When you start the mod, you will see a window for entering text. This window prompts you to enter a password in order to play the mod with the characters you created when you started the game. If, of course, you checked “create a party”.When you click CANCEL, the game will load with the character I created and you will see a welcome message. When you click OK, if you haven't entered anything in the text box, you will get a notification of an invalid password and you will also start with the default character. In order to get the password to play your characters you must finish (pass) the mod with a good ending. You will start as a mage named Roden King. The rest of the characters will join you as you progress. Carefully read the dialogs with the NPS. I also want to warn, do not try to cheat this system. If you decide to save before closing the password window and load the game - the game will crash with an error.

We start in the city of Kamnegrad. In the House of the main character (further MC) there is a chest with a coin, and a couple of things. We can leave the house in two ways, through the main entrance to the main street of the city, and through the second exit - and we will find ourselves in our personal small garden. In the garden, there is a fire pit, which can be lit with a torch by holding it (the torch) with the mouse cursor. Also there you can find edible mushrooms, some firewood and useful herbs. When you go out of the house to the main street, the first thing you will see is the Longtail Brothers' store, which is probably the most useful store in town, as it sells clocks, compasses, shovels and rope. The shovel and rope will be especially useful to you. Going up to the second floor of the store you can break/open some barrels and find some food. There is also food on the tables on the first floor of the store. Also in the city you can find a bookstore - in it you can buy spell scrolls. To familiarize yourself with the spell you can flip through the magazine to the left of the scroll merchant. There is also a forge of ogre brothers in the town. One of them will offer you weapons, both light and heavy, and the other will offer you armor, both light and heavy. Go further and see the alchemist's shop, he sells basic herbs and potions. But the most important thing is that he sells a potion of oblivion. It costs 1 gold, but it will allow you to redistribute the already used skill points of any champion. There is also a diner in the city, where you will first encounter Road Kill, if you play as a default party. You can also buy food at the snack bar, or get it from the table or the top floor. Also, on your way to the academy, you can stop by the sewing shop. Clothes are sold here, and in the chest you can find a hat for the first time. If you explore Stone Town more thoroughly, you can find some hidden items, and maybe even a secret that I prepared for you in this location. Also, you will find that some buildings are locked/destroyed, but don't worry, you can open them later. Also in the southwest of the city, right in front of the MC's house in the basement of the ogre brothers, there is an inn lurking. Entering it you can listen to the innkeeper, talk to him, and drink a little. Also in the inn you can meet Bruenor the dwarf. He will join you later. At the end of the main street you will find the entrance to the castle. But it is currently closed. After talking to the guards (You can click on them somewhere near the chest) you will learn that the governor is looking for new recruits. At this point it's time to head to the academy.

If you enter the academy as the MC (rather than your party) you will find yourself in the druid village as a completely different character. His name is Dubren, and he is an excellent alchemist! The first thing you can find in his house is a letter from the MC asking for help with the exams, as well as some herbs, potions and some food. Also in the basement you can catch a rat. There are also merchants in the village and here is what they sell: Scrolls (as always you can read in the journal to the left of the merchant), magic wands, arrows and bolts as well as their enchanted versions. You can also find some herbs and a fisherman's hut in the village. Also you can communicate with peaceful rats and even ask them to play the guitar. But you need to hurry, so go straight to the teleporter to the city. But if you are not in a hurry, you can look for the secret, in it you will find a silver coin!

By the way, you can put money in the wallet to the right of the group interface. You don't need to take them out and move them to your inventory for purchases. The kindly sellers in my mod have learned contactless payment.

Here you are at the academy. The MC greets his friend, and you're off for a little training. The academy has living rooms, with chests that are locked, but what's to stop a master thief from stealing, right? There's also a canteen where you can buy food, and you can meet a rat who trades a piece of cheese for a coin. First of all, you need to find the alchemist. This is such a rusty (and therefore old) elemental. He will ask you to fetch a couple of herbs. If you don't have herbs, he will send you to the greenhouse (open the gate of spears) and if you do, he will give you a mortar. From this point, let's be more detailed... By right-clicking on the mortar (further RMB) you will call as many as 2(!) interfaces. (Unfortunately, they live separately from each other in the mod code, and even worse, they belong to different authors (not me, I only modified them), so I could not synchronize their appearance, and moreover adequate behavior with other interfaces). One of them at the bottom, to the left of the character portraits accepts alchemical ingredients and allows you to make potions. In the current version, I've left the potion recipes similar to vanilla, but I've added many more recipes besides that. The second interface is a list of learned recipes (yes, you need to learn recipes before you can brew a potion.) There's nothing on this list yet, but if you go to the alchemy teacher again and tell him you have herbs (and he'll check, but don't worry, etherweed is on the table right next to you) he'll give you a couple recipes. Learning the recipes gives you a bit of experience depending on the complexity of the recipe and allows you to make a potion (if the owner of the mortar has enough alchemy level). Okay, moving on, we see a healthy ogre. This guy is not particularly friendly, calls us a squishy and mocks us in every possible way. But still offers to teach us weapons skills. Further down the hall is a mage. And right in front of him - the greatest spell of all time and absolutely free (in all senses) copycat, which allows you to draw a spell only once, and then poke the rune of balance and do not worry. The mage will also offer you to learn magic and give you a scroll for beginners - painfully familiar fireburst. Next, you'll find an enchanting table, if you've never enchanted items (and you probably haven't, because as far as I know, this mechanic only officially appeared in A Test of True Heroism Lost Lands of Lemuria), then read the scroll on the table next to it. You don't get it? Well, take the item, put it in the first slot, put a stone in the second slot (the stones say what they improve and how) and press the enchant button. You can also enchant the item with a magic star and improve it again. Go further and get to the library, it is not without reason so called, it contains a lot of books and scrolls, which will certainly be useful to you.

Now you have to go to the greenhouse and on the way you will meet an archer who asks for help. If you agree, he will open the pits, into which you can jump, don't worry, there is water below, you won't crash. But this dungeon is quite difficult for a beginner, so go on, farm snails, collect flowers and come to two guards and a gate of spears. After talking to one of them we open the gate. Inside is a forest of predatory plants. You will also find a closed gate with the inscription Garrison next to it. They are closed now, but don't worry, they will open soon.

There's not much to comment on in a forest of predatory plants, except that I'd bring a shovel. And so... we fight off the enemies and move forward...

After defeating the ruler's pet, it's time to go to the ruler himself. Legs in hand and into the castle. And there they are waiting for us, the gates are open and the guards are greeting us. You can certainly wander around the castle, and even get a lot of valuable things. Anyway, we've searched everything and go up to the throne room. Warlord does not want to talk to us - too busy, but the ruler immediately throws work and says to go to the sewers and figure out why the castle is so cold. To keep you from being bored and lonely, the governor will give you two guards to help you. The guards are quite strong, but don't be fooled, I won't leave them for long. Well... let's go to the sewers...

At the entrance, behind the grate we see a figure in a black hood, move forward and he teleports somewhere.  The whole level is a global puzzle, which consists of plates and buttons. But in general, if you read the notes everything should become more or less clear. And before coming here find yourself a spear (or better two) in the castle.

After solving all the puzzles in the drains, a door will open underwater that leads to the second, southern part of the drains. When you enter the southern part and get to the surface, you will feel a tremor. Some of your characters will even assume it's an earthquake. You need to find the control room. After fighting the spirits/undead in it, you will find a note from the boiler man with instructions on how to open this or that airlock. The order can be any order, but I recommend opening the first two, then the third and fourth. Sluices 1, 2 and 4 are nothing interesting except some additional exits to Kamnegrad to shorten the journey. Upon entering the third you will hear a cry for help. You will find the boiler man lying on the floor, after talking to him you will learn that there was an explosion in the boiler room and you need to fix the heating pipe before you can start the boiler room. You can do this with tools and a metal plate. The boiler man will also tell you about the spirit that the workers have trapped in the old sewage rooms. To begin with, it is better to go to the warehouse for tools. They are not far from the grate and you can get them without going into the warehouse.

IMPORTANT INFORMATION: now that you have the tools, you have access to the entire crafting arsenal that you have already learned. Right clicking on the toolbox will open 2 dialog boxes. The first one is a list of the recipes you have learned. It is a bit glitchy in the current version, some filters don't work. Also, sometimes it happens that no recipes are displayed in the list. Try switching between the mortar and tools windows by scrolling up the list. You will also see a window for crafting at the bottom. In the boxes you need to put the necessary ingredients, and then the icon of the item you want to craft will appear at the top. Click on it with the left mouse button - now it's yours!

After getting the tools and finding the right metal plate you can return to the boiler room/gateway 3, fix the pipe and start the boiler room. Don't forget that there is still airlock 4, only by opening the turning mechanism in all 4 airlocks you will complete the quest. Also do not forget about the spirit, if you carefully read all the clues left by me on the walls of the drain, find a place to summon the spirit will not be difficult. So, having completed the quest and defeated the spirit return to the ruler. We tell him the sad news, and that we have coped with the task. We take a gold coin as a reward, and do not forget about the sound of the wall opening behind you, there is also a small gift. Now we can talk to the governor. He will tell you that he has been looking for people like you for a long time, and a couple more guys are waiting for you in the city. Roadkill the rat and Bruenor the dwarf. The warlord will tell you where to find them, and I've already written that above. Find both of them and after a bit of socializing accept them into your team. Now it's time to head to the garrison!

When you enter the garrison you will meet the commander-in-chief, he will ask you who will be the leader. You can choose any member of the squad, unless of course you are playing a single hero. He will get the leadership trait and will give a +1 bonus to all characteristics of all squad members as long as he is alive. In the garrison there is a circle of mages - they sell scrolls of long-range magic, a useful thing. Order of paladins - here you will find weapons and armor, as well as scrolls of light spells, the same useful magic, especially against the undead. Druid Council - here you will find defense spells, you will need them soon. And the assassins' guild. Here also sells weapons and armor. There is also a field hospital with a healing crystal, a quick passage to Stone Town, the entrance to the Tower of Light (it's too early for you to go there) and the exit to the arena. We'll talk more about the arena a little later. In the meantime, head to the assassins' guild and take another task. We will be sent to fix the bridges in the forest of Stone Town. To do this we need to go through the swamp on the other side, the entrance to the swamp is in the forest of predatory plants and from it we will be given the key. But before going to the swamp I recommend to swing on the arena and go to the flooded mines (do you still remember the request for help from the archer in the greenhouse?).

So, ARENA! In the center of the map is the actual battlefield, entering which the doors will close behind you and you will enter the battle with four opponents. Experience for them do not give, but you will get experience for the round. Also all loot from defeated opponents is yours. Total - 100 rounds, Each round as a reward you get gem and coins, which you can exchange in vending machines nearby for enchantment stones, supplies for crafting or healing herbs. Every 10 rounds you are rewarded with a tome of knowledge. Every 30 rounds the reward increases as well as the size of the battlefield.

Back to the flooded mines. For now, there is only one way in - through the hatch that the archer opened. Don't forget to find the archer who fell down there and return the bow to him. As a reward, you will get 500 experience. By interacting with the buttons and levers in the mines you will gradually open new entrances and exits to the mines. To descend to other hatches it is better to use a rope. Also there is a boss - drowned miners, there are 3 of them and they can trap you in a corner, and as they attack quite fast and painful, it can be a problem for you.

Also in the greenhouse to the west there is an entrance to a cave, after reading the journal that someone left in a hurry leaving this cave you will suspect something wrong.... it will be a mini boss, an enemy with such abilities you've hardly seen before, so be prepared to face the unknown.

Here we have come to the swamp, there is a note about logging, and also here for the first time you can communicate with the spirit (You need the skill of knowledge.) Here can be an unpleasant moment - the frog can swallow your weapon and after death leave it in the swamp. In fact, it falls to the ground, just because of the thick cassock you may not see it and search blindly, if you encounter this - reduce the graphics settings, cassock will disappear. In general there is nothing complicated in it, we fight off monsters, dodge poison balls and pass the level on a “snake” to the end. Once out of the gate of spears you will find a button on the column that launches a glowing ball. It flies above any walls in the level. Also from the swamp, at a reasonable height stick out levers, activating which you will turn on the teleporter in the air. Thus you need to force the ball of light into the mouth of the stone head on the other column and then the door will open.

We return to the Kamnegrad forest. Here we will already be waiting for wyverns, which hurts lightning. Also, you can be ambushed by a spider, be careful. All you need to do to complete the quest is to lower some levers on the shore. But to do that, you need to go through an old underground tunnel. The entrance to it opens with a key, which can be found in the puzzle near the old entrance to Kamnegrad on the same level (North-East).

In the tunnel, you will immediately see a clue about the south passage. This should tip you off to the idea that the wall will open. There are very small hidden buttons in the tunnel. I would have already pumped adventurism to level 5 if I were you, so I wouldn't have a problem with this. Let me remind you that the adventurism skill helps you find secret buttons by highlighting them within 3 - x meters of the adventurer. After finding all the secret buttons, you will find clues about pairs of levers. There are 4 of them in total. After activating all 4 - x you will hear a sound and see an alert. This means that the creepy door with the skull is open. Yes, this is the location with the boss. After defeating them, the undead will emerge from their graves. Your choice - either run or fight. Also, if you have a shovel, you can dig up the graves, there will be coffins in which you can find unusual translucent gems. These gems are needed to solve the puzzle in the southwest of this location. After defeating the boss, the second exit to the surface will open.

Once on the other side of the river in the forest of Kamnegrad activate the remaining levers, restore the magic bridges and complete the quest of the head of the assassins' guild. Now we need to open the entrance to the anomalous area. The key to this area is in the same area, but you can also enter it from the village of druids. Let me remind you how to get there. Go to Kamnegrad, to the fork, and follow the sign in the opposite direction from the academy. In the village of druids go to the southern edge of the map and get to the temple. On your left there will be a key on the altar, take it and go back to the entrance to the abnormal zone.

Entering the abnormal zone you will see that the weather here has changed. There is fog all around, and as soon as you leave the cave, it will rain. There's also a stone head telling you to leave. Anyway, I was trying to give you the creeps. We deal with spiders and ogres, loot chests, look for secret buttons and see the first puzzle. It's my favorite - levitating cubes. As a reward we get some very tasty items. Then you'll need to go through an area with teleporters, in the current version they are different colors depending on what they can teleport. And that makes it easier to do. I think you'll be able to do it. Coming out of the location with teleporters we come across 2 - x petrified ogres. Go to the passage between them and engage in a fight with a mini-boss. After defeating her, all monsters turned to stone will revive. Exit from the boss location and go to the place of strength, but from the other side. Here you will first meet Lazarius, the champion of light, who every century protects the world from the forces of evil. You can talk to him and offer your help, which he will refuse and make you freeze on the spot. From here on out, you will simply observe. Lazarius is confident in his powers. A figure in black appears, you hear (read) their dialog, but suddenly the figure in black sizzles Lazarius with an unknown spell. He heads towards you destroying healing crystals, relic altars and stone heads along the way. He casts the spell and the light fades in your eyes....

This is where the main chapter begins. You miraculously survived the spell of the figure in black. How long you were unconscious, you don't know. Your friends are dead, and all that can save you is a shard of crystal that miraculously survived the massacre. Resurrect and go to the garrison. You can do this in two ways, through the druid village - Kamnegrad - the greenhouse, or by going back through the Kamnegrad forest. Either way, you will encounter new enemies - cultists. These are followers of the figure in black, his assistants and quite strong mages. When you arrive at the garrison, I will advise you to go to the arena and craft/improve items.

In the garrison go to the descent in the north and get to the tower of light. All you need here is to find a glowing amulet. To find it you need to solve the puzzle with beams of light. In the west and east of the location there are stone heads that release them by pressing the button next to them, the first press will turn on the teleporter and open rooms with levers and buttons. In principle, I left clues in the rooms, but I will duplicate. The levers change the direction of rotation of the teleporters, and it can be changed towards the north or south room. The buttons disable the teleporters in the room, which will allow you to direct a beam of light into the receptor behind them. Once you have the amulet of light, find a place where you can use it and move on.

Trial of Water. I don't think there are any problems with this place, except that you have to fight monsters underwater. (There is a whole secret level that rewards you with items that make being underwater much easier, you can go there first). Defeat the cryomancers, take the rewards and go higher. Also on the level there is an open hatch, using it you can get to the battle with the boss of the water test, but be warned - the boss is quite difficult (despite the fact that I weakened him significantly.) There you can also find the first part of the soul Lazarius.

Test of Air. The opponents here are quite strong and they are painful to hit. Prepare lightning resistance. In general, there should be no problems here either, except for one puzzle, which I did and only then, realized that it violates the cause-and-effect relationship. In short, in a room with nine pressure plates you must use them to lay out the signs for sorcery spells of air magic and as a reward you get... the spell. But how can you know the sigil without a scroll if the scroll is given as a reward for the sigil? Anyway, in the current version this is solved only by brute force, sorry. Defeat the aeromancers and go higher. On the way, don't forget to pick up Lazarius' soul shard

Test of the Land. First of all, find the “Call of the Earth” artifact on the altar in the north. The boss fight here is optional since the boss is VERY difficult, you can just move on and come back to it later. Also there are a couple of riddles here that are united by the name “gifts of the earth” basically, I left the clues. At this stage you can't find a part of Lazarius' soul on this level, so go higher.

Trial by fire. I haven't checked, but I'm 99% sure the note in the wooden box is empty. Put it on the floor and pick it up again, then the text will appear on it (I'll fix this in the next version). Overall there is nothing difficult in the level, you just have to be a bit more careful. Also you will find a place (which in this version is open due to my inattention, because I left a stone on the pressure plate) where you can throw a stone. You will immediately realize what this place is because it is located exactly above the cross-shaped structure on the level of the ground test. Throwing a stone there, after a while (not my fault, the game engine works like that) you will feel an earthquake. This means you did everything right, you can go back for the rewards and another part of Lazarius' soul. There are as many as three boss fights. The fight with fire mages is not mandatory. Also in the north there is a passage to the lair of golems, defeating them you can take the last part of the soul Lazarius. Now you need to defeat the fire demons (red ogres) and go higher.

Here we are in the tower of life. In the center there is a strange altar, on it you will find a note about its purpose. Also there you will find a key with a gear, but the note doesn't say anything about it, who could have left it here?

Return to the garrison, and go to the time rift in front of the mage. Only “living flesh” can enter the rift, so take off your shoes before entering and put out all the metal items. A “frame” will let you know which item you forgot to lay out. We get to a strange place, go through a small maze and find a scroll - this scroll is the key to the prison. The entrance to the prison is located at the location Anomalous Zone near the temple.

Go to the prison, defeat the guards. We see that the door is blocked by a mechanism with a missing part. Go to the prisoners' cells, fight off the enemies and find a suitable part. After opening the door, we meet the figure in black again. He's surprised that we survived... He won't want to fight us, instead he will order his minions to destroy us. After the victory, we go outside.

Redwood forest. It's a beautiful place, and what music is here.... Immediately we see a figure in black in the distance, but we can't get close to it now. We're going around. Once we get there, we can finally talk to her and even ask her name. The figure in black is confident in his strength and says that he will deal with us with his bare hands. After the victory, the figure invites us to his castle. We build a bridge with the help of an earth artifact and go to the castle. The door will open in front of us.

level one. Check out the soundtrack! You don't have to solve the glowing dead puzzle. Go forward, fight off the enemies, get the strange key, open the strange door and realize... we've been tricked somewhere. Move on

Level two. Perhaps the most difficult and confusing in the castle. You need to explore all the paths and move the levitating cube in the center to the orange slab. Then the door to the shadow monsters will open. After defeating them, we are once again convinced that we have been tricked. Let's move on.

the third level. There are two ways to pass here - the path of destruction and the path of creation. Going on the path of destruction you will need to fight several monsters. The room in the center is not mandatory, but there you can find valuable rewards. Going on the path of creation you need to solve a few puzzles. In any case, we come to a hall where we are met by a figure in black. We can talk to her and either agree to a truce or engage in battle. If we can't win now, the figure in black will offer to go up to the next floor. We follow her, remembering to take all the valuable items.

Level four. Probably the shortest. Here are the labs of the figure in black. Here we can find out (or assume) who he is, where he comes from and why. In the next hall we meet the figure in black. We can notice some external changes in him. He again offers a truce, and mumbles something about it not being our mission, that we were in the wrong place at the wrong time.... we can take it or we can kick his ass again. We can't defeat him again, which is annoying, but the figure in black just laughs. We're going even higher.

And now you're finally on the roof. This is the final battle. Once up here you see the target, but you are separated from it by a magical barrier. You can talk to the figure in black, and he (big news) will offer a truce, but (!) on more favorable terms. If we refuse, and win, the figure in black in death agony will say something about the ritual and beg not to complete it ... Let's go to the tower of life and enjoy the victory!

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