Difference between revisions of "Sacred 2:Cut Off"
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* '''Location(s):''' [[Sacred 2:High Elf Outpost 5|Small fort]] near the lake northeast of [[Sacred 2:Derelict Manor|Derelict Manor]] | * '''Location(s):''' [[Sacred 2:High Elf Outpost 5|Small fort]] near the lake northeast of [[Sacred 2:Derelict Manor|Derelict Manor]] | ||
* '''Prerequisite Quest:''' None | * '''Prerequisite Quest:''' None | ||
− | * '''Next Quest:''' | + | * '''Next Quest:''' Successful start of this quest allows you to accept [[Sacred 2:From Cold Dead Hands|From Cold Dead Hands]] or [[Sacred 2:One Last Plea|One Last Plea]] |
* '''Reward:''' [[Sacred 2:Experience|Experience]] | * '''Reward:''' [[Sacred 2:Experience|Experience]] | ||
|WIDTH="50%" VALIGN="TOP"| {{S2frame|[[Image:Guardsman cut off worldmap.jpg|250px]][[Image:Guardsman cut off map.jpg|250px]]|right|'''[[Sacred 2:Map of Ancaria|View the Ancaria Interactive Map]]'''}} | |WIDTH="50%" VALIGN="TOP"| {{S2frame|[[Image:Guardsman cut off worldmap.jpg|250px]][[Image:Guardsman cut off map.jpg|250px]]|right|'''[[Sacred 2:Map of Ancaria|View the Ancaria Interactive Map]]'''}} | ||
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These Kobolds won't run anymore in this life. Such a small group of pointy-eared beasts could stop the elven soldiers, but not you. The Guardsman who hired you for this task looks quite impressed and wants to talk.<br> | These Kobolds won't run anymore in this life. Such a small group of pointy-eared beasts could stop the elven soldiers, but not you. The Guardsman who hired you for this task looks quite impressed and wants to talk.<br> | ||
+ | ''- If you play a Light Path character, a [[Sacred 2:Dying Soldier|Quest Giver]] for the [[Sacred 2:One Last Plea|One Last Plea]] quest would appear after you talk to the Guardsman.''<br> | ||
[[Image:Cut off dialog2.jpg]]<br> | [[Image:Cut off dialog2.jpg]]<br> | ||
The first part of your anti-Kobold mission is complete. The next one awaits.<br> | The first part of your anti-Kobold mission is complete. The next one awaits.<br> | ||
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'''Part 2: Hero for the rescue'''<br> | '''Part 2: Hero for the rescue'''<br> | ||
The Guardsman told you to move further up the hill and you'd better do so. Even though one part of your quest is complete, the next one has already started. And therefore run, warrior, run! Run for your life!.. wait, nothing there can threat ''your'' life. However, there are some soldiers in danger, so you should run for their lives (and your quest).<br> | The Guardsman told you to move further up the hill and you'd better do so. Even though one part of your quest is complete, the next one has already started. And therefore run, warrior, run! Run for your life!.. wait, nothing there can threat ''your'' life. However, there are some soldiers in danger, so you should run for their lives (and your quest).<br> | ||
− | ''- This is a | + | ''- This is a great opportunity to fail this quest. If you play with the camera moved close to your character, you may not even notice the battle between Guardsmen and Kobolds from the place where you're standing. And even if you notice, you may not guess that they're a part of the quest. However, these elves are a part of your current task, they are mortal, and they would fearlessly try to attack everything in sight. Those idiots! This quest is quite long and may grant you a lot of experience total so be sure to watch these Guardsmen and not let them die. If you play a Shadow Path character, you should pay special attention to these soldiers, since the access to [[Sacred 2:From Cold Dead Hands|From Cold Dead Hands]] quest depends on their lives.'' |
{{S2frame|[[Image:Cut off worldmap2.jpg|250px]][[Image:Cut off map2.jpg|250px]]|left}} | {{S2frame|[[Image:Cut off worldmap2.jpg|250px]][[Image:Cut off map2.jpg|250px]]|left}} | ||
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When you're ready, you can find out what this task is.<br> | When you're ready, you can find out what this task is.<br> | ||
+ | ''- If you play a Shadow Path character, a [[Sacred 2:Injured Soldier|Quest Giver]] for the [[Sacred 2:From Cold Dead Hands|From Cold Dead Hands]] quest would appear after you talk to the Commander.''<br> | ||
[[Image:Cut off dialog5.jpg]]<br> | [[Image:Cut off dialog5.jpg]]<br> | ||
Only 10 Kobolds? It sounds like incredibly easy task. After all the enemies you've faced, it's hard to take this task seriously. You'd easely clear them off the mine. With thoughts like these you start walking away from the fort.<br> | Only 10 Kobolds? It sounds like incredibly easy task. After all the enemies you've faced, it's hard to take this task seriously. You'd easely clear them off the mine. With thoughts like these you start walking away from the fort.<br> |
Revision as of 09:23, 13 June 2011
This page is about additional content added from the CM Patch.
The contents of this page are exclusive content found only by installing the Community Patch. |
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Quick Walkthrough
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Detailed Walkthrough
According to the logbook, this story is a single side quest, though it plays like a 5-part chain. You will even get a reward after completion of each part. This reward is always some Experience and a chance to get a Set Item.
Part 1: Guardsmen need a leader
You were travelling around the northern Tyr Lysia and hunting numerous Kobolds east of Benny's Corn Circles, yet significantly west of Clearview. The area seemed to be quite deserted, since all you noticed there were Kobolds, wild animals and some old ruins. When your trophies became too multiple to fit into you bagpack, you noticed the need to find some more or less inhabited place. There was a marking on your map showing a trading post near the lake, so you headed there. As you came closer, you noticed a tower on the hill. This could have been an elven outpost that promised a place where you can rest for some time. However, you quickly noticed that this place wasn't peaceful and quiet. At least, not yet.
The soldiers that were standing on the road that leads up the hill looked quite worried. They were observing the area as if they were looking for somebody. This fact itself wasn't wery surprising, since it's exactly what the sentry's job is. But this time they weren't looking for an enemy, but for somebody else. Somebody like you.
If these guys were looking for the fearless warrior to lead them to the battle, they've got what they wanted. You can easely put down any Kobold in the area, and you should do so as fast as possible. Actually, it'd be much better to cut off the nasty little humanoids before brave elven soldiers get to fight them. The first enemies on your way would be these ones just a bit further up the road. You can see them from where you're standing.
- Two of your hirelings aren't immortal, but you won't fail the quest if they die. The main hireling who talks to you in the beginning is quite immortal, since the enemies ignore him completely. All the Guardsmen would attack any Kobold that comes in sight. However, they are unarmed, so their assistance would doubtedly be useful.
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Here they are! A group of six Kobolds is running up the hill. And you're running to get them.
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These Kobolds won't run anymore in this life. Such a small group of pointy-eared beasts could stop the elven soldiers, but not you. The Guardsman who hired you for this task looks quite impressed and wants to talk.
- If you play a Light Path character, a Quest Giver for the One Last Plea quest would appear after you talk to the Guardsman.
The first part of your anti-Kobold mission is complete. The next one awaits.
Part 2: Hero for the rescue
The Guardsman told you to move further up the hill and you'd better do so. Even though one part of your quest is complete, the next one has already started. And therefore run, warrior, run! Run for your life!.. wait, nothing there can threat your life. However, there are some soldiers in danger, so you should run for their lives (and your quest).
- This is a great opportunity to fail this quest. If you play with the camera moved close to your character, you may not even notice the battle between Guardsmen and Kobolds from the place where you're standing. And even if you notice, you may not guess that they're a part of the quest. However, these elves are a part of your current task, they are mortal, and they would fearlessly try to attack everything in sight. Those idiots! This quest is quite long and may grant you a lot of experience total so be sure to watch these Guardsmen and not let them die. If you play a Shadow Path character, you should pay special attention to these soldiers, since the access to From Cold Dead Hands quest depends on their lives.
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Another small group of elven soldiers is fighting Kobolds next to the bridge. One elf has already fallen. You should assist them and rescue the ones who are still alive. There are 7 Kobolds of all varieties (one of each possible variety, to be precise) and only three elves, two swordsmen and an archer. The enemies definitely outnumber, but with you on their side the Guardsmen can win the battle.
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Now when the Kobolds are down, the soldiers can get a small break. Though they are still holding their ground next to the bridge.
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One of them wants to talk to you.
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Maybe he can explain the situation and clarify your current task.
He had nothing important to say and just wanted to show his gratitude. Maybe these soldiers' superior can tell you more. You should go to the small fort that is on the other side of the bridge and find the commander, who is standing in the middle of it. Three guards of the bridge will help you to accomplish this hard task.
- As the Guardsmen joined you, it'd be better to head directly to the Commander and leave your hirelings to him. Some of the soldiers are most probably wounded, but it's not necessary to heal them, since they would stop being your hirelings before having an opportunity to fight again.
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The Commander is waiting for you. This guy is easy to notice, since he is quite oversized by elven standarts. You've brought him some good news and his subordinates. No wonder that he's glad to meet you.
You've just successfully rescued the fort and its soldiers. The hard part of the quest is now complete. If you've got there, you can't fail anymore. However, if you want to complete the quest, you should do some more things that the brave elven army can't even attempt.
Part 3: Kobolds' Mine
Just as he mentioned, the Commander has one more task to offer. However, this one isn't urgent, so you can take a break and finally visit the merchant.
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When you're ready, you can find out what this task is.
- If you play a Shadow Path character, a Quest Giver for the From Cold Dead Hands quest would appear after you talk to the Commander.
Only 10 Kobolds? It sounds like incredibly easy task. After all the enemies you've faced, it's hard to take this task seriously. You'd easely clear them off the mine. With thoughts like these you start walking away from the fort.
What is it? A Kobold? A mine is a bit further down the road, but maybe this one counts towards ten? And it really does.
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There are 4 more Kobolds to be found near the mine entrance. So there are 5 of them outside. Additional Kobolds you may find next to the entrance don't count for some reason.
- Technically, these 5 Kobolds aren't random ones, but special quest enemies. This is why killing them would count towards the quest, but killing other Kobolds in the same area won't. On the other hand, these 5 are no different from the others in their appearance, nor characteristics. The only way to recognize them is to look at their map icons.
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The ones that were in front of the mine entrance are down. Now is the time to inspect the mine itself and to see what's cooking there.
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As you go down the mine, you encounter some Kobolds in its narrow corridors. But some humanoids you killed don't count towards your task. You start to suspect something.
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Well, you could have guessed that this task is not as simple as it sounded. That is just what the Kobolds are - where ten of them are, some more can always be found. As soon as you enter a big room in the center of the mine, you have to fight a lot of these little beasts. Only two of the crowd would count towards your quest, but they all are just too similar to each other... as there's no way to distinct the ones you need, the simplest thing you can you can do is to kill them all.
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Not that it was too hard. You've killed a lot of Kobolds in your life, and some more of them can't be a problem. The only question is - which Kobolds other then this crowd you should kill to make the Commander believe that you've killed 10 of them? The enemies in question can be found in the western part of the mine, in the room with the cannon.
- You can find some more Kobolds in the circle shaped north-eastern part of the mine, but they won't count towards the quest.
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All the Kobolds were cut off... there were a lot more then ten of them, but who cares. Though it probably doesn't matter anyway - these creatures have completely ruined everything in the mine (and you've ruined the last remaining barrels and boxes), so there was nothing to fight for here. At least the Commander would be happy to know that the enemies are down.
Another thing?!? Which thing? Do you want something else?
Part 4: The camp? What camp? There is nothing here anymore!
You're interested in this 'another thing' that the Commander mentioned, aren't you? After all, you never mind some work and still hope that your work for the elven army would be paid back, or at least paid off. So you agree to hear out his next task.
Of course, you can solve this problem! As if the Kobolds ever were a problem. The only troublesome thing is that you didn't see anything resembling the supply camp when you were walking towards that fort. Well, let's go down the hill and look for it.
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When you come to the Resurrection Monolith, you notice a great crowd of Kobolds. This place doesn't look like a camp, but a lot of Kobolds in the same place is not a good thing. It won't hurt to lower their numbers.
- There is no mistake, these Kobolds are you target. The quest tells you to take down 18 of them, but the actual crowd near the monolith is usually bigger. Some other Kobolds that are roaming around the area would be glad to join the fight. There is no point of trying to distinct the quest enemies from the normal ones - just kill them all. However, some quest Kobolds may walk away from the Monolith, but they never go far from it. If the quest doesn't point back to the fort once you've killed off the big crowd, you should check the map and find the remaining creatures who are marked as quest enemies. Also, the target Kobolds are of different varieties, though the log lists them all as Kobold Warriors.
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And again you were doing more job than the Commander told you to do. Only 18 of these Kobolds were the part of the quest, but the actual crowd was much bigger. Though you had no time to count them during the fight anyway. Maybe it really was a supply camp? And it was supplying Kobolds... with Kobolds? Whatever it was, it's not present anymore and you can report to the Commander. He'd better reward you with something nice.
One more request? Let me guess... there are some more Kobolds, right? Well, if it really is the last one...
Part 5: That doesn't require killing Kobolds
As this quest seems to go towards its end, it'd be strange to just forget about it and walk away now. Let's see if the Commander has more Kobolds to offer.
This task doesn't require killing little humanoids, but it requires a lot of running. The Commander's superior, Commander Lintflas can be found only in the High Elf Outpost west of Thylysium. So most probably you should prepare for a long walk now. If you have no way to shorten your road, you can take a route shown on the map below.
- The quickest way to get to the outpost is the Monolith next to it. Otherwise you can teleport to Thylysium and walk from it. If your character has any teleportaion/jumping Combat Arts it is also possible to teleport to Sloeford, run toward the river and use your Combat Art to cross it. Teleporting to Clearview is not recommended, since it would doubtedly make your road shorter.
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Commander Lintflas is standing near the middle of the camp, surrounded by training soldiers and some civilians. You can find him near his tent.
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He doesn't look exactly happy. Probably, he's in the bad mood today... or not only today. His mood would doubtedly become better after he receives his subordinate's letter, but you need to give it to him in order to finish your task.
As you could've guessed by Lintflas' bad mood, the fort would doubltedly get any reinforcements. But there is nothing you can do about it. This long story about soldiers and Kobolds is finally complete, and you can move to the next adventure.
Quest Enemies
Kobold
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Damage Types: Weakest Against: Region: Tyr Lysia |
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Damage Types: Weakest Against: Region: Tyr Lysia |
Kobold Warrior
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Damage Types: Weakest Against: Region: Tyr Lysia |
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Damage Types: Weakest Against: Region: Tyr Lysia |
Kobold Stone Thrower
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Damage Types: Weakest Against: Region: Tyr Lysia |
Kobold Archer
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Damage Types: Weakest Against: Region: Tyr Lysia |
Kobold Shaman
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Damage Types: Weakest Against: Region: Tyr Lysia |
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Damage Types: Weakest Against: Region: Tyr Lysia |
Kobold Chief
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Damage Types: Weakest Against: Region: Tyr Lysia |
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Damage Types: Weakest Against: Region: Tyr Lysia |
Hirelings and Escorts
- Guardsmen - Hirelings. One main hireling is immortal, two others can die easily. However, their deaths don't affect the quest completion. All three are close combat fighters. All three are unarmed.
- Other Guardsmen - Hirelings. Mortal. If they die you'd fail the quest. All three are close combat fighters. All three are unarmed.
Logbook Entry
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