not stand out for extraordinary abilities, and the spacious hall is an ideal place to fight, especially when there are no archers on the enemy's side.

* * *

So, the world is saved or, on the contrary, is about to be destroyed. But we will certainly return to Two Worlds, because there is still a lot of interesting stuff left behind the scenes.

In conclusion, I would like to thank Artemy Kozlov and Stanislav Stepanchenko for their help in researching the game. See you soon!

Table 1
Trainers
Skills Where to learn
school of waterbending, school of earthbending Tarbakin, Kudinar
Balance, knock down Brotherhood Outpost, Kudinar, Eastern Military Camp (near Kudinar)
Dual Blade, Fury, Deadly Pirouette, Stun, Knockdown Brotherhood Outpost, Kudinar, Eastern Military Camp, Catalan
Sword Breaking Strike, Shield Breaking Strike, Feint, Burn Catalan, Cudinar
Deathstroke, theft North of Tarbakin, behind rocks on the west side of the road, Kudinar
Disarm Arrow, Multiple Arrow Shot, Piercing Arrow, Blinding Arrow Catalan, Cudinar
Reinforced tension, initial tension Farm south of Komorin village; Catalan
Necromancy, alchemy, stone skin Kudinar (behind the cemetery near the eastern walls of the city), Rovant village, Enclave (village near the Gammar Mountains, the road leads to it south of Heidborg Castle)

In the game "Two Worlds 2", the walkthrough can captivate you from the first minute and not let go until the very end, because this role-playing game is made in a classic style, but with the addition of various unusual elements that make it really unique. The storyline of the project itself is quite large and will require you to complete it for dozens of hours, but besides it you will also find a huge number of side quests that you can complete for your own pleasure, as well as for additional money, experience and rare items. However, this article will only describe the storyline of the game "Two Worlds 2", the passage of which in some places can be quite difficult. That is why you can use this guide if you have any difficulties in the process.

"Jail break"

As in many other role-playing games, in the Two Worlds 2 project, the passage begins in prison - you are a prisoner, and your goal, of course, is to escape. This is a tutorial quest, so you'll get hints along the way on how to use your character's abilities. So, it all starts with the fact that a mysterious girl named Dar Fa cracks down on your guards and frees you from captivity. You need to talk to her, watch the video and run after her. Find a secret switch to open a secret passage, at the exit of which you will be taught how to use the stealth skill. After watching the fight between two powerful heroes, you will need to learn how to run fast - so far you have no weapons, and if you do not use your speed, then the guards will quickly overtake you. Breaking away from your pursuers, you will find yourself in a difficult situation - you and Dar Fa will be separated by a partition, and then you will learn how to pick locks. This process in this game is a mini-puzzle, which is not as difficult as it might seem at first glance. Having reunited with Dar Fa, you will only have to learn how to fight by defeating the guard with a club, after which you can teleport to Alsorna, from where your main journey in the game "Two Worlds 2" will begin. The walkthrough consists of four large chapters, divided into tasks that you will need to gradually complete.

"Gateway to the Desert"

As you already understood, the passage of the game "Two Worlds 2" begins in Alsorne, where you will need to receive your first task from Kassara - you have to go to Hatmandor. However, to do this, first go to Baia, where Odval awaits you, who will give you another task - without him you will not be able to progress through the story. The fact is that you will need to not only get to Hatmandor, but also get inside, and as you learn from the guard, only a resident of the city can get a pass. Thus, you cannot get your own pass, so you will need to look for other options. There are as many as four of them, but you need to think very carefully about your choice, as it can affect a lot. First, you can return to the village and talk to Mat, who will give you a fake pass for a round sum. But this, as you already understood, is not the only option. A little cheaper from Tobias, you can get data on the abandoned smugglers' route - save money, but make a few extra problems. However, both of these solutions are wrong - in the first case, Mat will run away through a secret passage, and in the second, Tobias will direct you to false coordinates. So you'd better contact Dagva, as she actually knows about the secret passage, but this can only be done if you helped her as soon as you got to Baya. Well, another option is the help of the scribe's wife, which you can find with the help of Lewisham - of course, she also needs help from you. Well, the last option is the most radical. You can help Ledo overthrow the current ruler of Bayi Alimu and then he will give you a pass that you can use to get inside. As you can see, the passage of the game "Two Worlds 2" cannot be called simple from the very first mission.

"Road to Hatmandor"

In the game "Two Worlds 2: Pirates of the Flying Fortress", the passage is non-linear, and you could already be convinced of this at the very beginning. You were immediately offered several options for solving the problem, several of which were incorrect, and among the correct ones there were more or less profitable and convenient ones. In any case, having received a pass to the city, you need to get to it. Be careful, because on the way you will meet dangerous Varnas - the first time their attack will be beaten off by the guards, but then you will have to cope on your own. Please note that even Hatmandor can be reached in different ways - there will be many Varns on the main road, but you will also encounter serious obstacles on the detour. Be that as it may, when you reach the city, you will find out that the pass will not be enough for you - go to the captain of the guard, who will ask you for a favor. You need to get some information from the whistleblower. Find Yarad and demand information that he, of course, does not want to share for free. To get the data, you will need to get medicine for his mother from the imperial warehouse - only after that he will tell you everything he knows, and you will be able to transfer this information to the captain of the guard, thereby obtaining admission to the city. In Two Worlds 2, quests can be either linear or very branched, so always think before you make a decision.

"Secret agent"

It is in Hatmandor that the passage will take place in the first chapter of the game "Two Worlds 2" - a tomb, a tavern and other locations will be available to you to perform various tasks. Valarin, the captain of the guard, gives you the next task, during which you will need to become a shadow member of the hidden world of Hatmandor, because any city leads a double life - the one that everyone sees, and the one that hides behind the mask. Your task is to learn as much as possible about the Tower of Fangs, as well as the assassins that you already learned about for the captain before entering the city. Go to the tavern where you need to find Basel - if you gain the trust of this person, then you can not worry about your place in this city. But for this you need to complete several tasks in order to continue the walkthrough in the game "Two Worlds 2". You will not see sweet revenge yet - you need to be patient.

"Escort"

So, the first task from Basel is “Escort”, it is it that will seriously launch the passage in the game “Two Worlds 2”. The Tomb of the High Priest Narmer is the place where all inexperienced players immediately go, making a big mistake. It's still too early for you to go there, so you'd better get yourself an escort. You need to escort Yarsk to the meeting point with the partners in the sewers, ensuring his safety. If you are noticed - it's okay, you will just get a smaller reward and less respect from Basel, but if you manage to hide better, then do not miss the moment when the "partners" attack Yarsk - protect him, and then you will receive the maximum reward and respect. Many gamers mistake this location for another place in the game "Two Worlds 2". The sacred cave, the passage of which will require you to have a high level and serious tension, will be much later, and the shelter in the sewers is far from it, so you should not expect something supernatural from this mission.

"Convolution"

As it turns out, completing the "Escort" quest isn't enough to earn Basel's trust, so you'll have to run a bit more. To be more precise, he will give you the task "Package" - Basel himself will not tell you any specifics, but will simply tell you to meet with Riza, who works right there in the tavern. After talking with her, you will be able to find the bundle, and you will also find out the password that will allow you to get to it. After picking up the bundle, go outside, where Riza is already waiting for you.

"Delivery"

So, you again met with Riza, who will give you further instructions - you need to take the received bundle to the person who is waiting for him. Now you need to go to the tomb, which was already discussed above, since it is located in the temple you need. It will not be easy to get inside, as the entrance is guarded by priests who are vigilantly watching the door - it will not be possible to slip past or distract them in any way, you will have to fight. After the victory, you will be able to give the bundle to the addressee and return to Basel for a reward - now you have become "their own" in his eyes, so you can work further on your goal.

"Work to Eliminate"

So, now you have to complete a much more serious task that Basel will issue. You will need to eliminate the very informant who originally gave you the information about the assassins and the Tower that you gave to the captain of the guard. Naturally, Basel didn't like it, so he wants Yarad to shut up forever. Head to Yarsk, whom you protected in the sewers, and he will tell you where to find the informer. On the way to him, you will meet Riza, who will try to convince you not to kill Yarad. Whatever she says, you will have to meet with the informant, and after a short fight you will have a choice - either you kill him or give him life if he disappears from the city forever. Be careful with the choice, as it will affect the further development of the plot - for example, in the task of the game "Two Worlds 2" "Tear of Maliel", the passage of which will be complicated with one choice, and with another you will have a hard time in the quest "Revenge of Mirrd".

"Captain"

You will receive this quest automatically in the course of completing the general story quest to find the killers. You need to find the commander of the army, who sent his soldiers to Gorlag's cave, and they did not return from there. To get the information you are interested in about the killers and the Tower, you will need to find out what happened to them.

"Curse of Gorlag"

Find the cave mentioned above and go down into it - there you will easily find Gorlag, with whom you will have to talk. You will find out that he is ready to cooperate with you if you help him kill Scythe. Depending on what you will answer him, there are two options for the development of events. With aggressive dialogue and refusing to help him kill the Scythe, Gorlag and his subordinates will attack you, and you will have an incredibly difficult battle that is extremely difficult to win at your current level. If you do not want such difficulties, then take the quest from Gorlag to kill Scythe, go to the sewers where she lives. You will have a conversation again, and if you act friendly, then Scythe will tell you that she has a stone containing the death of Gorlag - you can get this stone and return to the cave. You can also attack Scythe, kill her and take the stone yourself. In any case, when you return, you can kill Gorlag without much effort and free the only surviving soldier, who must be taken to the commander.

"Leader of the Mages Guild"

After completing the captain's order, you will be able to get the necessary information from him, in particular, information about the Mages Guild and its Head, who knows how to get to the Tower of Fangs. But he wants to get a dragon's fang in return. Go to the canyon, where lies guarded by a huge monster - along the way you will meet strong opponents in the face of tailers, who will easily bite you if there are at least two of them, so your goal is to lure them out one by one. At the end of the canyon, you will face a fierce fight with a monster, which is best attacked from a distance. You can also risk running past him, grab the fang and teleport to the mages, but that's also very risky. Naturally, the adventure does not end there, and other exciting fights are waiting for you ahead.

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