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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 K’tan 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 K’tan, 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 Lockenn’s 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 V’kai.

V’kai 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 N’eth.

You heard some rumours that N’eth was indiscreet the previous night, during Nalaya’s 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 N’eth’s 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 N’eth 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 K’tan in the upper levels, next to your room.

Speak to V’hul in the first room on the left in the middle levels. He will give you a ballad to hand to F’ben, another Dragonrider. Accept to deliver it.

Go and see N’eth and solve his puzzle for him – see above.

Go and see Lytah and take Lockenn’s journal from her – see above

Go and see S’lon, he can be found in the last room on the left next to the entrance of the gambling hall.

Go and see T’men and B’rak 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 F’ben and deliver the ballad from V’hul.

L’tul will go to the meeting once you have spoken to him after exiting the dark caves (see Jim’s 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 (Jim’s 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 Hal’s hammer).

Push the cart and exit the caves through the hole in the wall.

Talk to L’tul 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 haven’t completed N’eth’s 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 D’kor, 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:

You’ll find yourself back in your weyr, feet up on a chair. K’tan 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. Don’t 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. You’ll find K’tan 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 you’ll notice that you are surrounded by people and market stalls. K’tan 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, he’ll 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 Hold’s 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 potter’s 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 you’ll get a baby tunnel snake in exchange. This will only happen if you have the trapping basket from Chapter 1 (recovered during Jim’s rescue).

If not, you’ll 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 cart’s 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 potter’s 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 potter’s 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 he’ll 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. It’s 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 he’ll 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 (it’s too dark to see otherwise) you will need to purchase it for three Bitra Marks. There are four available; here’s 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! Don’t 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, he’ll give you a mark as a reward. You’ll 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, you’ll 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 you’ve 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…here’s 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 don’t have the sword, you’ll see a sequence in which D’kor 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.

You’ll find yourself in a long room with computer equipment strewn around.

At the far end, there’s 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, you’ll 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 don’t 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 K’tan 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 you’re friend K’tan getting very sick), you will then find yourself in Healer Hall. Speak to K’tan 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. Here’s 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, K’tan 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 V’hul 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 S’bor!

 

 

 

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.

S’lon 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 Weyrleader’s private reading room. If not, then make your way down the stairs to the middle levels.

When you reach the middle levels V’hul 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 Emmara’s sub puzzle or give Lytah the pearl she requested (don’t tell me you haven’t 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, B’rak, N’eth and S’lon 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. It’s 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 that’s 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 he’ll 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.

S’lon and N’eth 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 what’s 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 Holin’s puzzle.

 

The Matrice and Holin’s 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 won’t 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 Sorian’s name will be cleared and Holin will be banished from the island. An end to everyone’s trouble.

Walk back to the middle of the village where you met Holin before and you’ll 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 Sorian’s 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. It’s probably a good idea to go and speak to him, he may know more about Nalaya’s 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 it’s 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 (don’t 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 N’eth.

At this point, N’eth 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 N’eth 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 Nalaya’s 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 family’s 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 N’eth 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 he’ll open his shop up for you.

Go into the shop later and you’ll 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 N’eth

Time to check on Belan.

Walk up to the Rising Star and enter it.

Walk down to Belan’s room and you’ll discover that he’s 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 S’lon. You will also discover that N’eth 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 Hold’s 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 man’s shards.

You can try to bluff your way in the game but it’s best to get advice (and some money) from a professional before you do anything.

Return to Fort Hold Courtyard and speak to B’rak, 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 man’s shards so you can return to Ista beach.

Speak to the sailors and engage them in a game. If you follow B’rak’s advice and use Holin’s loaded dice, you should be able to win quite easily. If you run out of money you can go back and see B’rak 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 N’eth’s possible location.

Using the map you recovered from Belan’s chest, make your way up the path to the smugglers house.

You will find Sorian’s 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 Sorian’s 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 N’eth and rescue him. S’lon, 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 Belan’s 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 N’eth (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 you’ll 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 Belan’s 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 S’bor and he will ask you to go and find V’hul and S’lon.

In the Middle Level, S’lon can be found in V’hul’s weyr.

After the sequence, go near the table and pick up the bottle of poison and the letter… You’ll discover that it’s V’hul who is the traitor and you must go back to the Upper Level and talk to S’bor (after seeing S’lon saving him from an assassination by poison!).

After talking to S’bor and Jazon, you’ll 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 D’kor 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 D’kor falls for it.

As D’kor climbs out of the pit he sees the Hunter – Lear watching him with a loaded crossbow.

Lear want’s 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. D’kor 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 D’kor 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, D’kor will be ambushed.

 

Prison

D’kor 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 D’kor will make his escape from this cell.

You can get Nettleweed on the floor in your cell. (For Roma’s 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 D’kor’s 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 Flick’s cell. You can’t 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 D’kor 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 D’kor 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 cell’s.

There is a switch in the alcove on the left wall, this will open the gate stopping you from getting the key to Flick’s 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 Keriil’s 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 Keriil’s key is now open, as is the one to Flick’s key.

Head back into the Cell’s 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 V’hul and the Slave master. Once V’hul 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 don’t 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.

V’hul is inside and after he explains his actions he will attack you.

V’hul 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 D’kor to investigate.

To access the area to the left (the one that is blocked by a metal door) you need to use Belan’s 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 Lord’s Quarter.

When you enter this room you will meet Roth. He will explain his actions and then attack. D’kor cannot win this fight because as his internal fight with the disease is beginning to take over.

Just as D’kor falls to the floor the rest of your wing burst in. In a fight, Roth kill S’bor and escapes… Then D’kor 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 V’kai wishes to speak to you.

Once you have spoken to V’kai, 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 B’rak who is in the middle levels near Emmara.

You can speak to T’men who is sitting it the Common Area on the Middle Levels

You can speak to L’tul 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, you’ll discover that F’ben is a traitor !!

After reading the skins, wait for Rom to come back and watch the sequence…

 

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