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Australian 20.12.20 06:02 am

Mod \ "Dikkurik \", questions, discussion (Gothic)

Help, pliz, with the passage. Maybe you know where you can download it.
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P
Playshner 20.12.20

Friends, I remember I found a tablet with a recipe for a STRENGTH potion ... but I forgot where ... maybe someone will remind you ... It is STRENGTH ... Thank you in advance ...

P
PokudoN 20.12.20

And where to find teachers of one-handed / two-handed weapons ??

P
Playshner 20.12.20

In the tower of the mercenaries that the peasants are guarded ... on the mountain ... There is a pointer ... I forgot, just what is written on it ...
But first you need to complete all the peasants' quests ... and get the quest to bring them food .. They won't talk without food ...

D
DarkWarlock 20.12.20

A dude teaches two-handed in the castle, he is very similar to Kor Angara. And some mercenary teaches one-handed, after you dunk the wolves in the forest.

J
Jihad 20.12.20

Kill Pete and take the letter from him.

D
Dimis 20.12.20

The recipe for STRENGTH lies not far from the rice fields (follow the signs "SWAMP") Not far from it, a flock of hornets is circling, there is also a troll cherry not far from it

2
26199 20.12.20

Thank you, it was there that I found him ... a long time ago ...

K
Keldorei 20.12.20

Friends! Let's face it ... Dikkurik is not a mod or addon, but just a self-propelled gun, and even on his knee! It was made by noob, and localized by lamer !!! With your systems everything is OK, just the "mod" has a bunch of bugs! It's scary! Often crashes ... The plot is worthless! Just think: "Once upon a time there was a good king ... ... but Berengar wanted to rule Gatia himself ... killed the magician who betrayed him ..." And for the sake of this criminal we suffer so much!?! The main character himself is just a Man, Morally, omitted! He is far from that charismatic man from the original Gothic (from 1c, of course, maybe those black troll falsifications that Russobit is pushing us are not worth completing). Let's remember Gothic I: each nominal character has its own quest (well ... almost everyone ) from the "characters" of Dikkurik we hear one thing: "
Quests are stupid, full of glitches and ambiguities ... At the expense of graphics. Yes, more beautiful than Gothic-1, but all this is so ineptly spelled out that Dikkurik lays MUCH stronger than Gothic II, to which Dikkuriku, as to the armor of the barons! I kept waiting when they would give me armor for joining Berengar's gang ... and it turns out that it is given by a merchant who does not speak to you until you find something that is not even a hint! COMPLETE NONSENSE! By what system they give out tasks, no one knows, probably no one! Tolley by day, or by the level of the hero ... When I saw the first NPC in Dikkurik and he did not say anything, and then everyone else refused to speak, I thought that I had glitch. Beta testers should be hung up! And over the fire! And shoot at the limbs while they are still alive ...
No, my friends, they don’t do IT! And Russobit-M is something! With what such a fright did they undertake to localize this sludge? I'll tell you from which one! We just wanted to rake in some money on the promoted brand! After all, the box does not say that this is a mod - it is written ADDON! And besides, they did not warn that the mod was not made by Piranha Bytes ...

So here's my advice. Don't waste your time on Dikkurik, he's not worth your effort!

F
Fire 20.12.20

how to enter the cave in Lagariman's quest test of the spirit

S
Seydorian 20.12.20

I agree with you partially. In fact, the thing is not even thought out by 30%, but when you come to the edge of the zone it looks "cool", especially from a hill, linearly stuck textures, coating, all kinds of grass. Hangs great too. I decided to look at Dikkurik out of nothing to do - well, I wasn't lying next to Gothic. And russobitu minus points. And the message at the end of Dick is especially impressive. that it is not finished.
What the hell was he released then? (Especially russobit?)

2
26199 20.12.20

fire
01/18/05 19:57 how to enter the cave in Lagariman's task testing the spirit

There is a pickaxe ... with it, go to the place, as if heaped up with stones ... and ctrl + arrow to the top ...

P
Playshner 20.12.20

Well, friend ... Who figured out the switches ... ??? Share your knowledge ...

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-Dema- 20.12.20

Guys, tell me where to take the magicians. zai..sya me. they are still dull, sales are stuck in the bushes. It’s half as long as I brought them out of the cave.
More problems with weapons, no one sells normal weapons. I first went to the cave to the Darks, there are zombies, skeletons and a magician. 66 damage / 34 strength. "blow of rage" that's more or less what I found there. in general, I do not like to buy, I like to take the thread from whom. later took it from two Gatekeepers near the entrance to the camp. crossbow I both. they have a 100/55 crossbow and a two-handed saber, like 83 damage / 60 strength. this is all that so far the most fashionable I got.
The combat system is bad, like everything is the same, but you probably noticed that when you bounce back, the enemy still hits the body. in Gothic it was not like that, even if you are not pumped. with one orc like nothing. but with two it's already hard. in Gothic I fought with 4-5 and came out alive. and here ... byada.

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-Dema- 20.12.20

about! I also got to the switches in the cave with sliders. spit spit ... do not want 5 pieces to light up immediately. probably it should be. looked at the walls, looked at the ceiling everywhere - no clues. Probably here, as always, everything is simple. we do not know this yet.
That's how you had to guess, in the cave when the 4th magician ("with a bad memory" (Langariman's 2nd task)) you call for a showdown, find a book in the bookshelf. it would be fine if it was highlighted there ... fuck. :)
By the way, did you find the key in a little house far from the rice field where two stings of the sherns lie? there is a key on the camode in the corner, well hidden. noticed by chance. key to the chest. in the chest, if memory serves - armor.
in the second task of Laringaman, it was necessary to break through the blockage with a pickaxe. and I into a meat beetle and into a hole .. then when I took the magicians out of the cave, I thought they wouldn’t pass. the blockage remained. luckily they found themselves free.
And further! in the cave where the saber "flies" the "blow of rage" on one of the value potion is hidden a potion of strength +8

V
Vlad 20.12.20

How to get a letter from Pete, which should be brought to the magician Taliasan ???? Help pzhlsta !!!

P
Playshner 20.12.20

Pete said that his sword was stolen ... this man is standing in the nearest line ... over the cliff ... Take the sword ... return Pete ...

D
Diman 20.12.20

People! When will Dikkurik2 be there or is he already there?

R
RoD 20.12.20

People help where to find Leofvin his friend Hamond became a bug. for the quest ("The transformation of the mercenary Hamond"). He seems to be somewhere in the castle, but in what and where exactly?

P
Playshner 20.12.20

He is either in his hut, where the Hammond beetle was running ...
Also every day at about 12:10 he is with Hammond on the upper platform at the lift ... near the entrance to the mine ...
But in general, write more clearly what exactly is problem...

B
BiV 20.12.20

Passage of Dikkurik


Merchants:

City: (after completing the quest "Merchants") Homer - drinks and all sorts of rubbish Fisk - one- and two-handed weapons, Faris rings - bows and amulets Nolwen - runes and scrolls Konogan - armor. Haril:

Master Blacksmith :
The quest (if any) is indicated in brackets, after which training will begin City: Azarend (in the forge) - strength and agility Azarend (on the wall) - two-handed Azarend (on the tower during meditation) - mana Hamond - stealing, breaking, sneaking. ("Enchanted Soldier") Leovin - acrobatics ("Test of Courage") Konogan - acrobatics (have the book "Arcanum Golum" with you) Taliasan - 1 circle of magic ("Enchanted soldier"), 2, 3 circles of magic ("Strange amulets" ). Outside the city: Narrow - one-handed and bow ("Narrow and the wolves") Haril: (all after completing the 3rd task of the peasants) Cupronickel - Harlock crossbow - strength and dexterity Callictus - skins, claws, etc.


A couple of words of background.
The king of Gatia had a companion named Berengar, who decided that it would be nice for him to become king. One magician discovered the plot and the king ordered the capture of Berengar. He managed to escape, finishing off the magician, and settled in the area of ​​Etain to continue to weave intrigues against the king. A young and very naive comrade named Ardarik (who is also the main character of the game) is infinitely loyal to Berengar, since he saved his life five years ago. Ardarik's dream is to become one of Berengar's entourage and fight against King Gatia.


So let's get started.
Ardarik stands by the wooden tower all thinking about his dream and that he needs to talk to Alvin. As soon as he thinks it over, he will go up to two guys dressed as mercenaries. The guys will demand to climb the tower and look out for a white-plated falcon from it. Climb upstairs immediately (you will scour the area - fail the mission). Shit! A pack of wolves came running under the tower - it was impossible to get off. We lift two master keys and a magic horn from the floor of the tower (the horn lies under the broken table). Use the master keys to open the chest (three times to the left). Then we blow the horn. A flock of scavengers will come running in the tower. In general, as a result, everyone will run away: both scavengers and wolves. We get off the tower. On the roof of the shed on the right we grab a bow, on the roof of the shed on the left: a quiver with arrows. Well, everything that comes under the arm. Go down the gentle slope of the hillock on which there is a tower, Find the signpost and follow the Gatia arrow. Very soon the road will lead to the wall, and then to the city. At the entrance to the city, the mercenary will hint that a blacksmith awaits Ardarik. Inside the gate stands Alvin - to some extent your fairy godmother. He will say that Kamak is looking for a horn that summons predators. Kamak (the spitting image of Snaf from SL) lives to the left of the entrance to the house, next to which there are trays with the goods of the fire mage and guru. We give him the magic horn and everyone is happy. Quest "Merchants" First, let's try to get the merchants to talk. From the forge, we go past the fire until we see Homer (yes, the same engineer from the New Camp who built the dam). He will tell you that the merchants will talk to you only if they need something. So Fisk (the same one again) needs a wolfskin. We buy it from Homer and carry it to Fisk. We buy a crawler egg from Fisk and carry it to Faris, the water mage. We buy the skin of a swamp-horn from him and bring it to Nolven (who is a guru). We buy the book "Arcanum Golum" from him and give it to Konogan (the fire magician). Now all the merchants in the city love you and are ready to trade with you, and Konogan will teach acrobatics for nothing. It is best to spend the night before visiting the blacksmith (the shelter opposite Homer). We go to the smithy. Blacksmith Albras orders Ardarik to drive him to the mine for a box of raw steel. Well ... hazing has not been canceled yet. Alvin will meet you at the exit from the city and offer to look for medicinal plants. In general, do not get out, you have to run after him. Alvin will lead you to a large lake and offer to dive in it. Several algae grow at the bottom of the lake. Just swim up to them and when the voice acting of Ardarik's reflections appears, this means that the plant is hooked. You need to collect three pieces - the third will be the desired one. In this case, it is necessary to have time to find them before sunset, otherwise the mercenary will come running and begin to swear that you are not performing the task of the blacksmith. Alvin will offer to help Ardarik with the task. You can agree, you can disagree. We will assume that we have agreed. Then Alvin will take you to the mine and together you will help the worker fight off the mole rats. Alvin will then escort you back to the city and leave you at the arch leading to the castle. Despite the fact that the blacksmith told you to carry the box to the castle and call him at the gate, in no case do this. Go to the forge. If it's already evening and the blacksmith is not there, spend the night and go there again in the morning. Give the box to Albras and get a well-deserved exp. If you carry the box to the castle, then the bridge under your feet will fail (it was filed by a couple of your familiar soldiers-provocateurs), the box will fall into the water and the mission will be failed. In addition, you will then have to enter the castle by jumping through the gap. After that, let's talk to Gravern. According to him, Berengar is very interested in the fate of Ardarik and is ready to accept him if the guy passes the test. There are two ways to go through them: by completing Gravern's quests or by completing the quests of the mage Taliasan.


Gravern's Quests.
Repair the platform Having received the task, we go to the blacksmith Albras. On the table we take a note, which says that Albras gave the gear to the Master. Let us ask Gravern where the Master lives. He lives in a small house across from the shelter, but is there only during the day. We speak with the Master and take the gear. We are looking for workers to fix it in a tavern. We speak with Zubov and run with him to the platform. We give him the gear. It turns out that it's not about the gear at all, it's just that the chain is stuck. Climb to Zubov on the platform and report that you are ready. The workers will stand up to the chains. Talk to Zubov again and start giving orders (order of commands: left-right-right-right). You can congratulate yourself on a successful debut in the engineering field. Scavenger Meat You need to soak five scavengers and bring back their meat (10 pieces). Mercenary, who must escort up to the flock waiting at the entrance to the city. Just run after him, beat the heels of the birds (2 pieces of meat are taken from each) and return to the city. Cartographer The third task is a race in the race. You need to overtake a guy named Call, get a map from the cartographer and bring it to Gravern. Exit the city and go down to the outer wall exit, which leads to the peasant's yard. Greyvern and Call will be waiting for you halfway to the outer wall. Your opponent starts when Graverne is chatting with you, so it's best to have a speed potion in reserve. Drink it and run along the road to the peasant's yard. In this way you will surely catch up with Coll to the crossroads. If you still lost it, then the cartographer is in the upper right corner of the map. At the crossroads behind the farmhouse, turn right and go up the hill along a beautiful green tunnel. Further, just do not turn off the path anywhere. After the suspension bridge, the path will pass between the rocks, and immediately behind them you will see a guy in red armor - this is the cartographer. Take the map from him and return to the city. Better to use the speed potion all the time. Five minutes behind the eyes is enough to run to the cartographer, if not distracted by opponents. Thief The last task is to find the stolen dragon figurine. According to Gravern, the thief is not local and, having stolen the statuette, fled into the forest, being wounded by an arrow. We leave all in the same exit from the outer wall and go to the lake on the right. Badon stands on the opposite side of the lake. We approach him and accuse him of theft until he says that he had no other choice and he stole the figurine in order to cure his dog Vella. In the further conversation, in no case say that you do not believe him and that you are tired of his stories. Reduce the conversation to taking care of the dog. Badon will take you to her. You will see a statuette in runes in your inventory. Apply it. Vella will recover, and you will become richer on the experience, money and a few skins. Return to Gravern and give him the dragon. After that, Gravern will say that Berengar is ready to receive you. With the help of Taliasan, Gravern's quests can be turned away. In a conversation with a magician, agree to work for him and he will give his quest. Once you've done this, Gravern's quests will be impossible to complete. Reduce the conversation to taking care of the dog. Badon will take you to her. You will see a statuette in runes in your inventory. Apply it. Vella will recover, and you will become richer on the experience, money and a few skins. Return to Gravern and give him the dragon. After that, Gravern will say that Berengar is ready to receive you. With the help of Taliasan, Gravern's quests can be turned away. In a conversation with a magician, agree to work for him and he will give his quest. Once you've done this, Gravern's quests will be impossible to complete. Reduce the conversation to taking care of the dog. Badon will take you to her. You will see a statuette in runes in your inventory. Apply it. Vella will recover, and you will become richer on the experience, money and a few skins. Return to Gravern and give him the dragon. After that, Gravern will say that Berengar is ready to receive you. With the help of Taliasan, Gravern's quests can be turned away. In a conversation with a magician, agree to work for him and he will give his quest. Once you've done this, Gravern's quests will be impossible to complete. With the help of Taliasan, Gravern's quests can be turned away. In a conversation with a magician, agree to work for him and he will give his quest. Once you've done this, Gravern's quests will be impossible to complete. With the help of Taliasan, Gravern's quests can be turned away. In a conversation with a magician, agree to work for him and he will give his quest. Once you've done this, Gravern's quests will be impossible to complete.


Taliasan's quests
Letters of recommendation The magician himself gives only one quest - to receive letters of recommendation from three influential people so that the magician can again take the position that he was deprived of for dark deeds. These people are Pete, Raffa, and Snipe. After completing the quests of each of them, you will receive the necessary letters. Pete's Quest Talk to Pete. He will blow you away. Talk to his friend Tailor (he is either in the market square or in his house near the exit to the castle). The tailor will say that Pete's sword was stolen and that the guy is so nasty because of him. According to Tailor's assumption, Rotrow stole the sword. Rothrow itself is located near the launch site. There are two options here - to fight with him and take away the sword, if you are pumped enough. The second option: to steal his egg in a cave nearby from a snitch and exchange it for a Rotrow sword, and then fight. In this case, Rotrow will fight without weapons, which will make life much easier. Then take the sword to Pete and take the letter from him for Taliasan. You will find Raffa Raffu's quest near the castle wall opposite the baths. He will ask you to bring him Lynn - a girl who works in the laundry. Go to the baths and talk to Lynn (tell the guard that you came for the laundry). Lynn doesn't know how to get out of here. Talk to Alvin. He will say that only warriors and magicians can get into the baths. Go to the tailor and buy the mage's mantle from him for 100 coins. Take the mantle to Lynn. However, the magician did not enter the baths and the guard would probably suspect something. Leave the city, return and talk to Lynn again. When you leave her, you will see that the guard has changed. Return to Lynn and lead her to Raffa (he will be waiting in the market square). Another letter in your pocket. Slade's Quest Slade is an elusive person. Often hangs out near the house, where mercenaries play with fire in the evening. But, most likely, it will not be there. In the end, Alvin will report that Slade has gone south. Exit the city and head towards the mine. Slade will be standing next to the mercenary at the arch of the outer wall. Despite Taliasan's warnings, tell him honestly what you want. Slade is offended by the magician for not letting him read the book "Fundamentals of Magic" and asks to get it. Talk to the mage. Naturally, he will not give the book. It lies on a shelf in his house. Try to take it away - Taliasan will notice and take it away. Go to the pub and talk to the innkeeper. He will say that two hunters have come and are waiting for Taliasan's potion. Report this to the magician. He will leave. Now take the book and take it to Slade. However, this is not the same book at all and it is called "Foundations of Mania". Of course, Slade will notice this and scream terribly. Go to Kamak (you gave him the magic horn) and ask for some hopping. He will sell you a wine with a 100% intoxicating effect for 80 coins. Take the wine to Slade, and after he drinks, give him the book. Now the guy is unable to read the title and will take it, and in return will give a third letter. Deliver the letters to Taliasan. The mage will give several scrolls as a reward, including the "Control" scroll. You will not be able to use it in your inventory - this is the spell of the 6th circle (despite the fact that it is a scroll). Just go to Gravern and report that you have completed all the tasks, and the spell is activated automatically. Gravern decides that his tasks are really completed and says that you can see Berengar. For further passage there is a necessary condition - you need to own the skill "sneaking". To study it, you need to complete the quest "Enchanted Soldier Hamond" or the quest "Arena". So, we continue the plot of the story. The quest is called "The Past". It is performed gradually in the process of passing. During your runs past Alvin, he will stop you and give out rather strange information that one of the workers knows something interesting about the death of Ardarik's father. Tell Alvin you want to talk to this worker. He advises not to do this, but to go to the platform in the evening and follow him. This can be done after you have repaired the platform (if you are completing the quests of the magician, then the workers will already be there), as well as having learned to sneak. So, having waited for the evening or slept before it, go to the platform and sneak under the deck. The workers, in conversation with each other, will give out information that in fact Berengar killed Ardarik's father and buried his body in one of the mountain caves. Ardarik, who was stunned during the battle, he said that he was trying to save his father. That is why the guy is so devoted to Berengar. Let's postpone this quest for the time being. Let us inform Alven that you have achieved an audience with Berengar and at the same time we will hook him on the "Book of Rhetoric" quest. After that we go to the castle to Berengar. He stands not far from the gallows. Berengar will tell about the magicians who lived in the old days and that they created three powerful amulets - Triamars, which Berengar intends to find to Ardarik a little later. In the meantime, Ardarik is free, like a fly in flight, and must wait for the call sent through Gravern. Let's go back to the quest "The Past". Go to Fisk's house. A pile of boxes and weapons appeared to the right of the house. There you will find a Shield. Exactly such a shield with a coat of arms hung in Ardarik's house. But even that won't convince the guy. He did not believe the rumors too much, but decided to explore the caves, as they may contain all sorts of useful magic items. Let's talk about the shield to Alvin. He doubts whether it was even worth telling Ardarik about all these rumors. Along the way, he will report that Berengar is sending him to the east to explore the eastern lands there. In any case, he will wait until you get a book on rhetoric, and only then leave. Let's put this quest aside again. Now you can go to Berengar again and he will have a task for you. He did not believe the rumors too much, but decided to explore the caves, as they may contain all sorts of useful magic items. Let's talk about the shield to Alvin. He doubts whether it was even worth telling Ardarik about all these rumors. Along the way, he will report that Berengar is sending him to the east to explore the eastern lands there. In any case, he will wait until you get a book on rhetoric, and only then leave. Let's put this quest aside again. Now you can go to Berengar again and he will have a task for you. He did not believe the rumors too much, but decided to explore the caves, as they may contain all sorts of useful magic items. Let's talk about the shield to Alvin. He doubts whether it was even worth telling Ardarik about all these rumors. Along the way, he will report that Berengar is sending him to the east to explore the eastern lands there. In any case, he will wait until you get a book on rhetoric, and only then leave. Let's put this quest aside again. Now you can go to Berengar again and he will have a task for you. when you get a book on rhetoric, and only then leave. Let's put this quest aside again. Now you can go to Berengar again and he will have a task for you. when you get a book on rhetoric, and only then leave. Let's put this quest aside again. Now you can go to Berengar again and he will have a task for you.


Berengar's first mission.
Berengar asks if you know Col (the type you competed with in running). The answer doesn't matter. Berengar will report that Col is challenging Ardaric to battle and waiting for him in the arena. Go to the arena and fight the guy. A little about battle tactics. If you drop into the arena with a sword, crossbow or spell, the conversation simply won't start. However, Call will start attacking as soon as he yells that he intends to nail you. Therefore, do not try to get the weapon immediately after the end of the dialogue - first run away or use acrobatics. After the victory, report back to Berengar and ... he will again declare that there are no party tasks. "The Past" Well, it's time to find out the truth about who killed Ardarik's dad. We go to the cave where he is buried. After the peasant's yard we turn to the right, we run through the mountain along the green tunnel, further along the path to a flower meadow, over which hornets fly. Cross it obliquely, climb over the fallen trees and move in approximately the same direction. Very soon you will see a cave, and near it - an uncle in red armor. This is Lagariman. Talk to him and he will tell Ardarik a lot of interesting things. First course: Dad was really killed by Berengar. Second course: Papa was the very magician who thwarted Berengar's machinations against King Gatia. And for dessert: dad wanted his son to become a magician, but for complete happiness Ardarik must pass three tests. Trial of the Body Fill the wolf and the orc with your bare hands. For this purpose, we go to the lake where we caught algae, but we pass a little further than the place where we slowed down with Alvin. There will be a passage on the right in the rocks. That is where the Yanua sign goes. Very soon you will find yourself in a kind of abandoned city located in a mountain gorge. A pack of wolves hang out by the lake. All of them can be laid with a sword, except for the leader. The leader - he is black - will constantly revive if he is beaten with a sword. Kill him several times. The meat harvested from this wolf has special properties: it gives almost unlimited strength. Since corpses do not disappear anywhere, kill the wolf with a sword until you get bored. In the penultimate time, have time to skin the wolf and eat the meat - then you will easily defeat the wolf in hand-to-hand combat (hand-to-hand combat - the "tilde" key). After that, be sure to SAVE !!! It is very important. Now you can calmly skin the remaining corpses of the leader, eat a couple of pieces of his meat and start killing the orc. First things first, enter melee mode. Then start climbing to the topmost houses to the right of the lake (behind the back of the wolf leader, at the time of his resurrection). When you reach the penultimate house, be careful. As soon as you leave the corner, an unarmed and wounded orc will run out to meet you. Don't run to meet him. Just get in the way and try not to miss. When he runs up, beat him with all your foolishness. In theory, one blow is enough to overwhelm the poor fellow. If you missed the orc, and he managed to break past you and run out of the gorge, well - you have to overload the game - you won't catch up with the orc, no matter how hard you try. Test of the Spirit After reporting the first test, Lagariman will give the second quest - to get the Rune of the Spirit, as well as find and lead the magicians out of the cave where they are imprisoned. Lagariman will take you almost to the cave - you just have to run to the end of the path. To complete this quest, you must have a pickaxe with you, as well as, preferably, runes of fire, water, electricity and wind of any level. So, in the cave you will see a wall that can be broken with a pickaxe. A corridor will open inside, blocked by a barrier. Kill the zombie guard, take the amulet from him and put it on. Now nothing will prevent you from going through the barrier. You will find yourself in a very nice cave where magicians live. As Lagariman warned, most magicians are simply crazy and it is better not to bother them - they are very aggressive. Go to the right door in the wall that is opposite the entrance to the cave, and talk to Almaric there. He will say that Theodvin seized power and the Rune of the Spirit from him. Almaric is ready to help take away the rune, but he alone cannot cope with Theodvin. You need to talk to four mages: Umfrey, Valeran, Herlevin and Hamel - and enlist their support. All four are water magicians. Gamel - talk to him about life or death. Answering, do not agree with him. Then give him the "Fist of the Wind" rune. Herlevin - go to the bookshelf, press "action", read the received book in the inventory. In a conversation with the magician, "refresh" his memory and give him a rune of ice. Valeran - a riddle that he needs - 3rd option ("Time spares nothing ..."). Give him a rune of fire. Umfrey is the answer to his riddle - "shadow". Give him an electric rune. All the necessary runes can be taken from the mad magicians in the cave. When all the magicians gather in Almaric's room, talk to him and go to the next room to Feodvin. Talk to him. The conversation will result in a mutual skirmish between Feodvin and Almaric, and then they will have to fight. The guards will attack the magicians. Those are immortal, so do not be afraid for them. Get up in the corner and slowly shoot opponents. When everything is over, take the Rune of the Spirit from Theodvin, talk to Almaric, take the magicians out of the cave and lead them to Lagariman. The quest is complete. Tell Lagariman that you saw the corpse of one of Berengar's people (even if you didn’t see it, this phrase will still appear in the dialogue). He will answer that Ardarik needs to return to the camp and hang around there so as not to arouse suspicion. Along the way, Lagariman will ask you to look for shelter for him and the magicians (this mission will be completed only in Dikkurik 2). We return to the city. Berengar finally had a new task: to find the first amulet of the Triamars. The amulet was stolen by a certain Madares. Now the bastard is hiding in the mine. Hook Gravern with you and run with him to the mine. While Greyvern and his people will develop a plan of action, enter the mine and kill everyone who comes along (well, except for the miners). If you move along the right side of the mine, you will soon stumble upon Madares in the company of one of his people and a stone golem. Kill the golem together, and then Madares and his friend. Take the amulet from Madares' body. You can still run around the cave, kill the crawlers and their queen, collect all sorts of useful things. Then leave the cave through the same exit as you entered (there are 2 exits in the cave, but one is still closed). Give the amulet to Gravern, and then the message "FINISH THE GAME" will appear in the dialogue. Actually, the first part of Dikkurik is finished. You can complete the game, watch the credits and spit, or you can end the dialogue with Gravern and run around the world, swing, complete unfinished quests.


Optional missions
"Kamak is looking for a special horn" Alvin will inform you about this as soon as you come to town for the first time. Kamak lives in a wreck between the trays of the fire mage and the guru. Give him the scavenger horn. "Enchanted Soldier Hamond" If you walk from the entrance to the city on top along the left wall, then in one of the houses you will find the mercenary Leovin, in front of whom the mitbag crawls and buzzes. Talk to Leovin twice and he will tell a creepy story that, probably, this mitbag is his partner Hamond, whom the villain Taliasan turned into an insect. Go to the magician and demand to turn the mercenary back. For this Taliasan needs to prepare a potion, and Ardarik, of course, needs to get the ingredients. For completing the quest, Taliasan will offer 500 coins. Do not take. Ask for something else. He will offer potions and scrolls. Don't take it again. Ask for what what only he can give. Regardless of whose quests you are doing: him or Graverna, the magician will undertake to teach you magic. What's the list? Mountain moss - 1 piece Grave moss - 1 Stone root - 2 Hornet sting - 2 Fire lizard tongue - 1 Rice schnapps - 3. Optimal search path. Walk towards the Mine. There is a stone circle at the top of the penultimate staircase on the left - there you will find grave moss. At the top of the last stairs, turn left and at the edge of the cliff near the rocks you will see a cornice that will lead to the entrance to the cave. There are 2 mountain moss, goblins and a skeleton. The skeleton has a book called Hornets. After reading it, learn how to get hornet stings. A stone root grows right at the entrance to this cave. The tongue of the raptor is in a cave by the lake not far from the launch site, where the evil snout lives It's better to kill the shnyga this time. Lure him ashore there Badon will help to hammer the animal. The tongue is in the chest. The key to it is in the adjacent part of the cave behind the portal. Buy schnapps (the magician needs it to maintain dying magical powers) from Homer. All searches are given 7 days. We carry the collected magic, wait until morning and take the finished potion. We come to the mitbag and apply the potion. He turns beautifully into a human. Chat with him. Hamond will give you the Lion Amulet (do not sell or throw away - this is a quest item), and will also offer to teach you thieves' business. Be sure to learn "sneaking". Return to the magician and teach the first circle of magic. "Narrow and the wolves" Not far from the peasant yard, at the edge of the forest, the hunter Narrow and his partner are located. Talk to him. Narrow will complain that they are overwhelmed by wolves, and reinforcements from the city are not coming. In the city near the pub you will see a couple of hunters. Talk to them. They will send it to hell. Report this to Gravern. Gravern will give his amulet as proof that Ardaric is speaking on his behalf. Talk to the hunters again. This time they will go to work without speaking. Report this to Gravern and give the amulet. Then return to Narrow. As a token of gratitude, the hunter will offer to teach the use of a one-handed sword and bow. "Assignment of the peasants" Go to the house, talk to the peasant and ask about work. The peasant will offer to talk about this topic with his wife Rebecca. As a token of gratitude, the hunter will offer to teach the use of a one-handed sword and bow. "Assignment of the peasants" Go to the house, talk to the peasant and ask about work. The peasant will offer to talk about this topic with his wife Rebecca. As a token of gratitude, the hunter will offer to teach the use of a one-handed sword and bow. "Assignment of the peasants" Go to the house, talk to the peasant and ask about work. The peasant will offer to talk about this topic with his wife Rebecca.


The first task is to destroy the rats in the barn.
The barn opposite the house. Checker in hand and forward.


The second task is to bring flour.
We go to the miller. He would be glad to give flour, but he has no grain. We speak in the field with Selentin. He promises to deliver grain. We sleep the night. We speak with the miller - the grain was never delivered to him. We speak with Selentin. He promises to bring wheat, but first he needs to clear the fields of rodents. We take over this work. On the field to the left of the barn, we kill the rats. On the field to the right of the barn, we beat all the mitbags. We report to Selentin. We speak with the miller and carry the flour to Rebecca.


The third task is to deliver lunch to the hunters.
Rebecca asks to bring lunch to the hunters in the castle on the cliff. From the crossroads behind the peasant's yard we go strictly according to the signs "Horil". When the road ends, we begin to climb the mountain and at the top we find a small castle. We give lunch to Piret and get new teachers and a merchant. Don't forget to report your mission to Rebecca. "Help Slap" Slap is the keeper of the castle kennel. A funny animal escaped from him - a bee-eater and Slap asks to catch it. The bee-eater grazes near the entrance to the castle courtyard. We'll have to run a little. Knock it out (with sword or fist) and report to Slap. "Stranger" Quest is given by Alvin. We need to find out what kind of stranger is wandering around. It is not difficult to find it. Run towards the lake, after the stone bridge, turn right and move along the coast to the flower meadow. Here you have to fight three lizards. Having done this, talk to Barem. He will tell that the animals do not touch him, because they do not feel the enemy in him. Only wolves attack him, and even then because they are trained by orcs. You can complete the quest immediately. Run back to the forest and see that a pack of four wolves appeared at the edge of the forest. These are completely crazy wolves and will not attack you. It is best to move slowly in front of them and then they can be lured into the clearing. The wolves will attack Barem. Help him interrupt them and talk again. This completes the quest. "Book on Rhetoric" Ardarik really wants to speak beautifully and competently. Alvin can help him if he can get a book on rhetoric from Fiebeler. When you get to the castle, talk to Fiebeler (a bearded man in guru clothes in the very depths of the castle). He will offer a choice of riddles. Answer to the riddle from the "General" section - "Name" (I will write the rest later, but they are light). After that we carry the book to Alvin and for 100 coins he will teach you to speak beautifully. "Strange Amulets" Talk to Taliasan about them. Tell him that the Lion's amulet was found by itself (+350 exp and Capricorn's Amulet (+5 mana)). Now you need to find all 6 amulets and explore the teleport system. While exploring, be careful. To get inside, you need to put on the necessary amulet and go through the portal between those two columns, which are indicated by the symbol of the worn amulet. After searching we speak with Taliasan. You can tell him that you ... saw the red fire - +100 exp failed - +250 exp passed through the teleport - +600 exp After that Taliasan will teach the 2nd and 3rd circles of magic. Location of amulets: Taurus - well in the Castle (lock code from the chest: L-L-P-L-P-P-L-L) Leo - will give Hamond after the quest " After the first battle - strength +3 After the third battle - a new sword After the fifth battle we fight with the orc and learn to sneak. "Test of courage" (after the quest "Enchanted Soldier") We sleep until noon, run to the lift (which was being repaired), ride it to the mine and get 800 exp from Leovin and learn acrobatics. Interesting Good armor If you walk along the river (after the bridge to the right, past Barem), you will see a lot of shnyg and the entrance to the tunnel. There will be a small body of water in the middle of the tunnel. Dive into it and you will find yourself in an underground tomb. The teleport of the calf's amulet also leads there. In the tomb you will find the Aquarius amulet and the riddle of the lamps. How to turn on the lamps: If you stand at the switches facing the pentagram and the entrance, then ... - the middle one changes the status of the right and left near and farthest (center) lamps - a triangle is obtained; - the left one "throws" the light to the next clockwise lamp. If several lamps are lit, then the "transfer" is performed for each; - to calculate the right algorithm, in my opinion, is impossible (most likely - the principle of random numbers). Therefore, you need to start turning on from the right and twist until three lamps in a row (any) are lit. Then use the left switch to "shift" the fire to the position left-near, left-far, center. Further easy: center-right-right-center switches. We fight with shkelets and their magician very quickly. The lid of the coffin will turn for a limited time, and then close completely. Therefore, we must have time to beat everyone and clean the coffin. There is an armor made of crawler shells. Telescope If along the way you come across scrolls describing the assembly of a telescope - do not worry about them - this quest has not been completed by the developers. Alas...



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