Gothic: Diccuric: Game Walkthrough and Guide

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August 16, 2022
15 minutes
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By Jonny Gamer

Gothic: Diccuric: Passage
Gothic: Diccuric: Game Walkthrough and Guide
Traders:

City: (after the quest «Traders») Homer – Drinks and everybye Fiscal – single and two-handed weapons, Rings Faris – Luke and Amulets Nolven – Runes and Scruts Konogan – Armor.

Haril: Blacksmith

Teachers:

In brackets marked quest (if any), after which learning will begin

City: Azarend (in the forge) – the strength and agility of Azarend (on the wall) – azarend two-handed (on the tower during meditation) – Mana Hamond – theft, hacking, sneaking. («Enchanted soldier») Leovoin – acrobatics («Testing courage») Konogan – acrobatics (have a book with me «Arkanum Golum») Taliasan – 1 Circle of magic («Enchanted soldier»), 2, 3 Circles of magic («Strange amulets»).

Outside the city: Naro – one-hander and onions («Naro and wolves»)

Haril: (All after the completion of the 3rd task of the peasants) Melchior – Arbalet Harlock – the power and dexterity of Callictus – skins, claws and t.D.

Couple words prehistory. The King of Gay had a companion named Bernugar, who decided that he would be good to become a king. One magician opened a plot and the king ordered to grab Berengar. He managed to run, finishing the magician, and settled in the ground, to continue to weave the goats against the king. Young and very naive comrade named Ardarik (he is the main character of the game) is infinitely devoted to Berengaru, since he saved him a life of five years ago. Dream Ardarika – become one of the approximate Berengar and fight against the King of Gali.

So, start. Ardarka stands at the wooden tower all in thought about his dream and that he needed to talk to Alvin. As soon as he reaches, it will rise to two guys in mercenaries. Guys will need to climb on the tower and survey the falcon with a white plumage. Immediately take up the top (you will scroll around the district – fail the mission). Oops! A flock of wolves came running under the tower – it is impossible to peer. Raise two lays and magic horn from the floor (horn lying under a broken table). Open the chest (three times left). Then you shy in the horn. In the tower will come running a flock of honeycomb. In general, as a result, everyone will run away: and the padals, and wolves. Peel from towers. On the roof of the barn on the right grab onions, on the roof of the shed on the left: Quiver with arrows. Well, all that will come under hand. Go down to the gentle slope of the hill, on which the tower is standing, find the pointer and go along the arrow «Gati». Very soon the road will lead to the wall, and further – to the city. At the entrance to the city, the mercenary hints that Ardarika expects a blacksmith. Inside the gate stands Alvin – to some extent your kind fairy. He will say that Kamak is looking for a horn who calls predators. Kamak (poured Snaf from Sl) lives to the left of the entrance in the house, next to which trays are worthwhile with goods of the magician of fire and guru. Give him a magic horn and everyone is happy.

Quest «Traders» To begin with, let’s try to talk merchants. From the forge we go past the fire, until I see Homer (yes, that engineer from the new camp, which built a dam). He will tell you that merchants will conspire with you only if they need something. So, a fiction (again to the same) I need a wolf of skin. We buy it in Homer and carry to the fiction. Fisk is buying a crazy egg and carry to Pharis – Mago water. I buy the skin of a marsooz and carry Nolven (which Guru). I buy a book «Arkanum Golum» And give it to Corogan (Magu Fire). Now all merchants in the city love you and are ready to trade with you, and Konogan also stacked acrobatics. Before a visit to the blacksmith, it is best to spend the night (at night opposite Homer). We go to the kuznitsy. Blacksmith Albras Tell Ardarik to drive to the mine for a drawer with raw steel. N-yes … santovshchina no one has never canceled. The exit from the city will meet Alvin and will offer to search for healing plants. In general, do not turn away, you will have to run after it. Alvin will lead to a large lake and will suggest to strengthen it. At the bottom of the lake there are several algae. Just swim to them and when Ardarik’s thinking will appear, it means that the plant hooked. Need to collect three pieces – the third and will be the desired. At the same time, it is necessary to have to find them before sunset, otherwise the mercenary will come running and will swear that you do not perform the task of the blacksmith. Alvin will offer to help ardarik with a task. You can agree, you may not agree. We will assume that they agreed. Then Alvin will bring you to the mine and help together to work off the workers. Then Alvin accompanies you back to the city and leave the arch leading to the castle. Despite the fact that the blacksmith told you to carry a box in the castle and call it at the gate, in no case do it. Go to Kuznitsy. If there is no evening and blacksmith there, permanently and in the morning go there again. Give the Albrasu box and get a well-deserved expu. If you incur a box in the castle, then the bridge falls on the legs (it was signed by a couple of your familiar provocateurs soldiers), the box will fall into the water and the mission will be failed. In addition, in the castle, then you will have to enter, jumping through a break. After that, let’s talk to the Great. According to him, Bernugar is very interested in the fate of Ardarik and is ready to accept it if the guy passes the test. There are two ways to pass them: to fulfill the quests of a Great or fulfill quests Magic Taliasan.

Quests of Greiven.

Repair the platform Having received the task, go to the Blacksmith Albras. On the table we take a note, which says that Albras gave the gear to the master. In Greyverna ask where Master lives. He lives in a small house in front of the rooming house, but it is there only during the day. We talk with the Master and take the cog. Workers seek to repair the pub. We speak to the teeth and run with it to the platform. We give him a gear. It turns out that the matter is not in the gear wheel, a chain is jammed. Climb to the teeth on the platform and let them know that they are ready. Workers will rise to chains. Again, talk to your teeth and start to command (order of commands: left-right-right-right). You can greet itself successful debut in the engineering technical field.

meat scavengers It is necessary to soak five scavengers and bring their meat (10 pieces). A mercenary who has to hold up the pack waiting at the entrance to the city. Just run over them and kill the five birds (each taken at 2 a piece of meat) and return to the city.

Cartographer Third Task – Competitions. You need to overtake the guy named the call, get a card from the cardographer and bring her a graver. Get out of the city and descend to the exit of the outer wall, which leads to the peasant yard. Halfway to the outer wall you will be waiting for a grave and a call. Your rival starts when Greiven will fluff off with you, so it’s best to have a speed potion stock. Drink him and run on the road to the peasant yard. In this way to the intersection you will probably catch up the coll. If still lost it, then the cartographer is in the right-hand corner of the map. At the crossroads behind the peasant yard, turn right and raise up the mountain of a beautiful green tunnel. Next, just do not turn anywhere from the path. After the suspended bridge, the path will pass between the cliffs, and immediately you will see a guy in red armor – this is a cartographer. Take a card from him and go back to the city. Better, all the time to use the speed of speed. Five-minute for his eyes enough to reach the cardographer, if not distracted by opponents.

Thief Last task – to find the stolen dragon statuette. According to Greiven, the thief is not local and, kidding the statuette, disappeared into the forest, being injured by an arrow. We leave all the same way out of the outer wall and go to the lake that on the right. On the opposite side of the lake stands Badon. Come to him and accused of stealing until he says that he had no other exit and the statuette he kidnapped to cure his dog Vlal. In a further conversation, in no case say that you do not believe him and that his bikes are tired of you. Twist the conversation to the fact that you will take cured dog. Badone will take you to her. In the inventory in the runes you will see a statuette. Apply it. Vella recovers, and you will become richer in expuations, money and several skins. Return to the Greater and give him a dragon. After that, Greiven will say that Berengiga is ready to accept you. With the help of Taliasan from the quests of the Grei, you can sleep. In conversation with a magician, agree to work on it and it will give my quest. As soon as you did it, the quests of the Grei will be impossible.

Quests Taliasana

Letters of recommendation Magician himself gives only one quest – get from three influential people recommendatory letters, so that the magician can again take the position that he was deprived of Dark Deliche. These people: Pete, Raff and Snip. After completing the quests of each of them, get the right letters.

Quest of a pit Talk to Pit. He will move you. Talk to his friend tailor (it happens or on a market square or in his house near the exit to the castle). The tailor will say that Pita stole his sword and because of him the guy is so smashed. By the assumption of the tailor, the sword stole Rotro. Rotrow himself is close to the start of the start. There are two options here – to fight him and take the sword if you are pumped enough. Second option: steal in the cave near the shine of his egg and exchange it on the sword Rotro, and then fight. Rotro in this case will fight without weapons, which will noticeably facilitate life. Then take the sword pit and take a letter for Taliasan.

Quest Raffa Raffu can be found near the wall of the castle opposite the bath. He will ask to bring him Lynn – a girl who works in the laundry. Go to the baths and talk to Lynn (Say the guard, what came for the linen). Lynn does not know how to get out of here. Talk to Alvin. He will say that only soldiers and magicians can get in the bath. Go to the tailor and buy a mage mage for 100 coins. Take the mantle of Lynn. However, in the bathhouse, the magician did not come and the guard probably will suspect something. Go to the city, come back and talk again with Lynn. When you leave her, you will see that the security has changed. Return to Lynn and lead it to Raffe (it will be waiting for a market square). Another letter in your pocket.

Quest Slaida Slade – Personality. Often hangs around near the house, where the mercenaries play with fire in the evening. But, most likely, it will not be there. In the end, Alvin will report that Slade went south. Get out of the city and go to the mine. Slade will stand next to the mercenary at the arch of the outer wall. Despite the warnings of Taliasan, tell him honestly what you want. Slade insured for the magician for not giving him to read the book «Basics of magic» And asked to get her. Talk to Magm. The book he naturally will not give. She lies on the shelf in his house. Try to pick it up – Taliasan will notice and takes. Go to Cabac and talk to the restaurant. He will say that two hunters come who are waiting for Taliasan’s potions. Notify about this MAG. That will leave. Now take the book and carry her slade. However, this is not the wrong book and it is called «Basics of mania». Of course, Slade will notice this and creep. Go to the kamaku (he gave him a magic horn) and ask for some oily. He will sell you for 80 coins of wine with a one hundred percent intoxicating effect. Take the Wine to the slade, and after he drinks, give him a book. Now the guy is not able to read the names and take it, and in return will give the third letter.

Take the letters Taliasan. Magician will give a few scrolls as a reward, including a scroll «Control». You can’t use in the inventory – this is the spell of the 6th Circle (despite the fact that the scroll). Just come to the Greyvern and tell me that you have completed all the tasks, and the spell is activated by a machine. Greiven will decide that his tasks are really fulfilled and will say that you can see Bergear. For further passage there is a necessary condition – you need to own the skill «Santry». To explore it, you need to execute the quest«Enchanted soldier Hamond» or quest

«Arena». So, we continue the story story. Quest called«Past». It is performed gradually in the process of passing. During your race, by Alvin, he will stop you and will give out enough strange information that one of the workers knows something interesting about the death of the Father Ardarika. Tell Alvin that you want to talk to this worker. He will advise not to do this, but to go in the evening to the platform and post him. It can be done after you fix the platform (if you perform the quests of the magician, then the workers will stand there), as well as studying the sample. So, waiting for the evening or having passed to him, go to the platform and sneak under the floor. Workers in conversation with each other will give information that in fact Berrengar killed his father Ardarika, and his body buried in one of the mountain caves. Ardaricky, whom he stunned during the battle, he said that he was trying to save his father. That is why the guy is so devoted to Berengaru. So far I will postpone this quest for the future. We will inform Alven that you have achieved an audience from Berengar and at the same time I will hry the quest«Book on rhetoric». After that we go to the castle to Berengaru. It is not far from the gallows. Berengargar will tell about the magicians who lived in old times and that they created three strong amulet – triamars, find which Berrengar intends to entrust Ardarik a little later. In the meantime, Ardarik is free, like a fly in flight, and should wait for a challenge transmitted through a grave. Return to Quest«Past». Go to the house Fisk. A bunch of boxes and weapons appeared on the right of the house. There you will findShield. Exactly such a shield with the coat of arms hung in the house of Ardarika. But even this will not convince the guy. He did not believe it too much, but decided to examine the caves, since they may have any useful magical objects. Tell about the shield Alvina. He doubts whether to speak Ardarik at all about all these rumors. Along the way, he will report that Berrengar sends him east to explore the local, Eastern lands. In any case, he will wait for the rhetoric book, and only then leaves. I will postpone this quest aside again.

Now you can again go to Berengaru and he will have a task for you.
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