Стронгхолд воина, BGII: различия между версиями
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Версия 23:41, 2 декабря 2010
Warrior --> De'Arnise Hold
Talk to Nalia in the Copper Coronet in the Slums to get this
quest started. Then at the successful completion of the quest,
Nalia gives you the fortress as thanks. You MUST accept the
Stronghold when she first offers it! If you do not, it will
be seized by her enemies.
This stronghold's primary ability is to raise money, which it
does at a rate of 500 gp per week. This gold is collected in
the library on the second floor. You can also sleep anywhere in
the Keep. Also you can "raise the tax rate," which results in
an instant 1000 gp gain, but makes the people less happy. You
want to keep your people happy since when they get too unhappy
they will revolt. And if they revolt you lose control of the
Keep.
Plus about once a week someone will come to visit you at the
hold. These are "mini-quests" and usually involve a choice on
your part. Most of these are worth only experience. The best
time to know when to return to your keep is when you get the
message saying that "Gold has been placed in your Keep".
Event 1: Angry Merchant. Tolmas Bendelia is here and he is
quite upset. His caravan was waylaid by bandits in
your land and he wants restitution. From you. If you
do NOT pay him, he threatens to make life miserable
for your people. The caravan was worth 1000 gold.
You can either pay him the money, buy the debts of the
farmers, or laugh him out of your sight. Once that
is done you must decide what to do about the bandits.
You can hire mercenaries for 500 gold, 250 gold or
ignore them. Depending on your answers you get exp:
Buy debts for 1000 and 500 for mercenaries: 15,000
Pay him 1000 and 500 for mercenaries: 15,000
Pay him 1000 and 250 for mercenaries: 0
Pay him 500 (CHA of 15+) and 500 for mercs: 15,000
Event 2: The Guard Thief. Captain Cernick has caught one of
your guards stealing. Cernick, if asked, would have
the man executed immediately, but that won't gain you
anything. Talk to the thief and learn his side of the
story. Turns out he has a very good excuse (medicine
for wife). You can execute him, expel him from the
guard or help him out. The medicine costs 500 gold.
Forgive him: 15,500 exp
Expel him: 11,500 exp
Execute: nothing
Buying the medicine makes the people like you more,
and less likely to revolt.
Event 3: The Cleric of Tempus (Tempos). A priest of Tempus
wants to set up shop in your Keep. He's a very odd
character, and not someone that you will like.
Keldorn will recommend him, while Anomen doesn't like
him.
Let him stay: 15,500 exp
Don't take stranger into keep: 11,500 exp
Tell him to beat it: nothing
If you do keep him, you can find him upstairs in the
Golem area. It requires going through some secret
doors but it is your own temple.
Also letting him stay makes the people like you more.
Event 4: Somewhere around 2 weeks later (for me it was 16 days)
a messenger appears and tells you to get back to the
Hold within the next week OR ELSE.
Once you are there you meet with Lord Farthington
Roenall who wants you to give up the Keep. I suggest
you NOT do that.
Event 5: Chanelle the Maid. She has two men who wish to marry
her and only you can decide which she is to marry.
The first, Jessup, is poor but she loves him. The
second, Malvolio, is rich but she doesn't love him.
Marry Jessup: 15,500 exp
Marry Malvolio: 11,500 exp
If you let her marry Jessup then you have the option
of providing a dowry. A 500 gold dowry makes the
people like you more.
If you let her marry Malvolio, the people like you
less. However, if you refuse his 500 gp, then they
like you more (however, the two cancel each other out
so you end out where you started).
Event 6: The two moneylenders. They claim that the previous
Lord De'Arnise borrowed money from them and that you
are responsible for paying it. The Major Domo says
that there was no such debt, and that they could have
forged the documents themselves. You can pay them
their money if you wish, but you get no experience
from it. Either threaten them with executions or have
them executed.
Turns out they are blackmailers, but they might have
a hold over your people. If you didn't buy off the
blackmailers, you have to pay your people.
500 gold: 11,500 exp
1000 gold: 15,500 exp (and people like you more)
And not paying makes the people angry with you.
Event 7: Flooding. The old dikes have broken flooding the
land. Several angry farmers demand satisfaction from
you. You need to spend money to repair the farms:
5000 gold: 15,500 exp
partial: 4500 exp
none: nothing (and this makes a revolt more likely)
If you do a partial amount, you get experience based
on how much you shell out:
4000 gold: 6500 exp
3000 gold: 4500 exp
2000 gold: 2500 exp
1000 gold: nothing
And the less you pay, the more angry at you they
become.
Then you need to spend money to repair the dike:
2000 gold: the people like you more
none: nothing (possible bad effects with Roenall)
Listen to what the farmers say when they leave. If
they compliment you, then the people like you, if
they say... not so nice things, beware.
Event 8: Invasion. Lord Roenall now intends to take this Keep
by force and has invaded your lands. Your forces will
not hold up long. What you are asked to do is go out
to the battle and kill Lord Roenall, thus ending the
invasion. Captain Cernick asks that you go out to
help with the battle.
Just past the drawbridge you'll find the two opposing
forces. After Roenall taunts you, attack him with
everything you have. All you have to do is kill him
and the battle ends.
Roenall - 12,000 exp
Full Plate Mail +1
Bastard Sword +1
Back inside you are told the Keep is yours forever
more (assuming you don't tax yourself into a revolt)
and you get 50,000 exp. Be sure to search Roenall
afterwards.
The Keep is now yours forever, to generate an income, and be
a base of operations.