How to make the quest pillars of creation. How to unlock all artifact skins in WoW Legion

Walkthrough for the original version of the game

A description of the controls in the game and the author's notes can be found in the text of the passage of the first book.

Note. To enlarge the screenshot, click on it in the text of the walkthrough. To view additional screenshots, click on the active links highlighted in the text of the walkthrough in dark red.

Prologue

Earlcastle, Aliena's room

Eight months earlier

Lady Aliena of Shiring, daughter of Bartholomew, Earl of Shiring, sits in her room, drafty due to broken windows. William Hamley's screams are heard from below, demanding that her servant, Matthew, call Aliena to come downstairs. The sound of a slap is heard, and a minute later there is a knock on the door - it’s Matthew asking not to anger William and to come down to him.

Wait for Matthew to return

We go left, to the door. Click on it with the left mouse button (LMB).

Matthew enters the room. He asks not to provoke Hamley and go down to him. In a whisper, Matthew adds that we need to “arm ourselves properly.”

We choose the option to contact Matthew (“ How's my brother?»)

Replying that Richard is being treated “like a dog,” Matthew reveals that he hid a weapon in the yard. You can find it by “a piece of red rag”. The voice of Walter, William's servant, is heard demanding that he stop whispering and come downstairs.

  • We get the Key Item “Matthew hid the weapon...”

Aliena goes downstairs.

Donjon

During the conversation, choose any answer options (the answers chosen by the author in this walkthrough are highlighted in bold):

To William's question (“ What goes around...»).

When Matthew interrupts the conversation (“ I am able to speak...»).

To William's statement about his possibility of marrying Queen Maud (" Will Maud marry you? …»)

Aliena and William's escalating argument is stopped by Walter. He invites Aliena to go out to “get some air.”

Choose any answer to this sentence (“ Should I clear my head?»)

Walter turns to the owner, who demands that Aliena bring him food. Walter sends the girl outside.

  • We receive the Key Item “Hamley told me...”.

Find food for William Hamley

Courtyard (west end)

We move left, towards the stables. We talk with Richard tied to the post on all the proposed topics, using the topic “You really haven’t seen...” twice.

Richard reveals that he has a plan and shows his sister his freed hands. Aliena, asking about her red scarf, tries to find out where Matthew hid the weapon, but Richard does not understand his sister’s question.

After talking with Richard, we communicate on all the proposed topics with Walter, who is observing the conversation from the side.

The Hamleys' servant states that Percy Hamley likes the way he raises his son and pays him enough to keep Bartholomew's offspring free and "muddy the waters."

We pass to the right, go into the “Pantry”.

Pantry

We throw aside the “Piece of Cloth” on the shelf on the left, take the BREAD. We take the ROTTEN MEAT from the shelf on the right and leave the pantry.

Courtyard (west end)

We are heading to the Donjon.

Donjon

We offer William ROTTEN MEAT (or BREAD - it doesn’t matter). Select the replica option (“ From me you are definitely...»)

Enraged, William is ready to deal with Aliena. Suddenly, someone blows out the candle and the room becomes gloomy. Richard runs into the room. Walter, who follows him, stabs Matthew with his sword. William grabs the guy by the throat, but Walter stops the owner when William is ready to stab Richard with a dagger.

Chapter eight. Aliena

Courtyard (west end)

Take off your shackles

Aliena and Richard are chained to posts in the stables. Walter is dozing, sitting in the open gates of the donjon. Richard, with a mangled ear, is unconscious.

We look at the “Hammer” and the “Horseshoe”, we try to reach them, but it doesn’t work. We turn to Richard three times, and after Aliena’s third shout he comes to his senses. We talk on all proposed and newly discovered topics.

  • We receive the Key Item “Praise the Lord! Richard is alive."

When asked “Throw me a horseshoe,” Richard pushes the desired item towards Aliena.

We select a HORSESHOE. We throw it at the “Hammer” hanging on the pole (we play a mini-game, stopping the running ball on the displayed areas of the scale).

Aliena picks up the knocked-down OLD HAMMER.

We use it on the “Chain”.

With two precise blows (with our help), Aliena knocks the chains off her legs, then gets up and frees Richard. Richard offers to steal William's horse. Aliena intends to go in search of the weapon hidden by Matthew.

  • We get the Key Item “If you calm the horse...”.

Find Matthew's weapon cache

Courtyard (west end)

LMB-click on the “Climb the Wall” sign.

Aliena climbs the fortress wall.

Courtyard (east end)

We pass to the right.

Aliena listens to the conversation of the guards below.

  • We get document No. 13"William's Henchmen."

We move towards the “Piece of Fabric” to the right. We take the FATHER'S DAGGER

Escape Earlcastle

Courtyard (west end)

Having discovered the weapon, Aliena returns to the stable.

We choose the option of action with William’s horse (“ Remove the saddlebag»).

The horse neighs, which almost wakes Walter. The bag's knot is too tight.

Select the action option " Cut off the saddlebag».

Aliena cuts the rope with her FATHER'S DAGGER.

We take the OVES from the bag and give it to the horse.

Aliena invites Richard to climb into the saddle because she intends to get to Winchester, find her father and talk to the king. Jumping into the saddle, the fearless girl gives her horse spurs.

On the way to Winchester

Moving around the map: " Jump through the forest», « Ride to Winchester».

In the forest, the fugitives are stopped by a woman - this is “the wife of the one who guards this forest on behalf of the king.” Noticing Richard's wound, the woman offers to take Aliena and Richard to her house nearby.

  • Let's choose an action option:

Option 1: "Take a risk: let her help Richard»

Forester's house

The woman lights the fire, and the fugitives quickly warm up.

Select the option for further action (“ Insist on helping Richard»).

Taking advantage of Aliena’s momentary confusion, distracted by the noise outside the door, the woman snatches the dagger from the girl. A man enters the room.

We make a choice of action (“ Fight»).

The newcomer easily takes away from Aliena a piece of the board with which she armed herself. Together with the woman they leave the house. The woman returns the dagger to Aliena, advising her to cauterize Richard’s wound. Looking outside, Aliena discovers that the robbers have galloped off on William's horse.

After rest, we set off on foot (according to the map): “ Continue to Winchester»,

IMPORTANT: This option is required to receive achievements "Being Together" at the end of the ninth chapter and affects another achievement.

Aliena and Richard are still left without a horse, because... the robber's partner meets them ahead on the road. In this case. Aliena does not cauterize Richard's wound, and the wound becomes inflamed by the time they reach Winchester. Let's summarize the events that took place.


Article under development (last updated 04/19/2015).

The article describes the passage of the game on the normal difficulty level.

In the game, quests are divided into main and side quests. The main ones must be completed in order to move forward along the plots, the auxiliary ones help us gain experience, money and reputation. Many quests can be completed in several ways, taking one side or another. In the article " Location " is the location where the task was received.

Act I

It all starts with linear quests, however, the very first dialogues will affect your biography, and in the first mini-quests you will need to make a choice, which will affect the game, although not very significantly.

Location :Camp

Gilded Valley

Our task is to get to a town called Gilded Valley.

Performance: In order to get to the Gilded Valley, we have to overcome the following locations: Camp, Silant Liis (underground part), Silant Liis (incomprehensible structure), and also Veilwood. How to complete each of them is described in the quest descriptions below. As for Valewood, to get to the city you just need to follow the path down. At the end there will be an exit to a stone road. At the bottom there will be a compass icon, by clicking on which we can go to the treasured city.

Brief respite

Part 1. We need to collect freckles for treatment.

Performance: We leave their camps and run up the road. We run past Sparfel, who is standing on the road, near a tree. Immediately after the ruins we turn left and run to the killed animal. There will be a small fight there. Then we take the plant.

Part 2. We need to find Comrade Sparfel, who went to fetch water. After this, get to the camp.

Performance: We go down to the river. We pick up a waterskin and fight the bandits. We return to the camp, they are already waiting for us there. We deal with the hunters, after which there is a screensaver and a text mini-quest. There are two options: we save Heodan, or he dies. It all depends on your choice and the characteristics of the hero.

Location : Silant Liis (underground part)

Ruins of Silant Liis

Our task is to get out of the ancient ruins.

Performance: This task can be completed in a few minutes. The interesting thing is that the authors give us a large selection of options for passing through this location. We reach the glowing symbols on the floor. Be careful! Many squares are traps. In order to get through here you need to find traps and carefully disarm them. This problem can be solved by a hero with a high level of perception (will find traps) and mechanics (disarm). There is another way. To find a safe path, you can go to the room to the left of the runes and there, using a torch or fire god, light the flames on the six pillars. Then the safe symbols will go out, and the mined squares will continue to glow bright yellow. Another option for passing is bypassing. On the right along the corridor you can find a wall that can be easily destroyed. And one more important point. If you go through the hall with torches to the end, there is a large circle in the wall. If you insert a gem into it, a cache with very valuable loot will open. The gem is located in the same location, in one of the corpses. We deal with various monsters and leave the ruins. Let's watch the scene.

Location : Sealant Liis (unclear design)

Leading and whispering

Part 1 We need to figure out what happened to us.

Performance: Our companions have died and we are moving alone again. To complete the quest we need to get to the Gilded Valley. There you need to talk to Urget.

Part 2. Find the gnome from a dream

Performance: She is in the center of the Gilded Valley, on a tree with bodies. A purple glow spreads around her. You need to talk to the gnome.

Location : Gilded Valley

Old keeper

Part 1.You need to get to the Kaed Nua fortress to talk to Mervald there.

Performance:: In order to get there, you need to overcome the locations: Magranovo Crossroads and Black Meadow. You should not go there immediately after receiving the task. It’s better to level up a little, take some good things for yourself, and then go on this mission. Otherwise, even the road there will become a difficult test.

Part 2. Enter the fortress

Performance:: To do this, explore the area inside the castle. There will be an entrance in the upper right corner.

Part 3. Find Merwald

Performance:: Mervald is in the fortress. At the top of the large hall you need to open the door and go down the stairs. Then we pass through the destroyed prison and go down the stairs. We find ourselves in the location "Endless Paths of Od Nua, level 1". We go into the first door, which is located to the left of the stairs. There we will have to talk with Mervald, after which there will be a fight with him. Then return to the "Great Hall"

Food War

To receive the quest you need to go to the mill in the east of the city.

Performance:: There are several options for passing here. We can protect the miller Trumbel or choose the side of the farmer Sveinar and get a discount. Sveinar appears in the inn after the quest is received, Trumbell is in the mill building. The quest can be completed in dialogues, but you can also fight. It all depends on your characteristics, as well as your preferences.

Remains of dispelled faith

To receive the quest you need to take Eder with you. You can take this task after completing the quest "Leadings and Whispers".

Part 1. Find Mervald.

Performance:: To complete the quest you need to get to Mervald together with Eder.

Part 2. Get to the archive and find records there about Eder's brother.

Performance:: Access to the archive is closed due to low reputation in the city. Therefore, in order for the archivist to give us the treasured records, we will need to work a little. Namely, you need to complete the quest “The Parable of Vael”. After that, we are allowed to touch the necessary records. The archivist is located in the location: "First Lights" (Bay of Defiance), in the "Duke's Palace".

Part 3. Explore the battlefield in Kliaban Rilag.

Performance:: You need to get to the Kliaban Rilag location. In order to find out where this place is, talk to the priest in the "Village of Dyrford". It is located in the temple of Beras in front of the bridge. After that, we go to this location.

Part 4.Find Brother Eder's item. Bring the artifact to the cypher.

Performance:: We cross the river along the ford. We come into conflict with two robbers. After the victory, we look around the area. The item you are looking for will be there. Afterwards we go to Defiance Bay, Brackensbury location, go into Hadret’s house, rise to the second floor. There we communicate with Lady Webb.

Location: Gilded Vale - Temple of Eothas

Buried secrets

You need to explore the temple and find the remains of the priests. We take the quest from Wirtan in the Temple of Eothas.

Performance: We cleanse the temple from various evil spirits. There are many traps here, both on the floor and in loot items: boxes, tombs. To open the gate on the first level, we perform a text quest with bells. After that we go down the stairs. We destroy hostile spirits. We find the spirit of the priest and talk to him. After this we go to Virtan. The quest can be completed with a different reputation, it all depends on the last dialogue.

What is the sequence of bells in the Buried Secrets quest?

The answer to the riddle "Three bells in the Temple of Eotos" is right, center, left, right.

Location: Gilded Vale - Ofra's House

Mother's prayers

Find Mother Randa in Ansloig's Compass.

Performance: We go to Ansloig's Compass. You can get there by passing through Magranovo Crossroads. We go to the lower part of the location. We communicate with Ranga. She says that she will help us, but before that we need to do her a favor - destroy the Xaurips who are in the camp in the northeast of the lagoon. We destroy the creatures. In order not to have to go twice, we immediately go into the cave and deal with the sporelings, taking loot from them. Let's return to Ranga. She gives us a potion with which we go to the Gilded Valley. We give the medicine to Orpha. Again a dialogue in which we have to make choices that will affect the reputation we will gain.

Location: Gilded Valley - Black Hound Inn

Late for dinner

Find the missing cook named Tenfrita.

Performance: Tenfrit is captured by bandits and cooks dinner for them in the Valewood location. We deal with the gang and send the cook home. We go to the tavern and talk about completing the task. We gain reputation, experience and now we have small discounts at the Black Hound tavern.

Location: Gilded Valley - Black Hammer Forge

Weight for the forge

Find a wagon with cargo for Tuatanu.

Performance: The cart is located in the Black Meadow location. She is guarded by a serious gang: a bandit leader, a magician, an archer, a bandit. Therefore, at the initial levels the battle will not be very easy. We search the boxes, in one of them there is a load for the blacksmith. We return the finds to the blacksmith of the Gilded Valley. The quest will pass.

Location: Veilwood - cave

Scoundrel's Revenge

Find the man in the red cloak.

Performance: Nonton is located in "Ingred's House" in the city of Gilded Vale. We communicate with him and choose to complete the quest that we like.

Location: Magranovo crossroads

Stoick's Challenge

Near the stone statue is a monk named Stoick. He worships the goddess Magran. You need to spend some time traveling with him.

Performance: The quest with Stoick does not require searching for any things or people. You just need to travel in a squad with this monk and after some time the task, consisting of several parts, will be completed. All that is required is to be in the same squad and periodically communicate with your comrade. Conversations will appear on their own.

Location: Easternwood

Lord of the Wastes

Part 1. You need to get into Lord Redrick's fortress.

Performance: First, we reach the location "Redrik's Fortress". To visit the fortress you need to already have a good level, and you can also take the whole team with you, since the battles there will be difficult. To get to the fortress there are three options. The first is right through the main entrance. Here you need to have a very serious team. The second is to climb the wall. Before reaching the bridge, we turn left. At the very top you can climb up the wall. We carefully go up the fortress, deal with the small number of guards and enter the “Sanctuary of the Redrik Fortress”. The third option is to go through the sewers. To do this, you need to turn right before the bridge. In fact, if you choose between a sewer and a wall, then there is not much difference. Especially if you want to gain more experience and clear the entire castle.

Part 2. Lord Redrick must be eliminated.

Performance: You also need to get to the lord in the castle. To do this, you can either take the quest to the dungeon. Another option is to take the quest from Nedmar in the Sanctuary location of the castle. After completion, Nedmar will give us the key to the closed door through which we can get into the hall to Redrik. The lord is in the throne room of the Redrik Citadel location. After we reach the hall, we can talk with the ruler. There are two possible options here. Take Kolosh's side and attack. Or take the quest from Redrik and go to visit Kolosh.

Part 3. Having abandoned the uprising, you need to destroy the rebels.

Performance: Kolosh is located in the house, Magranovo Crossroads location.

Location: Madmr Bridge

Lost cargo

It is necessary to collect from the marauders the cargo that washed ashore after the shipwreck of the merchant Peregund.

Performance: We go down to the sea. We communicate with the looters. Afterwards we destroy their group and take the cargo. We take it to the merchant.

Rebuilding the eastern barricades in Kaed Nua. After which we go through two locations to the Bay of Defiance.

Act II

Location: Copperlein - "The Goose and the Fox"

Broken engagement

Give Purnisk Kaynara's ring.

Performance: Purinisk's house is located in the Copperlane location, on the other side of the city market. We go into his house. The house is captured by a magician who pretends to be Purinisk. Therefore, we destroy the magician and his company, go upstairs, and untie the owner of the house. We give him the ring. We return to the tavern to the girl.

Location:

Robber Knight

The quest is given by Comrade Osric. It is necessary to return his family armor, which is in the possession of the knight of the Horn Penhelm.

Performance: First of all, we go to Penhelm. It is located in the Fortress of the Forge, location "First Lights". Let's talk to him. In one of the cabinets there will be his characteristics. With her we go to the Brackenbury location, go into Hadret’s house. There we communicate with Cypher Karren, who confirms Osric’s words - the document is a fake. After leaving Hadret's house, Penhelm attacks us. Let's deal with him and his assistants. We take the bib and take it to the owner. Now you can take a new quest from Dozens.

Location: Copperlane - "Refuge of Admes"

Bronze on the ocean floor

We need to find an ancient weapon and bring it to Venan.

Performance: We go to the "Rural Plains". There we meet a group of giant fighters. We destroy their group and take the key from them. We go to the "Stormwall" location. There you need to turn down almost immediately; there are ruins in this area. They are constantly guarded by the Knights of the Horn. You can carefully go through in stealth mode, thereby avoiding collisions with the patrol. We approach a building in the shape of a circle; in the center there is a staircase leading down. If you go a little lower, then closer to the slope there is a stone circle on the ground that you can interact with. Place the ADR disk there. Now you can go down the stairs. There we deal with spiders and other monsters. We pass through a passage closed by a cobweb. In the large hall after the battle we take away the ancient weapon. After leaving the dungeon, we are greeted by the knights of the Horn. After the battle, we go to Venan and give him the weapon.

Location: Copperlane - "Hall of Revealed Secrets"

Parable of Bael

Retrieve the stolen scroll from the robbers.

Performance: We go to the location "Rural Plains". We deal with the gang and take the scroll. Afterwards we go to the location "Black Meadow". We find the remains of a dragon there. Click on the skull, a text mini-quest will appear. We bury the scroll under the dragon's head. We return to Grimda.

Location: Copperlane

We take the quest from a man named Dalton. It stands slightly above the entrance to the catacombs. You need to go to the catacombs and find there a girl named Rovina or something connected with her.

Fulfillment: We find there a scoundrel named Helig from Thane. It was he who killed Rowina many years ago. He can show where she is now, but first he needs a book, which is in the hospital (Brickenbury location). There she was hidden by an old enemy, Heliga Moidred. If you don’t really want to help, then we attack. After the battle we take the medallion. We take it to Dalton, and then we decide what to do with the find.

Location: Copperlane

Our little secret

We take the quest from a boy named Gordy. He settled down near the house, which is located at the gate to Brackenbury.

Performance: We go to the market and communicate with the traders there, they direct us to the Geese and Fox tavern. On the second floor there was a group that had recently returned from an expedition. For 100 MP we buy a dagger and take it to Gordy. You can pick up the dagger for free by simply defeating the mercenaries.

Location: Copperlane - Catacombs

Undesirable

The fate of the eagle Iorn must be decided. The Knights of the Horn are looking for him.

Performance: You can help the poor guy get out of the dungeon by allocating a small amount for the journey - 300 mp. Another option is to tell Ayorn that he will go to the Knights of the Horn. Then the battle will begin, and after completion you will need to go to report to the knights in the fortress.

Location: Brackenbury - "Tar Barrel"

Away from home

Return the medallion to Tristvin.

Performance: We go to the location "Audra's Gifts". We go to the brothel "Salty Mast". We talk with the head of the establishment. We pay him 1000 MP to meet with Cyril. We go up to the top floor, find a girl there and buy a medallion from her for 6000 mp. Then we take it to Tristin.

Location: Brackenbury - Hadret's House

The last act

We have to play the role of a detective. We need to investigate the disappearance of three girls.

Performance: First, we conduct a survey of friends and relatives. Elkga is located near the Domenel house. Olya can be found on the second floor of the Salty Mast in the Audra's Gifts location. Laura trades at the city market, Copper Lane location. After the survey we go to the theater in the center of Copperlane. We communicate there with Lamdala. Afterwards we go to Lamdala's house. There we communicate with Kadal. We penetrate through the house into the secret theater. There we are met by Lamdala's gang, we destroy it and go to Hadret's House to Karren.

Location: Brackenbury - "Asylum"

Two-Face

Alot needs help

Performance: We're going to the hospital. We go down to the ground floor. We talk with a girl named Bellasege. She will help the magician.

Location: Audra's Gifts – "Salty Mast"

Supply and demand

Deal with bandits attacking visitors and employees of the Salt Mast.

Performance: In the Brackenbury location, we are attacked by robbers who are dissatisfied with the prices in the brothel. After the fight we take the key from one of them. The gang is in one of the dilapidated houses. We go there, chat and find out that they need a discount. We go to May and tell her about this. Afterwards we go to the Domenel House. We complete one quest for Mrs. Domenel, after which she agrees to reduce prices. We tell May about this.

Location: Audra's Gifts - "Vailan Trading Company"

At any cost

Deliver the package to Gareth.

Performance: We go to the Goose and Fox tavern, it is located in the Copperlane area of ​​the city. We deliver the parcel to the addressee. Afterwards we communicate with representatives of a local influential family. If you respond aggressively, your reputation with the Domenel will increase. Afterwards we go to Verzano in Odra's Gifts. At the trading company we again meet with representatives of the criminal syndicate. You need to make a choice with whom to work next.

Location: Audra's Gifts

Weeping Banshee

It is necessary to clear the lighthouse of ghosts and other creatures.

Performance: We clear three floors of ghosts, spirits and other evil spirits. A serious fight awaits us on the third floor, so be careful. Then we return to Nia. Now the lighthouse is being actively reconstructed.

Location: Audra's Gifts

Child of the Five Suns

It is necessary to help Palegina find a more serious task for herself.

Performance: We go to the location "First Lights". There we communicate with Agosti, he gives us a task. Off to Twin Elms. There in the "Hartsong" location, we go into the "Passage of Six." We communicate with Besvil.

Location: Audra's Gifts

Brave Derry

Near the Salt Mast, the body of a boy lies in the water. Let's approach him. Now we need to find the parents.

Performance: The mother is in one of the houses in the same location. We talk to her.

Location: First lights - "Duke's Palace"

Ember of Faith

To the right of the entrance to the palace there is a round room. A girl named Firgi works there, and she will give us this quest. You need to find the "spark".

Performance: We go to the location "Scorching Falls". Drakes and Xaurips live there, so be careful. In the upper left corner of the map there is the entrance to the cave. Let's go there. There, among the lava flows, we have to fight a dragon who has the nickname Kyle the Silent. After the victory, we take the fire stone and take it to the palace. The ending of the quest and what reputation we will receive depend on what we say in dialogue with Firgi.

Location: First Lights - "Vailian Embassy"

Forgotten

Get information about cargo smuggling in Defiance Bay.

Performance: We go to the bridge, to the location "Edelvan Bridge". There we meet the “forgotten”. After a short conversation, we enter into battle. After the victory, we again go to the embassy to Vicente Agosti.

Location: First Lights - "Gorn Fortress"

Missing Guardians

We need to find the missing knights in a closed area of ​​the city.

Performance: We go to the location "Treasured Hills". There are many different enemies behind the gate. Clearing the way from monsters, we move to the left. There will be a crypt there. Let's go inside, there will be knights there that Vayla is looking for. After the battle we return to the fortress again and talk about completing the task.

Location: First Lights - "Treasured Hills" - Valtas Mansion

Safe Shelter

You can get the quest by walking around the mansion for a bit.

Performance: You also need to find a letter and a key to the crypt in the house. Afterwards we go outside and find the Valtas crypt. We go there and save the girl. We are sending the girl home.

Location: Kaed Nua

Always near the queen

Part 1. You need to talk to the manager Kaed Nua.

Performance: After the fight with Merald we rise to the very top. In the large hall of the Kaed Nua fortress we communicate with the manager.

Part 2. We need to study the activities of the Lead Key organization.

Performance: In the Kaed Nua fortress we are restoring the eastern barricades. After construction is completed, we go to the Bay of Defiance. In the location "Cooperail" we go down into the catacombs. Several members of the organization can be found there. We talk to them. In one of the halls we have to fight with the monks.

After the battle, we go upstairs and find ourselves in the “First Lights” location.

Location: Bay of Defiance - Catacombs

Imperishable covenant

Part 1. It is necessary to find a tower that is connected with the activities of the Lead Key.

Performance: We go to the location "Treasured Hills". To get there for free you need to take the mission “Missing Guards” in the fortress of the Knights of the Horn. If the quest does not interest us, then we pay 1000 coins and the gate is open. Then we walk along the paved road, before the bridge we turn left and go down the steps. There will be an entrance to the tower. We go there and go up to the 3rd floor.

Part 2. It is necessary to deal with the Engwithan machine.

Performance: First you need to find a person who knows how the unit on the roof works. In the location "Treasured Hills" we find Ikanta's house. We go inside, talk to the hostess, she will help us learn the Engwithan language. After we return to the tower, we create an overload in the unit, which leads to the destruction of the machine.

Location: Bay of Defiance - catacombs

Waiting

You need to find the Lead Key agent.

Performance: We go to the hospital - location "Brackenbury". We communicate with Ethelmoer. We go down to the ground floor. We communicate there with Moydred, solve the problem of Alot, there are patients’ files in one of the rooms. We take them, study them, and then tell Ethelmoer about the experiments on the patients. We go down again and go into the department with the patients, we find Azo there and communicate with him. We take the key to the Northern Branch from him and go there. There we approach a patient with a purple glow, he is in a cell right down the corridor. Let's study his soul. Afterwards there will be a small battle. The quest is completed.

Location: Defiance Bay - Catacombs

Through the Gates of Death

Part 1. You need to reach the village of Dyrwood and find out where Kliaban Rilag is located.

Performance: We go to Deerwood. There, not reaching the bridge to the city, is the temple of Beras. We find out from the priest where the ruins are located. We go to the location "Kliaban Rilag. There are two entrances to the ruins themselves: the first is blocked by the Glanfathans, on the way to the second a couple of bandits set up their camp. By the way, next to them there is a standard that Eder wants to find. We choose which path we like and We go into the ruins. We get to the second level. And through it we go up the stairs again to the first. There is a unit that we already met in the Treasured Hills and at the beginning of the game we approach the petrified man.

Location: Defiance Bay - Brackenbury

Hermit of the House of Hadret

Part 1. After completing the “Waiting” quest, we are met on the street by a man who says that they are waiting for us at Hadret’s House.

Performance: We go to Hadret's House. We go up to the second floor. We communicate with Lady Webb. Afterwards we go through the quest “Through the Gates of Death”. After that, we return and talk about what we saw.

Part 2. Take part in a meeting on the matter of animancy.

Performance: First you need to enlist the support of one of the organizations. To do this you need to have a good reputation with them. We go to one of the leaders and ask to take part in the meeting from their faction. We go to Lady Webb again and talk about the invitation. After that we go to the meeting. We go to the location "First Lights" and participate in the council. Afterwards, riots begin, and we go back to Hadret’s House. The Lady is already dead, but with the Guardian's abilities we see what happened here.

Location: Defiance Bay - Hadret's House

Killer on the loose

Will follow the trail of Taos.

Performance: Off to Twin Elms. We reach the "Stormwall Gorge". There the flood has passed and now you can go down into the gorge. We go further to Elshmore, and from there it’s a stone’s throw to Twin Elms. In the city we go to the "Passage of Six". There we communicate with Besvil. She gives us permission to visit other parts of the city. Then we move to Elmrich, there we talk with the delemgan sisters. They are sending us to Tair Evron.

Act III

Location: Twin elms

Court of Sinners

We are pursuing Taos again.

Performance: We go to the location "Burial Island". There you need to find a hole, but before jumping into it you need to enlist the support of one of the gods. Otherwise, our journey will end here. In the Tair-Euror hall we choose one of the gods. You can get information about each of them by studying the books, of which there are many in the hall. Several gods will be available in the hall, depending on reputation. We ask one of them for help and receive a task. For example, the goddess Haylin gives the task to kill the dragon that is located on her temple. After completion, we return and report to God. Now, after receiving support, you can safely jump into the pit. You can't go back after the jump, so stock up on provisions.

Location: Twin elms

Council of the Gods

You need to get the blessing of the gods.

Performance: The quest is almost identical to the task "Court of Sinners". In the Tair-Euror hall we choose one of the gods. You can get information about each of them by studying the books, of which there are many in the hall. Several gods will be available in the hall, depending on reputation. We turn in prayer to one of them for help and receive a task. For example, the goddess Haylin gives the task to kill the dragon that is located on her temple. After completion, we return and report the completion of the task to God. Now you can safely jump into the pit, which is located in the "Burial Island."

End of the game

Location: Twin elms

Memories of the Ancients

Find Taos.

Performance: We pass through the Bray-Eamam location. We go down the stairs, find ourselves in the “Sun in the Shadow” location, pass through it and find ourselves in a location that has the same name, but is a large hall. We walk along a spiral path and come to a large round area. From it you can see a unit similar to those we have seen more than once during the game. We get closer, Taos appears. After the conversation, a very interesting battle begins. Our old friend revives two stone giants (Woedika's guards), and the duel begins. After Taos has little health left, he will move into one guard, then return to his body with full health, then move into the body of another giant. Afterwards he will return to his appearance again. Therefore, it is better to immediately destroy two guards, and then actively hide with Taos, however, he should not be given much freedom, he is a serious magician. To cope with the guards, you can knock them down with a trap from a monk or disorient them with a magician. The guards do good damage, and they can hit several targets with one blow, and they also knock our guys down. After the victory, we have to make a choice about what to do with Taos. Then we approach the unit and decide what to do with the souls. Let's watch the final cutscene. What will be shown there depends on what quests you completed and what choices you made during the game. Congratulations!

Game over!

The article is under development.. Comment, send walkthroughs of quests that are not yet in the article.

Thousands of years later, she turned this place into the Tomb of Sargeras, hoping that the seals could neutralize the Fel that filled the remains of the titan's avatar. Although all five Pillars were used by the highborne of Suramar, four of them were outside the magical barrier that protected part of the ancient city. By the beginning of the new invasion of the Burning Legion, which began from the Broken Isles, each of the relics was located in one of the areas, including Highmountain, Azsuna, Stormheim and Val'sharu.

Information about these artifacts was known to the Dalaran mages and recorded in a tome, which was entrusted to the Guardian of Tirisfal to protect. The tome was in the Karazhan library, and Khadgar managed to read it while he was still Medivh's student. Magni Bronzebeard, who had turned into a diamond statue during the Cataclysm, awakened and told Khadgar that the Pillars of Creation would be needed to close the portal in the Tomb of Sargeras. Khadgar remembered that he had already read about them, and went to Karazhan to pick up the necessary book. At Medivh's tower, he assumed that Sargeras already knew about the plan with the Pillars, since demons were also trying to break into Karazhan. Khadgar managed to defend the castle and take possession of the tome in which the artifacts were described. This book was called "Notable Relics of Ancient Azeroth", and its author was Alodi, the first Guardian.

Since the tome did not contain information about the location of the Pillars, Khadgar decided to appeal to the author of the book, whose spirit was forever linked to the Crucible of the Guardian, which was guarded by the Kirin Tor. Alodi actually appeared as a ghost and revealed that his research had led him to the Broken Isles, but he had not discovered the exact location of the artifacts. Khadgar decided that Dalaran would be moved to the Broken Isles and become a key point in the war against the Legion. In the Guardian's Chamber, located in the central part of the city, a room was allocated to store the Pillars of Creation after their discovery. Heroes of the Alliance and Horde set out to explore the Broken Isles to collect relics.

Location

  • Aegis of Aggramar: Halls of Valor, Stormheim
  • Tidestone of Golganneth: Eye of Azshara, Azsuna
  • Hammer of Kaz'gorota: Neltharion's Lair, Highmountain
  • Tears of Elune: Val'shara
  • Eye of Aman "Thul: Citadel of Night, Suramar

Hammer Kaz"gorota

Kaz's Hammer in the Guardian's Chamber

Legion to World of Warcraft.

Hammer Kaz"gorota(English: Hammer of Khaz"goroth) is named after the titan, who was the greatest blacksmith, and grants its owner power over the earth. After the War of the Ancients, the artifact ended up in the treasury of the black dragon Neltharion inside his lair, from where Khaln Krutogor took it to expel it dragon from Highmountain. For thousands of years, the Hammer was kept by the local tauren, but they did not dare to use it. With the beginning of the new invasion of the Legion, the spirit walker Tar Horn received a message from the spirits, who indicated to hand over the artifact to the heroes of the Alliance and the Horde, who intended to close the portal in the Tomb of Sargeras.

Aegis of Aggramar

Aegis of Aggramar in the Chamber of the Guardian

The source of information in this section is the supplement Legion to World of Warcraft.

Aegis of Aggramar(English: Aegis of Aggramar), named after the protector of the Pantheon and bestowing unprecedented protection on its owner, eventually fell into the hands of the guardian Odin, who was in the Halls of Valor along with his army of the Valarjars. The most worthy warrior who had gone through many trials was supposed to receive the Aegis, and many tried to achieve this. The Alliance and Horde arrived in Stormheim, intending to take possession of the Pillar of Creation to close the portal in the Tomb of Sargeras. Although both factions had their own specific goals, the heroes began to undergo trials, in which they were helped by the mysterious vrykul Havi.

The initial tests were conducted by Watcher Jotnar from the Vault of Aggramar. Vrykul, tauren from the Blood Totem tribe and drogbar from the Power Stone tribe gathered here, wanting to receive the artifact. The Vrykul were led by the God-King Skovald, who was willing to undergo trials in any way, even if it was against the rules. Skovald entered into an agreement with the Burning Legion and received demons as allies. The Vrykul began to harness fel energy, giving them new powers.

Finally, the demons and vrykul began to lay siege to the Gates of Valor, through which one could enter the Halls. The heroes fought with their opponents and Skovald himself, but he managed to escape before they could kill him. The God King made his way to the Halls of Valor, where new challenges awaited him. Havi, who had been helping the heroes all this time, turned out to be the incarnation of the guardian Odin himself, who invited the heroes to enter the Halls and try to get the Aegis.

In the Halls of Valor, the heroes passed several more tests, including a battle with the gatekeeper, Val'kyra and a huge wolf. Finally, they convinced Odin that they were worthy of taking possession of the Aegis of Aggramar, but the God-King Skovald suddenly burst into the hall. Although Odin told him that the decision had already been made accepted, the vrykul tried to take the artifact by force and was killed. Odin liked the battle he saw so much that he decided to personally fight with the heroes before they left the Halls of Valor along with the Aegis. The Guardian was defeated and stated that he had not fought a worthy opponent for a long time. The Aegis of Aggramar was taken to Dalaran and placed in the Guardian's Chamber.

Golganneth Tidestone

Golganneth Tidestone in the Chamber of the Guardian

The source of information in this section is the supplement Legion to World of Warcraft.

Golganneth Tidestone(eng. Tidestone of Golganneth), named after the lord of the skies and oceans from the Pantheon, was kept in the famous Academy of Nar "talas, located in Azsuna. Prince Farondis, who ruled here, dared to resist the will of Queen Azshara during the War of the Ancients and decided to destroy in Zin -Azshari, in order to close the Legion's portal and ward off trouble from Azeroth. To do this, Farondis needed the Tide Stone from the Academy, but many of the inhabitants of his palace remained loyal to the queen. Vandros told Azshara about Farondis' plan, and she was not slow in punishing the prince, demonstrating the terrifying power of arcane magic. , the queen destroyed the Tide Stone of Golganneth, thereby releasing a wave of dark energy that covered Azsuna and its inhabitants. From then on, the elves of Azsuna could no longer experience the release that death brought with them. Their souls continued to wander aimlessly across the earth, and they blamed them. this is your prince.

The fragments of the Tidestone again found their way to the Academy of Nar'talas, where they were stored in the eastern wing until the new invasion of the Burning Legion began ten thousand years later. Queen Azshara sent her naga, led by the wave-mistress Atissa, to Azsuna to deliver the fragments to her. In the meantime, the hero, following the instructions of Farondis, entered the Academy, where the ghosts continued their studies. He pretended to be one of the students and received the key to the eastern wing, fighting with the headmistress Elya Azure Moon. When the hero collected all the fragments, he was overtaken by Atissa and her commander Parzhesh. the hero was captured, they took the shards of the Tidestone so that Azshara could personally restore it.

Although Prince Farondis freed the hero, who then destroyed Atissa, Warlord Parjen managed to escape through the portal along with the Pillar of Creation. A squad of heroes went to the Eye of Azshara, an island located in the southern part of the Broken Isles and captured by the naga. Azshara had already managed to restore the Tide Stone, but it was protected by sorceresses who summoned a huge monster to destroy the entire coast of Azsuna. The heroes managed to interrupt the ritual and destroy the Wrath of Azshara before it could gain strength. The Tidestone of Golganneth was taken to Dalaran and placed in the Guardian's Chamber.

Tears of Elune

Yseru, who reported about the Emerald Nightmare and that Cenarius would be saved only by the Tears of Elune received from her temple. The hero went there and saw that the temple was under siege by the demons of the Legion and the creatures of the Nightmare. Entering the vault at the eastern border of the temple, the hero met the projection of Xavius, who was the first to take possession of the Tears of Elune.

Going in pursuit of Xavius, Malfurion and Ysera fell into a trap. Xavius ​​struck the green Aspect with the corruption of the Emerald Nightmare using the Tears of Elune and ordered her to destroy all of Val'sharah, starting with the defenders of the Temple of Elune. Ysera attacked them and after a long battle was destroyed by the combined efforts of the defenders. Dying, she asked for forgiveness for what happened The lunar eclipse began, and the chains of energy stretched from the heavens, which freed Ysera’s spirit. All that remained from the body were the Tears of Elune, used to desecrate it and the Tears cleansed from the Nightmare were delivered to Dalaran.

The artifact, located inside the Night Citadel, came into the possession of Gul "dan from the alternative Draenor, who won the nightborne of Suramar to the side of the Legion. He tried to use the Eye to summon Sargeras to Azeroth. The embodiment of the power of the Eye of Aman" Thul is a chronomatic anomaly that arose from a whirlpool of pure energy at the base of the Night Well. Energy releases from this anomaly distort the time flow like the relic itself.

I've always been a little suspicious of Khadgar, especially since he showed up so well and too perfectly at the beginning of Warlords, and his actions in this expansion were always questionable. Partly because of how well he knew Gul'dan, and vice versa - because there was neither special friendship nor enmity between them. And also, with what determination he tortured his old friend Garona.

And remember his attitude towards us. We took on the role of champions, heroes and illustrious messengers hunting for powerful magical artifacts while Khadgar desperately tried to track down Gul'dan. And with all that happened, my suspicions began to weaken - after all was done and said, it was clear that Khadgar was doing everything on the good of Azeroth.

Time to put on our tin foil hats! The following text consists of hypotheses regarding Khadgar's personality and actions. These assumptions are just theories, and should not be taken for granted or as official lore.

Path of Khadgar

Khadgar's appearance was too fortunate. When the Iron Horde broke through a portal in the Blasted Lands, Khadgar appeared with all the necessary knowledge. He sent us through this portal so that we could close it from the inside and save our world. Khadgar looked worried about Gul'dan's release, but told us that it was a small price to pay for the safety of Azeroth.

And we trusted and followed him throughout the entire journey through Draenor. Between military strikes against the Iron Horde, we played cat and mouse with Khadgar and Gul'dan. We saw Khadgar's heated arguments with Jaina Proudmoore several times, where he tried to try on the Alliance and the Horde, and unite them against a common enemy - Guldan.

But everything went to hell with the appearance of Garona. Most likely, Cordana Felsong came under the influence of the Sphere of Dominion, but even before this she was suspicious of Khadgar's activities and even reported this to the Guardians. After the end of Warlords, Khadgar knew that the fight with Gul'dan was not over yet.

Pillars of Creation

The audio drama "Tomb of Sargeras" again brought me back to the opinion that everything is fine with Khadgar. He pursued Gul'dan and tried to prevent him from carrying out the Legion's instructions. Khadgar intended to immediately warn Stormwind about the Legion's return and find a way to stop it.

In the process, he once again argued with Jaina Proudmoore, insisting on returning the Horde back to the Kirin Tor, despite her protests, and ousting the organization's leader. Of course, this raises some questions, but Khadgar clearly wanted to do what was best for Azeroth. If we are to defeat the Legion, all factions must work together.

Soon after this, we learn about the existence of the Pillars of Creation - powerful artifacts capable of closing the Legion's portal. To find out more about them, Khadgar goes in search of the book in Karazhan and summons the spirit of the first guard, Alodi. Needless to say, they then threw all their efforts into searching for the artifact.

But again, something haunts me, and suspicions about Khadgar are growing again, especially after the events in the Emerald Nightmare.

Whisper of Il'gynota

The second boss of the Emerald Nightmare was Il'gynot - a manifestation of all the horrors of the Emerald Nightmare. And when we meet, he tells us several interesting phrases. Let's consider those associated with Khadgar.

  • Five keys to open our path. Five torches to light our way.

Sounds pretty simple, doesn't it? But why do we have five? We can assume that we are talking about five dragons, but they are no longer there, so most likely we are talking about the five Pillars of Creation. But we don’t open anything with them, but on the contrary, we use them to close the Legion’s portal.

  • The Raven Lord will turn the key.

You can dig in the direction of Lord Kur'talos Ravencrest purely because of the coincidence of names, but in fact, we are talking about Medivh, or his successor Khadgar, who has the ability to turn into a raven. Khadgar was determined to collect the Pillars of Creation, ever since how I heard about them from Magni Bronzebeard, speaking of whom...

  • The king of diamonds has become a pawn.

But here, not everything is as simple as it seems. Because when we visited Ulduar and found Magni, he was attacked by the Legion. But a little earlier, we were attacked by the servants of the ancient gods. This means that Yogg-Saron is still active. If Magni has become a pawn of the ancient gods, then what are we looking for here?

Narrowing the circle

This addition is simply littered with references to some kind of circle or cycle. It was first mentioned by the Echo of Medivh when Khadgar and I tried to get the book in Karazhan. Echo told us:

  • The foreseen has come true. The circle is nearing completion. Sentinels, take care of our “guests!”

And Echo of Medivh isn't the only one talking about him. Oddly enough, Il'gynot also mentions him, saying the phrase: “Your arrival was foretold in the rings. The long circle is almost complete." Since then, the thought of the circle has haunted me. What kind of circle? What was prophesied? The defeat of the Legion?

It is unlikely. There have been several cycles in the history of Warcraft. Factions fight, then work together, peace is achieved, conflict breaks out again, and again, again and again. The Legion's invasion itself, to some extent, can be considered a cycle - first there was the War of the Ancients, then the Third War, and again we are fighting with someone.

But that's not all, there is also a phrase that can shed light on the riddle with the circle.

Third death

  • With her third death she will herald us.

Who is this mysterious “she”, and what does the third death mean? There are many people who believe that this is most likely Sylvanas Windrunner, but I disagree with them. Why? Yes, because Sylvanas has already died three times. The first time, at the hand of Arthas, again when she jumped from the top of Icecrown Citadel, and the third time when Lord Godfrey shot her in Silverpine.

It seems to me that something more global is hidden here. I think that “she” is the planet itself, all of Azeroth. When Aman "thul tried to tear I" Sharaj away from Azeroth, he wounded the entire world, flooding the surface with blood. I think this was the first death. But the Titans managed to save Azeroth and imprison the remaining old gods.

Then the War of the Ancients began, and Queen Azshara tried to open a portal to let Sargeras in. Malfurion managed to stop him in time, but not without consequences - the explosion from the collapse of the Well of Eternity destroyed the earth and stained the sky. The seas rushed to fill the wound in the land, forming the continents as we know them today. I consider this the second death.

Soon after the shining halls of Zin-Azshari fell into the sea, Queen Azshara and her devoted followers were turned into naga. The eternal prisons of the ancient gods were weakened as a result of the explosion, and their influence began to slowly spread throughout the world.

What will happen the third time? We are about to understand this, since the third death is already close.

Turning the key

If closing the portal meant to bring Sargeras to Azeroth nearly tore the world apart the first time, what should we expect now? Today's events are much bigger than the War of the Ancients. A portal has been opened on the Broken Isles to allow the Legion's forces in, and the Nightwell is used to fuel it. Kagdar wants to close the portal, but we know very well what happened last time.

I think if we succeed in this task, Azeroth will be in trouble. The dungeons will be destroyed and the old gods will be released. And if you think that the War of the Ancients and the invasion of the Legion are the worst that could happen, then compared to the Dark Empire these are just childish pranks.

Khadgar's Gambit

Suspicions about Khadgar still persist. On the one hand, he acts for the good of Azeroth and is ready to do anything for it. But, on the other hand, there is a huge amount of evidence against him. The fact remains that Khadgar appeared too perfectly in the alternate Draenor, and oddly enough, Gul"dan escaped, despite all his "efforts".

It was Khadgar who appointed Jaina to lead the Kirin Tor, according to prophecy, but he did not blink an eye when she left her leadership. It was as if he knew about the attack in Ulduar. It was he who found the book about the Pillars of Creation and activated Karazhan's defense system.

Does Khadgar really have good intentions? Or is he simply being manipulated by the ancient gods? Or is he a manipulator? In any case, I don't think winning the Legion is the end of our troubles... it's just the beginning. And if we succeed in our mission to save the world, we may unleash even greater horrors that would make even the Legion pale in comparison.

The forerunners of the adventure genre were text quests. I confess to readers that I have not played them, and I don’t think it’s worth looking that far into the history of the gaming industry, because the foundations of the genre in its modern form were formed in the 90s.

Considering that some of the projects have received re-releases, the modern generation of players can familiarize themselves with them without fear for their eyesight :)

Legendary quests of the 90s!

Myst

In 1993, a game developed by the Miller brothers (Rand and Robin) was released on Macintosh computers. This project not only gained popularity, was ported to many platforms and received several sequels, but essentially laid down the canons of the quest genre. The vast majority of adventure games, in one way or another, use gameplay mechanics that first appeared in Myst.

Broken Sword: The Shadow of the Templars

The release of "Broken Sword 1: Shadow of the Templars" took place in 1996 and tells the story of American tourist George Stobbart, who miraculously survived an explosion in a Parisian cafe. Having escaped death, yesterday's idle slacker transforms into a detective and, joining forces with the journalistic Nicole Collar, begins an investigation into what happened, the roots of which go back to the times of the Templars.

Grim Fandango

Released in 1998, the quest became the first LucasArts project with character models created using 3D technology. But it was not only this that the game attracted the attention of the gaming community; the unusual setting of the afterlife, heavily mixed with Aztec myths and noir style, became the calling card of an extraordinary project.

The Secret of Monkey Island

A humorous quest from LucasArts, released in 1990, tells the story of a young man (Guybrush Threepwood) who dreams of mastering the pirate craft. Following his dream, the hero gets involved in adventures full of dangers to solve the riddle of the “Monkey Island”.

Full Throttle

Or translated into Russian "Full Throttle" (1995) was also developed by LucasArts, ubiquitous in those days in the quest genre. The game tells the story of a biker named Ben, who is drawn against his will into a showdown between the “powers that be” in their struggle for power in a motorcycle corporation.

The Neverhood

The famous plasticine quest developed by the studio of the same name “stuck” on monitor screens in 1996. The main character Clayman has to save the world of “Never-Never” by finding 20 skillfully hidden videotapes, and in the final defeat the tyrant Clogg and make a choice between the bad and good sides.

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