Game walkthrough. Part one
Recently I decided to write a walkthrough for Drakensang and launched the game again. What came of it, you will judge:)
(this is the first walkthrough that I'm writing, so don't kick me too hard)
Main quest
So, right after creating a hero, the game, explaining almost nothing and with just one note in the journal about some friend of ours, Ardo, throws us into the world of Aventuria.
Well, there's no turning back, we'll have to head to Ferdok and find out what our friend needed.
However, right at the first checkpoint, located a couple of steps from the game's start, a bearded guard informs us that the city entrance is closed due to a rampaging band of assassins in the area, so without a recommendation from two authoritative people, no decent guard in Ferdok will let us through. Who issues such idiotic orders!:)
After talking a bit more with the same guard, we learn that one of our guarantors might be the Supreme Mage Rakorium, who went to the tavern "Sharp Sword" with two of his students.
So, one candidate for our guarantor is found; we just need to find the second one.
We head to a small tent camp located not far from the village of Avestroy and meet the charming Salina, the queen of magicians. As it turns out from our conversation with her, Salina had her precious brooch with a diadem stolen, and she is ready to give us a recommendation if we help her find it. Fortunately, her brother Halmok has suspicions about the identity of the thief; he thinks it's Salina's friend, the thief Dranor. According to the Queen of Magicians, you can find out where he is hiding from his buddy, Runkel Berezhaus, who is roaming nearby.
Now we have a second guarantor; we just need to find this Dranor!
His friend turns out to be not a very tough nut to crack and immediately tells us that Dranor had dealings with a gang of assassins operating in the area. Runkel assures us that the local innkeeper should help us find the hideout of these bandits. (You can also take a quest from Runkel to join the thieves' guild of Ferdok; read about it at the bottom of the post.)
Now it's time to head to "Sharp Sword."
Approaching the tavern, we witness a dispute between the local innkeeper and the Amazon Rulana. After their chatter, we ask the innkeeper about the bandits' hideout and boldly invite the Amazon to join us. So, with our first game companion in tow, we head north into the Dark Forest, where the assassins' lair is located. On the way to the Dark Forest (near the bridge), we meet two disciples of mage Rakorium, who tell us that their teacher has disappeared somewhere in the forest. Well, let's visit him too:).
At the entrance to the camp, we deal with a couple of bandits, and inside the camp, after watching a short video, we take out three more. (By the way, don't forget to take the Bandit Emblems from their bodies; the customs chief Nandoro pays 2 talers for each.) Right after the "clean-up" of the camp, you will speak with Dranor (he has been in the camp all this time, and it is indeed he who stole the diadem). Immediately suggest that he join your party; he won't refuse.
Now it’s time to find mage Rakorium.
We head to the old mine. The mage is at the end of the left branch of the dungeon. There’s no need to coax him too much to return to Avestroy, so after talking with him, we head straight for the exit. As soon as we leave the mine, Rakorium will recall the teleportation spell and, without even thanking us, will teleport to Avestroy. Okay, we'll visit that ungrateful wizard again.
We return to Avestroy. Rakorium is already at the bridge, along with his disciples. We take the recommendation from the absent-minded mage, as well as 80 experience points, and head to Salina.
The Queen of Magicians does not intend to forgive her cavalier, Dranor; however, to get us into Ferdok, she advises, if guard Nandor is unwilling to let us through, we just need to tell him: "Salina will tell everyone what he did last year on Praios Day." As a bonus for completing the quest, we also get 70 experience points.
However, before leaving Avestroy, complete all side quests, as you won’t be able to return to this location!
Now we head to customs chief Nandor. Upon learning about our guarantors, Nandor will immediately let us into Ferdok (don’t forget to hand over the bandit emblems).
Well, goodbye Avestroy, and hello Ferdok!
Side quests
Thieves' entrance exam.
This quest can be taken from Runkel Berezhaus. After he tells you that his friend Dranor is somehow related to the assassins, just ask him why they came to Avestroy with Dranor. Runkel will explain that he and Dranor want to join the thieves' guild, but for that, they need to pass an entrance exam. The wannabe thief will ask you to help him. So, the entire exam consists of three tasks. The first requires you to pick the lock of a chest located near the Aves chapel. If Dranor has already joined you by this point, there should be no problems.
We take a note with incomprehensible symbols from the chest and bring it back to Runkel. He will decode it and inform you about the second task: you need to retrieve the next note from the chicken coop in the glade. Unfortunately, it’s not that simple—the chicken coop is guarded by an angry dog. To prevent the dog from barking at us, we start a conversation with its owner standing nearby. We ask her for a bone for the dog, with three dialogue options: Threat, Seduction, and Persuasion—choose the skill you have most developed. Luring the peasant woman’s bone, we give it to the dog, and while it chews on it, we quickly retrieve the note from the chicken coop.
We return to Runkel. After decrypting the note, Runkel will send us to the cellar of the old mill, where there's a chest with the third note. The chest is at the very end of the dungeon, and since the cellar has no branches, it will be hard to miss it. However, the chest is trapped, and a "pack" of rats guards it. We take the final note and bring it back to Runkel. He will tell you that it decodes to the word Furmanshem, the name of one of the quarters in Ferdok, so the thieves' guild's hideout is located there. The thieves' guild exam is passed!
Delicious delicacies.
At the tavern square, there's a merchant named Gallo Frantich. He will ask you to find a package he lost. If any of your characters have the skill Knowledge of People, you will realize that the suspicious merchant is actually dealing in something more valuable than a trinket—namely, the tongues of kashammers. The package lies by the road to Ferdok, to the right of the cart. When you find it, don't rush to give it to Gallo for 2 talers; you can bargain down to 1 ducat by choosing dialogue options numbered: 2, 2, 2, 1, 1, 2 or 3, 1, 1, 1, 2.
(By the way, there’s a suggestion that in one of the last locations—Talone you might be able to sell the same package for 50 ducats!) In reward for the quest, you will also receive 15 experience points.
Berry picking.
From another merchant, Bredo Bento, wandering near the chapel, you can also get a quest. He asks you to collect 10 berries of Crow's Eye. Crow's Eye bushes grow almost everywhere in the Dark Forest, but there are more of them by the lakeshore. In return, you will receive 6 experience points and 2 ducats.
A quarrel over an apple tree.
On the road to Ferdok, near the apple tree, you can meet two peasants who can't agree over their harvest. If you talk to one of them, you will be offered to settle their dispute. There are four dialogue options, but they all lead to the same result; the peasants thank you, and you gain +15 experience, so feel free to choose any.
Hunter Kutzenstein.
The local innkeeper Talian is worried about hunter Kutzenstein, who hasn't appeared in the village for several days, and asks you to check on him. To complete the quest, just go to the hunter's hut in the Dark Forest and help him deal with a wolf. As a reward, you'll get a little experience.
Wolf attack in the Dark Forest.
This quest can be taken from hunter Kutzenstein. He will ask you to kill the leader of the wolf pack—White Skin. Just head west from Kutzenstein's hut and take out White Skin and two of her assistants. As soon as you kill the pack leader, a quest item, White Skin, will appear in your inventory. Bring it to the hunter and receive your deserved reward—20 talers and 5 experience points.
Bear in the Dark Forest.
This quest is also taken from the hunter. You need to kill a raging bear residing in the old mine. Just kill Misha and bring his head back to the hunter. Reward—25 talers and 5 experience points.
Hunting trophy.
After you complete the "Bear in the Dark Forest" quest, just bring the bear's head to the innkeeper Talian. Reward—2 ducats and 10 experience points.
Also, in Avestroy, you can find several tasks that, while not full-fledged quests since they don't appear in the journal, still reward experience and gold.
Fight with soldiers.
Near Salina’s tent, on a small platform, you can meet two soldiers. One of them will challenge you to a fight, and if you win, he will give you his sword (it’s better to have at least one teammate by this time to help you beat the overconfident brave folks)
After the battle, the disgruntled guard will reluctantly give you his sword—Hügelboldt's Broadsword with an attack of 1W+4. You'll also gain an increase of 20 experience points.
Treasures.
In the upper right corner of the location, by the waterfall, you can find a strange corpse surrounded by fireflies. Deal with the flies and search the corpse. On him, you can find a key and a note mentioning a treasure chest. The chest is located to the left of the body (if facing the waterfall) behind the bushes. It contains 3 ducats, a gold chain, and a silver ring. Quite a good treasure for starting the game.
Pazalon.
Near the second checkpoint on the road to Ferdok stands a strange knight named Pazalon. If you listen to his made-up story (always choose the first answer in the dialogue), you will receive 15 experience points. Just like that, these tall tales help the main character level up
Master's Mask.
To the left of the main road, right behind the village, a peasant woman—Erna Rubenfain—is walking on a small clearing. If you start a conversation with her, she will send you to her husband; however, you can ask her about something that belongs to us. She will ask you for the password. Enter one of these codes:
3EXD6L
44SC2K
4X1W68
6LAM24
74ZUA1
84JDE9
9PQ1WC
9YF3LC
EFG65K
F4B7AY
F5ZHV7
G97LG1
H6V8WS
IM3Z91
J7FB8T
JK28AX
LK8J4X
MP97FR
N4DEL5
NB3DY6
P38FVQ
PY66M4
RBV38S
S35DF9
S3RBD1
T6FM9Q
TW5BCW
U8IS57
YAPL39
Z75MRG
One of these codes should work, but in some versions, they may be blocked. To find a working code, open the file "Drakensang\export\db\static.db4" and look for the line "keyword=".
Erna should give you the Master's Mask, which, besides protecting the head by 1, also gives a +3 charisma bonus.
That's all for now! In the next part of the walkthrough, I will try to include more (this post was a trial run:)
I will definitely listen to and consider your suggestions regarding the content and format of the following parts of the walkthrough.
The codes for the Master's Mask were taken from here.