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Graphic Walkthru of Ancaria


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For Dragon locations, Connecting caves, and interesting places in Ancaria, click on this link instead.

 

I decided I would skip the quoting in the title, it looks too long and repeating.

 

So yes this was also a part of Librarian's Sacredins site, which is no longer available. All the files here, however, are modification of the originals. Mostly due to my lack of graphic knowledge, I can't reproduce the original products as intended. :bow:

 

No original quote for this one, because these are all reproductions. And I must say imaging is so difficult!!

 

(The images were created for a website, but these are still shot now. So when it says click it to view something else, you can't do it. I will remove it when I edit)

 

If you find any error, plz PM me. Questions, comments are welcome. :blink:

 

(And lol I mismatched pretty much all the graph links :D Now fixed )

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Full Ancaria Map

 

sacredancariafullmaprqc3.jpg

 

For a High Resolution Map: Click Me

 

This is the map that comes with the game (at least for all Ascaron distributed versions)

 

Sacred is set in a huge game world named Ancaria. It stretches for thousands of miles east and west, south and north giving ample opportunity to travel and enjoy the wonders of various landscapes. It may take more than a hundred hours of gameplay to uncover the map and even more to unveil numerous hidden mysteries. The greatest thing about Sacred is that right from the start of the game you can go thru most part of the world, provided you manage to survive there.

 

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Map of different Regions

 

sacredregionmaprqz3.jpg

 

There are 22 regions in the world of Ancaria (Plus and onward). Note that 20 regions have always been there. The two regions that shown in blue are : Tyr-Hadar and Swamps of Azschabrag, the new regions that are added in Plus.

 

The existences of regions have virtually no impact on gameplay itself. You can grant peace to a region by do quests within the region, but it doesn't have any actual impact. So comes down to it, the sole function of regions is their accessibility. For example, you cannot get to the Seraphim Monastery in SP before the main quest has progressed far enough. Another example is the new region of Azschabrag. You can only access the region after a series of quest.

 

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Towns and Cities

 

sacredcitytownmaprto8.jpg

 

There are 39 towns total in Ancaria, if you count the camp of Azschabrag, the orc camp in Tyr-Hadar, and Tristram.

 

(New towns have been added, and bright eyes people would notice the differences. For space I had to put two names on top of the icons, but I think it is not confusing at all.)

 

Tristram is not indicated in the map. Mostly due to absent of space. Also note that it does not fall into any of the catageory.

 

The texts are a bit small in the graph so I will repeat it here:

 

Blue markers
indicates cities that are not on the surface. I.e. When you are inside these cities, the world map will offer you no help.

 

Black markers
indicates cities that are razed or abandoned.

 

Yellow markers
indicates cities that are normal. I.e. there are people and regular shops.

 

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Main Portals

 

sacredmainportalsmaprgl1.jpg

 

As you can see, there are 13 main portals in Ancaria. In MP, there is an extra island portal, making it 14.

 

Not much need to be said about them. You activate them by going thru them, and once activated you can go to that portal through any other main portals.

 

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Small Portals (SP)

 

sacredsmallportalssprut7.jpg

 

There are more than 16 small portals, but these 16 as shown are the ones that actually connect to another small portal, aka. for transport purpose. The other small portals are quest specified and should be clear enough when you get those quests.

 

The number 1 portal here should be familiar to all players, and it is the only small portal that is already activated.

 

The number 2, 3, 6, 7 are directly related to the element quest. The runes to open 2 and 3 are dropped by the dragons. The rune for 7 is given to you by an NPC. Number 6 doesn't need a rune if my memory is correct.

 

The number 4 is a portal to help you get back to Mystdale castle after you are done in Shaddar-Nur. (But the Shaddar-Nur portal will do the same anyway...) You get the rune by clearing the cellar for Glubba.

 

The number 5 is not related to the main quest at all. This portal connect Mystdale castle to the entrance of Azschabrag. You activate this with the rune dropped by the swamp dragon in front of the entrance of Azschabrag.

 

The number 8 is activated by killing the mage at the end of the secret cave of Demodrey at Crowrock Castle. It leads you to the island dragon. (But you can use a TP skill like Phase Shift to get there instead)

 

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The End.

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The Campaign of Ancaria

 

These are point A to B general maps that will guide you thru the main Ancaria Campaign.

 

The text walk thru is below the Maps if you need further assistance. Enjoy. :)

 

- White lines stand for travel on foot.

 

- Blue lines stand for travel thru portals and small portals.

 

- Yellow marks are important quest areas: town, boss location, etc.

 

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Act I: Paths of Destiny

 

1sacredact1maproc6.jpg

 

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Act II: Banners of the Blood

 

2sacredact2maprcs6.jpg

 

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Act III: The Restless Dead

 

3sacredact3maprqa3.jpg

 

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Act IV: Turns of Time

 

4sacredact4maprxp0.jpg

 

The Campaign of Ancaria

 

This is a Walkthrough of Ancaria campaign and will contain spoiler, the graphs alone are enough for general direction if you need the visual aid but not the spoiler. So consider yourself warned.

 

Just copy the section title and use that to quick find that particular section, they are unique enough.

 

If you find any error, plz PM me. Questions, comments are welcome.

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Sections

 

A) Act I: Paths of Destiny

1) The Beginning

a) Battle Mage

b) Daemon

c) Dark Elf/Wood Elf

d) Dwarf

e) Gladiator

f) Seraphim

g) Vampiress

2) For the Crown of Ancaria

3) Wilbur

4) On a Diplomatic Mission

5) Sharuka

B) Act II: Banners of the Blood

1) The Way to Wyvern Pass

2) The Battlefield at Wyvern Pass

3) Vilya, Baroness of Mascarell

4) Escape from Mascarell

5) Valor's Plans

*) The Camp of the Undead

C) Act III: The Restless Dead

1) Off to Braverock

2) The Rebel Base in the Sewers

3) Of Princes, Magicians and Demons

4) The Path to the Monastery in Icecreek Dale

5) The Library of Elders

6) The Elements of Ancaria

a) The Element of Air

b) The Element of Fire

c) The Element of Earth

d) The Element of Water

e) The Element of Void

7) The Assault

8) The Forge of the Ancestors

9) The Heart of Ancaria

10) The Soul of the Demon

D) Act IV: Turns of Time

1) Shaddar

__________________________________

 

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A) Act I, Paths of Destiny

 

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1) The Beginning

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All characters have their individual beginnings, but the objective in the end is the same.

 

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a) Battle Mage

................

 

A Test of Magic/Examina Magica/Swords and Magic/For King and Country

 

The objective is simple. Your teacher, Alcalata the Wise, has given you a test in the stone circle. Step inside the circle and kill the troll. You only have your fireball spell but the troll is pathetic. Don't forget the starting chest.

 

After you slay the troll, your teacher will congratulate you and leave. However, he arranged Ensign Weston to escort you to Commander Romata in Bellevue .

 

Note: you cannot find the home of Alcalata, it does not exist. But you will meet him again sure enough.

 

The path to Commander Romata is short. Go down and east for a bit, cross the bridge and you are in the town of Bellevue. Romata is at the northern part of the town.

 

It will be obvious that an escort is not needed, as there is no enemy except a few weak goblins. Talk to Romata, and Ensign Weston leaves. You fight for the crown now. your destination is Silver Creek.

 

Note: Don't forget to active the first main portal up north.

 

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b) Daemon

................

 

The Banishment/New Worlds/For King and Country

 

As a new character, Daemon doesn't have much of a beginning. But she will start in the UW, where Anducar break-up with her and sent her to Ancaria.

 

So talk to ah... yourself and open the starting chest. The you will tell You to find Commander Romata in Bellevue. A short walk to West, then South and you will find yourself in Bellevue. Cross the bridge to the west and you will see Commander Romata.

 

There are only a handful of foes on the way. Commander Romata will reason that you are not there to kill him, and recruit you to fight for the crown... your destination is Silver Creek.

 

Note: Don't forget to active the first main portal up north.

 

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c) Dark Elf/Wood Elf

................

 

Dream Songs/The Howl of the Wolf/For the Crown of Ancaria

Hunter and Hunted/Elendiar/For the Crown of Ancaria

 

The beginning is the same for DE and WE. Basically the WE Maegalcarwen has been captured by the DEs, and Laurelinad the DE falls in love with Maegalcarwen and help her escape.

 

Whoever you have as the main character, talk to your companion. Apparently you are very close to your final destination, Commander Romata in Bellevue (to whom Maegalcarwen served as a ranger). Open the starting chest, and get into the short cave. The wolfs and DE foes should be no match to you.

 

Outside the cave, you are to follow the path to the Northeast, sure enough Elendiar the DE is waiting at the entrance of Bellevue. Dispose of him and head north, cross the bridge to the west and you will see Commander Romata. Talk to Romata and your companion leaves. You are now recruited by the crown. your destination is Silver Creek.

 

Note: Don't forget to active the first main portal up north.

 

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d) Dwarf

................

 

The Perils of Mixing Dwarves and Technology/The Crash Landing/For King and Country

 

As a new character, Dwarf has a rather short beginning too. But since his starting location is just a bit South of the DE/WE, he gets to fight all the foes on the path too.

 

Anyway, you will have to talk to Ensign Weston, who will send you to Commander Romata (surprise, surprise :P). So open the starting chest, and head Northeast. Cross the bridge in Bellevue and you will find Romata. You are now fighting for the crown. your destination is Silver Creek.

 

Note: Don't forget to active the first main portal up north.

 

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e) Gladiator

................

 

Swords and Muscles/Bright Blood from Deep Wounds.../The Royal Garrison/For King and Country

 

Gladiator has the most fighting to do. Talk to Julius the slave-master, who promised you freedom if you win the last fight in the arena. So you did just that. But wait! An Orc shows up to slay you, so kill him.

 

Betrayed! Julius never intend to set you free, and he will attack you along with the guards. Careful with your supply of red potion, and don't try to tank too much. A hard fight this is, but you should win (you HAVE to).

 

When the enemies are dead, you can now talk to the person who didn't attack you. He is Rocheford, a spy for the crown. He will go with you to see Commander Romata at Bellevue.

 

Gladiator has the most distance to cover (unfair? more enemies, longer distance?), as the arena is at the Silver Creek. Nevermind that. You should have opened your starting chest, but if you didn't do it now. when you exit the arena, there should be vendor on the left, so replenish your supply of red potion.

 

And unlike other characters, Glad has three different paths to choose from:

 

1) Go left (but don't cross the bridge), head north along the hill side path, and you will be able to get on the hill shortly. Go East and there will be a small portal that take you directly to Bellevue on that hill. Probably shortest with least amount of foes.

2) Go East from the arena, cross the river and head North. That path will lead you to the west side entrance of Bellevue, the same one the BM enters. This path is full of goblins, but they are very weak.

3) Go all the way east. There is a path into the forest area, where DE/WE/Dwarf starts their campaign. The longest route and more enemies to fight.

 

Anyway, you will find Romata at the Northern part of Bellevue, and you now fight for the crown. Rocheford leaves. your destination is Silver Creek (where you just came form!)

 

Note: Don't forget to active the first main portal up north.

 

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f) Seraphim

................

 

Elesium/River Pirates/Call to Arms/Sword Sister of the Crown

 

Seraphim has a somewhat challenging beginning as well. The novice Leandra tells you that a band of thieves has landed on the riverbank, and you will have to dispose of them. Open your starting chest.

 

There are 7 foes you have to defeat, including an evil mage boss. Careful about your hp and red potions, as your seraphim is not that strong early on. After the fight, Leandra will ask you to go see Commander Romata, who is looking for you.

 

seraphim starts just a bit more west from the BM, and you can just take the same route eastward, cross the bridge into Bellevue. Or, just head South and find the small portal. Either way is about the same distance. You will find Commander Romata at the Northern part of Bellevue, and now you fight for the crown. your destination is Silver Creek.

 

Note: Don't forget to active the first main portal up north.

 

................

g) Vampiress

................

 

Night Prayers/Bloodhounds/For the Crown... Again!

 

Vampiress starts in a "Mansion". Open your starting chest and head downstairs. Novice Itaria asks you to help her deal with the slave-catchers and escort her to Commander Romata.

 

So go out and get rid of the slave-catchers, then follow the track Southwest and you will be in Bellevue in no time. Speak to Romata in the northern part of the town. Itaria leaves, and you fight for the crown.. again! your destination is Silver Creek.

 

Note: Don't forget to active the first main portal up north.

 

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2) For the Crown of Ancaria

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The name differs a bit for some characters, but the quest is exactly the same. The quest pointer leads you to Sliver Creek, where you will meet Sergeant Flavius. But know that it really doesn't matter if you pass thru Sliver Cree, and you don't have to talk to Flavius.

 

To get to Silver Creek, take the small portal near the main portal. Head west, down the slope to the South and you will see Sergeant Flavius standing by the bridge.

 

You ultimate destination is Proto Valum. Just follow the Southern track and you will be there. Plenty of goblins are waiting for you, so be careful. The goblin shamans will summon more goblin warriors, so they could be a pain to deal with.

 

When you get to Proto Valum, don't forget to activate the main portal. Sergeant Treville tells you that they were attacked by the Orcs and had to close the transfer portal. And the quest pointer will direct you to such portal.

 

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3) Wilbur

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When you get there, the place is full of Orcs instead of Valorian army. And after you deal with them all, you will find Wilbur, who is captured by the orcs! He thanked you for the rescue effort (although its apparently that he just got lucky, nobody even know he was missing ;)).

 

Now you are to head to Urkenburg Stronghold to meet prince Valor. Just stay on the track to the South and you will be there. Valor is all the way at the back of the Stronghold by the portal. Prince Valor then send you on a mission to ask for reinforcement. Wilbur will stay with you. Valor will also drop a rune that open the portal to where you rescued Wilbur.

 

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4) On a Diplomatic Mission

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So you are to find Baron DeMordrey at Crow's Rock Castle. Get back to Proto Valum first, from there you will head North to Faeries Crossing. There isn't really a track to guide you this time, but just stay on the south side of the river and you will be fine.

 

When you cross the bridge with the quest marker, you will get to fight a bunch of DeMordrey's soldiers, which is actually for a quest in Faeries Crossing. But you don't have to fight them.

 

Either way, the quest pointer will now be on Crow's Rock Castle. Just follow the tack there (but be careful not to take the northern route to Slater's Grave).

 

Note: if you want to activate the main portal of Timberton, this is the best time. Although it has no function at all thru the campaign.

 

DeMordrey is in the topmost part of Crow's Rock Castle. He will vent about the request but agree to send a unit. He gave you a ring to take to his captain at Icecreek Pass.

 

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5) Sharuka

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You will have no choice but to go to Icecreek Pass. Backtrack a bit to the intersection I have mentioned. This time take the Northern branch. You will pass the Slater's Grave town.

 

Note: Just a bit North of Slater's Grave is the Icecreek Pass main Portal.

 

The camp you seek is just left of of the main portal.

 

Talk to the captain, and you realize its a trap! So now the Sharuka warriors will attack you, and Wilbur will fall near after. When you are finish with the group, talk to the fallen Wilbur. He is dying! (heart attack perhaps?) And he death wish is for you to go warn prince Valor that DeMordrey has betrayed us.

 

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B) Act II, Banners of the Blood

 

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1) The Way to Wyvern Pass

-----------------------

 

After the movie, you will get to Act II of the campaign. Wilbur will die and vanish. :cry2:

 

Now you will need to go into the desert thru the Wyvern Pass. You must pass thru the gate of Wyvern for the quest to update. If you have been to Mascarell and activated the portal, it will be closest. If not use the Proto Valum portal, and from there head Southwest. The gate is very near the town of Proto Draco.

 

Note: If you hate long distance traveling, it would be wise to get to Mascarell now and activate the main portal now.

 

Note: I strongly recommend you to get a horse for the journey, it will be very long.

 

When you are ready, talk to the DeMordreyan Guard there, and surely enough you will have to fight them (you cannot pass thru the gate if the guards are not dead). The quest pointer will update as you walk thru the gate, and you destination is way down South.

 

But from the gate I advise you to go westward, because there is a main portal somewhere in the upper left part of the desert. Take a look at the main portal map for a rough location of it. From the portal, head all the way South and you will find Treville! He is dying too. :cry2:

 

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2) The Battlefield at Wyvern Pass

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Take a short walk Southwest from where Treville is and you will find a flashing water bottle (desert does wonder to the eyes its true!). Take the water to Treville and he will tell you take prince Valor is still alive, and probably will seek refuge from Baroness Vilya of Mascarell.

 

Treville passes away shortly after.

 

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3) Vilya, Baroness of Mascarell

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Now did I tell you its wise to have the main portal of Mascarell activated? :4rofl: So make use of the Field of Urkuk portal and get to Mascarell. If not, ride all the way back thru the desert, Mascarell is west of Proto Draco.

 

No portal, no horse? well you are out of luck there. Stole one of the rather slow horses near the water bottle and battle your way thru...

 

Vilya would be waiting for you in her house (all the way South and West of Mascarell). And she knows who you are, good god. So prince Valor is hiding in Tyr-Fasul. Vilya will then magically change her clothes and join you.

 

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4) Escape from Mascarell

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Mascarell is full of DeMordrey's soldiers, and you will have to fight thru them to the gate marked by the quest pointer. In there you will see a massive battle is going on, and of course the Mascarellian soldiers are on your side.

 

Among the DeMordrey's soldiers, there will be a boss captain. The gate will not open if he is alive, so get rid of him! From there, the path would be very clear, and you will find prince Valor at the back of the fort. He thanks you for saving Vilya, and then ask you to speak to Shareefa.

 

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5) Valor's Plans

-----------------------

 

Shareefa asks you to go to Khorad-Nur and find out why the orcs are invading. And she will open a portal to Ahil-Tar for you. Going into the portal will take you into the middle of Ahil-Tar, a camp of Valorian soldiers.

 

Khorad-Nur is Southwest of Ahil-Tar, and should be very obvious if you follow the tracks. There will be a Guardian in front of the entrance.

 

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*) The Camp of the Undead

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The Guardian will give you the guest: "The Camp of the Undead", which you can accept or refuse. The choice will determine how you finish Act II.

 

If you accept

 

You will get to slay your first dragon! Go a bit south to the place marked by the blue quest marker. There will be a bunch of skeletons and D'cay, the undead dragon.

 

The town will be normal and full of citizens. You will talk to the orc shaman and get the demon horn.

 

If you refuse

 

You will get to fight the Guardian. He will drop the key to the town. But when you enter, you will find a large group of undead fighting a large group of Orcs. There won't be any shop or normal citizen. And, you will have to slay the Orc shaman and his guards.

 

The Orc shaman drop the demon horn when he dies.

 

Note: Remember to activate the main portal of Khorad-Nur.

 

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C) Act III, The Restless Dead

 

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1) Off to Braverock

-----------------------

 

Now remember that Valor asked you to go look for him in the capital, Braverock Castle.

 

And this time it is up to you what route you want to take. It is fastest to head to Proto Valum and walk from there, which is how the graph depicted. From Proto Valum, cross the bridge and head North. You will eventually see a wood bridge, so cross it. Keep going North and you will be in the town of Bravesbury. Keep going Northeast, and you will get to cross the river to the Hedgenton side, but keep North and you will see the stone bridge that goes west and into Braverock Castle.

 

Note: If you want to activate the main portal of Hedgenton, now is the best chance. This town has little to do with the campaign either.

 

(But you can use the Icecreek portal, travel to Crow's Rock Castle, head east thru Shires Pen, and enter Braverock Castle at the west. It is way longer, although it is more ez to navigate thru since you have already traveled thru most part of it.)

 

Note: There is a main portal in the upper part of Braverock, don't forget.

 

So where is Valor? Make use of the quest marker, and it will lead you to a wench named Lara Aisha (North from the eastern castle gate). She will takes some golds from you, and tell you to look for Pry in the Ascaron's Call. The Pub is at the outer rim of Braverock. So get out of either castle gate and then walk toward the middle of the outer rim.

 

Pry waits for you outside the Ascaron's Call, and apparently is the spy for the prince.

 

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2) The Rebel Base in the Sewers

-----------------------

 

Get into the pub, Pry will follow and unlock a gate for you (you may have to wait for a bit, he runs like a turtle).

 

The sewer is very straight forward. And after a couple floors you will find Valor, Vilya, and Shareefa. You can talk to Valor, but apparently you only have to talk to Shareefa.

 

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3) Of Princes, Magicians and Demons

-----------------------

 

Shareefa will open a portal and join your party. Your next destination would be the Seraphim monastery in Icecreek Dale. But unlike the last portal, this one only takes out to the outside of the Pub.

 

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4) The Path to the Monastery in Icecreek Dale

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Note: Shareefa must NOT die, know that!!

 

Lucky for us, we at least have a Icecreek Pass portal. So head there, and go all the way Northeast. (None of the caves along the way lead you to your destination, so ignore them)

 

When you get to the entrance of the Monastery, you will see a Seraphim battling a group of Ice Giants. So help her! She will thank you, and update your quest pointer.

 

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5) The Library of Elders

-----------------------

 

You will be ambushed by a large crowd of Ice goblins as you enter the Monastery, so be prepared. And you need to exit the East exit, ignore North for now.

 

When you are outside, search for the the main portal in the upper right part of the area.

 

Your goal, however, is the library of elders at the top of the area. The inside dungeon is straight forward. At the end, you will see a Seraphim hologram, which is the recording you seek. So talk to her/it/whatever.

 

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6) The Elements of Ancaria

-----------------------

 

Shareefa will leave your party after you talk to the hologram. She will give you the element quest and TP away. You are to find her in Mystdale Castle when you are done.

 

Note: You should finish the element by the default order, it could get buggy otherwise. And the graph assumed that you will make use of the small portals provided.

 

---------------------------------

a) For the Element of Air:

 

Go back to the Monastery, head North and you will find a collapsed wall, which is the path you seek. The path is straight forward. You you eventually get to a silver palace, and the Air Element is at the second floor of the palace.

 

You do not have to kill the dragon Sissilith outside the palace, but you will get a portal rune that will get you to your next destination faster. The portal is behind Sissilith.

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b) For the Element of Fire:

 

The portal takes you to the Wyvern Pass, head west along the top edge until you find the entrance into the lava region.

 

(If you don't want to take the small portal, use the main portal of the Monastery to get to the Field of Urkuk portal, the entrance of the lava region will then be Northeast)

 

Aim Northwest and search for an opening in the wall. It will be the town of Alkazaba noc Draco. Use the Northwest exit of the town. Head North on the lava region. Enter the cave at the end of the lava region, and you will be in the cave of the dragon Sirithcam. There are two paths in the cave, but both take you to the dragon.

 

This time you must kill Sirithcam, because the door at the end of the cave will not open unless Sirithcam is dead. Sirithcam will drop a portal rune when he dies, among other drops.

 

The exit takes you outside again, and you will find the Fire Element, and a small portal at the end of the area.

---------------------------------

 

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c) For the Element of Earth:

 

The small portal takes you north of the Goblin lawn in Silver Creek. Head thru Bravebury and toward Braverock. This time get up to the plateau and head Northeast. You will pass thru the town of Bravewall. Keep following the track, but pick north when you can. It should lead you to the valley main portal.

 

Go up to the next plateau after you activate the valley portal, and pick the right path at the intersection. You will then get to Zhurag-Nar, the town of Dark Elf. Head all the way Northeast, and you will get to a more cave like surrounding. Keep going until you reach a door that you can't open. Go left and into the long room that is red carpeted, there will be a boss named Maeglawari, High Matriarch (she has a seraphim wing on her back, curious enough). She drops the key when she dies.

 

You will see some laser beams when you are thru the room. And yes you can avoid them, but unless you are very low level the beams should not kill you if you just run thru them. You will find the Medusian Guard Karissall waiting for you after the beams. She drops a portal rune when she dies.

 

Cross the wooden bridges and you will find the Earth Element in no time. At the end is another small portal.

---------------------------------

 

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d) For the Element of Water:

 

The portal takes you to the start of the Zhurag-Nar cave. Get out and head South. Follow the path down the plateau (back to the valley portal). From there, head towards Southeast. When you see the waterfall, go down the slope and walk along the riverbank.

 

A guy named Loknor will be waiting for you. He tells you that you need to close the dams if you need to get into Verag-Nar. He will drop a portal rune, which activate the small portal a bit north of him. So activate it and it will takes you to the entrance of Gnarlstat. So get in!

 

The cave is big with dead ends, but just go clockwise on the main track will get you to the stair you need.

 

The other level is like a swamp, and surely enough Acutami the swamp dragon is south of where you start in the level. But no you don't have to kill him.

 

The dam switch is all the way Southwest at the end of the level. After the switch head east thru the gap, its the exit (yay no need to walk all the way back!). You will be outside, so use the world map and get back to Loknor.

 

The rest is totally straight forward. Get in the cave for the Water Element and get out (the cave is really short).

 

Ok now you have all the elements. So let's head to Mystdale Castle. Just keep going South through the track, you will get there. Don't forget to activate the portal near the entrance of Mystdale Castle.

 

And no matter how fast you get the elements, Shareefa will say that you are late. And you will need to get the fifth element! Eh, Love like the movie?
;)
Nope, its void!

---------------------------------

 

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e) For the Element of Void:

 

There is an opening east of Mystdale that takes you into the woods. Keep going Northward and you will see a Runestone, which is actually a portal. It will takes you to a short desert like area. The other end takes you to a cave. When you get out from the cave, you will find yourself in the desert at the very South of the world map!

 

Head South toward the cave marked by the quest pointer. Along the way you should see some giant spiders, which are so gross but give you great experience.

 

The rest would be straight forward (but very long).

 

Eventually you will find yourself in Shaddar-Nur, an icy region. The main portal of Shaddar-Nur is at the top left corner of the area, and should be the last of the main portals you need to activate.

 

After that get into the Marked Shaddar Tower, where you will find Glubba. He wants you to deal with the demons downstairs. So do that, the last demon will drop a portal rune. You should see the Void Element there, so grab it. There is also a Shaddar Diary you can pick up. I don't think it has any actual purpose, but do it just in case!

 

Back up the stairs Glubba will give you a side quest. But do it or not is up to you, he keeps his words and give you the black book of Sakkara either way.

 

The small portal you want is just a bit Southeast of the tower, it takes you back to Mystdale Castle. But then, it is faster if you just take the Shaddar-Nur portal to Braverock... Go figure.

---------------------------------

 

Anyway, get down the sewer in Braverock again, talk to Shareefa to end the very very long element quest.

 

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7) The Assault

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Now speak to Valor, and everyone joins your party! Valor will open a portal to the entrance of the Pub (just where did he get that power all of a sudden ;)).

 

Note: Very important! You MUST keep all of the NPCs alive. Oh yes all of them. (The best way is to equip them with a crossbow so that they won't attract much attention.)

 

Anyway, head up to the throne room and get rid of the DeMordrey's soldiers that dare to cross your path.

 

DeMordrey is in the middle of the throne room with a bunch of his guards. The guards are pathetic, but DeMordrey hits really really hard. Don't let any NPC fight DeMordrey or they will die real soon.

 

Even if you are BM, you should tank DeMordrey's attack yourself. Just bring loads of red potion.

 

Talk to Valor when DeMordrey is dead.

 

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8) The Forge of the Ancestors

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Only Shareefa will stay with you now. Heads to the Forge like Valor said.

 

The cave is very straight forward. Go down two levels and you would be in a ritual room.

 

Shareefa will get to work as soon as you walk close enough. Take the heart of Ancaria when she is done.

 

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9) The Heart of Ancaria

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Shareefa will open a portal too, and it takes you back to a large room in the first level.

 

Talk to Shareefa and then put the Heart of Ancaria into the stand. Shareefa will put the demon horn on the floor after you did that.

 

She won't fight with you and just TP away after you talk to her. Attack the horn and Ilith'Bah the Sakkara Demon will show up.

 

He is the toughest foe in the world of Ancaria, So enjoy!

 

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10) The Soul of the Demon

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After the defeat of the demon, the Heart of Ancaria will turn red. You will have to take it with you. (Why? I don't know :4rofl:)

 

A portal will open when you did that. You should take the portal to go outside.

 

Enter the throne room and talk to Shareefa. But wait, "she" is Shaddar and the Heart of Ancaria is stolen by him!

 

Talk to him and Valor will die (telepathic heart attack?). Worse, Shaddar has kidnapped Vilya too.

 

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D) Act IV, Turns of Time

 

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1) Shaddar

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There is one and only one quest to do in act four... curious enough.

 

Talk to Alcalata and he will asks you to go save Vilya. (Did I tell you that you will see Alcalata again? :4rofl:)

 

And you final destination is Shaddar-Nur. So use the main portal. Note that if you didn't help Glubba before, you will find his corpse when you enter. Shame on you! :cry2:

 

Anyway, go into the cellar and you will see an activated small portal. And when you approach it the export message will show up. And yes to get to the next difficulty level except silver, you need to export your character there.

 

In other words, defeating Shaddar is quite unnecessary, as you can't save after you defeat Shaddar.

 

Still if you want to do it head into the portal. You will get to a ritual room, where you will see a bunch of Sakkara priests. You have to kill them all before you can touch Shaddar. So do it.

 

When Shaddar starts moving, run around to collect a heart on top of your head. Yes you can only damage Shaddar when you have the heart icon of top of your head. Shaddar will go down really fast, plus his attacks are insanely weak.

 

Defeat him and its the end of the Ancaria Campaign. :4rofl:

 

_______________________________

The End.

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