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Walkthrough for Chapter 1
The following is a complete list of all the things you need
to do in order to complete chapter 1 effectively. Please note that the following is
presented in quest order and not it the order you need to complete tasks in the game, as
effectively there is no set path to follow, you are free to do as you will.
Upper Levels - Oiling Zenth:
Take the bottle of oil from the shelves on the back wall of
your room (and you can let your dragon give you a tutorial on how to use items in your
inventory).
Take the brush lying on the ground in the next room.
Walk to where your dragon is, select the oil and use it.
Now select the brush and use it.
Watch the sequence.
Walk back into your room and take the other exit on the left
of the screen.
Zenth will remind you about your riding gear, which is now
ready, and you should go and collect it.
Upper Levels - Getting your belt-knife and learning to fight:
Go and see Ktan in the weyr next to yours.
Walk up to him and select him.
After giving you back your knife, he will offer you to learn
how to fight with it.
Follow the instructions during the tutorial, you will learn
your knife skill.
If you choose to continue to fight Ktan, you will get
your first strength bonus.
Upper Levels Talking to Lockenn and getting your
journal.
Talk to Lockenn in the library at the far end of the upper
levels. He has lost his journal.
Offer to find it for him and take the map to help you. You
can select the map by pressing the map button on the inventory screen.
Go to the middle levels via the stairs, and talk to Lytah,
she can be found on the left of the level in the recessed room opposite the dais.
She has found Lockenns journal. Offer to take it from
her and return it.
Take the journal back to Lockenn in the Upper Levels. He has
had a new one made in your absence and gives the new one to you.
Go to see Kevan on the Lower levels. He can be found to the
left of the main stairs.
He will teach you to scribe and now you have your journal!
Collecting your riding gear.
Dorn can be found on the lower levels to the right of the
main stairs (opposite to Kevan the scribe). Just talk to him and he will give you your
riding gear.
Upper Levels Getting clues from Vkai.
Vkai is the leader of fort Weyr and can be found in the
open room opposite the meeting table.
If you do not have enough reputation, he will tell you to
come back when you do.
If you do have enough reputation, he will give you some clues
as to how many potential Weyrwomen can be found on Pern.
Middle Levels A pearl for Lytah.
Having spoken to Lytah for the first time she will request a
pearl for her nameday (birthday).
If you wish to complete this quest, you must have the
crossbow that Jillan gives you to trap Trunblebugs.
The Oysters in which there might be a pearl inside are
located in the small lake of the Mastersmith Hall and in the border shores of Ista Beach.
Use he crossbow to open the oysters after which you can pick them up.
Only one oyster has the pearl that Lytah require. All other
oyters can be picked up and added into your inventory as edible oysters (give you some
health points if needed).
Middle Levels / Kitchens - Helping Neth.
You heard some rumours that Neth was indiscreet the
previous night, during Nalayas farewell.
Go and speak to him, he is in the first room to the left of
the dais in the middle levels.
He will explain his predicament. Now offer to help him.
Go up to the kitchens, they can be found up the stairs on the
right of the level.
Go and speak to Tom the cook, he is in the main kitchen area.
Apologise on Neths behalf (and tell you that you should come see him again if
you get to go to Fort Hold, which you will later in the game!).
Go back to see Neth in the middle levels. He will thank
you and award you with some information.
Middle / Upper Levels Getting the riders to the
meeting.
Complete the fighting tutorial with Ktan in the upper
levels, next to your room.
Speak to Vhul in the first room on the left in the
middle levels. He will give you a ballad to hand to Fben, another Dragonrider.
Accept to deliver it.
Go and see Neth and solve his puzzle for him see
above.
Go and see Lytah and take Lockenns journal from her
see above
Go and see Slon, he can be found in the last room on
the left next to the entrance of the gambling hall.
Go and see Tmen and Brak who are playing dice in
the gambling hall at the far end of the middle levels.
Take the dice from them to stop them from playing.
Go and see Fben and deliver the ballad from Vhul.
Ltul will go to the meeting once you have spoken to him
after exiting the dark caves (see Jims rescue).
Middle Levels / Weyrbowl / Dark Caves Rescuing Jim
Talk to Gillian on the middle levels. She is in the room
between the stairs leading to the kitchen and the stairs leading to the Upper level. You
can see her sobbing through the door.
She will tell you her son Jim is nowhere to be found. Offer
to find him.
Go out to the Weyrbowl. Through the big doors on the Lower
levels.
Go and speak to Helan, the little girl by the lake.
Then speak to Jax behind the rock not far away. Accept the
map he offers you.
Then speak to Mullen (Jims father), the man standing by
the boarded up entrance to the Dark Caves and observe the boards that blocks the entrance.
Go see Hal, the workman with the sledgehammer on the other
side of the Weyrbowl.
Get the hammer from him and return to Mullen.
Break the boards with the hammer and enter the dark caves.
Once in the dark caves, break the second wall with the
hammer.
Fight your way through the dark caves, jumping across ledges
until you reach a chamber with ledges up the right hand side. Jump up those ledges and get
the trapping basket at the end (will be needed later in the game).
Now move off to the left of the chamber until you see a pile
of loose rubble.
Hit the rubble with the hammer. A boulder will come loose.
Push the boulder to jam the metal door below.
Climb under the door and get into the cave beyond.
Talk to Jim.
Examine the cart and use the hammer on the lever next to it
(this action will break Hals hammer).
Push the cart and exit the caves through the hole in the
wall.
Talk to Ltul to get him to go to the meeting.
Sub Puzzle Helping Emmara
Go and speak to Emmara. She is standing next to the tapestry
to the right of the dais on the middle levels.
If you do not have enough reputation, she will say she is
looking for someone reliable to gather information for her.
If you do have enough reputation, she will ask you to help
her gather information.
Once you have returned from the dark caves, go and see her.
She will ask you a question, answer it correctly and she will reward you with more
reputation.
Refer to the Annexe Weyrwoman Hints and Tips.
Sub Puzzle Getting the Trundlebugs.
Whilst in the kitchens go and talk to Horlas in the dining
area on the right.
He will give you a jar for catching Trundlebugs.
Once you have made your way out to the Weyrbowl (or in the
Lower level if you havent completed Neths quest), you will find a man
named Jillan standing by the big metal gates.
Talk to him and get the crossbow. You can now catch
Trundlebugs. You must return them to him once you have found them.
Refer to the Hints and Tips document for the location of all
Trunglebugs.
Sub Puzzle The tithes are short of ore.
If you speak to Kendrick in the left-hand room of the
kitchens, he will mention that the tithes are short of ore.
If you then speak to Perry, the guy sitting on the cart in
the Weyrbowl (near Hal), he will mention that the tithes were indeed short of ore and will
allow you to open up a sub plot for the game.
Sub Puzzle Syllia and Morath
Syllia, in the hatching grounds, is worried about Morath the
Gold Dragon. If you have enough knowledge about the ways of Pern she may have a gift for
you
Sub Puzzle Cure the hangover
You will notice that Dkor, because of his hangover, has
very little health left to start with.
Go and see Urik in the Kitchen area and get something to cure
your fuzzy head!
Sub Puzzle The hatching recipe
Go and see Roma in the Kitchens. He will give you a list of
ingredients for a hatching recipe he needs.
Refer to "The Hatching Recipe" in Hints and Tips
document.
Once you have got all Dragonriders to the meeting you can
then return to the Upper Level and attend the meeting, which conclude this first chapter.
Walkthrough for Chapter 2
N.B. This chapter takes a different structure to the others
as you have to do a great deal of going back and forth between locations in order to
complete it. Each portion of the chapter is arranged by puzzle and not by story order. It
is easier to look up the specific puzzle you are stuck on than where you are in the story.
Chapter start:
Youll find yourself back in your weyr, feet up on a
chair. Ktan walks in and tells you to meet him in the Weyrbowl.
Do any of the things you need to do in the Weyr first before
going to see him. These things could include going to see Emmara in the Middle Level or
Jillan in the Weyrbowl to drop off any Trundlebugs you may have collected. Dont
forget to go and see Tom in the kitchens as you are now going to Fort Hold and can return
that favour you owe him.
Once in the Weyrbowl, walk over to where Branth (the Dragon)
is. Youll find Ktan nearby. He will give you a tutorial on how to fly to
differing locations. Fly to Fort Hold.
Fort Hold:
Here, the Gather is in full swing and as you land youll
notice that you are surrounded by people and market stalls. Ktan instructs you to go
find any Weyrwoman candidates whilst he goes to speak to Lord Gralt.
First, go and speak to Lamrat standing in the doorway to the
Grand Hall. Give him the letter you have for him. He will deny you access to the Grand
Hall until the thief in the market has been apprehended. And even then, hell bar
your way so you may have to find a way to sneak past him without him noticing! See
"The Thief in the Marketplace" later.
The Broken Cart Puzzle:
This is perhaps the biggest puzzle in Chapter 2 and involves
flying to Fort Weyr and Mastersmith Hall. First, go and speak to Faran, the man standing
by the broken cart in the entrance to Fort Hold.
He will explain his problem. He needs a new Herdbeast and a
new bracket for his wheel.
Whilst you are at the cart speak to the little girl running
around in the vicinity.
Offer to let her pet your Dragon, she will give you some
sweets.
Walk to the Fort Holds Fountain Square. There, on the
left you will see Harat the Beastholder.
He has the Herdbeast you need but wants a tunnel snake for
it.
Go back to the main Courtyard and you will see a trinket
stall on the back wall.
Go and get the spinning top from that stall.
Next to the trinket stall is a man making pots on a
potters wheel. He is very irritated and it looks like he may need a new bracket for
his wheel. More of him later
Now travel to Fort Weyr and walk to the middle levels.
There you will find young Jim, the resident tunnel snake
expert.
Give him the sweets and the spinning top and youll get
a baby tunnel snake in exchange. This will only happen if you have the trapping basket
from Chapter 1 (recovered during Jims rescue).
If not, youll need to go back into the Dark Caves to
get it. If you enter the caves via the Lower Levels then the trapping basket is on the
uppermost ledge of the first big chamber you come to.
Now, you have the baby tunnel snake go back to see Harat in
Fort Hold Fountain Square and get the Herdbeast. (See cut scene).
Unfortunately, Faran still needs a new bracket for his
carts wheel.
Remember the potter that hates being disturbed? Talk to the
Harper sitting by the fountain.
He will move to the courtyard and disturb the Potter, leaving
his wheel unattended.
Go back to the courtyard and take the potters wheel.
Now travel to Mastersmith Hall on your Dragon.
Go into the main building and talk to Klor at the far end of
the room.
He will take the bracket off the potters wheel and put
the correct one on. You now have the bracket that Faran needs.
Travel back to Fort Hold and give the wheel back to the
potter for a little extra reputation.
Then give the bracket to Faran and hell be able to get
his cart out of the way!
You can now get access to Harperhall and Healerhall.
The Thief in the Market Square
As you talk to the denizens of Fort Hold you will begin to
hear rumours of the thief in the market place. You need to catch this thief, as he will
teach you an invaluable skill needed to continue.
Speak to Arrie on the food stall, she will give you your
first clue as to how to catch the thief. Its obvious that he will shy away from
Dragonriders so a change of clothes is in order.
Go to the clothes stall, in the corner by the broken cart,
there you will meet either Archen or Parlan (a tailor or cobbler respectively).
Talk to them and they will give you a new pair of boots and a
new set of clothes. You may have to wait for the other brother to swap places at tending
the stall before you can get both boots and clothes.
Change into the civilian clothes and the thief should
approach you after a while and steal your belt knife.
Follow him and select him.
A short cutscene should play
and hell teach you
the sneaking skill! Now you can get past Lamrat on the door!
Wait behind the boxes (where the sneak icon appears) and then
wait until Lamrat walks away from his post and then hold shift and space together. You
will now go into sneak mode
Get past Lamrat as quick as you can!
Getting the Bitra Marks and the Mining Skill
In order to get the mining bracelet and gain access to the
Ancient Caves (its too dark to see otherwise) you will need to purchase it for three
Bitra Marks. There are four available; heres how to get them.
First of all you get one by winning the Archery contest in
Fort Hold Fountain Square.
You will need your civilian clothes to enter (see The Thief
in the Market Square above) and all you have to do is get closest to the bullseye!
Dont worry if you lose you can always enter again!
The second Bitra Mark is found in the Grand Hall (once you
have sneaked past Lamrat).
If you help the sculptor uncover all of his statues, he will
give you a mark as a reward.
The third one can also be found in the Grand Hall.
If you return the bag of nails to the guy by the stage that
has lost them, hell give you a mark as a reward. Youll find the nails around
the same stage he is working at!
The fourth mark can be obtained by lifting the boxes from the
entrance of the kitchen and delivering them to the man standing by the other boxes near
the second stage of the Grand Hall.
The Ancient Caves
Once you have been into the Grand Hall, upon your exit Lamrat
will intercept you.
He will tell you that the cure for the disease lies deep
beneath Fort Hold in an Ancient Cave network and that you must go down there to get it.
You will need the mining bracelet (but not the mining skill) in order to complete this
quest. If you do not have it Lamrat will remind you that you will need it.
See Derna in the Courtyard to buy the mining bracelet for 3
Bitra marks.
Plus, youll need a sword for going into the Ancient
Caves
First, go in the Fountain Square and talk to Manwor. He will
teach you the sword skill only if you find a sword.
For this, go back to the Courtyard and call Zenth. Fly to the
Mastersmith Hall and once youve landed, find a man named Guy.
After talking to Guy, he will ask you if you saw his pickaxe.
You can find it near a rock, not too far from your location
Once you have retrieved the pickaxe, give it to Guy and in
exchange, he will give you a good sword.
Now fly back to the Fort Hold and go back to the Fountain
Square.
Speak again to Manwor and now that you have your sword, he
will teach you how to properly use it.
After getting the sword skill, go back to the Grand Hall,
talk to Lamrat and accept his quest.
Finding the Cure
The Ancient Caves are a dangerous and complicated
place
heres how to navigate it.
First, put on the mining bracelet and make your way down the
first corridor.
Bear round to the left and walk over the bridge (watch out
for the tunnel snake guarding that area. If you have the sword, kill it. If you dont
have the sword, youll see a sequence in which Dkor steps back and get out of
the Ancient Caves. Then, you will need to go get a sword (see above)).
You can ignore the room straight-ahead for the time being.
As you walk over the bridge, it will collapse beneath you,
plunging you into the chasm below.
In order to get back on the path you were on, you will need
to climb the ledges that surround the inner wall of the chasm you are in.
Soon, you will come to a tunnel. Follow the tunnel so that it
leads back round onto a higher ledge in the chasm.
Once you have made it back up to the top (fighting Wherries
on the way), continue to the next chamber.
Here you will find a raging river with stepping stone across.
If you try to navigate the stepping stones you will notice that they are too far apart for
you to get across.
Walk around the edge of the cavern until you reach a rocky
outcropping with a boulder on it. Push the boulder into the water below.
Now walk to the opposite side of the cavern. You will find a
similar ledge. Again, push the boulder into the water.
Now that you have a stepping stone network across the river,
you can cross in safely to the opposite shore.
Make your way down the tunnel until you reach the big metal
door guarded by a Wherry.
Kill the Wherry and enter through the entrance.
The Metal Cave
You will find yourself in a small metal cave with a door on
each compass point.
The door to the north is where you entered; the doors to the
east and west are locked with a keypad at the side of them.
The door to the south only opens partially as you approach
it.
Use the bar on the floor nearby to prize it open and get
access to the south room.
Youll find yourself in a long room with computer
equipment strewn around.
At the far end, theres a piece of Plas Film with a code
for a safe written on it. Take it.
Exit the room via the large vent on the left-hand wall near
the door you came in by.
After crawling through the duct, youll end up in the
west room of the complex.
Here you will find another piece of Plas Film with a door
code on it.
This code will allow you to exit through the keypad door in
this room (to activate the keypad, you must read the second Plas Film you just found) and
you can also enter the same code to enter into the east room.
In the east room, enter the second code into the safe (after
reading the proper Plas Film) on the left of the screen in order to get the cure Plas
Film.
Then move the table under the vent to escape from the room.
Once back in the Ancient Caves, follow the path until you
reach the big room you previously ignored when you entered the level.
You will arrive in this room by a different path so
dont be confused!
Push the rock down from the platform to provide a ledge to
jump down onto. Jump down onto it, and exit the level by going down the corridor on the
north wall.
Back in the kitchens, Lamrat awaits
Harper Hall
Once you are at Harper Hall, there are several things you can
do.
Find Hered
First, go into the Ground Floor of Harper Hall and walk into
the room on your left.
There you will find Salyn standing up at the back.
Talk to her and give her the tapestry (from Skarn) if you
have it.
Then go up the stairs to the Upper Levels.
Walk in the room to the right of the stairs and you will find
Tinossi and her student Seph.
Talk to Tinossi, she says you will need to summon Hered with
a drum pattern.
To get the drum pattern you need to go and talk to Yallin in
the next room. He will scribe one for you.
Then go back and talk to Seph, he will sound the drum pattern
out for you.
Wait a while and Hered should appear. Watch the sequence.
You will then travel with Hered to Fort Hold Fountain Square
where Ktan is ill. Watch the sequence.
Harper Hall Sub Puzzles
Talk to Kilimi on the left hand side of the main stairs, she
is having trouble remembering a ballad (the missing part can be found in either Fort Weyr
Library or in one of the secret area which can be found only if you have the mining skill
and a pickaxe).
Wake the sleeping student in the bunkroom off to the right of
the main stairs. This gives you a small reputation bonus.
Get a little more information from the woman in the outer
courtyard; it could prove to be useful.
Healer Hall
After meeting with Hered (and watching youre friend
Ktan getting very sick), you will then find yourself in Healer Hall. Speak to
Ktan and the other residents of Healer Hall.
Food for the Sick
A man at the back named Merrick asks you to get some food for
the sick people there. Heres how to go about it.
Get some pies from the food stall, they are cold
Go back into the Grand Hall and take the exit into the
Kitchens on the far wall.
Talk to Jak the cook (he will only talk to you if you have
the letter from his brother, Tom the cook in Fort Weyr). He will warm the pies for you if
you ask.
Take the warmed pies back to the Merrick in Healer Hall for a
reputation bonus.
The End of the Chapter
Unfortunately as soon as you leave Healer Hall and go back to
the main square, Ktan dies and his dragon, Branth, goes between, scaring the
denizens of the gather.
Go and see Lord Gralt.
You will find him in the room to the right inside the Grand
Hall. Watch the sequence when you speak to him.
Summon Zenth and fly to Fort Weyr.
As you are about to leave, Lamrat intercepts you and gives
you a letter to hand over to Vhul in your Weyr.
Fly back to Fort Weyr and then go up to the Upper Levels and
watch the end of chapter sequence by speaking to Sbor!
Walkthrough for Chapter 3
N.B. Each portion of the chapter is arranged by puzzle and
not story order. It is easier to look up the specific puzzle you are stuck on than where
you are in the story.
Chapter start:
You will find yourself back in your Weyr standing in front of
the fire.
Slon enters the room and tells you that other
Dragonriders are ready to fly and you should prepare yourself immediately.
There is not much to do on the upper levels at the start of
this chapter. What you could do is walk to the library and see if you have enough
reputation to get into the Weyrleaders private reading room. If not, then make your
way down the stairs to the middle levels.
When you reach the middle levels Vhul will approach
you. You will give him the letter that Lamrat gave to you at the end of the previous
chapter.
Again, any other sub puzzle you wish to continue or complete
on this level, now would be a good time to do it. For example you could go and continue
Emmaras sub puzzle or give Lytah the pearl she requested (dont tell me you
havent managed to find one for her yet!).
Once you have finished, exit to the Weyrbowl.
Again, continue any sub puzzles and see anyone you need to
see (Jillan with his Trundlebugs, etc.), then summon Zenth and travel to Fort Hold.
Fort Hold:
When you arrive at Fort Hold, there will be you, Brak,
Neth and Slon there. You will notice Lamrat is still standing in the doorway.
Go and speak to him, watch the cut-scene.
If you have spent enough time in Fort Hold Courtyard then
Levitt and his Herdbeasts will emerge from Fountain Square.
You can talk to him to get some idea about where the traders
you seek have gone.
Again you will hear reference to Ista Island, but there are a
few more things to do here before you can leave. Its time to make your way down the
ramp to Harper Hall.
Harper Hall:
When you arrive at Harper Hall, make your way to see Lord
Gralt and Salyn.
You will find them in the kitchens that are located at the
bottom of the stairs in the upper left corner of the Harper Hall courtyard.
Speak to both of them, they will give you dire news and add a
much greater urgency to the proceedings.
They will also tell you to go and see Jazon the Master
Healer, as he is now back in Healer Hall. So thats your next stop.
Healer Hall:
Go and speak to Jazon, you will find him in the room on the
left of the main hall (opposite to the entrance of the Healer Hall).
Take on board what he has to say, it looks like you could be
very close to finding a cure for the disease!
Then make your way back to the Fort Hold Courtyard, summon
Zenth and fly to Ista Island!
Ista Beach (Night 1):
There is little you can do here on the first night.
Go and speak to the fisherman at the end of the right hand
pier and hell give you a map and directions to Ista Hold.
You are then ready to leave this area by walking along the
beach to the left.
Slon and Neth will intercept you if you have not
spoken to them already and you will formulate a plan of action. Your task is to organise a
place to rest for the night.
Ista Hold (Night 1):
There are plenty of things to do here on the first night and
it will take you some time to complete them all.
Firstly, when you have emerged from the gorge that leads from
the beach, head off to the left and speak to Drakk the Herdbeast tender over by the cattle
pens.
It would seem that the infected cattle are not coming from
Ista after all.
The trader you need to speak to will not arrive until the
following morning so chasing the matter further will have to wait for tonight.
There are a couple of characters wandering around on the
opposite side of the main path to the Hold proper.
You can talk to these if you like to get a bit more
information about goings on in the Hold.
They might even be able to provide you with some vital
clues
Walk up to the Dawn Sisters Pub at the top of the first
slope. You can go in now if you like or wait until later. Bear in mind that Sam the
doorman will not let you in unless you have your civilian clothes on.
Speak to the customers inside in order to get a little more
information on whats going on around Ista.
Exit the Pub. Now, it might be a good time to illustrate the
various sub-puzzles and gates that you can do in Ista Hold.
There are two strength gates in the village, both are stuck
doors and can be found in the lower portions of the main Hold.
There is also a knowledge gate, found further up in the Hold,
where a man challenges you to a riddling contest if you have enough knowledge.
There are also several people just wandering the Hold at
night and they may be able to help you and point you in the right direction.
Ok, back to finding a place to sleep for the evening. Walk
through the Hold until you reach the Rising Star Inn. You can ignore the shops for the
time being as they are all closed at this time of night.
Speak to the man sitting on the roof if you like and then, go
into the inn.
Here starts the Matrice and Holins puzzle.
The Matrice and Holins puzzle:
Speak to the woman behind the counter, she is called Matrice
and will sort you out with a room if you come back later (coming back later consists of
walking out of the Inn and walking back in again!)
If you speak to her again, she will mention that a man named
Holin, who has left the Inn without paying, owes her money. It is your job to find him and
get the money for Matrice.
Walk back outside, into the Hold and walk further up the
path. It wont be long before you find Holin and his cronies (Klay and Seran)
intimidating a man named Sorian.
If you attempt to intervene you will have to confront Holin
in a fight. If you win, he will give you the money he owes Matrice. However you have made
an enemy there.
Take the money back to Matrice, she will thank you and say
you are welcome to stay for as long as you like for free.
Back in the Hold, find Sorian and speak to him.
He will explain more about Holin and how he is a little more
devious than he seems.
It would appear that Matrice was not his only target and he
has been bullying money from many people. Sorian says that he tends to cheat at gambling
by using his own loaded dice. If you take these off him and show them to the landlord of
the Dawn Sisters Inn then Sorians name will be cleared and Holin will be banished
from the island. An end to everyones trouble.
Walk back to the middle of the village where you met Holin
before and youll find him waiting there with Klay and Seran.
They appear to be waiting for someone
another
Dragonrider! Time to get those dice off him.
Go behind the barrels that are just before the area that
Holin is standing in.
You will find a stone here. Select it and use it, it will
distract Seran and Klay away from Holin.
Now, from behind the barrels, sneak up on Holin and take the
bag of dice from him and sneak away. Be careful not to be spotted!
Take the bag of dice back down to the Dawn Sister and show
them to Gamut the barman.
He will then clear Sorians name and ban Holin from the
island. Holin is really mad at you now, better watch your back. Plus, you get to keep his
loaded dice which could come in handy!
You can now make your way back to the Rising Star and walk
down to your room. Sleep there and that is the end of night 1!
Ista Hold (Day 2):
You wake up in your room.
Make your way up the stairs of the Inn and speak to Matrice
again.
She will mention a man named Belan who is also staying at the
Inn. Its probably a good idea to go and speak to him, he may know more about
Nalayas death.
You will find him in the room next to yours (at the end of
the corridor). Speak to him and he will confess all. He poisoned Nalaya and will give you
some more clues about who you must look for! Matrice will come in to offer to keep an eye
on Belan until he can be properly escorted from the island.
The Plas Film Puzzle:
Now its time to exit the Inn.
First, head back down to the very bottom of the village to
where Drakk and the Herdbeast Pens are.
There you will find Manwor and Faran, the two traders from
Chapter 2.
Speak to the group and get what information you can. At the
end of the conversation, the traders will go to the Dawn Sisters.
You can choose to follow them or take a quick detour back to
the beach where there is a strength gate and some more information you can obtain for the
sailors there that will help you in other sub puzzles.
In the Dawn Sisters pub (dont forget your civilian
clothes!) you will again find Manwor and Faran.
Talk to them and you will discover that they have the Plas
Film (with the cure for the disease on it) with them and have been instructed by Lamrat to
deliver it to a Green Rider.
Time to go and find one. Who better than Neth.
At this point, Neth will start walking down from the
drumming platform at the top of the village so if you head in that direction you should
intercept him.
Talk to him and get him to go and get the Plas Film from the
traders.
You can go off and do other things within the Hold if you
like as Neth takes around 3 minutes to re-emerge from the Pub.
He will bring the Plas Film with him. If you want to complete
some of the sub puzzles in this area there are two that you can attempt before you head
back to Healer Hall.
The first can be completed by going to the tapestry shop in
the middle of the Hold (You can go there only if you have the second tapestry from Skarn
in Fort Hold).
Show it to the woman in the shop and she will give you vital
clues about Nalayas family and their location in the village (plus some heavy canvas
for a future sub-puzzle).
If you then head down to the bottom of the Hold, the house
nearest the exit for the beach will have a man named Doorin standing outside.
This is the Nalaya familys house. Go and talk to him
and he will lead you to a potential Weyrwoman!
Now get out of the house and Zenth will tell you that Salyn
in Harper Hall would like to talk to you (but go get the cure skin from Neth
first)...
The second sub puzzle of these involves you heading to the
drumming platform at the top of the Hold.
When you get there you will meet a man named Terrol, who is
shirking his duties as he runs the shop in the Hold and would rather spend his time up
here carving wood and looking at the view!
If you have the Harper Statue that you may have been given by
finding the toy dragon in chapter 2, give it to him and hell open his shop up for
you.
Go into the shop later and youll be able to grab the
citron fruit that Emmara needs for her sub puzzle among other useful items.
Healer Hall (Day 2)
Now that you have the cure skin, go and see Jazon back in
Healer Hall.
He will reward your endeavour with a new skill! You have
found a way to save Pern from this terrifying disease and must now find the hands behind
it!
Harper Hall (Day 2)
Go and see Salyn back in the kitchens.
She will tell you that the Harper on Ista is willing to help
you but you must find a way to summon them. If you remember, drums are the best way.
Go up to the first floor of Harper Hall and walk down into
the sleeping area.
Speak to Limoriad, lying on the right hand bed, he has a drum
but it has no skin.
Go back in the kitchens and talk to Kelli. She will not be
able to provide you with a skin.
Go back in the sleeping area and speak to Yallin in the bed
in front of Limoriad. He will give you the skin you need for the drum.
Now go back and disturb Limoriad again and he will take you
upstairs and fix the skin to the broken drum for you! You will now have a completed drum
with which you can summon the Harper in Ista.
You can now return to Fort Hold Courtyard, summon Zenth and
fly back to Ista Island.
Ista Island (Night 2)
The Rescue of Neth
Time to check on Belan.
Walk up to the Rising Star and enter it.
Walk down to Belans room and youll discover that
hes gone, escorted from the building by another Dragonrider!
Take the map and other goodies from the chest in his room.
The map points to a place in the village
but where?
Exit from the Inn and have the confrontation with Slon.
You will also discover that Neth is missing! You must work together in order to
mount a rescue attempt! Even more reason to speak to the local Harper, whoever this person
is!
Now that you have the drum, make your way from the beach to
the very top of the Hold.
Right at the end of the path you will come across the Harpers
drumming platform (where you may well have met Terrol earlier).
Use the drum in this location.
After a time, Fin the runner, will walk up to you and inform
you that the Harper will see you now and is waiting for you on the beach.
Make your way back to the beach. You will be attacked by
Holin and his henchmen! Once you have resolved this dramatic confrontation you can
continue to the Holds exit!
Matrice will meet you there and she is the Harper! She will
introduce you to some sailors sitting on the beach.
The sailors will not give you any information unless you play
a game of blind mans shards.
You can try to bluff your way in the game but its best
to get advice (and some money) from a professional before you do anything.
Return to Fort Hold Courtyard and speak to Brak, he
will give you some good advice on how to play and will also exchange any unused items in
your inventory for cash for you to use.
Now you have the tips and tricks on how to play blind
mans shards so you can return to Ista beach.
Speak to the sailors and engage them in a game. If you follow
Braks advice and use Holins loaded dice, you should be able to win quite
easily. If you run out of money you can go back and see Brak and he will lend you
some more.
After winning the game, speak to all the other sailors and
Matrice to make sure you have all the information you need about Neths
possible location.
Using the map you recovered from Belans chest, make
your way up the path to the smugglers house.
You will find Sorians house opposing it.
Go in and speak to Sorian.
He will give you some more clues as to how to get inside and
together you will formulate a plan. He will provide a distraction whilst you go round the
back of the house and attempt to sneak out to the cove.
Go out of Sorians house and walk across the street.
Go around the back of the building where the barrels are.
You will find yourself climbing into the smugglers house from
the back.
Hide behind the barrels in the room, wait for Sorian to
provide a distraction and sneak up to the guard at the front door.
Take his key, make your way back to the trap door in the
floor of the back room and open it.
Now you can escape to the cove!
Ista Cove
This is the combat section of this chapter. You will have to
find your way down to the bottom of the cove, find Neth and rescue him. Slon,
Gonuth and Zenth are all watching from a nearby cliff top and will be able to advise you
when danger is near.
Fight or avoid the guards until you reach the dock where the
Clear Endeavour is docked (the large ship at the bottom of the cove).
If you go to the right of the gantry (directly opposite to
the way you entered) you will find a cave network filled with cattle.
Within the first cave area you will find Belans dead
body and the badge he mentioned before.
If you wear this (select it and use it) and your civilian
clothes, you will be able to gain access to the Clear Endeavour
without trouble.
Move down into the lower caves and rescue Neth (careful
as you are on a timer so you will have to do it quickly
.
You can then try to board the Clear Endeavour. You can either
use the badge, attempt to sneak on board, but in both cases, wear your civilian clothes or
youll be in big trouble!
Once aboard the ship, it will set off for uncharted lands,
try to stay hidden if you can until you reach your destination. If not, you will have to
fight with the cabin boy or give him some marks.
Ierne Island Landing Point
Once the Clear Endeavour lands you need to get away from the
ship and to a safe area as soon as possible.
If you are using Belans brooch, the sailors will not
take any notice of you and you can walk past them freely.
If you sneaked onto the Clear Endeavour, you will also need
to sneak past the sailors.
If they see you trying to get away from the ship they will
try to stop you and you will have to fight.
Stick to the left-hand wall and none of the sailors should
notice you and you will be able to get to the path leading to the top of the cliff.
Once you are at the top of the cliff you will see the Clear
Endeavour leave Ierne and you will be free to call Zenth and return to Fort Weyr to report
what you have found.
Walkthrough for Chapter 4
The following is a complete list of all the things you need
to do in order to complete Chapter 4 effectively. Please note that the following is
presented in quest order and not it the order you need to complete tasks in the game, as
effectively there is no set path to follow, you are free to do as you will.
Fort Weyr
When you exit your room, talk to Sbor and he will ask
you to go and find Vhul and Slon.
In the Middle Level, Slon can be found in
Vhuls weyr.
After the sequence, go near the table and pick up the bottle
of poison and the letter
Youll discover that its Vhul who is the
traitor and you must go back to the Upper Level and talk to Sbor (after seeing
Slon saving him from an assassination by poison!).
After talking to Sbor and Jazon, youll be sent to
Ierne Island to find the herbs for the cure and find some evidence of your innocence
Ierne Landing Point
There are 3 exits for Dkor to take, 1 is Temple
exterior entrance and 1 is protected by a dangerous looking feline (Volcano) and the third
looks clear (Hunters Lodge).
Take the exit to the north this will take you to the Hunters
Lodge.
Hunters lodge
Walk down the passage that is ahead of you.
There is a pit trap at the end of this passage and Dkor
falls for it.
As Dkor climbs out of the pit he sees the Hunter
Lear watching him with a loaded crossbow.
Lear wants to believe you are here for the cure and
says he will show you how to get the first herb. But that it is guarded by a pack of
Felines. (The creatures you saw on the Landing Point)
Practice sneaking up to Lear if you manage this you should be
able to do the same with the Felines.
Lear stands at the top of a ramp leading to a storeroom. You
must sneak up to him using the rocks as cover.
Climb up the ramp and behind Lear there is a Glass Jar, take
this and use it on the Barrels to the left of the entrance to fill it with acid
With the help of Lear and your improved sneaking skill you
can now get into the Volcano
The Acid will allow you to burn down the bushes and access to
the Temple.
Volcano
You must sneak/Fight the felines and jump your way to the
bottom of the volcano.
Once there, take the herb. Dkor will be attacked but
Lear will step in and save him.
Ierne Temple (Temple Exterior)
Use the Jar of Acid on the Bushes blocking the road.
Walk up to the entrance of the temple and get inside.
Ierne Temple (Temple Interior)
One of the herbs Dkor seeks is beneath the temple but
is blocked by a large gate.
First thing you need to do is open the doors leading to the 4
coloured room.
This is done by pushing the Head statues onto the panels on
the floor. The scratches show which way to push the Statues.
Once the doors are open you need to pull the leavers so that
they match the pattern on the floor in the upper room.
Pull each of the leavers once towards the door of its room.
The main gate will then open allowing you access to one of
the herbs you need.
Sub Puzzle
There is a locked door with a strange pattern on the floor,
If your intelligence is at least Level 7 you will be able to decipher the pattern and
realise you need to hit the marks on the door in a certain order.
Use the crossbow and hit the marks in the proper order.
Then you can get a Fire-lizard eggs in the little room (White
Fire-Lizard).
Landing point The Hunted
Once you have both of the herbs, one from the volcano and one
from the temple, Dkor will be ambushed.
Prison
Dkor wakes to find himself inside a prison cell. Flick,
the prisoner in the cell opposite tells you he can help you escape.
He says you need to find a weapon to use against the guard in
the corridor.
If you examine the corner of the bed you will be able to take
a piece of the bed leg.
Next you need to find something to attract the guards
attention, you can use the Chamber Pot in the corner of the cell.
Tell Flick you are ready and Dkor will make his escape
from this cell.
You can get Nettleweed on the floor in your cell. (For
Romas Hatching recipe)
Talk to each of the prisoners. You will find one of them,
called Keriil she believes her husband is on the floor above and that he is working for
the Lord against his will.
To open the door at the end of the corridor you need to press
the button to the left of Dkors cell.
When you exit the cells area there are 3 doors, one to the
left and 2 to the right. Pressing the button in the alcove in front and to the right of
you opens the door to the left.
Walk through the door, there is a table in front of you with
your weapons (You may need these soon) and a large bell hammer.
There is a switch to the right of the door you just walked
through, this opens the other door in this room.
As you walk down this corridor there is a gate to your left,
behind it is the Key to Flicks cell. You cant get to it yet, but you will be
back.
As you approach the end of the corridor you will see a torch
on the wall to your right with a switch underneath it, pressing this extinguishes the
torch and allows Dkor to hide in the now dark corner. This is useful as you are now
inside the guards patrol area.
There are 2 patrolling guards, you can choose to fight or you
can try to sneak. Fighting may not be a good idea as you have no healing Items and a fight
could turn nasty.
As you look down the next corridor you will see 2 doors
opposite each other. The right leads to a room with 3 guards sitting at a table. The Left
leads into a large room with a locked door and a large bell.
Just before the room with the bell there are 2 alcoves on
ether side, one has a single switch the other has 2. The switch to the Right will
extinguish the torch above it, as will one to the left, the second will open a door inside
the guards room.
Turn out at least one of the lights in the alcoves as the
guards do patrol this room and you may need to hide.
When it is safe, walk up to the bell and use the hammer on
it. The guards will come running and Dkor will dive into the dark alcove, if you
forgot to turn off a torch one of the guards may see you and you will be forced to fight.
Walk into the Guards room, on the wall to your right are keys
to 3 of the cells.
There is a switch in the alcove on the left wall, this will
open the gate stopping you from getting the key to Flicks cell.
Exit the Guards room and turn right, as you walk down you
will see another alcove to you right. Behind this gate is the Key to Keriils cell.
Straight ahead of you is another torch with a switch press
the switch and you can now hide in this area.
As you look down the next corridor, there is a passage to the
left that leads to the exit and a switch that opens the gate you just passed. It is
however protected by 2 guards.
Continue down the corridor, this will lead you back to the
area outside the cells.
The 2 doors you saw when you first exited the cells are now
open.
Enter the room opposite and on the far wall, to the left is a
switch that will open the gate blocking your exit from the prison level. There is also all
of your items on the ground, collect them before you head back to collect the 2 keys you
missed.
Walk back up the passage you came down, past the exit to your
right. The gate that was stopping you from getting Keriils key is now open, as is
the one to Flicks key.
Head back into the Cells area and open the doors to the
cells.
After you free Flick, he give you the last Herb for the cure.
All that is left on this level is to leave, head to the exit.
You will have to fight the 2 guards but you now have your
weapons and your items.
Try to take one out with the large crossbow, this will mean a
1 on 1 fight rather than trying to take 2 at once.
Ground Floor
When you enter this Level Lamrat will be waiting for you, he
is partly responsible for the disease spreading to Fort Weyr and he wont let you out
alive. Kill him.
After you Kill Lamrat, you can see the Masterminer key on the
floor near Lamrat. Get this Key. (See Sub Puzzle at the end of document for knowing what
you can unlock with this key.)
As you enter the Level, there is a large Door in front of
you, which is locked. There is a room to your left and one to your right.
Head towards the room on the right, watch the sequence
showing Vhul and the Slave master. Once Vhul has left, walk in and fight
Druse.
The slaves in this area will all realise that there is a
chance of freedom and will follow your directions. If you walk up to them you will be able
to get them to move around the Level, if you select No, you will be able to talk to them
individually. Walk up to them and select Yes to move them to the Window room, this is the
room to your left when you came into the level.
Walk up to the window to get a visual reference so that the
other dragon riders can come rescue you and the slaves.
Here you can see a Crystal TrundelBug on the floor. You can
shoot it with your crossbow and take it.
You now need to scout ahead to look for guards so you can get
the slaves down to the courtyard below. Walk through the kitchen area. (The area to your
right as you are looking out of the window)
There are 2 Guards standing next to a pillar at the other end
of the kitchens, you can fight against this 2 guards or try to pass the guards when they
dont look in your direction.
There is a skin on the table showing the new orders the
guards have in response to the bell (One ring : Bring guards to the Main Hall, Two ring :
Bring guards to Courtyard, Three ring : Bring guards to Catlle Pen. The bell is in the
next room beyond the 2 guards, go to the bell room.
There are 3 Guards in the next room and there is no way of
sneaking past them. The only way to get past is to ring the bell and send the guards to an
area you want them or kill them (very risky).
Ring the bell three times.
Head back to the slaves and tell them to move to the
courtyard.
There is another room on the other side of the hall where the
guards were standing, enter this and you will meat Hellion.
Hellion is the husband of Keriil, one of the prisoners you
helped rescue. He will give you a Key (Large rusty key) that will open the main door in
the room outside. Take the Key and open the double door.
Vhul is inside and after he explains his actions he
will attack you.
Vhul will give you a Key (Ornate key), this is the key
to leave this Level (In Cattle Pen) but there are the 3 guards in the cattle pen, you need
to move them again or you can kill them (again, very risky).
Head back to the bell room and ring the bell once, the guards
will return to the room they started in. Walk back through the kitchens into the cattle
pen, open the door with Ornate key and exit the Level.
Sub Quest
In the centre of the room where the 3 guards where, there is
a trapdoor. In order to open it you need to push the unlit brazier over the trapdoor so it
crashes through and you can rescue Gladeril (Potential Weyrwoman)
Roths floor
Once you enter this Level you cannot go back so make sure you
have competed all you want to before coming here.
There are 3 areas for Dkor to investigate.
To access the area to the left (the one that is blocked by a
metal door) you need to use Belans brooch.
The area to the right requires a Strength Level of at least
6. These will give you 2 halves of the EEC talisman, give those two parts to the
mastersmith and he will give you a Fire Lizard Egg. (Golden Fire-Lizard)
The area directly behind the stairs is the Hold Lords
Quarter.
When you enter this room you will meet Roth. He will explain
his actions and then attack. Dkor cannot win this fight because as his internal
fight with the disease is beginning to take over.
Just as Dkor falls to the floor the rest of your wing
burst in. In a fight, Roth kill Sbor and escapes
Then Dkor falls
unconscious!
Fort Weyr Upper Levels
When you wake-up, you are told that the herbs you collected
have cured the disease and that your name has been cleared. You are also told that
Vkai wishes to speak to you.
Once you have spoken to Vkai, head down to the Weyrbowl
and find Jim and Jax sitting at the bottom of the ramp to the right of the entrance to the
Lower Levels.
Talking to them will reveal that Rowarth has been seen
walking into the dark caves with a stranger.
Entering the dark caves from the Weyrbowl, you will find
Rowarth staggering towards you. He has been attacked by the stranger who happened to be
Roth.
You must now find 4 Dragon riders you trust to meet in the
hatching grounds to stop Roth.
You can speak to Brak who is in the middle levels near
Emmara.
You can speak to Tmen who is sitting it the Common Area
on the Middle Levels
You can speak to Ltul who is sleeping in his weyr on
the Middle Levels
You can speak to Lytah who is in the Library on the Upper
Levels.
Once you have 4 dragon riders go to the hatching grounds and
find Roth.
Kill Roth.
Watch the Hatching Ceremony and the conclusion.
Sub Quest with MasterMiner Key.
Go to Mastersmith Hall.
Then use the MasterMiner Key for open the house near the
windmill.
In this house, you should find 3 skins (one on the table near
entrance, one in shelf and other in the little chest on the table.) but for this last
skin, you need to go behind the wood pile and wait for Rom.
After some time, Rom enter the house and goes to the little
chest for opening it and then, exit the house.
Now, you can go get the last skin in little chest.
At this time, if you have enough Knowledge (LEVEL 7) you can
read and understand all 3 skins. After the reading, youll discover that Fben
is a traitor !!
After reading the skins, wait for Rom to come back and watch
the sequence
Adventure-Archiv
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