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    [SPOILERS] Complete solutions for some of the mods you whant to play

    COMUNITY OF HORROR

    Please let this thread be exclusively for tipps and tricks for the modification "Community of Horror". For questions or notes please a make new topic.

    Complete solution

    All quests before the admision
    All quests after the admision and before the transport
    All quests after the transport
    All other quests (not finished yet)

    Tipps and cheats

    Maps(persons and places, general items, weapons and runes, fortress)
    Learning points alocation for the diferent guilds

    This is a slightly modified translation of Milgo's article in the german part of WoG.
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (24.12.2005 um 13:09 Uhr)

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    Knight Avatar von eXecutioner
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    All quests before admision

    Admision to the bandits

    In order to take service with the bandits, you must be at least level 2 at. In addition to this you have to make youre best as much as possible in the initiation quests and also you have tokill a few monsters.

    Then you need to have said at least once "Hello" to Wimber once and also to six of the following persons:

    • Karatos

    • Kimis

    • Herumera

    • EH

    • Karem

    • Pramvor

    • Hobbes


    Admision to the mercenaries

    In order to take up service with the mercenaries, you must be at least level 2. In addition to this you have to make youre best as much as possible in the initiation quests and also you have to kill a few monsters.
    Furthermore you must have to train youre one handed weapons to 30% ( Lyrell helps you in this) and bring Pargunt a wolf skin.

    Wimbers explains herself

    Wimber explains herself, after you asked her of her life, adding that she is angry with Karem. In order to get Wimbers reward and the fulfilment of the quest, wou have to strike Karem and then return to Wimber.

    This is a slightly modified translation of Milgo's article in the german part of WoG.
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (19.12.2005 um 21:07 Uhr)

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    Knight Avatar von eXecutioner
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    All quests for both guild admisions

    The past of the island

    After you were accepted in a guild, it is still said that the hero would have a task for this from Malvo. He wants to know more on the past of the island, which you experience and are on the search, after some indications. In the large tower, outside of the camp at the ravine, we find a stone board, which we cannot read however. Thus we go to Malvo, which cannot read the book also, but he has an idea and the player says that he will come back later. Thus the quest is finished.

    Pramvor's emergency

    After youre first task in a guild, Pramvor speaks the hero, if you already know him, in the matter of a problem he has. A Varan stole his design and is nearby on the beach. Because of his despair he sends you to the beach. This being sed, if you take the way to the left down from the camp - on the right way expect the hero come around some monsters. The Varan does not even have to be killed, the design lies in his proximity,on the sand. Return the design to Pramvor.

    All quests for the mercenaries after the admision

    Wolf skins for Pargunt or Swords for Pargunt

    As soon as you are accepted in the mercenaries, Pargunt asks the hero to do a task for him and if you trained in sword forgeing, you receive the quest "Swords for Pargunt", but if you do not have the ability yet, you receive the quest "Wolf skins for Pargunt".
    With "Swords for Pargunt" quest you must forge five swords for Pargunt. You can buy everything from raw steel to steel bulilts from Pramvor. If he has too little steel to buy, you can ask him again to show his goods.
    With "Wolf skins for Pargunt" quest you have the dialogue option "I have a few skins for you". Altogether Pergunt needs 7 wolf skins. If there are no more wolves in the world, you should ask EH for assistance, with his help you can see that a few wolves have spawned.

    The lazy mercenary

    As soon as you are part of the mercenaries, Dredorth tells the hero the fact that in the tavern there is a mercenary drinking alcohol, instead of being in his guard's post. Going directly into the tavern and after you kick his but, you can say to him a short "Well?" and convince him to go again to his work. Going back to Dredorth finishes the quest.

    Transport as a high mercenary

    After you pass the quest "Past of the island" and "Wimbers", you must undertake yet another tree questes "Pramvors emergency", "Sword or wolf skins for Pargunt" and "The lazy mercenary", in order to be able to go with Pargunt of the island.

    All quests for the bandits after the admission:

    Gift for Hermes

    After the admission as a bandit you have to supply a ring to Hermes. It is best that you take the ring, which adds +5 protection against arrows, because nobody fights with elbows. You finds these, if you leave the camp to the right and at the bend go to the left. Simply deliver the ring to Hermes, and thus finish the quest.

    Club

    After the admision as a bandit Karatos wants the hero to bring him a club. This lies well hidden in a rear part in the center of the beach.

    Transport as a high bandit

    After undertake the quests "Past of the island" and "Wimbers", you must takr another tree the questes "Pramvors emergency" and "Gift for Hermes" and "Club", in order to be able to be transported by Hermes.

    This is a slightly modified translation of Milgo's article in the german part of WoG
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (23.12.2005 um 18:20 Uhr)

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    Knight Avatar von eXecutioner
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    All quests after the transport:

    Cups for Pargunt (mercenary quest)

    Pargunt would like that you find him five silver cups from the high mercenaries. These lie scatered in numerous numbers in the world and must be collected. If you already sold some cups, than you must regian them again. You get an appropriate reward from Pargunt for fulfilling his quest.

    Militia soldier (mercenary quest)

    High mercenaries can get from Dredorth the task to kill two new militia soldiers at the beach. Since these are usually attacked by lurkers or varans, you don't really have to do not anything, if you don't whant to die like the two militias. To solve the quest report the kills to Dredorth.

    Cup for Hermes (bandit quest)

    Hermes would like a golden cup from the bandits. There is one in the world, but alternatively you can steal one from Pargunt's chest. Go back to Hermes and deliver the cup to complete the quest.

    Dangerous warg (bandit quest)

    Whoever accepts Karatos's second task can fight against a warg. You know that Untier the dealer has now in his inventory a shrinking spell. This works great wonders against the warg. After the death of the warg you can finish Karatos's quest.

    The evil in the cellar

    After the transport, Malvo translated the stone board. On it lies the history of an old cult that worshiped Beliar. They have something important in the cellar under Malvos's tower. You get the key to it and must now kill the masses of zombies, in order to finally find in the rear part of the cellar three ore breakingings. You bring these to Malvo, which is surprised by the unbelievable magic contained into these breakings. But he returns the stones to the hero, because he is too old to protect them.

    EH was kidnapped!

    After you solved "The evil in the cellar", Karatos tells the hero that EH was kidnapped! On the blackmail letter you can recognize that you must enter the tower and must save EH. And there is also the clear instruction that only hero must come. Thus run there, in order to see that La Fuerto is the rogue, which would like the black ore breaking. It comes a fight, which you must naturally be victoryous.
    EH is highly-pleased that you saved her and with the return to Karatos is pleased to deliver these.

    New councillor

    In order to take this quest you must have finished the quest "EH was kidnapped!", as well as one of the four tasks "Cups for Pargunt" (only for mercenaries), "Cup for Hermes" (only for bandits), "Militia soldiers" (only for mercenaries) and "Dangerous warg" (only for bandits).
    Pargunt tells you that you must replace the dead La Fuerto. In addition you must solve the quests "Dredorths mission" and "Meeting with Hermes". Afterwards you can finish the quest by going back to Pargunt.

    Dredorths mission

    Dredorth tells you that he must fulfill a task: he swore to Malvo that he will kill the swamp shark at the beach. You can naturally run to the beach and kill the strong swamp shark or go Malvo, which banishes the swamp shark for a small fee of 700 gold. Going back to Dredorth terminates the quest.

    Meeting with Hermes

    Hermes is near the entrance of Dredorth's place. He tells you to get tge key to Wimber's chest and get him the gold chain from the chest. If you are a bandit, you had learned pick-pocketing and have 40 dexterity points, you can get the key without problems, otherwise you simply have to go to EH, explain that you need assistance and get Wimber's key later that day. With this you can open Wimber's chest, which has the golden chain that you must bring Hermes. Now you must wait until evening (alternatively you can sleep) and take Wimber a message from Hermes. After you told Pargunt that, Hermes is now near Dredorth's entrance. Talking with him finishes the quest.

    Find Karem

    After Dredorth's admission, Karem disappears. On the search for this, we experience "coincidentally" from EH because of the hidden treasure on the beach. The only one, which you can find beside lurkers and some items, is Karem. He tells the hero that he was lured into a trap and then atacks you. He possesses a better armament and a stronger weapon. Go back to the guild boss and finish the quest.

    EH has disappeared

    After you killed Karem and freed EH, we are told by our guild boss that EH ran away. We find her behind the tower , in which she was imprisoned earlyer but before you speak with her you should be aware, because this is the end...

    This is a slightly modified translation of Milgo's article in the german part of WoG
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (24.12.2005 um 13:12 Uhr)

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    Knight Avatar von eXecutioner
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    All other quests:

    Field carrots

    Olremo wishes that all the carrots in the field from his garden are collected. If you don't have anything to do and whant experience or money, you simply have to go left out of Olremos house into the garden and collect all nine field carrots. Then you have to hand them over to Olremo.

    Meat bugs

    The insects - meat bugs - attacked the heap of garbage opposite from Sepps and Pepps house. Sepp is disturbed and requests the hero's help in the matter. Those few meat bugs are fast defeated pleasing Sepp and thus ending quest.

    Smell bottle

    After the quest "Meat bugs" is solved, Pepp demands still another smell bottle against the smell of the creeping bugs - you get these from Herumera, which needs a laboratory flask and a bloodfly stinger for it. You can get the laboratory flask from Hobbes and the bloodfly stinger you should find easylybe. After you gave them to Herumera, you can bring the smell bottle to Pepp and finis the quest.

    Escaped mercenary

    As a favor to EH, the can look for an escaped mercenary. This lives well hidden in a cave, to find on this map. You must ask him simply whether he is the escaped mercenary and then go to EH, in order to report it.

    A large quantity of gold...

    Kimis gives a key for the chests of Sepp and Pepp, which is in the tower beside the entrance, when the hero requests it. You can now either keep the 1200 gold from the chests for the time being and thus buy equipment and later deliver the gold and/or don't deliver at all or deliver 1000 gold directly and receive for it some experience points.

    Assistance of the militia soldier

    A militia soldier is located in the forest and needs assistance. If you get the quest, it is automatically decided that you would help the militia soldier. Now you must give the militia soldier a healing plant and he gets better then. The militia soldier leads you to his buddy, where he thanks you you.

    Thesko' hunger

    After you finished the quest "Assistance of the militia soldier", Thesko weights about the fact that he gets no more roasted meat. You must bring him a total of five, thus becomeing his hero.

    Controversy among the militias

    After you finished the quest "Assistance of the militia soldier", Thesko weights about the fact that Gregorius forgot a pan. He accuses Haram, who in term acuses Gregorius. Finally you come again to Haram, and bring him a pan (which you can buy from Kimis & Pepp). After you brought him one the quest ends.

    Refugee

    A refugee, who lives at the beach, needs assistance. Has whants to be a bandit and wanted the boat of La Fuerto, but now the sail did not fly away and he has no home. His solution is Haram, which, after the quest "Assistance of the militia soldier" is final, accepts the refugee gladly. Thus go again to the refugee, present him the solution for his problems. Go to the militia soldiers and accept the thanks of the refugee. After this he teaches you how you could brew an elexier of spirit.

    Something valuable...

    Kimis would like something that the militia soldiers have carried with them. None of the three has it in the inventory, it lies behind the whet-stone, with the militia soldiers, between some barrels - a Innos statue. You must bring one to Kimis to finish the quest.

    Information on the bandits

    If you are a bandit, you are provocued by Haram, because he thinks that you could betray him. In order to prove to him that you are one of the "good ones", you must bring him the diary from under Hermes's bed. Quest solved.

    Controversy between the parties

    Wimber tells you that there is a controversy between the mercenaries and the bandits. Because we are so curious, we would like to find out why - the solution of the mystery is La Fuerto. He asks the player before, how much gold would he like to donate before. One can give 0, 5, 10, 20 and 50 gold - from 0 to 20 gold you receive 75 experience and with 50 gold you recieve 125 experience. Who hasn't thar much gold, such as 50 gold, should not deliver, otherwise he will recieve nothing at all. After the delivery of gold is made, you get a small history from La Fuerto, which solves the quest.

    Herumeras desire

    After a discussion with Herumera you are told the fact that he would often be alone and is gladly meating the mage of the such hated mercenaries. He has for instance the same attitude as Herumera and even knows with demand a way, how you could realize that. But but it needs a mana essence, one snapper claws and four healing plants. You can find snapper claws and a mana essence on this map - as alternative you can also learn to manufacture a mana essence. A healing plant you can buy from Herumera and three further you find - with far over 70 pieces in the world - thus it is no problem finding one. After you brought Malvo everything, you can get the day later a drink from him, which you must grt. Tja, who could do that better than he, won't - thus Hobbes? We go to ask him to put the drink for the guards into their invenotryes. After we do this we can go back to Malvo, which is ok, gives one to Herumera and as a thanks he gives the hero a teleport rune. Now you only have to go back to Herumera and the quest ends.
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (24.12.2005 um 14:01 Uhr)

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    Knight Avatar von eXecutioner
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    Maps:

    I created some maps for this mod. If you think that there are noticeable things which I forgot to put, then please inform me by mail or PM [Heavyguard]. It would be ideal if you could make a sketch that can be atached where the missing part is.

    1. Map with places, persons and buildings
    2. Map with items (rings, belts, amulets, books)
    3. Map with weapons and runes
    4. Map of the fortress

    Map #1
    Map #2
    Map #3
    Map #4

    This is a slightly modified translation of Heavyguard's [Master of Disaster]article in the german part of WoG
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (03.01.2006 um 15:20 Uhr)

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    Knight Avatar von eXecutioner
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    Allocation of learning points:

    Mercenary based on magic (main direction: mana and runes to circle 3, one handed weapons + strength drastically reduced if possible)

    Mercenary based on fighting (two-handed weapons and/or one handed weapons + strength)

    Bandit based on magic (main direction: mana and runes to circle 3, dexterity and bow drastically reduced if possible)

    Bandit based on bows (bow, dexterity, thief talents)

    This is a slightly modified translation of Heavyguard's [Master of Disaster]article in the german part of WoG
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (03.01.2006 um 15:20 Uhr)

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    Knight Avatar von eXecutioner
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    I hope this translation helps you play this modification and also bring more interest to english Gothic mods.

    In the future a Piratenleben translated solution wil come.
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!

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    Knight Avatar von eXecutioner
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    Piratenleben Tips & Tricks

    PIRATENLEBEN

    Please let this thread be exclusively for tipps and tricks for the modification "Piratenleben". For questions or notes please make a new topic.

    Tips and tricks

    Teachers
    Weapons (that you can find)
    Meinolf's weapon smithy
    Armors and upgrades
    Rings, amuletes and belts
    Boni (wathering place, stone plates, plants, other)
    Magic scrolls
    Stone plate fragments on Pithorm
    Sequence of the lecterns in the labyrinth
    Maps and screenshots #1 (compass, rock crystal, ork graveyard, grave cave)
    Maps and screenshots #2 (Lucia, lecterns, house of the dead guards, map of Pithorm)
    Game tips - good weapons for noobs (rapier, oak bow, rough long sword)
    Game tips - particularly fierce monsters (fire devil, fier varan)
    Game tips - some special quests (quest: "Three keys", "Dangerous mining industry")

    Walktrought (from Ceex)

    Chapter 1 - Admission to the pirates
    Chapter 2 - Damaged ships and old treasure maps
    Chapter 3 - Treasure hunting on Pithorm

    This is a slightly modified translation of Heavyguard's [Master of Disaster]article in the german part of WoG
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (03.01.2006 um 19:15 Uhr)

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    Knight Avatar von eXecutioner
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    Teachers

    Alligator Jack

    - Bow (up to 100%)
    - Dexterity (up to 200)
    - Hunt skills:

    • Removing claws (2LP)

    • Removing skin (3LP)

    • Removing teeth (3LP)

    • Taking animal trophies (2LP)


    Bones

    - Strength (in chapters 1 and 2 to 60, starting from chapter 3 to 120)

    Tom

    - One-handed weapons (up to 100%)

    Henry

    - Two-handed weapons (up to 100%)
    - Crossbow (up to 100%)

    Brandon (only after the quest "Fiesty herring" was finished)

    - Dexterity (up to 150)
    - Strength (up to 150)

    Bill (after you catched him in front of the chest in chapter 1)

    - picklock (10LP)
    - pickpocket (10LP)

    Selina

    - language of the peasants (5LP) - in chapter 2, necessarily for quest "Annoyance with the Klabautermann"

    Meinolf / Selina / Reto (in Chapter 3)

    - language of the warriors (for free)

    This is a slightly modified translation of Heavyguard's [Master of Disaster]article in the german part of WoG
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (03.01.2006 um 18:01 Uhr)

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    Knight Avatar von eXecutioner
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    Weapons (that you can find)

    Weapons in Chapter 1

    Bows

    • Elm tree bow (50 dex/50 dmg): on the front awake tower above the point (watch out for Fire Devil!)

    • Ash bow (80 dex/80 dmg): lean down at the wall with the two awake towers right from the camp (watch out for fire devil!)

    • Longbow (90 dex/95 dmg): in the valley boiler completely down at the cliff in the fern

    • Beech bow (110 dex/110 dmg): before the entrance into the crystal caves in the back in the canyon


    Swords (one handed)

    • Rusty sword (30 str/30 dmg): between Garett's and Skip's hut in the sand or behind the awake towers right before the camp

    • Sword (20 dex/40 dmg/+5 bonus to one handed): in the rear mine of the canyon with the skeleton in the last area or in Skip's chest (lock picking is necessary)

    • Rough long sword (65 str/65 dmg): in the grave cave at the southern beach

    • Rapier (50 dex/100 dmg/+8 bous to one handed): in the rear mine of the canyon in the first area to the right and/or alternatively as reward from Bill (2 keys for the "Three keys" quest)


    Swords (two-handed)

    • Rusty axe (40 str/40 dmg): in the underwater cave in the valley hollow with a skeleton, beside Fowler's remnants

    • Rusty two hander (50 str/50 dmg): at the northern beach, at the ship wreck with the statue in the water

    • Rune power (115 str/115 dmg): in the chest in the back of the crystal cave with the grave (lock picking necessary)


    Weapons in chapter 3

    Bows

    • Hunting bow (30 dex/35 dmg): on the ground floor of the awake tower in the middle on the island


    Weapons (one handed)

    • Pirate sword (60 str/65 dmg): in the labyrinth near the tower at the beach, in the hauptgang behind the branch to 2 plates (seen by the entrance at the beach) with a skeleton


    • Long sword (85 str/85 dmg): in the house of the dead guards (ground floor) under the way with the switches


    Weapons (two handed)

    • Rusty axe (40 str/40 dmg): in the labyrinth near the tower at the beach, first loop (seen by the entrance at the beach out) in the right course with a skeleton


    • Rusty two hander (50 str/50 dmg): at the end of the ditch with the grave cave in the cliff, above the edge with the rock and the skeleton


    This is a slightly modified translation of Heavyguard's [Master of Disaster]article in the german part of WoG
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!
    Geändert von eXecutioner_id (03.01.2006 um 19:40 Uhr)

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    Knight Avatar von eXecutioner
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    If you brought Meinolf with you is offered it to properly matching swords for you to schmieden. For each weapon you need two raw steel (with Kendrick into against iron ore exchanges).
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!

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    Knight Avatar von eXecutioner
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    If anyone is interested in continuing this please be my guest.
    Building Stronger Communities Blog - Bringing people closer together trough the power of words!

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