Трейдмит, BGII: различия между версиями
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Версия 11:41, 1 ноября 2010
Код локации: AR2000
Содержание
Вводная
Локация становится доступной после посещения городских ворот Аскатлы
Когда вы в первый раз появитесь в Трейдмите, то обнаружите, что город осаждают силы природы. Что-то заставляет животных атаковать город, и люди винят во всем местных друидов.
Возможные соратники
| Сернд | Str | Dex | Con | Int | Wis | Cha | Раса | Класс | Мировоззрение |
|---|---|---|---|---|---|---|---|---|---|
| 13 | 9 | 13 | 12 | 18 | 15 | Человек | Оборотень | Истинно нейтральный | |
| Сернд был послан своей группой друидов расследовать происходящее в Трейдмите. Однако на улицах города он был пойман разъяренными горожанами, которые признали в нем друида и хотели казнить. Мэр посадил его в тюрьму, чтобы спасти ему жизнь и выяснить, что к чему.
Находится в: Трейдмит, тюрьма под зданием мэрии (для начала поговорите с мэром) Личный квест: Оказавшись в любом районе Аткатлы, Сернд впервые узнает, что у него есть ребенок. (Смотрите описание квестов в районе Променад Вокин) | |||||||||
| C+ На первый взгляд Сернд - самый бесполезный персонаж в игре. Если это и не правда, то очень похоже на правду. Он хороший друид, благодаря высокой мудрости, и владеет хорошими личными вещами, но его остальные показатели низки, и кроме того он очень, очень скучен. | |||||||||
Прохождение
Квесты
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Квест: Вилфред Красный
Палатка в Трейдмите (AR 2000, x 315 y 3015)
В одной из палаток за стенами Трейдмита обретается забавный экземпляр по имени Вилфред Красный. Он одержим желанием рассказать вам свою сторию: выслушайте его, а затем уличите во лжи. Вы получите 1000 опыта и 1000 золота. Правильные варианты ответа: 1,1,2. Кроме того, для ведения этой беседы необходим персонаж с высоким интеллектом.
Квест: Решите проблемы с животными
Дом мэра - Трейдмит (AR 2000, x 1300 y 2300)
Храм друидов - Роща друидов (AR 1900, x 850 y 300)
Это будет ваше первое задание после прибытия в сей рай для торговцев. Правда, одновременно с этим придется поработать над
проблемой эмбарго со стороны - нет , не Евросоюза - а джиннов-дао. Описание квеста с джиннами смотри ниже, а пока разберемся с
друидской проблемой. Идите в Дом Мэра. Вы найдете его в комнате направо от входа. Его зовут Логан Коприт, и у него кризис.
На город нападают дикие животные и даже растения, и нападениями явно руководят друиды. Местные жители поймали некоего друида
прямо на улицах города, но он похоже ни при чем. Логан просит вас поговорить с этим друидом и сопроводить его за пределы города,
подальше от гнева народного. Сам он не в состоянии справиться с этой сложнейшей проблемой. Ну что ж делать, спускайтесь в подвал, там
у этого гуманиста темница.
Поговорите с Серндом, он введет вас в курс дела. Вы можете взять его в свою партию, а можете не брать - выполнить квест можно и без него.
Если возьмете, то учтите, что из-за низких характеристик в своей человеческой форме он годится только в ботаники.
Если вы не берете Сернда в партию, то он все равно будет ждать вас в Роще друидов и поможет выполнить квест. Идите в Рощу уже.
В Роще идите по единственной тропинке, она кривая, но единственная. Вас встретят тролли - убейте их. Перед тем, как дойти до храма
друидов, вы встретите два с половиной больших строения. Первое - большой круглый сарай, убежище троллей. Он будет фигурировать в квестах
друидской личной цитадели - собственно Рощи друидов - а пока можете зайти и убить там группу несчастных троллей. В куче мусора в верхней
части логова найдете несколько ценностей. Второе с половиной строение - это домик ведьмы и башенка рядом с ним. К башенке ведет отдельная
тропинка, не пропустите. В башенке лежит ценнейший скимитар Белм (ну, если у вас кто-то машет скимитаром, то ценнейший). В самом же домике
ведьмы прячется под личиной добропорядочной ведьмы ракшаса Ихтафир, которую хотят иметь мертвой джинны-дао. Если вы уже поговорили с
джиннами, она сама нападет, если нет - можете сами напасть. Убейте ее и заберите голову для джиннов - это все, что им надо.
Между этими строениями(x 1340 y 1200) группа теневых друидов дерется с троллями. Если вы им поможете - они все равно в любом случае
на вас нападут. Психи. Придется убивать. Опасности ни они, ни тролли не представляют.
Покинув домик ведьмы перейдите мост, чуть пройдите дальше и увидите Сернда. Расскажите ему, что местные друиды встали на теневую сторону,
и он согласится помочь вам. Если вы согласитесь с тем, чтобы он сам решил проблему, то он вынесет новоявленную хозяйку рощи Фалдорн на
автомате, без вашего вмешательства. Квест будет выполнен, и жизни нескольких друидов будут сохранены.
Если же вы кровожадны по натуре, то можете идти к храму без него. Перед храмом придется подраться с еще одной группой сумасшедших зеленых,
с них можно снять:
Длинный меч Огненный язык +1
Дубинка +2:
Дальше заходите в храм , идите к фалдорн и бросайте ей вызов. Если у вас в партии есть друид, или если ваш персонаж - друид, то вы
можете дуэлировать с ней. Дуэль проходит так: вашего друида и фалдорн без всякой экипировки и предметов бросают в маленькую круглую арену.
И до смерти. Впрочем вы можете сжульничать и обкастоваться, как следует, перед разговором с Фалдорн о дуэли. Ускорение, кожа-кора, все
дела. В этом случае бой будет сравнительно легким, по-честному же завалить Фалдорн нелегко.
После гибели Фалдорн вы получите 14.000 опыта. ваш герой-друид может получить Рощу друидов во владение, как свою цитадель, но только
если он достиг 14 уровня.
Duncan Clay has a battle tip for dealing with Faldorn:
Before you fight Faldorn, stand your party next to the pit. Get
your druid (I used Jaheira) to give their stuff to someone in
your group. When your druid enters the pit, pause the game and
equip all their stuff. Interestingly, although you are in combat
(can't save) you can equip your armor. Jaheira had AC-11 and the
Gnasher club and won easily without casting a single spell. I
didn't even see a panther.
Head back to Trademeet. (the easiest way out of the Grove is to go
left after you leave the temple) Talk to the Mayor to get your
reward:
2000 gold
18,000 experience for each character
He will also ask that you help them out with their Genie problem.
QUEST: Evil Method of Druid Removal (from Dominic)
The first thing I did when I entered Trademeet was talk to
Guildmistress Busya. She is in the Mayor's house. Then I talked to
the Mayor, he asked me to talk to Cernd. I didn't take Cernd into
my party, instead we agreed on meeting each other in the druid
grove.
Anyway, a halfling (Lord Khellon Menold) walks up to me and
initiates a dialog. This is the guy who gives you the poison. He
asks if I'm the mercenary hired to save them, and whether or not
I'm capable of defeating the druids. Unless I tell him to get out
of my way he will answer that he is to become the next High
Merchant. I ask him about Logan knowing about his position, he asks
me what Logan wanted me to do. I tell him about Cernd and our
investigation. After that, he will show his dislike for nature and
druids and whatnot. Then, he proposes an alternate quest.
"Allow me to present a bit of background to you. It will help you
understand the trials ahead and what you must do."
"This is not the first problem we've had with these freaks, these
tree-huggers. Far from it. Last year, my company was to open a
caravan route through the forest."
He tells you about how he attacked a druid (who was defending the
forest), and killed some other druids. Jaheira wants you to ignore
him. The druids went to Trademeet and blamed Lord Khellon Menold
for instigation and murder. He wants his revenge by poisoning the
grove. At this point he will give you the poison should you choose
to accept his task.
Meet him again outside the tavern after you accomplished the task.
Meet Cernd in the grove and tell him Jaheira will take up the
challenge.
The party gets 24500 exp. for pouring the poison in the font (could
be some more or some less). Doing so will make all the druids
complain and attack you. The Guardian of the Font (4000 exp.) will
call Faldorn (I didn't get exp. for her... strange?) and they both
attack you.
When Faldorn is dead, Master Verthan (2000 exp.) warps in and wants
you dead. He summons some creatures: 2 grizzly bears and 2
panthers. Kill them. You won't get the Staff of Lightning this way.
None of the druids have any treasure (well, not exactly true... one
of them had a Charm Person Scroll).
When you get out, Cernd will have nothing to say to you. As in, you
can't initiate a dialog with him. Weird.
Back in Trademeet Lord Khellon Menold rewards you with 1000 gold
and a Shield of Harmony +2. At this point you'll probably get some
exp., but I don't know how much. The Guildmistress thanks you, but
Logan is quite angry with you (reputation decreased 1). I haven't
found a way to calm him down. Which means that you won't be heroes
of Trademeet and you don't get the family feud quest.
Some other information:
At the beginning of the quest I had an evil party with reputation
12. It consisted of Jaheira (leader, lvl 10/12), Korgan (lvl 12),
Yoshimo (lvl 16), me (kensai mage, lvl 12/11), Viconia (lvl 12) and
Edwin (lvl 12). (again, this Quest was from Dominic)
QUEST: The Genie Embargo
Genie Tent - Trademeet (AR 2000, x 3500 y 2900)
Rakshasa House - Druid Grove (AR 1900, x 4400 y 900)
If you talk around everyone will be talking of one of two things,
the animals assaulting the town, or the genies preventing the
normal flow of trade. Near the eastern entrance to town is a blue
tent that holds these genies. Go in and talk to them.
Tip: Pickpocket the genie outside of the tent to get a Bottle of
Efreeti Summoning (Ken Adams).
Talk to the Khan about what they are doing there and he'll reveal
that they are there hunting a Rakshasa and until they do they are
holding the city's trade hostage. Agree to bring him the head of
the Rakshasa in exchange for letting the city go (and some treasure
to boot). You can also buy items from him. (of course, until you
solve this they are the only people you can buy from)
After you talk to Khan Zahraa, if you go outside Trademeet's
Northeast Gate (near the City Crypt), you will meet up with a
Shadow Thief who wishes to impart to you information on the
Rakshasa location for free (they want business to return to normal
so that they can have their 'share'). She will disclose some
information on the potion seller that suggests that she has been
'replaced' by the Rakshasa. (Rolander)
When you get to the Druid Grove (you have to do the above quest in
order to get there) follow the path past the Troll Mound, and
across the bridge to find the Rakshasa House. Enter it. Talk to
the woman here and she turns into Ihtafeer and teleports in two
Rakshasa friends to help out. (If you have Keldorn -- or Jan -- in
your party, he'll detect Ihtafeer's evilness, regardless of whether
you accepted this quest)
Ihtafeer - 15,000 experience
Head
Periapt of Proof Against Poison
Another Rakshasa had a Cleric's Staff. There are also some magic
arrows in a chest on the upper level.
Return with the Head to the Djinn to end the Embargo. The Khan
also gives you a Scimitar +2: Rashad's Talon and 10,000 experience.
Then go to Guildmistriss Busya in the Mayor's house to get a
further reward:
7500 Gold
Gems and Necklaces
Small Shield +2: Harmony (immune to charm)
Finally talk to the mayor to get another 2000 gold and become the
Heroes of Trademeet!
25,250 experience for each Character
10,750 Gold
Reputation +1
You will also be approached by the two leading houses of Trademeet,
each of whom want you to do them favors (see The Two Feuding Houses
below). Also your likeness now graces the town statue, as you
are the Heroes of Trademeet. (If Cernd was a Werewolf at the time
his statue is particularly... lifelike! Similar things happen if
other party members are polymorphed.)
QUEST: Tiris the Frightened and the Return of the Tanner
Tiris' Home - Trademeet (AR 2000, x 1275 y 900)
Darsidian Moor - Trademeet (AR 2000, x 80 y 2860)
Rejiek - Trademeet (AR 2000, x 3715 y 2030)
After you have completed the first two quests, Jenia will approach
you, the Hero of Trademeet, and ask that you go talk to Tiris. Go
up to Tiris' home (the one just to the left of the Smithy) and talk
to Tiris. He tells you that he left his love to die (not on
purpose) and that the evil-doer is Rejiek, who we all know and love
as the Tanner who flayed peasants alive in Athkatla. He tells you
to check by the southwest gate.
Go out the western gate and go south near the tent to find a
"hunter" named Darsidian Moor. He is hunting what he calls a Skin
Dancer, who may be Rejiek and could use your help. He tells you
to follow him eastwards.
From the main plaza (with the tiled face on the ground) go east
and you will find Darsidian and "Raissa". They tell you to finish
off Rejiek. Talk to him instead and it turns out that Rejiek and
Raissa are reversed. The ruse fails and Darsidian and Rejiek
attack you. (They steal the skins of people, if you are wondering)
Kill them.
The real Raissa then rises up and asks you to help her. In order
to prevent her from becoming like Rejiek she needs someone to cast
Restoration on her. (or Lesser Restoration) If one of your Clerics
doesn't have that spell go to the Temple and buy the scroll. Come
back and cast it on her. She returns to normal and you get 30,000
experience. If you don't heal her in time, she'll go hostile on
you.
Infinite Exp Bug: When you kill the two skin dancers, talk to
Raissa and she gets up and tells you she is one of the skin
dancers, and asks you for a restoration spell to "fix" her.
She doesn't have the money, so she wants you to cast one on
her. If you don't have one, you can go buy one, and she will
wait right where you found her. I took the opportunity
to surround her, so she couldn't get away. Then cast the
spell, and she says thank you and you get 30,000 exp points.
Pause, and talk to her, and she repeats her "thank you" line
and you get another 30,000 exp. (wvfoos)
Return to Tiris' Home and talk to his parents to get a Reputation
Increase of 1.
Rolander found a few different ways to handle this quest:
Not-so-good and bad ending for this quest. If you kill off the
disguised Raissa, 'Raissa' would want to return to Tiris herself.
If you insist on escorting her back, the skin dancers would break
cover and attack. Then you return to Tiris to tell him about the
bad news. If you let 'Raissa' go off herself, when you return to
Tiris's home, Tiris would have been conned into leaving with
'Raissa', for good and his parents fear that he would never be
seen again. In both these outcomes, you don't get the Rep+1
QUEST: The Two Feuding Houses
Alibakkar Estate - Trademeet (AR 2000, x 1000 y 1280)
Crypt - Trademeet (AR 2000, x 3200 y 550)
At the little party they throw you for being the Heroes of
Trademeet, two nobles approach you and ask for your assistance in
becoming the only noble house in Trademeet. Go to one of their
homes afterwards (I went to Alibakkar). Talk to the noble there
and they will give you the key to the city crypt. They want you
to obtain for them the Mantle of Waukeen, which will prove their
superiority over the other house.
Head out to the crypt and go inside. Before you manage to do that
the Mayor comes up to you and tells you not to give the Mantle to
the nobles as it will only make their feud worse. Enter. You will
find the Mantle on one of the Skeletal Warriors within. Take it.
Now you have two options as to what to do. Give the Mantle to the
Mayor is the non-violent solution. (Reputation +1, 8000 experience,
and 250 gold) Or there is the violent solution. Give one of the
nobles the Mantle, and they soon attack each other and YOU. Then
you must fight the nobles and their guards. The Lord has a set
of Elven Chainmail (AC 5).
Of course, you could give the Mantle to the Mayor, then go kill the
Lord anyway with no loss of reputation.
QUEST: Mazzy's Family's Quest
Mazzy's Home - Trademeet (AR 2000, x 2740 y 1000)
Some time after you have Mazzy in your party (this is Real time,
not game time), Danno will approach her and ask for help. Seems
that he gave his girlfriend, Mazzy's sister, a Love potion that
went awry and her life now hangs in the balance. Return to
Trademeet and enter the Fentan home.
Pala, her sister, is on her death bed having been poisoned by
Wallace, the gnome who sold the potion in the first place. Now we
must go out and find that gnome. You will find the gnome in the
marketplace in the southern part of town. When you approach, Mazzy
automatically talks to him. (6750 experience) He tells you that
the potion came from a new Cleric of Waukeen. Go to the temple.
Talk to the priest here and tell him what you know of the other
cleric, Barl. He agrees to search his room. He comes back and
says that he found some evidence of wrongdoing. Barl is summoned
forth and very soon you are in a battle with him and some Poison
Mists. When he is dead, Mazzy finds a bottle (25,000 exp) that may
be an antidote.
You are automatically taken to Mazzy's home again, where the potion
is used and Pala is cured. Mazzy asks to stay with her for a day.
OTHER: Your Fortune
Fortune-teller - Trademeet (AR 2000, x 1060 y 3030)
There is a group of gypsies (not called gypsies, but that is what
they are) outside the town. The woman there will tell you your
fortune, but she doesn't seem to like what she sees.
Also you can have other party members talk to her and she will
tell their fortunes as well. (Max Chen)
OTHER: Neeber
Neeber - Trademeet (AR 2000, x 2433 y 1240)
Talk to Neeber about 15 times and he'll give you some Bullets +2.
And everyone also gets 1000 experience.
