Two worlds 2 should i kill mirage




















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Edit page. See the full list. Watch the video. Recently viewed Please enable browser cookies to use this feature. Learn more. Basel has a final request for you. In order to get his information on the Tower of Fangs, Basel needs you to take Jarrad out. Reesa will appear outside Jarrad's house to try to talk you out of killing him, but it's up to you whether or not you kill him. If you attack him, Jarrad won't even put up a fight.

However, you'll be ambushed later in the game by his angry older brother "Mirrd's Revenge," in Side Quests. On the other hand, if you opt to tell Jarrad to get out of town, you receive more experience points right now. Either way, resolve the issue of Jarrad and return to Basel. He'll pay you auras and give you the Poison Arrow skillbook, as well as opening up the option of fighting in the Hatmandor Arena. The go-between Basel mentioned, Tongue, is standing right outside the inn when you leave.

He will lead you to an isolated house in a back alley where, as a bit of an entrance exam, two of Mirage's thugs will attempt to beat you into pudding. Both are melee attackers and they'll hit you in a very small room with no method of escape, so if you haven't at least kept slightly up to date on your close-combat abilities, this will be difficult.

In the event you survive, Tongue offers you the chance to work for Mirage. At this point, you can take him up on it if you want, but you don't need Mirage anymore now that you know where the Captain is. Continuing to work for him is a side quest "Dragon Scales" , and is dealt with in that section.

You'll also automatically receive the Keys to the Gates after you've spoken with Tongue, which opens the otherwise-locked gate at the South District. Probably best to visit the shopkeeper in town and buy any upgrades to your weapons and armor if he has any you can afford, though.

Now is a good time to buy a polearm if you haven't already. To find the next town, simply go to your quest log, highlight Starvation, and press. This marks it as your active quest and puts a flag on the map where you need to go, head there now. Follow the marked path to the flag, you'll find 2 Varn on the way you can try to assassinate.

Once you get there talk to Altan, who will give you a quest. The first step is to read the Drawing of an Initiation Ceremony in your inventory with the books. A flag will appear on your map if not make Initiation ceremony your marked quest.

Head to the flag this is a good time to take the horse for practice and then it will move when you get there, follow it until the 12th one, where your drawing will be marked automatically.

Return to Altan and talk to him, then agree to do the race. Get on your horse, they'll be 2 red X's, the one with no flag is the start, so head to it and then start heading to the one with the flag. As with the last quest, the flag keeps moving, you just need to follow it. You'll reach a trophy a Varn will likely be near it grab the trophy don't need to get off your horse before the Varn can bother you and then turn around and go back.

All you need to do is stay on the marked path and keep your speed gauge almost maxed but not red, as the horse may kick you off , there's nothing to jump over or anything. That said, your time limit is kinda tight, so make sure you stay on top of the minimap and the speed gauge. Once you've done it you can enter the town.

Head to Purew on the pier and talk to him, answer for his riddle termites. A flag will appear on your map, head over there and talk to Bassan. Answer in the first conversation, then talk to him again and choose again. The flag will move. Head there to find a bunch of Varn, I don't think it's possible to assassinate any of them.

Be careful, as there is a spellcaster in each of the 2 groups. Don't be afraid to kill one or two and then run away to heal, and then charge in again and repeat. Head back to Halhin and talk to Altan again. Head to the lighthouse flag but save before entering it. Now you'll have a choice. I always cut her down.

It opens up a quest later on for some easy experience and she drops a decent polearm. There's a Weapon Forging skillbook on the ground, grab it. Head back to Halhin and tell Altan what happened, then return to Bayan and give Alima the good news. Before moving on with the main stuff, might as well get some things out of the way. Near Alima is a cave should be a green pin on the map. Make Runestones your main quest.

Head inside and go to the green dot for the rune. If you take the long way you'll encounter scorpions, which will be a regular enemy, so you might as well learn to deal with them now. The easiest way to do so is to just keep behind them, they turn slowly and will attack even if you're behind them, leading them to attack the air. Keep behind it and when it attacks then attack it once or twice. Remember you can run with to stay behind it very easily. Head back to the tutorial island and give the orc the runestone.

Go to the Savannah and go to the flag and clear this cave out, the runestone is the flag again. The next runestone is not accessible yet, so don't worry about it. Enemies you can assassinate and chests you can pick start getting more and more rare the deeper into the game we get. You won't be able to get 50 chests in this part of the island, but you'll get close. There's more than enough Varn to get 20 assassinations, though. You'll get some decent experience and a bunch of stuff to sell or break down.

At this point you probably have a decent amount of money for potions and stuff, so I'd start breaking down everything you get so you can upgrade stuff. As the game goes on you'll start having trouble finding stuff to spend money on anyway. Refer to the maps for chest locations, teleports, dungeons and places where stationary Varn are to assassinate. Note that the enemies in most of these dungeons will be too strong for you though you can try , but entering them is enough to mark it as an explored dungeon hopefully, as I detailed previously.

You'll get an achievement once you have 20 assassinations. Who's Next? Here's the Hatmandor map of chests and such, along with a map of the dungeons. Though you should already have the assassination and chest achievements, if you don't, there's plenty to get. Head to the Lost Head flag. At the gate of Hatmandor the guard will stop you, head southwest to find Cheznaddar.

Go to the flag for this quest to find Gart Valarin. If you killed Selen in the lighthouse as I did, a cutscene will automatically start as you approach and you'll be given a quest. Anyway, talk to Valarin. Accept his quest and then head to the flag. Go up the stairs and talk to Jarrad, accept the quest and then leave. Go north, and up the first set of stairs on the left. Go up the smaller set above the first, then walk up the plank behind you and then the one to the left.

Go forward and a bit to the right to find a wooden ramp to go down to a balcony, then jump off the side facing west and go up the plank. From here, jump on the box and then the platform with the hatch, or climb the nearby stairs and jump to the platform. Once inside, head down the stairs and find a chest on the right with a Water Mastery skillbook, and an Ice Arrow skillbook in one of the aisles. Another aisle has a chest with the medicine. DON'T use the door here, go back to the hatch you came in through.

Return to Jarrad and talk to him note you can open the 2 chests in this room and Jarrad won't stop you.

Now head to the Hatmandor gate, where Valarin has moved to. On the way, Bad Yi will stop you and tell you about bounty board stuff.

Most of the guild specific quests are picked up from bounty boards like this, and almost every guild has an achievement related to it. Once you take the notes off the board, read them in your inventory to get the quest in your quest log. Talk to Valarin right by the gate and agree to help him again. You can finally get into Hatmandor now.

Before that, let's go ahead and knock out the guild quests we got. One leads to the Savannah Ostrich Feathers , go do that one first. Just go to the flag and kill all the Ostriches, you'll get a message when it's done. Head to Cheznaddar and go to the flag for Unsolicited Guests make it your main quest to find a sewer grate, head inside.

Head to the flag and enter the gate. You'll face some scorpions here, and find a ton of bodies to loot. The scorpion at the end tar scorpion does much more damage than typical scorpions. I'm not sure if it always happens, but mine wouldn't move, so I just shot it with arrows until it died.

Magic would work too. Once it's dead you should be told they're all dead. The last quest Black Muskteers is in Hatmandor, head to the flag, pick the lock in sneak mode wait until no one is around , and go inside.

Kill the enemies, then pick the 2 locked drawers and leave, head to the next flag and repeat for all 4 places. The last flag is by a sewer entrance, but it's actually a door at the top of some stairs near the sewer entrance. If you have the Sweet Vengeance quest from killing Selen at the lighthouse head there now southeast of where you are now.

Inside the cave you'll find someone who will lead you to an open area, you'll fight 2 strong monsters here. The spectral one blue I guess? Leave once they're dead. Head to Hatmandor and turn in those 3 quests to Bad Yi. He'll have another one, Persistent Guards. Take it and read the scroll, then make it your main quest and head to the flag. Kill them and then return to Bad Yi. Head to the Mage's Guild now, east of the Queen's Crossroads teleport gren pin.

Here you'll find a soulpatcher and a teleport, along with some shops if it's daytime.



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