![]() ![]() You should notice that the south-eastern archway has now been cleared of rubble and allows you to pass through to a world exit. I then responded with and that I didn’t know what to make of this. At some point Aloth spoke to me after camping, where he told me I seemed preoccupied. I camped out a few times to pass some time for my buildings and then moved on. ![]() Ask why he didn’t ask you for help, then give the response. You can speak to Eder and give the response. You will need to be diligent with asking Durance new questions after every time you camp out. Unfortunately, the game doesn’t handle this very well and the first speaking option can appear greyed out, even if there are new options inside it. ![]() Ask about the sacred book and choose the response, in addition to whatever other responses you want to give.Īlso, just a note on Durance’s conversations: he gets tired of conversation after a while and you need to rest in order to open up new conversation options. Speak to him again then choose the option. Speak to Kana, tell him that you may end up the same way. Upgrade the Eastern Barbican (because we have no choice), then upgrade the Main Keep, then STOP. You will then have the option to repair the keep, but we CAN'T do that (if you haven't already, make sure to read the Stronghold Adventure page of the walkthrough) Go back to your other questions and ask how you repair the barbican, then tell her you’re off to the city. Now you will ask about the Endless Paths and the Master Below, then about you being the master of the keep. Ask what being the master entails, then ask about the cursed keep. Say that you’ve always wanted your own keep. Speak to the steward again and tell her you had no choice. Now go back upstairs and through to the great hall. Collected Maerwald’s Grimoire from his corpse. A quest will be completed, another will begin, and another will be updated. Killing him updates the Time and Tide quest and you will gain a new ability. Then tell him you need to go to search for the man. Then ask if the Key can undo the Awakening and where you might find the key. Ask about the Leaden Key and who the queen is. Ask how you would have been awakened and how to make the memories go away. Ask how you tell a spirit from a memory and that you’ve seen apparitions yourself. Confirm that you met the mother in the keep, then choose the option. Ask why the past lives still trouble him then choose the option. Tell him you were accosted by spirits and that he seems to have lost his mind. Inside, talk to Maerwald.Īfter you confirm that this is Maerwald choose the option. If you’re following this walkthrough, you probably would’ve sunk enough points in to one character’s mechanics to get this). We aren’t going to stay here long (if you can pick the lock directly north of where you come in. Now exit from the opposite end that you entered from to the “Endless Paths of Od Nua” level 1. Kill them all then speak to the commander spirit. There’s nothing much in here except a lot of spiders. Her story finishes and you can now take the steps down to the dungeons. Don’t say anything straight away, but then ask about the father, and then about the people the Glanfathans killed. Now take the top left doorway and talk to the spirit mother next to the steps. There’s nothing in here though, so leave again. Next, take the bottom right doorway, which is the barracks. There’s not much in here but a couple of hostile spirits. Head first to the bottom right doorway, which is the library. You now basically have the choice of three doorways (the top right leads nowhere but an empty chest). Ask whether she is imprisoned in the throne then ask about the erl and what he found. Then ask about her halls, then ask for more information about Maerwald and where you can find him. Tell her that you are looking for Maerwald. When you walk through the center of the hall to the back wall a steward will begin a conversation with you. One of the vases on the right as soon as you enter contains a unique sword (Whispers of Yenwood) so collect it. Ask “do what” to realise it is just a re-enactment of days past. Now speak to the spirit hanging around the doorway to the right. We need to explore every map available in the game and this is one of them just enter and exit straight away. Enter the door on the left side first, even though there’s nothing to do there. Go around killing things inside the keeps grounds. You now have three quests tied up in finding Maerwald, and it’s almost time to find him. ![]()
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