Холмы Умар, BGII: различия между версиями

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(Новая: 2.10 > > > > Umar Hills (AR 1100) ------------------------------------------------------------------------------- Exposition: ----------- When you first arrive in the Umar Hi...)
 
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2.10  > > > >  Umar Hills (AR 1100)
 
2.10  > > > >  Umar Hills (AR 1100)
 
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===Вводная===
  
  Exposition:
 
  -----------
 
  
 
     When you first arrive in the Umar Hills area, you get to see a town
 
     When you first arrive in the Umar Hills area, you get to see a town
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     Witch (who may be a folk legend).  Seems like they could use a hero!
 
     Witch (who may be a folk legend).  Seems like they could use a hero!
  
  Quests:
 
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    QUEST:  Investigate the Deaths in Umar Hills
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===Расследовать смерти в холмах Умар===
  
            Mayor - Umar Hills (AR 1100, x 5000 y 2550)
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Мэр - Холмы Умар (AR 1100, x 5000 y 2550)
            Ranger Cabin - Umar Hills (AR 1100, x 600 y 2800)
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Хижина рейнджера - Холмы Умар (AR 1100, x 600 y 2800)
  
            Talk with the mayor to attempt to gain some information about how
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Поговорите с мэром чтобы получить информацию о том, что здесь происходит. По мнению его и его жены трое подозреваемых:огры (см ниже Огры из Имнисвейла), оборотнии Умарская Ведьма. Вам так же скажут о хижине следопыта на западе.
            things are going. He and his wife mention three possible suspects:
 
            Wolves, Ogres (see the Ogres and Imnesvale below) and the Umar
 
            Witch. You are also told of a good place to start, the old ranger
 
            cabin to the west.
 
  
            Go over to the cabin, and enter. Search the floor of the bedroom
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Идите туда. Поищите на полу в спальне и найдите записку от Маззи с полезной информацией. Потом порарьте на кухонном столе и найдете дневник Мереллы, в котором есть еще информация. Оба предмета можно оставить здесь. Оставьте хижину и идите в новую локацию Руины Храма.  (продолжение см дальше)
            to find a note from Mazzy that offers some clues. Then search the
 
            kitchen table to find Merella's Journal the has some more clues.
 
            Both of these items can be left here. Leave the cabin, then leave
 
            the area and go to the Temple Ruins.  (This is continued in that
 
            section)
 
  
 
     QUEST:  The Ogres and Imnesvale
 
     QUEST:  The Ogres and Imnesvale

Версия 08:45, 21 марта 2010

2.10 > > > > Umar Hills (AR 1100)


Вводная

   When you first arrive in the Umar Hills area, you get to see a town
   meeting.  Everyone is complaining to the mayor about various goings-on
   about town.  Strange things are going on here.  Some people blame their
   problems on wolves, others on ogres and still others on the elusive Umar
   Witch (who may be a folk legend).  Seems like they could use a hero!


Расследовать смерти в холмах Умар

Мэр - Холмы Умар (AR 1100, x 5000 y 2550) Хижина рейнджера - Холмы Умар (AR 1100, x 600 y 2800)

Поговорите с мэром чтобы получить информацию о том, что здесь происходит. По мнению его и его жены трое подозреваемых:огры (см ниже Огры из Имнисвейла), оборотнии Умарская Ведьма. Вам так же скажут о хижине следопыта на западе.

Идите туда. Поищите на полу в спальне и найдите записку от Маззи с полезной информацией. Потом порарьте на кухонном столе и найдете дневник Мереллы, в котором есть еще информация. Оба предмета можно оставить здесь. Оставьте хижину и идите в новую локацию Руины Храма. (продолжение см дальше)

   QUEST:  The Ogres and Imnesvale
           Madulf - Umar Hills (AR 1100, x 3290 y 720)
           Mayor - Umar Hills (AR 1100, x 5000 y 2550)
           Just north of town, across the little stream, you will find Madulf
           the Ogre Mage and his other ogre cronies (some aren't ogres, but
           whatever).  He automatically talks to you.  Listen to what he has
           to say.  Turns out his people are getting killed as well and he
           doesn't know what is doing it.  When you try to leave he wants you
           to tell the village that they mean no harm and merely want to
           coexist peacefully.
           Go talk to the mayor about Madulf's request.  He is a little
           reluctant to trust ogres, but agrees to talk with them nonetheless.
           (27,500 experience)
           After a period of time, the Mayor returns from talking with them.
           Then go talk to Madulf again, and as thanks he gives you an item:
             Shield of the Lost +2 (5% magic resistance)
   QUEST:  Idle Hands in Imnesvale
           At the north end of town are three youths who want you to buy them
           either swords, ale, or both.  Do what you will here.  If you get
           them anything you will find them in the cave to the west where they
           get chased out by a gibberling (which they mistake for a dragon).
           This is not instantaneous, it takes them some time to get into that
           cave.  I got 2000 experience for buying them 3 bastard swords and a
           thing of Ale. (from the Merchants)  You can get 1000 exp for giving
           them one of the items, and 0 exp for telling them to go away.
             Note:  If your main character is a Ranger, DON'T give these kids
                    anything, as it will negatively impact your stronghold.
                    (such as getting you kicked out of it) (from ShirouKyoji)
   QUEST:  A Mage needs Mimic's Blood
           Mage - Umar Hills (AR 1100, x 4433 y 2060)
           Umar Cave - Umar Hills (AR 1100, x 1600 y 1300)
           The house just north of the mayor's house belongs to a mage.
           Outside of his house you will see some fool in love with the mage's
           daughter.  Enter and talk to the mage.  Ask him about the thing
           that he is making and he will ask you to fetch him some Mimic's
           Blood so that he can complete it.  Exit.
           The cave with the mimic in it is westwards of here.  Within you
           will see what appears to be a chest.  It isn't, it is a mimic.
           Wait a moment and then you can attack it.  When it is dead, search
           it to get its blood.  (The rest of the cave has some Umber Hulks
           and some more minor treasures to be found)
           Return to the mage and give him the blood (19,250 experience) and
           he gives you the Short Sword +1, Ilbratha.  Of course, then he
           animates his golem, which goes amok and you have to kill it.  Kill
           the Golem.  Then the fool from outside comes in and takes his 
           daughter away, the mage talks to you saying how foolish he was and 
           you get more experience (21,250 exp).
   OTHER:  The Chicken's Gem
           Jeb - Umar Hills (AR 1100, x 3775 y 1550)
           Erlin - Umar Hills (AR 1100, x 3225 y 1900)
           At the north end of the village talk to the farmer Jeb and tell him
           that you are an adventurer.  Turns out for a little money (20 gold)
           he has a little adventure for you.  He says that he saw the chicken
           farmer putting something in his chicken.  Doesn't know what, but
           it must be worth something.  Go left and talk to the chicken
           farmer, Erlin.  The jig is pretty much up, and you can end out
           buying whatever is in the chicken.  It is a Beljuril, with a rough
           value of about 600 gold.
             Tip:  Before talking to the farmer, pick the chicken's pocket to
                   get one Beljuril, then buy it again from the farmer to
                   get two! (from Brad Beacham)
           Don't sell it, however, there is a way to use it to get an upgraded
           horn.  (see Waukeen's Promenade, The Horns of Valhalla quest)
   OTHER:  Fael and the Human Flesh Armor
           Fael - Umar Hills (AR 1100, x 3500 y 2850)
           If you solved the murders in the Bridge District you may have ended
           out with an incomplete set of human flesh armor.  There was also a
           note that told you how to contact the person who was to finish the
           armor, one Fael who is currently in the Umar Hills area.  You'll
           find him with the other merchants.  Talk to him and buy the History
           of the Zhentarim.  Then tell him his name, 5) Darcin Cole and he
           says that all he needs is one final ingredient, the blood of a
           silver dragon.  You won't find a Silver Dragon for QUITE some time,
           but you will run into one eventually.  Can't miss her.  Bring him
           the blood and he'll finish you the armor (Leather AC 3, magic
           resistance 20%).
           Oh, and he'll recognize that you aren't the Tanner and call in some
           mages to attack you.  Therefore this is best done at night when the
           merchants are indoors and won't get blown to bits by the mages.

2.11 > > > > Temple Ruins (AR 1404)


 Companions:
 -----------
   Mazzy       15   18  16  10  13  14   Halfling    Fighter     Lawful Good
     Mazzy is not your typical halfling.  For starters, she's not a thief of
     any sort.  Plus she's lawful good, heroic and no-nonsense.  Very atypical
     for halflings.
     Found at:  Temple Ruins (follow the Umar Hills quest from Delon at the
                Government District)
       Warning:  If you're dropping someone off here to add Mazzy to the
                 party, *don't* leave them topside at the Temple Ruins.
                 Destroying the Shade Lord swaps the daylit version of the
                 area for the shadowed version, and anyone in the shadowed
                 version is just gone. (I lost Nalia that way - after her
                 kidnapping, she doesn't go back to the Copper Coronet when
                 kicked out). (from Alan Cherry)
     Event:  Some good deal of time after Mazzy has joined your party, Danno
             will come up to you with Mazzy's quest.  This is covered down in
             the Trademeet section.  If you kick Mazzy out then have her
             rejoin this timer is restarted.
     If kicked out:  Mazzy will return home to Trademeet
     Grade:  B-  A good Halfling fighter, but... in all actuality she is
                 closer to a Halfling Paladin.  She has several special
                 abilities such as Lay on Hands and Haste.
 Walkthrough:
 ------------
   - FIND SIGNS OF WOLF ACTIVITY
     If you're here, then there's only one thing to do, find out what is
     killing people back at Umar Hills and put a stop to it.  Based on the
     evidence at hand we believe that there are wolves involved.  Werewolves
     in all likelihood.
     Go right a little, then up to find a Werewolf, Anath, flee into her lair.
     Follow her in. (x 600 y 600)  Tell her that she has preyed on her last
     innocent and she won't know what you are talking about.  Seems that
     someone called the "Shade Lord" has been doing all the killing, including
     killing her entire pack!  Agree to help her take down this Shade Lord
     menace and she says to meet her far to the right at the Temple Ruins.
   - THE TEMPLE RUINS (AR 1401)
     You will find her far to the right (x 4420 y 320) at what remains of the
     temple.  There are many shadows and shadow deviant creatures crawling
     about here.  She tells you that this was a trap, and to use the mirror.
     Then she dies.  You can find the mirror she was talking about just to
     her left, and it is used by clicking it when close.  When that is done
     several new shadows appear and attack, but they shouldn't present a
     challenge.  Go down the stairs and enter the ruins.
     There is one door on this passage, open it and go through.  Fight through
     the Shadows and Skeletons.  Search the coffin (x 1850 y 650) to find the
     skeletal remains of the last priestess of Amaunator.  Naturally this will
     be very important later.
     Continue up to the next room where you will fight the Shadow Jailor.
     Search his remains for the Shadow Jail Key.  And conveniently there are
     some locked doors right here.  Open them to find Mazzy the Halfling
     Fighter.  Talk to her to learn all you can about the Shade Lord.  She
     tells you that he has a tame Shadow Dragon with him.  She will also join
     with you to defeat the Shade Lord if you want. (12,250 exp)  Also in her
     cell you can find some treasure (nothing great, just a journal piece and
     some ammo).
       Note:  The journal piece is actually part of the Ranger stronghold.
              See the STRONGHOLD walkthroughs for more information.
     Continue upwards to find the really big statue (x 900 y 200).  Talk to
     it.  There are three tests for you to take here, a morning test, noon
     test and evening test.  Here are the answers to the tests:
       Morning:  2, 3, 1
       Noon:     3, 1, 1
       Evening:  1, 3, 2
     When that is finished it gives you one third of the symbol of Amaunator.
     (45,500 experience)  We actually don't learn what these rituals are until
     a little later, but we're here already.
     Head down the passage (x 580 y 540), it turns east to a room with a big
     crystal in it.  If Mazzy is with you, she'll explain the significance of
     the crystal.  You need to take it to pass onwards in the temple, but when
     you do take it, the shadows will attack you.  Take the crystal. (x 760
     y 1260)
     Go north into the next room.  If you are curious about how to learn the
     Morn Ritual the actual way, search the column to get a scroll on it.  If
     not, then continue north and from there back to the main passage.
   - COMPLETE THE SYMBOL OF AMAUNATOR
     Now go south down the main passage to the Shadow Door, which will be
     dispelled when you click on it with the Light Gem in your possession.
     Head south just a little until you see the wooden bridge extending from
     the right. (x 1400 y 1300)  Shadows will appear in your midst when you
     cross this bridge.  The next room has lava for a floor, so don't spend
     too much time lingering around.  Search the ground (2 broken columns) to
     find some treasure:
       Pearly White Ioun Stone (Regenerative)
       Arrows of Ice (etc.)
     On the northern wall is a symbol of a Chinese dragon, which is trapped
     and has some minor treasures (x 2240 y 1320).  In the next room to the
     north are Bone Golems (18,000 exp), Greater Mummies and Skeletal Warriors
     (some with bows).  You could always lead them across the lava floor to
     damage them. (You can hug the wall to avoid damage, they will make a
     beeline for you and go across the lava)  Search the column here to find
     more Amaunator items (Books and scrolls), these aren't that important.
       Note:  If you are on a high level, do NOT have the "Turn Undead"
              ability on here, else you will kill the good ghosts in the next
              room. (David Lyons)
              Also, using the "Protection from Undead" scroll seems to have
              the effect of making the "good" ghosts ignore you as well.
              Sure, they talk to you, but they won't give you the wardstone
              and symbol piece.
     From the lava room, go south and enter the next room.  When you enter,
     a ghost of one of the priests talks to you and asks for the bones of the
     priestess that you possess.  Give them to them to restore her.  For this
     you get the second symbol of Amaunator and 17,750 experience.  Also you
     get the Shadow Dragon wardstone to prevent the Shadow Dragon from
     attacking you.  We now have 2 of 3 symbols.  You can search her coffin
     for some minor treasures (including the best Bullets in the game).
     Continue south.  This leads back to the main passage, but we've now
     skipped one of the shadow doors.  Sweet.  Go right.  At the first
     northern fork (x 1840 y 2260) are a large group of undead, with more
     Bone Golems.  Kill them and go north.
     This is an interesting chamber.  Remember Indiana Jones and the Last
     Crusade where they had to walk only on the letters that spelled "Jehovah"
     in Latin?  Well similar idea, you can only step on the letters in
     Amaunator's name.  Start at the bottom right at the A and end out at
     the top middle at the R.  Simply step from one letter in the name to the
     next. (if you step on an incorrect letter, you get hit with flame)
       A - M - A - U - N - A - T - O - R
     There are two doors here that lead to two rooms (that follows).  Go in
     the right one, open the door, to find a Shadow who wants to bargain with
     you. (x 2750 y 1740) You will end out fighting him either way.  Then
     search the walls of the room for the final piece of the Symbol.  Once
     you have all three pieces, they fuse into the Symbol (21,250 exp).
   - FIND AND DEFEAT THE SHADE LORD
     Enter the left room and take the items from the Statues hands (x 2615
     y 1620).  These include some spells, a sling, but more importantly the
     Sun Gem which will allow us to dispel the final Shadow Door.  Return to
     the main passage. (remembering to step on the correct letters, of course,
     which in this case is R O T A N U A M A)
     Follow this passage right, through the shadow door, and up to a normal
     door, which opens to a stairway.  Go down the stairs.
     This is the lair of the Shadow Dragon.  This is the easiest dragon in
     the game to fight, and is definitely the first one you should try to kill
     (without using the Fake Talk, anyway).  Array out a series of traps in
     front of it, cast all your protective spells (Mazzy has some too!) and
     fight it.  Cast Breach on it quickly as it will get protective spells of
     its own up.
       Thaxll'ssyllia - 45,000 experience
                        Shadow Dragon Scales
                        Crom Faeyr Scroll (one of the 4 parts of Crom Faeyr)
                        Gems (and gold)
     If you have the wardstone you do not have to attack the dragon (and
     it makes attacking the dragon a LOT easier!).  Go left and up the next
     stairs to the Shade Lord.
     The Shade Lord will taunt you for awhile (especially if you have Mazzy
     in your party) and then battle will break out.  Take out the Shade Lord
     first as he is the only real threat here (seriously).  Then you can take
     out Patrick and the Statue at your leisure.
     When that happens everyone gets 44,250 quest experience points and the
     area will be restored to a more sunny clime.  If Mazzy is around she
     wonders what it all means, and you can make the place a memorial to her
     fallen comrades.  After that talk to the near dead Merella.  When she
     is dead, search her for treasure:
       Cloak of Stars (creates +5 darts)
       Rogue Stone (useful for a certain Door in the Bridge area)
       Gem
       4000 gold
     Also search Patrick's corpse for more treasure:
       Halberd +2 Duskblade
       Darkmail +3
     Return to Umar Hills and talk to the mayor again to get your reward:
       The Night's Gift +5 (Leather Armor, +20% stealth)
       28,000 experience
       100 gold
       Reputation +1