RSmoke them out9Destroy the last two Clans camps in the town of Alluvyan.mTo chase the Clans out of Alluvyan for good, their remaining two camps in the city will have to be destroyed.UrgiBSet up some of the guardians and free Urgi from the beasts hands.The beasts of the Blessed Ones have caught Urgi and torture him now to gain control of the City Ship from him. Do not underestimate the beasts. Perhaps you had better restart some of the mechanical guardians and let them fight them.The End of Rohen s World]Do what you can to save as many people as possible from the consequences of the portal dying.*The portals the former Circle mage Rohen had erected after the Convocation to connect the remains of the countries with one another are losing their magic and breaking apart. The fear of isolation, starving and the lack of water drives streams of refugees into the richer countries or leads to war.The Soul Carrier[Search for traces of the Soul Carrier and find out how all this is connected to Riddengard.The one who resurrected you from death and merged your blood with the blood of the dragon was the Soul Carrier, the founder of the Westguard. He set out to search for a dragon for the bloodline of the Shaikan, but now he is missing. The encounter with Mordecay was like a hint that there is truth in your dreams. Something really happened to the Soul Carrier which also seems to have a connection to Riddengard and his Blessed Ones. As you have a special connection to him, you decide to search for him against the will of Commander Satras. The Shaper`Prevent the Shaper from destroying the Shaikan and taking over the control of the human kingdom.The Shaper has sworn revenge on the Shaikan for the death of his wife. The Shaikan are in great danger, as is the kingdom of the humans. The Shaper has already extended his influence over it. You can feel that the journey sooner or later will guide you against the Shaper and his Archfire power. It might even become your last journey. But you are not afraid of that, as this might at last be the time to pay back your debt from the time under the rune.YashaTalk to Yasha.ZWhen trying to protect the half-elf Whisper you slipped and fell in the ice-covered mountains. You were rescued and resurrected. Yasha might not be a real friend, but she still has been your companion since the Convocation War. She waited by your side until you recovered from the resurrection. She might know where your equipment might be found. The AwakeningDistribute your skill points.The consequences of the resurrection are much more severe this time, due to the time your body was sealed in the ice. You have to redistribute your skill points before you can continue your journey. Equipment#Equip with the items in the chests.'Your equipment is stowed away close by.A Moment of PeaceAClose the gate of Winterlight Fortress so the dwarves can escape.}The portal of Winterlight will break down any minute. The other Shaikan have already pulled out, but you stayed behind to help the last of the dwarves to escape. The attacks of the beasts have to be at least slowed down for a while, so the dwarves can evacuate their civilians. In order to do that you should close the great gate of Winterlight Fortress that the beasts broke open. To Skjadir'Take the moonsilver springs to Skjadir.lYou have the two needed springs. Take them to Skjadir, so he can insert them into the mechanism of the gate. Two SpringsFSearch for the moonsilver springs in the fortress on Winterlight Peak.To make the gate work again, you need two moonsilver springs. Two of them are supposed to be found in the fortress, but they got lost in the chaos of the beast attacks. The Mechanism9Pull the lever to close the gate of Winterlight Fortress.SThe lever to close the gate might not be far away, but it is in an endangered area.To Niethalf s Halls>Get at least twenty dwarves through to the portal to Alluvyan.Now your are to take the remaining dwarven workers out of the fortress and to the portal. But the commander of the beasts has conjured a strong ice storm which will slowly kill the dwarves as long as they're exposed to it. The dwarves can only warm up next to a protected fire. To Alluvyan$Step through the portal to Alluvyan.Contrary to what Satras, the new commander of the Shaikan, had expected, you managed to pull the last dwarves out of Winterlight Fortress. Now quickly follow them through the portal, before it completely breaks down. Winterlight%Help the dwarves of Winterlight Peak.The portal of Winterlight Peak is about to lose its power. The beasts of the surrounding mountains know that just as well as the dwarves of Winterlight Fortress. There is a competition going on about who can secure the portal to escape to warmer and more fertile regions. The Shaikan were hired to help the dwarves secure the portal at least as long as the dwarves need to evacuate their people.The Long March&Get the dwarves through to Sevenkeeps.Even if the dwarves escaped the battle of Winterlight, they are not yet to safety. You think it is your duty to take your wards from Winterlight into the safety of the dwarves quarters in Sevenkeeps. Improvisation+Set up a camp near the troops of the Realm.Some of the Shaikan who departed from Winterlight Peak are camping in front of the gates of Alluvyan. With these people and the help of the dwarven forge you might be able to set up your own army. Try to set up a camp and equip some of the Shaikan.Attack on AlluvyanAReconquer Alluvyan and clear the way to the portal to Sevenkeeps.You have to cross Alluvyan to take the dwarves to Sevenkeeps. To achieve this, you will have to take part in the attacks of the Realm troops on Alluvyan. As soon as the city is free, you have a safe route to Sevenkeeps for your wards. Into the CityAHelp the Realm troops to break through the town gate of Alluvyan.There is only one access point to the town of Alluvyan now: the town gate that is blocked by the Clans. The Realm will break it open, but they need your support.The First Archers Camp9Destroy the eastern Clans camp in the outskirts of town.In the southern part of Alluvyan the Clans have set up two camps, from where they are manning the walls. The two camps have to be destroyed so the troops can follow into the northern part of town for the breakthrough.The Second Archers Camp9Destroy the western Clans camp in the outskirts of town.In the southern part of Alluvyan the Clans have set up two camps, from where they are manning the walls. The two camps have to be destroyed so the troops can follow into the northern part of town for the breakthrough.Breakthrough in the WestHLook for a way to open the western gate into the north town of Alluvyan.AEither by the west or the east, you have to find a way into the northern part of the town of Alluvyan. As the gates are out of range of the trebuchets, the catapults can hardly move in the narrow streets of the town and the Clans are securing the gates, a ruse or secret passage would be a good way to overcome the gates.Breakthrough in the EastFLook for a way to open the eastern gate to the north town of Alluvyan.AEither by the west or the east, you have to find a way into the northern part of the town of Alluvyan. As the gates are out of range of the trebuchets, the catapults can hardly move in the narrow streets of the town and the Clans are securing the gates, a ruse or secret passage would be a good way to overcome the gates. The TreantsHProtect the Treants of the Realm until they break the spell of the gate.The Realm is besieging their own town, Alluvyan, to chase the Clans out of there. The shamans of the Clans have put a protective spell on the town gate that keeps the projectiles of the Realm's heavy trebuchets away. The Treants of the Realm could break this spell, but they are being threatened by the orc archers on the walls. Protect the Treants until they break the spell of the Clans.The Second AttackDefend your camp south of the town against the Clans army approaching from the south. Neither the headquarters nor one of the fortresses must fall!#There are reinforcements from the Clans lands approaching your enemies. They are threatening your camp and the lives of your wards. If the headquarters falls or one of the Realm s fortresses gets destroyed, your venture here will find an inglorious end. Try to protect the camp by all means!The March to Sevenkeeps9Get at least 15 dwarves through the portal to Sevenkeeps.Alluvyan is at peace for now. You can now take your wards to the portal in the north of town and make them travel on to Sevenkeeps. To SevenkeepsEnter the portal to Sevenkeeps.AThe dwarves have departed for Sevenkeeps, you should follow them. Into the City*Get 10 of the dwarves through to the city.The Pact is besieging Sevenkeeps, probably to secure this fertile land for themselves. You have to break through the ring of besiegers in order to take the dwarves safely into the dwarves quarter of town.Through the BarrieriOvercome the towers of the Pact. Either destroy them yourself or use any means necessary to destroy them.-Loads of battle towers of the Pact are lining the only way into town. Before you can take the dwarves into town, the towers have to be destroyed. They would make short work of the dwarves. Look for a way to make this task easier. Perhaps some of the dwarves escaping with you can come up with a ruse.The Walls of SevenkeepsETake the dwarves close to the town gates so the gates will be opened.The people of the dwarves quarter in Sevenkeeps don't know you and will hardly open the town gates for you. Take Skjadir and his dwarves close to the gates. They will be recognized and the gates will be opened for them. The Refugees(Take the dwarves to the dwarves quarter.kYou almost made it. Now the dwarves have only to be escorted into the dwarves quarter and your job is done.Break through the Ring(Break the siege ring of the Pact troops.To prove to the king that he doesn t need the help of the Archfire magic, you have taken on the task of destroying the ring of besiegers around the town.RedmondQTravel via journey stone to Redmond's garrison and talk to General Redmond there.You will hardly be able to defeat the Pact army on your own. General Redmond and his troops are trapped in the garrison. If you can travel to him with your journey stone, you might be able to guide them back into battle.FoodjTry to obtain food, either by hunting or attacks on the supply units of the Pact. Then take it to Redmond.Redmond s troops have been trapped for quite a while and they are starving. If you try to supply them with food, you can have some of the fighters for support. You can either hunt wolves and bears for their meat or plunder the supply units of the Pact.Counter Strike%Destroy the siege stands of the Pact.oYou know your trade. The camps of the Pact have to be destroyed in order to end the siege of the town for good.Cleaning3Chase the scattered Pact troops out of the country.As long as the troops of the Pact are roaming around Sevenkeeps, the town is not yet secure. That is why you should finish your task with the utmost thoroughness.Save the Workers9Free the crafters quarter of Sevenkeeps of the besiegers.0Some occupants are roaming the crafters quarter. To the King/Return to King Ulf in the palace of Sevenkeeps.You proved that no Archfire is necessary to protect Sevenkeeps, but Riddengard tried to steal the victory from you in the very last moment. You can only hope that this has no influence on the king's decision.Duty and Belief;Talk to Halicos at the king's palace in the centre of town.Even though Satras is the commander of the Shaikan, you still trust Halicos more. You should discuss your further actions with him. Portal MagicaQuestion Master Askan of the university of Sevenkeeps about the portal stone of the Soul Carrier.Master Askan has a comprehensive knowledge of portal magic and might be able to help you find the Soul Carrier by means of his portal stone.The Traces of the First PeopleAFollow the path of the Soul Carrier on the traces of the Shapers.EThe Soul Carrier is searching for the knowledge of the Shapers, as in their libraries there must be a lot about dragons. There might also be information about a place, where dragons still exist to this day. If you follow the way of the Soul Carrier on the trace of the Shaper culture, you might find hints to his whereabouts.Empyria s Guardians8Look for the outpost of troops from Empyria in the west.Close by there is an outpost of the troops of the human town of Empyria that is on friendly terms with Sevenkeeps and the Realm. During his stay in Ghostwatch the Soul Carrier will surely have talked to them. The Commander%Talk to the commander of the outpost.You have found a small outpost of the Empyrian empire. The commander is probably the most likely person to provide you with information about the Soul Carrier.The Way to Ghostwatch=Enter the inner city and advance to the harbor of Ghostwatch.+The Soul Carrier seems to have crossed the inner city of Ghostwatch on his way to the harbor several times. They probably researched Shaper artifacts in the inner city, until the undead rose and chased the group away. Maybe you can find more traces there or even access to that mysterious City Ship. The Old Towers@Restart at least one of the old defense towers of the Dark Ones.All over Ghostwatch there are powerful defense towers the Dark People back then used to hold back the armies of the human empire until they had built enough ships for their escape. These towers could be useful for you against the undead. The Legacy of the Dark OnesSearch for the old codestones of the Dark Ones for Ragna, so she can accelerate her research of the old defense towers. Keep the hints in mind that she gives you.Magistra Ragna is researching the towers and can help you put them back to work. To be able to give you hints, she needs to examine the codestones the Dark Ones left behind in Ghostwatch. The more codestones she gets, the more hints she can give you to put the towers back to work. Battle between RuinseTake a defensive position in the ruins of Ghostwatch and fight off the Blessed Ones and their troops.The Blessed Ones have followed you and they are now attacking you as well as the troops of Empyria. You still haven t finished your search, so set up a good defense against Riddengard's men and their slaves.  The Dark Wall9Restart more of the old defense towers within Ghostwatch.PThe old defense towers seem to be meant to parry the attack of the Blessed Ones. Back with them8Chase back the troops of the Blessed Ones in Ghostwatch.The soldiers of Empyria have been destroyed by the Blessed Ones. Riddengard s men have to pay for that. But not only a simple thirst of revenge demands their destruction: It seems that Mordecay has come with them. If he is controlled by them, you might be able to free him. The City Ship5Search for the magic portal leading to the City Ship.The City Ship lies close to Ghostwatch, although the Soul Carrier seems to have used it to travel to that Citadel. Ghostwatch seems to be like its home port the City Ship keeps returning to. There is a kind of portal or ether journey spell on Ghostwatch that can take you there. The Citadel.Look for a way into the center of the Citadel.You have reached the Citadel, or at least what the sea has left of it. The place however is not completely deserted. Magic creatures watch over the entrances to the inner area, where also the Citadel lies.The Pact1Try to get through to the surrounded Pact troops. Troops of the Pact are in the Citadel. They are surrounded and seem to be on the verge of being destroyed. Although you don t have any positive experiences with the Pact, it would still be important for you to know how the Pact got here and what they are looking for.The Gate Guardian1Try to overcome the gate guardian of the Shapers.The guardian of the gate to the inner area seems to be invincible. But the only way to the library is past him, accoding to the records of the group of the Soul Carrier. To Dragh Lur5Return to the City Ship and navigate it to Dragh Lur.)The Shadow warrior has told you that Dragh Lur is being attacked by the Shaikan, which is something you cannot imagine at all. One part of you wants to find out why the Shaikan are attacking the Pact, the other part thinks a solution of the conflict might bring you additional support by the Pact.Blood and Iron+Stop the attack of the Blades on Dragh Lur..The Shaikan attacking Dragh Lur are not the ones as you know them. The Blades are attacking under the command of a Shaikan. They are animate metal hulls, just like the Circle mage Hokan Ashir used them. These Blades here look totally different, however. Whatever happens here, it is not an official mission of the Shaikan. If you stop the attack and fight your way through to the commander of the Blades, you will find out more. If you manage to master the situation, you might get the support of the Pact. This in turn might help you advance at the Citadel.Against the Blades?Defeat the leader of the Blade attack in front of the fortress. The Blades are already entering the fortress. If their assault camps in front of the gates are destroyed, the troops of the fortress might get some breathing room to rearrange their defense. The first step would be to annihilate the commander of the attacking forces.The Traps of Dragh LurEUse the obisidan eyes to set up the traps in the swamps of Dragh Lur.In the surroundings of the fortress there are loads of old traps from the Dark Elves you can now use to your advantage. They are built in a way that they can be triggered repeatedly. However, they need a magical item, an obsidian eye, which lets the trap recognize whether possible victims are around. The eye is used up when the trap is triggered, so choose carefully which traps you arm with the obsidian eyes. IroncleaverLSearch the metal depots of the Blades for more parts to make an Ironcleaver.In a kind of depot with unused metal parts you have found a part which seems to be made of a similar metal as the one used for the Blades. However, it seems to be of a higher quality and capable of cutting through the simple amor plates of the Blades. It is probably used for the rare troop commanders of the Blades only. If you find more of these parts, you can make a weapon that can cut down simple Blades with just a few blows.!The Daughter of the King of Death Defeat Yasha.jYasha bought her life from the Clans with the promise to conquer Dragh'Lur for them. She used the old knowledge of her father to create these Blades. By doing this she has brought disgrace over the Shaikan and you realize you should never have let her go. In a way you still feel responsible for her and you will take care she does not make such a mistake again! The Alliance(Talk to the Shadow warrior in Dragh Lur.The battle is won and you also seem to have won the support of the Pact. But before you can return to the Citadel, there is still one thing you have to take care of.The Citadel will FallReturn to the Citadel.You have the Pact on your side and so at last you have the means to defeat the gate guardian at the Citadel. The Pact troops will probably be taken there by the magic of the Shadow warrior. You should use your own means to return to the Citadel.The Cradle of the Archfire0Get through to the great library in the Citadel.This time you venture deep into the center of the Citadel. To the place, where the knowledge of the Shapers was gathered, the place, where the glory and the downfall of the Shapers both took their beginning. Whatever is waiting for you in the building at the other end of the Citadel, you can feel you are getting closer to the final revelation of what has happened to the Soul Carrier. Try Again4Destroy the gate guardian with the help of the Pact.dWith the gargoyles of the Pact the gate guardian will not be quite as invincible as he seemed to be.On the Paths of the Shapers#Open the gate to the inner Citadel.With the destruction of the guardian the way is free now. Beyond the walls there are thirty thousand years of history waiting for you.Planning TacticsQDiscuss and determine the tactics for their troops with the generals of the Pact.Nightsong has given you two of her generals to your disposal. If you discuss with them, it should be possible to adjust the Pact's tactics to yours.Riddengard s ScoundrelEDestroy the tower barrier and the camps of Riddengard's Blessed Ones.IRiddengard s men are here, and in a quite considerable number at that. It seems there is something here that is very important to them. They have secured all the front walls with towers and set up four camps to control the whole Citadel. It appears as if you have to use all means necessary again to break through to the library.Mordecay'Kill Mordecay to free him of his spell.Mordecay is here and he still seems to be under the spell of Riddengard. If you want to free him of that spell, you will have to kill him just like Caine. The dragonblood will then enable you to resurrect him as an ally.  Dragon LandsMFollow the trace of the Soul Carrier to Godeland and find the old dragon den.zMordecay told you that the Soul Carrier found the description of a famous dragon den in the library. It was a place the Shapers regarded as the home of the dragons. The Soul Carrier seems to think there are still dragons living there. As in Fiara a Shaper is trying to take control of the country. You take the sleeping Shaper from the library along for security, just in case.!Godeland&Travel to Godeland with the City Ship.}It s time again to make use of your newly gained transport vehicle and set out for the long journey to the east, to Godeland."The Fire MountainATravel through the country to the Fire Mountain in the northwest.Nightsong suspects the dragon den is in the great Fire Mountain in the north of the country. In the meantime, a ruin-plastered jungle, steaming rivers and dragonlings are waiting for you and they all seem to be rather hostile.# Base Camp7Set up a camp around the headquarters in the southeast.As a jungle full of dragonlings is waiting for you, it may be best to set up a base camp before you set out for your journey to the Fire Mountain.$Unintentional Opponents(Destroy the shelters of the dragonlings.You didn t mean to, but it seems there is no way around destroying the dens of the dragonlings. You don t know why they are attacking you, but they will overrun you in the end, as long as their dens are unharmed.%The Inner RefugeJGo to the old dragon in the northwest, in the centre of the Fire Mountain.You have paid your debts and are now allowed to enter the inner Refuge, the place where the dragons were born and to which they returned since the rise of mankind. There you can hopefully talk to the Soul Carrier in peace and quiet and find out what happened.& Old Enemies$Fight back the attack of the Shaper.=The Shaper has come to fetch his wife whom you took along from the Citadel. Along with him come Riddengard, his Blessed Ones and their enslaved armies. You don t stand a chance against the Shaper and his Archfire power, but if the dragons faced him, you could at least take out Riddengard and his men in the meantime.'Protect the NestsgChase away the attackers from the nests of the dragonlings to obtain more support from the dragonlings.In the surroundings of the Refuge there are many nests which are already occupied by the attackers. The brood is in danger. If you manage to free the nests, there will be more dragonlings available to join you.(Against the Blessed OnesKDestroy the Blessed Ones and their troops with the help of the dragonlings.The slave armies of the Blessed Ones are about to set up some assault camps. But with the newly gained power of the dragonlings you should be able to deal with Riddengard's scoundrels in no time.* Riddengard,Weaken Riddengard until Caine can judge him.}The Shaper escaped with his wife and you have more power than ever before. Riddengard stands all alone against your troops. This is the moment you should use to overcome his Archfire power so Caine gets close enough to judge him. You can t destroy Riddengard s Archfire bond on your own, but Caine s hand is able to kill him. Even Riddengard cannot oppose the verdict of the Abyss.+Direction Home9Return to the City Ship and navigate it to the Westguard.Because of Satras' spell you cannot use the journey stones at the Westguard any more, so you have to travel to the Westguard with the City Ship., The WestguardGProtect the Westguard against the attacks of the Shaper and his slaves.The revenge of the Shaper will probably hit the Westguard first. It is the shelter and gathering place of the Shaikan, the place where young Shaikan are trained and where the decisions for the Shaikan as a group are taken. The Shaikan there are numerous, but they are not prepared for an attack of the Shaper. So you should come to their aid with your new allies as fast as possible, even if Commander Satras banished you..RagnaTalk to Magistra Ragna.oMagistra Ragna seems to have some knowledge about Ghostwatch and its peculiarities. You should interrogate her./Old Armies Awaken$Destroy the buildings of the undead.Since the escape of the Dark Ones thousands of prisoners lie buried under Ghostwatch. With the excavations of the Imperials and the Soul Carrier they now seem to be disturbed in their peace and are beginning to take over Ghostwatch. You should take care the dead stay where they belong.0Into Ghostwatch#Go to the inner city of Ghostwatch.The true secrets of this place and the hint on the whereabouts of the Soul Carrier lie in the inner city, the area in the northwest, where the harbor is, also.1A Hilt>Search the camps of the Blades for a hilt for the Ironcleaver.For your new weapon you need a piece of that special metal in the appropriate form for a hilt. You might find one in the metal collections of the camps.2A Blade?Search the camps of the Blades for a blade for the Ironcleaver.The blade is the most important element of your weapon. You should carefully search the camps where the Blades may have stored a blade of the special metal somewhere.3A Guard?Search the camps of the Blades for a guard for the Ironcleaver.5You will also need a guard made of the special metal.4A Pommel@Search the camps of the Blades for a pommel for the Ironcleaver.To complete the weapon you need a solid pommel as a counterweight. For that you need a piece of the special metal that has exactly the right weight.5 The Archfire;Overcome the defenses and the Archfire power of the Shaper.Now you start to fight against the true power of the Shaper. You not only have to reckon with his Archfire spells, but also with the defenses and traps he created with the Archfire.6!The Old Settlement of the ShaikanAFree the abandoned Shaikan settlement of the elemental creatures.Here is an abandoned settlement of the Shaikan, whose inhabitants one day disappeared very mysteriously. Now elemental creatures are roaming around the buildings, as if they were guarding something. If you destroy the elemental creatures, you might be able to use the buildings again.7Dragons over the Misty CoastExpandExpand the camp and call your allies, the dragonlings. With their flying subspecies you should be able to reach the islands of Misty Coast that are out of reach for the units of the infantry. Do not recruit too many infantry units, they won't help you much here.8The Defense of the Shaper.Break through the defense spell of the Shaper.The Shaper has set up defense towers around his hideout; they operate on Archfire and can thus become dangerous even to your dragon companion. You have to seal the sources of the Archfire on each single island, so the towers lose the power for their spells. To do this your dragon companion has to defeat the enemies on each island, so you can use the journey stone and then seal the source there.9The First Source$Shut down the first Archfire source.To close an Archfire source your dragon companion has to fight back the enemies on an island far enough for you to use the local journey stone. Only then can you seal the respective source.:The Second Source%Shut down the second Archfire source.To close an Archfire source your dragon companion has to fight back the enemies on an island far enough for you to use the local journey stone. Only then can you seal the respective source.;The Third Source$Shut down the third Archfire source.To close an Archfire source your dragon companion has to fight back the enemies on an island far enough for you to use the local journey stone. Only then can you seal the respective source.<The Fourth Source%Shut down the fourth Archfire source.To close an Archfire source your dragon companion has to fight back the enemies on an island far enough for you to use the local journey stone. Only then can you seal the respective source.=The Fifth Source$Shut down the fifth Archfire source.To close an Archfire source your dragon companion has to fight back the enemies on an island far enough for you to use the local journey stone. Only then can you seal the respective source.>The Hideout of the Shaper2Destroy the buildings on the north western island.The Shaper has turned the Riddengards' old summer estate into a real fortress and seems to hide in there somewhere. Destroy the buildings and sooner or later he has to show himself.?The Final BattleDefeat the Shaper.eIt seems you have chased the Shaper out of his hideout, because he stands before you. Now it matters.@WindTalk to the half-elf Wind.pWind owns one of the moonsilver springs. She had better accompany you so she can also get away safely from here.AOnly a Handful More& `Gather the crystal lumps at the Citadel and take them to Widegant into the abandoned camp there.Widegant would only have had to collect a few more crystals and his research would have been completed. This burdens the poor fellow so much that you had better bring him the crystals so he can find peace. The particular crystals he is looking for can often be found in the Citadel.B3The Good One, the Mean One and the Mighty Angry One>Help the undead scientists in the Citadel to find their peace.CIn an old camp at the Citadel your presence seems to have startled three undead scientists from their sleep. The three must have lain here since the time before the Convocation and they don t seem to be the best of friends. If you help them settle their differences and fulfill their last tasks, the three might find peace.CHis Life's Work4Return with the crystals to Widegant at the Citadel.You have fulfilled Widegant s task and collected the precious looking crystals. He will still be waiting for you in the abandoned camp at the Citadel.DBirnbaum s Creature CompendiumHDescribe the special creatures on the Citadel for Birnbaum s compendium.~To finish his creature compendium Birnbaum still needs to describe some special creatures living at the Citadel. Because of that he cannot rest peacefully, so take over his task. These special creatures are probably loners, so you can recognize them by their uniqueness. If you have met them before, you can enter their description into the creature compendium directly from memory.E CompletedVReturn with the completed compendium to Birnbaum in the abandoned camp at the Citadel.The compendium is finished and Birnbaum can find peace at last. But you feel there is not much gratitude to be expected of him.GJonJon s PagesQLook around for the scattered diary pages at the Citadel and take them to JonJon.JonJon is at the end of his wits. To distract himself from Widegant s and Birnbaum s constant insults he is searching for the empty pages of his diary that wind and time have scattered all over the Citadel.H The Diary9Take the pages to the scout JonJon in the abandoned camp.nYou have gathered the empty pages for JonJon. Now at last he can do whatever he needs the empty parchment for.I PilferingGet Birnbaum s crystal folio out of his chest by either slaying Birnbaum or distracting him. Then take the folio to Widegant in the Citadel.Widegant thinks Birnbaum stole his work to become rich and famous instead of him. He wants you to steal Birnbaum's crystal folio that he keeps in a chest next to him. Birnbaum watches it closely, so you must either kill him or you manage to distract him.JScoundrel or Scholar?ITry to find out if Birnbaum was right and Widegant really is a scoundrel.Birnbaum believes Widegant is not a scientist. He thinks he is a scoundrel who killed the real Widegant and replaced him in order to steal Birnbaum s crystal folio. You can only find out if that is true or not if you talk to Widegant.K Peace at last/JonJon wants to see Widegant and Birnbaum dead.xPay back Widegant s and Birnbaum s constant humiliation of JonJon and send them to their graves on the Citadel for good.LThe Lords of the Tides0Find the disappeared Shaikan of the Misty Coast.MThe Shaikan settlement on the Misty Coast seems abandoned. The inhabitants are gone, but the buildings are undamaged. As this happened before the Shaper's arrival, there must also be other powers at work at the Misty Coast. You have to find out what kind of danger is lurking there and whether the missing Shaikan can still be saved.M Talk to Ylia&Talk to the elf Ylia in the Westguard.Halicos reports that a whole settlement of Shaikan simply disappeared at the Misty Coast . Ylia has examined the case and is certainly happy to have your help.NTracesHLook for hints to what has happened with the Shaikan of the Misty Coast.The settlement really is deserted. Only elementals are roaming around there. But there must be traces or hints as to what has happened with the Shaikan.O Back to Ylia.Report to Ylia about the hints you have found.The Shaikan seem to have been attacked by something coming out of the sea. It must have announced its coming by washing more and more clam shells ashore the beaches of Misty Coast over several days. Ylia might be able to make sense of that.PThe Horn of the TidesGGather enough clam shells at the Misty Coast so Ylia can make the horn.9Ylia knows a legend talking about an attack of the Lords of the Tides abducting their victims into the deep. It seems you can free the prisoners by calling the Lords of the Tides to the surface and defeating them. To do this, you need a special horn made of clam shells. Ylia can make it, if you bring her enough.Q Make the Horn/Take the clam shells you have gathered to Ylia.hYou have enough clam shells. Now it s Ylia s turn to make the horn that can call the Lords of the Tides.R The Calling0Go to the place Ylia told you and blow the horn.The horn is finished. Ylia has shown you a spot from where the horn call will sound loud and clear over the whole Misty Coast. You don t know how to handle horns like that and you don t know which tone exactly needs to be blown, but it is worth a try anyway.SThe Curse of the Misty CoastTalk to the undead sailors.Your rather pitiful try to make the horn sound has woken a few undead sailors. They are not exactly what you call friendly, but they seem to know something about the ritual.TSounds of the TidesjDefeat Windhowler, servant of the Waves, Sprayspitter and Saltgust to learn the single tones of the tides.The undead sailor explained to you that first you have to learn the right tones in order to play the horn. To do this, you have to defeat the servants of the Tides. Each one of them watches over one tone. They can be found all along the Misty Coast.UBack to the Sailors0Return to the undead sailors at the Misty Coast.You have learned the tones for wind, wave, spray and salt. As on your first encounter the charming bone man wouldn t want to tell you more, it might now be time to ask him again.XMaster Fighter of the StormCTry to find out the correct sequence of tones to conjure Stormfury.Stormfury is the master fighter of the Storm. You have to defeat him to call the Lord of the Storm. Learn the order of tones to conjure him with the horn.YMaster Fighter of the DeepETry to find out the correct sequence of tones to conjure Deepbreaker.Deepbreaker is the master fighter of the Deep. You have to find out the correct tone sequence for him and conjure him with the horn for the Lord of the Deep to appear.ZMaster Fighter of the WavesCTry to find out the correct sequence of tones to conjure Waverider.Waverider is the master fighter of the Waves. If you learn his tone sequence and conjure him, you will attract the attention of the Lord of the Waves.]The ConjurationConjure the master fighters of the Tides by blowing the correct sequence of tones on the horn at the Misty Coast. Then defeat the master fighters.You have memorized the inscriptions: Stormfury, wild master fighter of the endless sea. His wind rushes with doubled strength, whipping the waves to spray! Deepbreaker, thunderer of the sea. Of salt burn his waves of double height, and his spray bites the eyes. Waverider, fastest of the sea fighters! Twice foams the spray when he dances, the waves his heartbeat, the salt his breath.^Traces of the Soul Carrier&Search for traces of the Soul Carrier.The Soul Carrier really seems to have put this strange artifact into operation. The group seems to have lived here for a while and thus there is hope to find more notes or hints of their fate._The Frozen SkergFree the frozen Skerg.In one of the chambers of the City Ship there is a deep-frozen creature. It seems to be a Skerg. It is a mystery to you how this member of a small and primitive people got there, but should it still be alive, it would at least be someone to talk to.` Heat PotionMMix the Skerg a heat potion to free him of the consequences of his icy sleep.The Skerg seems to be paralyzed by the long time in the ice and he is substantially weakened. You take from his stammering that he needs a kind of potion. In front of the entrance to the Hall of Ice you saw an alchemistic device that seems to be used for making potions like this. While he was begging, the Skerg kept pointing at different spots of his green skin, as if that was an important hint.aThe Little KeeperUrgi must not die.Urgi used to be the keeper of the City Ship, He seems to be put to his icy sleep by the Shapers to protect him against what destroyed them. He is only something like a caretaker, but he still has important and very precious information on the City Ship.bThe Journey to the Citadel:Navigate the City Ship to the Citadel and go ashore there.The Citadel used to be something like a knowledge center of the Shapers. That is where they compiled their dragon research, and that is why the Soul Carrier is traveling there. It took the Soul Carrier's group a very long time to find the Citadel, but you have Urgi to help you.c The Navigator3Look for the navigation mechanism of the City Ship.The Hall of Navigation is the place where the City Ship is controlled from. An object called the  Navigator is used to adjust the course, so that is your next goal.dA Way across the SeaZGo to the Hall of Knowledge and look for information on the position of the Citadel there.0You should find out the position of the Citadel in the Hall of Knowledge, so you don t have to search the sea like the Soul Carrier had to. There is detailed information on all the places known to the Shapers. Even if their Citadel used to lie inland, the exact position should still be registered there.e Crystal MagicnGo to the Hall of Crafting and charge the Navigator crystal there until it shines in a white and bright light.&The Navigator crystal, who supplies the navigation spell of the City Ship with power, is used up by the long search the Soul Carrier ventured with it. In the Hall of Crafting you can recharge it. There is something Urgi calls a  creo there, where you can recharge the crystal with magic power.fOver the Elemental Seas&Navigate the City Ship to the Citadel.)The City Ship is ready for its first journey under your command. If you adjust the Citadel as the destination at the Navigator, the City Ship will take you there over thousands of sea miles. This place used to lie in the centre of Xu, but now it is only a tiny little island in the Elemental Seas.g Ether JourneyLUse the ether journey spell in the Hall of Navigation to get to the Citadel.8The City Ship has now arrived close to the Citadel. However, the City Ship cannot be navigated directly up to the island. So the Shapers covered the last distance with the ether journey spell which is located in the Hall of Navigation on the City Ship. It always takes you to the island closest to the City Ship.hThe Horn is Finished"Return to Ylia on the Misty Coast.OThe clam shell horn should meanwhile be finished. Ylia will be waiting for you.iWaiting for Ylia'Continue your fight on the Misty Coast.VYlia needs a while to make the horn. Keep fighting against the Shaper in the meantime.jThey have comeDefeat the Lords of the TidesThe master fighters are defeated and the Lords of the Tides have appeared at last. Now you need to defeat them in order to free the Shaikan that are kept as prisoners in the deep.kPeace at the Misty CoastQuestion Ylia.The Lords of the Tides are defeated and the Shaikan are free. But you still cannot believe that the sea and its whims should be fought back so easily. Will the sea take revenge? As an elf Ylia knows the ways of nature better and can maybe tell you.lThe Last Defense,Defend your headquarters until help arrives.The Blessed Ones and their slaves have already occupied a large part of the Westguard and only Westhome is a center of resistance. Ylia and Jandrim are getting help from the elves and dwarves. You have to hold the headquarters in Sevenkeeps until they return.mBattle about the WestguardDestroy the invaders.Fortunately, it seems the Shaper is still trying to cure his wife, so he only sent a few of the Blessed Ones. But even these few would be enough to destroy all the Shaikan, as that is exactly what they were made for. It s time you turned the tables.nThe Western Assault Camp9Destroy the assault camp of the Blessed Ones in the west.The assault camps of the Blessed Ones surround the Shaikan settlement from all sides. Each one destroyed takes off some pressure of the defenders. But keep in mind there is at least one Commander of the Blessed Ones in each camp.oThe Northern Assault Camp9Destroy the assault camp of the Blessed Ones in the northThe assault camps of the Blessed Ones surround the Shaikan settlement from all sides. Each one destroyed takes off some pressure of the defenders. But keep in mind there is at least one Commander of the Blessed Ones in each camp.pThe Northern Base Camp7Destroy the base camp of the Blessed Ones in the north.The assault camps of the Blessed Ones surround the Shaikan settlement from all sides. Each one destroyed takes off some pressure of the defenders. But keep in mind there is at least one Commander of the Blessed Ones in each camp.qThe Southern Assault Camp:Destroy the assault camp of the Blessed Ones in the south.The assault camps of the Blessed Ones surround the Shaikan settlement from all sides. Each one destroyed takes off some pressure of the defenders. But keep in mind there is at least one Commander of the Blessed Ones in each camp.rThe Southern Base Camp7Destroy the base camp of the Blessed Ones in the south.The assault camps of the Blessed Ones surround the Shaikan settlement from all sides. Each one destroyed takes off some pressure of the defenders. But keep in mind there is at least one Commander of the Blessed Ones in each camp.sThe Eastern Assault Camp9Destroy the assault camp of the Blessed Ones in the east.The assault camps of the Blessed Ones surround the Shaikan settlement from all sides. Each one destroyed takes off some pressure of the defenders. But keep in mind there is at least one Commander of the Blessed Ones in each camp.tThe Blessed One of the Storms&Destroy the Blessed One of the Storms.Three particularly powerful Blessed Ones, whose consecration with the Archfire is almost completed, are commanding the attack. You have to face them, as their power alone would be enough to annihilate the Westguard.uThe Blessed One of the Fire$Destroy the Blessed One of the Fire.Three particularly powerful Blessed Ones, whose consecration with the Archfire is almost completed, are commanding the attack. You have to face them, as their power alone would be enough to annihilate the Westguard.wThe Blessed One of the Night%Destroy the Blessed One of the Night.Three particularly powerful Blessed Ones, whose consecration with the Archfire is almost completed, are commanding the attack. You have to face them, as their power alone would be enough to annihilate the Westguard.xThe Dragon Hunter*Face the conjured Devourer and defeat him.The last of the three great Blessed Ones managed to conjure a Devourer, an ancient fallen dragon who has a taste for hunting his own brothers. If you cannot defeat him, he will feast on the dragonblood of the Shaikan.yThe Means of EscapePUse the ether journey spell the Devourer wove for his escape from the Westguard.The Devourer tried to escape and has woven an ether journey spell for himself that is still active. This spell takes you to where the Blessed Ones came from and thus you may also find the hideout of the Shaper.zTo the Misty Coast-Travel through the portal to the Misty Coast.The spell of the Devourer doesn t go very far. Only to the isolated portal to the Misty Coast. A ghastly place, where now it seems is the base of the Shaper.{Caine - The Contract of Ainur=Examine the case of Ainur s contract and decide your verdict.|Ainur, a young man from Sevenkeeps, has sold his soul to the demons of the Abyss. His aim was to attain enough power to kill a married couple. To him, it must have been worth his soul to kill these people in a particularly cruel way. Caine gave you a piece of the skin the contract was written on. But to find out what really happened you need to go to Sevenkeeps and investigate.|!Caine - The Contract of IronbellyJExamine the case of merchant Ironbelly s contract and decide your verdict.HThe merchant Ironbelly has sold his soul to the Abyss so his competitors on the market in Sevenkeeps got struck by illness or bad luck. This made Ironbelly the richest merchant in town. Caine gave you the skin with the contract and is now waiting to travel to Sevenkeeps with you to see whether this man earns eternal suffering.}Caine - The Contract of Una@Examine the case of Lady Una s contract and decide your verdict.The last contract seems to be a special case. The rune-covered document does not show why the contract was made, except that someone wanted more power and riches. Strangely enough, this document seems to be written for two different people.~ResearchLook for information on Ainur by asking the citizens of Sevenkeeps or just look around for more hints there. Keep in mind what you find out there, as later you will have to decide your verdict based on that information.AThe citizens of Sevenkeeps might know Ainur, so you should question them about him. There could also be other hints, but the words of the citizens will be the most important. Remember those people can also be prejudiced and might not tell the truth. Bear in mind what you have found out, so you can decide a just verdict.Ainur s VerdictNTalk to Ainur and decide your verdict. Either pardon him or let him be judged.You have gathered all available information to Ainur s case. You should now have formed an opinion, about whether Ainur deserved eternal suffering and Caine is to judge him, or whether you want to pardon him. Then his contract is destroyed and he is free.ResearchLook for information on Ironbelly by asking the citizens of Sevenkeeps or just look around for more hints there. Keep in mind what you find out there, as later you will have to decide your verdict based on that information.Again you are to look around for hints in Sevenkeeps, this time about the merchant Ironbelly. Do not take everything for granted and bear in mind what you were told, so you don t decide on the verdict too hastily.Ironbelly s Verdict*Talk to Ironbelly and decide your verdict.Weigh the hints you got carefully and decide whether Ironbelly should be damned to eternal suffering or whether you want to pardon him and thus free him of the contract.ResearchLook for information on Una by asking the citizens of Sevenkeeps or just look around for more hints there. Keep in mind what you find out there, as later you will have to decide your verdict based on that information.This time you are looking for information on Lady Una, a wealthy landowner from Sevenkeeps. You only know little about the conditions of the contract, so you depend even more on the hints of the people in Sevenkeeps. Una s Verdict$Talk to Una and decide your verdict.Weigh the hints you got carefully and decide whether Una should be damned to eternal suffering or whether you want to pardon her and thus free her of the contract.Too Many PeoplelLure the merchant Ironbelly away from other people, so you can tell him your verdict without being observed.At the market Ironbelly feels safe from you, because in the presence of so many witnesses you will hardly dare to judge him. And indeed Caine wants you to lure Ironbelly to an isolated place. Maybe you can make use of Ironbelly s greed for money to lure him away from the market.The BaitpLure Una away from the priests in the temple district, so you can tell her your verdict without being disturbed.Una has always some priests around her who would disturb the verdict. Look for the means to lure her away a little to the side. Maybe a hint about Una s past can be of help.Una1Talk to Una in the temple district of Sevenkeeps.Una is hiding from the demons on the holy grounds of the temple district. There she prays and dedicates her life to the service of the Lightgods, but you will make her recall her dark past. Ironbelly3Talk to Ironbelly on the marketplace of Sevenkeeps.Ironbelly is at the market in Sevenkeeps which definitely is no holy ground. So he seems to carry a protective talisman on him that protects him against the demons. That however does not bother you or Caine.Ainur/Talk to Ainur at the holy well near Sevenkeeps.Ainur is hiding on holy grounds, so the demons cannot reach him. But the holy ground does not bother you or Caine, so you can call on Ainur and listen to his story.Trap or no TrapxFollow the real Shaper with the help of the ether journey spell when you have achieved everything else you wanted to do.The Shaper made you fight against an illusion, a feeble copy of himself. He escaped with an ether journey spell which he didn't close behind him. You suppose he is setting up a trap for you, or at least he wants to keep your dragon companion out of the fight. You feel you won t come back any time soon from where you are going. Whatever it is you still have to take care of, you had better do it, before you enter the ether journey spell.Whisper - HalfbloodSHelp your companion Whisper to find out what haunts him and free him of his burden.You have been attacked by strange beasts who were aiming at your companion Whisper. It seems that hasn t happened for the first time and Whisper feels as if something was haunting him, something he describes as a stalking beast. He doesn't know a reason why someone or something might want to kill him, but it might be something from the past. A past he doesn't have any memories about, a past, where the origins of his dragonblood lie.Haakh"Whisper has to defeat Haakh alone.Haakh has appeared. Now Whisper only has to manage to defeat him. Keep in mind that nobody else must come close to the fighting ground or Haakh will escape.The Seal>Look for a way to find out the secret of the seal of Ghul Dan.vYou found a seal on Haakh s corpse. It is the seal of Ghul'Dan, a Norcaine. If really a dark elf has hired Haakh to kill Whisper, then that rises questions only this Ghul Dan can answer. Unfortunately, the seal doesn t tell you anything about his whereabouts. Look around on your further journeys, if you come across an occasion to find out more about the seal and Ghul'Dan. PsychometryJExamine the seal of Ghul'Dan with the possibilities of the Shaper alchemy.Legend has it that the Shaper alchemy has ways to make the memories of objects visible. They can be either the memories of the owner or memories of the places, where the object was stored. If you examine the memories of the seal, you might find out the whereabouts of Ghul Dan. Dragh Lur!Search for Ghul Dan in Dragh Lur.SThe memories of the seal have shown you a place where Ghul'Dan might be: Dragh'Lur.Father?Help Whisper to carry out his revenge on the ghost of Ghul Dan.You have found Ghul Dan, or better: his grave. Whisper s wrath conjured his dead father s spirit and now Whisper has to fight him. Help him to take his revenge, so he can find peace again.The Stalking Beast6Beware of more attackers or pursuers on your journeys.You do not have a clue about where to begin with the search for Whisper's haunter. It s probably best to just continue your journeys, but keep your eyes open for other pursuers.The Duel:Let Whisper go to the place alone where he can face Haakh.~On one of the attacking beasts you found a totem that carries the symbol of a shaman both Whisper and Wind know: Haakh. He is a headhunter who has the ability to become invisible, and Whisper seems to be his target. He will only appear when Whisper is alone. So Whisper should look out for a good place for a duel. Any troops, other members of the group and even you must stay away. The Artifact&Find out the secrets of the City Ship.The City Ship is really a stone structure and as big as a city. It is kept afloat by magical forces. For almost thirty thousand years this strange vehicle lay still in the sea. It has been preserved by the frightening magic of the Shapers, even protecting it against the Convocation. This artefact has many secrets waiting for you, but the most important one is to find a way to navigate it. Magic Ice'Examine the ice the Skerg is sealed in.The iceblock the Skerg is sealed in seems to be kept up by magic, just like all the other ice in this hall. Somewhere there must be a kind of navigation device for this strange spell. Information Talk to Urgi2Urgi can maybe give you a hint on what to do next.Urgi s SuspicionTalk to Urgi again.NSomething is still wrong. Talk to Urgi, he seems to know where the problem is.Wind  The Four Storms9Help your companion Wind to solve the riddle of her fate.Together with her brother Whisper, your companion Wind is on the search for the story of their origin. They are both half-elves, that much is visible. They come from the elf town of Tirganach which is now lost, and they do not know either mother or father. The two of them have dragonblood in their veins, but none of them can remember how they became Shaikan. Wind is looking for the lost years in her life, for the explanation of her mixed blood and for the path of her destiny.AedarcTogether with Wind go to Aedar in Sevenkeeps and try to find out something about her past from him. Wind originally planned to call on a man called Aedar here in Sevenkeeps. He saved them as children from the destruction of Tirganach. Aedar is quite old and only wants to forget the past. But he is the only one Wind knows who could tell her anything about her past.Traces from TirganachMLook for Aedar s chest in Sevenkeeps and salvage Wind s belongings out of it.After the escape Aedar tried to bury the memories of Tirganach together with the things he brought from there. Among these things there also seem to be a few items that belonged to the two half-elves. Search for the chest in Sevenkeeps.The Script of the PriestessesPLook for a way to decipher the faded document in the language of the Aryn order.In Aedar s chest there is a letter, something that seems to have belonged to the children. The writing of the letter is almost completely faded, and what you can make out is incomprehensible, because it is written in the language of the Aryn order. Wind wants to find a way to decipher the document. But even if you could find some alchemy to make the writing visible again, the content would still be incomprehensible. It would be nice, if there was a way, to find out what the writer was trying to say when he wrote this letter.Into the UnknownULet Master Askan in Sevenkeeps transport you to the portal stone of the Soul Carrier.Master Askan can take you to the portal stone of the Soul Carrier, but the exact position of the stone is unknown. Without knowing where the journey takes you, you should carefully prepare this step and first finish on all your businesses in Sevenkeeps. North WindDefeat the north wind.The north wind can be found in the north or Fiara, on Winterlight Peak. The ice in these mountains is as old as the world and Wind s northern sister will appear there. West WindDefeat the west wind.0To face the west wind, Wind has to travel to Fiara, the most western continent. You first wanted to look for it in the Westguard, but Alluvyan used to be elf-country. The magic of the druids is still alive there and perhaps it is the most probable place where her other self will materialize before Wind. South WindDefeat the south wind.The south wind can only be found in Xu. You don t believe Wind s sister will show in the Citadel, because too much other magic is at work here. It is also highly improbable that it happens at Ghostwatch, but it would be at least worth looking around there. East WindDefeat the east wind.gThe Refuge is the most eastern place you know. This is where you should look for Wind s eastern sister. East WindDefeat the east wind.yYou cannot think of anyplace where Wind's sister is likely to be. Continue your journeys and maybe you will find a place. Heart of Ice0Free Winterlight Peak together with the dwarves.Skjadir wants to reconquer Winterlight Peak, from where you had to escape so ingloriously. Now, well rested and with reinforcements from the dwarves quarters in the back, he is looking for a way to return there and chase Ashuka and her beasts out of his beloved fortress.A Way to WinterlightJLook for a way to get you and the dwarves to Winterlight without a portal.There is just one ugly detail hindering Skjadir s plans to reconquer Winterlight Peak: He and his dwarves have no means to get there, because the portal to Winterlight Peak does not work. He hopes you can come up with a way to get him and his troops there. To Sevenkeeps6Look in the Hall of Knowledge for a way to Sevenkeeps.With the City Ship you have found the appropriate means for Skjadir. He can take his troops to Winterlight Peak with the City Ship, but first you have to fetch him from Sevenkeeps. To Skjadir%Navigate the City Ship to Sevenkeeps.jYou now know the symbol sequence for Sevenkeeps. If you have enough time, travel there with the City Ship.All Dwarves AboardNTell Skjadir in Sevenkeeps to bring his dwarven warriors aboard the City Ship.uThe City Ship now lies off Sevenkeeps and is ready to take Skjadir and his dwarves aboard. Skjadir will be surprised. To the NorthUIn the Hall of Knowledge look for the correct series of symbols for Winterlight Peak.}If you can make out the north of the former Fiara in the Hall of Knowledge, you should also be able to find Winterlight Peak.Course on WinterlightENavigate the City Ship to the Citadel with the help of the Navigator.TThe journey to Winterlight can start now. The dwarves are already getting impatient.Get Winterlight BackCFight back the beasts, and defeat their five commanders and Ashuka.The beasts are all over the place and their highest commander, the icewitch Ashuka, is nowhere to be seen. Skjadir thinks that when you destroy the five lieutenants, the icewitch will show herself. The IcewitchDestroy Ashuka.gThe new mistress of Winterlight faces you. Now she is going to pay for the murder of countless dwarves.Departure to Winterlight*Discuss with Skjadir aboard the City Ship.fAll the dwarves are aboard. You should discuss your further actions with Skjadir, before you set sail. The Attack7Use the ether journey spell to get to Winterlight Peak.tThe dwarves are ready, the attack can begin. As soon as you get to Winterlight Peak, the dwarves will also be there.Order carried out(Talk to Skjadir in Winterlight Fortress.It is accomplished! Winterlight is under the control of the dwarves again. Now you have completed the original task of the Shaikan you were sent here for, the one everything started with.Thoughts of GlassRestore the Thinker crystal.The Thinker, a large thought crystal, is responsible for the functioning of many artifacts on the City Ship. But time also takes its toll on the Shaper crystals and so the Thinker became weaker and weaker.Escaped Thoughts_Defeat the escaped thoughts and take them to the crystal room to turn them into crystals again. The crystals of the Shapers consist of crystallized memories and thoughts, which almost provides them with their own mind. However, these crystallized thoughts can detach from the crystals over time. Then they are wandering around like ghosts, and become confused and often vicious. Some of them can be made compliant again by defeating their vicious form. Then they will follow you, and if you take them to the crystal room and direct them to the magic circle, there they can be changed back into their crystallized form.The Thinker awakens6Insert the crystals into the Thinker on the City Ship.KYou have made enough crystal shards to put the Thinker back into operation. Keep Searching for More MemoriesLook for more memories.`Your collection is not yet complete. See if you can find more of these objects on your journeys.$Found: Dwarven Brandy from Windholme7A miracle cure against sadness, toothache and bad eyes.Found: GemstoneA toy for children.Found: Harp from Tirganach Cold as ice.Found: Stories from LiannonEarly works of Darius.#Found: Mist Crystals from Leafshade%It would take too long to count them.Found: Spider Trap from SkyeA dastardly construct.!Found: Order Brooch from GreyfellIn memory of: Sartarius.Found: Head of TharSomeone forgot about it...Found: Crawler Fetish!Mysterious, but probably useless.Found: Bone Knife3A predetermined breaking point can clearly be seen.*Found: Walkthrough Book to the Master GameSome pages are missing.Found: Painting from MulandirAn unpopular place."Found: Broken Claw of PickpocketrySnap!Found: Dreamwine from Empyria"Distribution: Weazle and Zanzabar.Found: Mauser s Bear Whistle%The whistling doesn t carry very far.Found: A Shard of MagnetstoneIt is humming.Found: Statue of MugwaIt seems to be hollow.Found: Craig s Broken BladeA gift from Amra.!Found: McWinter s Survival ManualTen ways to become unpopular.Found: Rohen s BootsThe bootstraps are knotted.The Collection is Complete'Store your collection on the City Ship.Your collection is complete. Now you only have to find a place to store it. As the City Ship has become something like home to you, you just have to find a nice little place there.The Hall of Fire3Restore order in the Hall of Fire on the City Ship.qThe Thinker reports problems in the Hall of Fire on the City Ship, which means the City Ship is not being heated. Examination*Examine the Hall of Fire on the City Ship.~The statements of the Thinker didn t tell you anything about the nature of the incident, so you will have to see for yourself.The Rebellious Fire@Destroy the fire creatures in the Hall of Fire on the City Ship.Attracted by its fire magic fire creatures have taken over the Hall of Fire. As you are the new owner of the City Ship it is your job to restore order and chase away the intruders. An Old FriendTalk to the Soul Carrier.The Soul Carrier is no longer a human being. He has taken on the shape of a dragon, but he is still alive and you have found him. Now you have to find out how his metamorphosis came about.Honor the SoulsEShow the fallen dragonlings your respect by recognizing their nature.Talk to the souls of the dragonlings that were killed today. Find out as much as you can about each of them and allocate them the remains on the chests close-by. If you recognize the true nature of each soul, the dragonlings will be redeemed. But if you mistake the nature of a dragonling, its wrath will hit you and cause pain to you and your companions. Bear in mind that there are souls among them that have the nature of wind dragons, which means they love to lie.The Power of the First PeopleFind and defeat the Shaper.Somehow you appeared in King Ulf s palace. It seems the Shaper has already pulled his strings here and brought the kingdom of the Highmark under his control. And indeed, your dragon companion cannot help you here. Beware of the guardians, they could be under his influence. The Shaper has not set up a lethal trap for you right away, but you suppose he is waiting in the throneroom for you.The Search begins6Look for a way into the living quarters of the palace.=Before you can reach the throneroom, you have to pass through the living quarters of the palace. The palace is set up like a maze and as Blessed Ones are guarding the important entrances, you will have to defeat some of them, until you have found the right way. You are lucky, as there is more than just one entrance.King Ulf#Free King Ulf from his own dungeon.You have found out that King Ulf, the rightful king of the Highmark, is being held prisoner by the Shaper in his own dungeon. Even if you do not have any dealings with the Highmark, your honor still commands you to restore the rightful king.The Heart of the KingdomFind a way into the throneroom.Your way leads through the inner palace to the throneroom. Be prepared for many hurdles and traps. Not only the Shaper but also the original owners of this palace wanted to protect this area at all cost.The Last Fight!Find a way to destroy the Shaper.'You have found the Shaper, but you don t know how to defeat him. You only have the vague hope that he might be killed through Caine s hand. But you are afraid it might eventually take something bigger than this to destroy this ancient being which is merged with the Archfire through and through. Secret DoorsETogether with your companion open all the secret doors in the palace.There seem to be some secret passages and places in the palace. Your newly gained companion would be a big help to find them. However, keep in mind that he will disappear as soon as you set out for the more dangerous part of the palace. So take some time for the search before that. The Specter4Trace the strange noise coming from the wine cellar.You have heard strange calls from the wine cellar of the palace. It seems someone is locked up there and needs help. Or it is someone who might have needed help a long time ago.Soul of the Warrior - Courage"Find and pass the test of courage.\The war god Niethalf has put you to a test. The soul of the warrior is not healthy anymore, since the Dracon warriors were exterminated. You are supposed to heal the wound of the warrior's soul by passing the tests the Book of the Warrior imposes on you. The first chapter deals with the virtue of courage without which a warrior could never exist.Attract them to youaProtect the ghosts of the workers against the attackers by drawing their attention unto yourself.You experience again how back then the Dark People, while they were building ships for their escape, were defending themselves against the besieging humans. At that time the Dracon had to protect the shipbuilders of the orcs at any price. And now you try to do this. Try to prevent the humans from killing the orcs by attracting their attention unto you. Special abilities and special equipment could be very helpful here."Soul of the Warrior  Selflessness'Find and pass the test of selflessness.As if by magic a new chapter emerges in the book. It talks about selflessness, a virtue that separates the true warrior from a mercenary or butcher. It is uncertain, where exactly this test is waiting for you, so keep your eyes open.The Greatest SacrificeGStop the argument. The Archon as well as the Sinsitrim have to survive.You have found the test of selflessness n Dragh'Lur, when you stand like a Dracon between the fighting castes of the Norcaine and try to unite your brothers. None of the two others must be harmed, but their argument still has to be put to an end. This can probably only be brought about by the greatest sacrifice on your side, if the Norcaine take you seriously, that is. After all you are not one of them, so perhaps you need something they can recognize you by.Soul of the Warrior - Loyalty"Find and pass the test of loyalty.And again out of nothing a new chapter emerges in the book. This time it is about loyalty which gives the warrior his purpose. Even if the Dracon were very proud and used to quarrel with their brothers, they were still loyal to their kingdom and to the people of the Norcaine.The Banner of the Dracon5Defend the banner of the Dracon against the traitors.bYou live through the story of a single Dracon again. He resisted all temptations for treasure, fulfilled his duty and remained loyal to the Norcaine. You will be offered treasures of remarkable value and great power. If you accept them, you will be rich, but bear in mind that will not only fail this test, but there will also be no more tests to follow."Soul of the Warrior - Truthfulness'Find and pass the test of truthfulness.~The last chapter of the book has emerged. It deals with truthfulness, the center and origin of all the warrior s virtues. This is to teach you that the essence of the warrior is neither the blade nor the amor, but the heart and soul. In times where danger cannot be fought with the sword, the warrior is still a pillar of what he believes in and an anchor for all those dear to him.CraigAnswer Craig s questions.Craig s ghost will ask you questions to test your truthfulness. Remember that he expects the honest answers of a Dracon warrior of the Dark Elves.Idara0Talk to Idara in the Silent Glade of Sevenkeeps.Some young people in Sevenkeeps seem to be plagued by a strange insomnia. One of them is Idara, a caretaker of the plants in the Silent Glade.Dream Stalker - Growth6Revive the Willow by watering her with the holy water.Idara says that she often slept especially well under the Willow, but this tree has almost been killed by a kind of illness. There is a holy well in Sevenkeeps whose water can revive the Willow, but unknown forces try to prevent the water being taken to her.Scoop Water from the Well+Get water from the holy well in Sevenkeeps.Use Idara's jar to scoop water from the well. Only a little of that water is already enough to heal the Willow, but it evaporates very quickly.Water to the WillowGTake the water to the Willow as fast as possible, before it evaporates.You have scooped enough water; now hurry to the Willow. The holy force of the water evaporates very quickly, so you have to hurry. Try to evade the powers that could prevent you from the completion of your task.Dream Stalker - Life(Help the Willow to find the dream thief.The Willow is healed. She reports that indeed someone is stealing the dreams of the young people in Sevenkeeps. The birds from her crown tell her a lot, but they cannot make out the dream thief. She needs your help.Galius4Ask for Galius in the temple district of Sevenkeeps.Galius, a priest from Sevenkeeps, had found traces of the dream thief, but then he disappeared. Maybe in the temple district they know something about his inquiries.Unfinished TasksLHeal the humans being attacked by the demons until enough of them are saved.>You have to fulfill Galius' unfinished task. In the Hall of the Dead on the City Ship he created a re-enactment of what happened in this dark hour. The humans being attacked by the demons have to escape alive. Don t try to fight the demons, they are too strong. Better concentrate on keeping the weakened humans alive. The Sacrifice-Talk to the ghost of Galius on the City Ship.Galius has appeared. Try to question him about the dream thief. You can already see that his mind is being badly tortured by something.Back to the Willow#Return to the Willow in Sevenkeeps.Galius told you a name. Sharad Naine, a death conjurer who hides behind the face of the good citizen Barubas. The birds of the Willow should be able to find him.Dream Stalker - Death9Track down the death conjurer Sharad Naine in Sevenkeeps.NSharad'Naine is immortal, since he managed to hide from the death messenger Hirin with a trick. He can only be defeated with the ritual. He is a pain forger and uses the suffering of some children he killed to empower himself until he is invincible. But the wrath of these children is also his weak spot and can be used to defeat him.Marcia)Ask Marcia's soul in Sevenkeeps for help._Marcia s soul can be found in Sevenkeeps. Try to convince her to help you against Sharad Naine.Dream Stalker - Transitoriness'Make Hazibelah stop her dream stealing.tSharad Naine is the one who wove the spell stealing the dreams, but it is his wife Hazibelah who uses it. Old Hazibelah likes to dream young people's dreams, because that makes her feel young again. She hopes, when she feels young her beauty would also return. Sharad Naine had to take away all the mirrors in her surroundings, so nothing would remind her of her real age. Hazibelah4Talk to Hazibelah in the Silent Glade of Sevenkeeps.nHazibelah often rests in the Silent Glade and dreams all the dreams she stole from the children of Sevenkeeps.The Wyrm$Resurrect the Wyrm on the City Ship.In the Hall of Ice of the City Ship you found a frozen Wyrm, a hatchery guardian of the dragonlings. The dragonlings, a lower but still intelligent form of the dragons, are very rare and the Wyrm were actually thought of as extinct. Dragonlings/Follow the traces of Lya's dragonling research.5Lya s records tell you that Ghostwatch used to be called Sanshala and was a Shaper harbor, where dragonlings were being researched. Because of the hasty escape of the Dark Ones not all of the Shaper artifacts have been destroyed. So there is still some knowledge about the dragonlings buried under Ghostwatch. Ice MagicFree the Wyrm of his ice spell.{The ice block the Wyrm is sealed in must have some magic supplying the spell with energy. It can probably be lifted easily.Meat for a Dragon/Find a sort of meat the Wyrm eats and feed him.The Wyrm is very weak and urgently needs food. Dragonlings are carnivores, but you are not sure which kind of meat this ancient creature is used to.Lya s Excavation9Find the excavation sight in Ghostwatch Lya talked about.In various places Lya undertook excavations, where she was digging for artifacts about dragonlings. If you are interested in her knowledge about your siblings, then look for Lya's excavation sites.Memories in Crystal/Recover the crystal Lya was trying to excavate.Lya seems to have found some special crystals, just before she gave up the excavation site. It should be easy for you to recover the crystals from the nearby excavation site yourself.The Second ExcavationFLook on Ghostwatch for the second excavation sight that was mentioned.HLya mentions in her records two particularly important excavation sites.The Second Crystal6Dig up the crystal you can see in the excavation site.That is where she seems to have recovered some crystals which, however, had already been destroyed. The excavation of the last intact ones seems to have taken too long, and she had to give up the site.To the Library2Use the ether journey spell to get to the library.The Blessed Ones have created a stable ether journey spell that seems to lead into the library. Before you use it, you should first bring the situation in the Citadel under control. It is uncertain, how many Blessed Ones are waiting for you in there. Thought Storm7Destroy the thought storm building up on the City Ship.Your browsing in the Hall of Knowledge has set free something Urgi calls a thought storm. It is an evil thought, whose calling attracts other dark thoughts. As over thousands of years many former crystalline thoughts evaded from the Shaper crystals, the thought storm has a lot to feed on and gets stronger. As long as it exists, all the larger crystal devices of the Shapers will not operate, because its raging energy blocks their magic. The Navigator will also be out of order. To Dragh LurGo to Dragh Lur.After the City Ship is freed of the thought storm, you can follow the Shadow warrior and set out for your journey to Dragh Lur. Find out why the Shaikan are said to attack this place.Stream of HatredcStop the bad thoughts before they reach the thought storm or it will become more and more powerful.Thoughts of hatred, loathing, and other evil feelings are streaming towards the thought storm and let it become stronger as they merge. If you destroy them before, you might be able to prevent the thought storm getting too strong.Urgi s Tactics Talk to Urgi.The thought storm is still very strong. Its power is lethal. As a thinking being you can hardly get close to it. Talk to Urgi whether he knows another way to destroy the thought storm. The Guardians^Turn the switched off spider guardians you can see in the Hall of the Guardians back on again.Over the thousands of years the mechanical spiders, who have served as guardians and workers on the City Ship, have become confused and evil. But the ones that were asleep and inactive are untouched by the burden of time. If you restart them and equip them with weapons, you could attack the thought storm with them. The thought power of the storm cannot harm these mechanical creatures.In the Eye of the StormDestroy the thought storm.You only have a few fighters who can resist the power of the thought storm. Attack it and scatter its destructive energy, so the Navigator and the other crystal machines can take up work again.#Back Again in the Hall of KnowledgeReturn to the Hall of Knowledge and look for a way on how to adjust the Navigator of the City Ship in order to reach Dragh'Lur.As you have been interrupted on your first visit, you have to go back to the Hall of Knowledge and search for the right symbol sequence for Dragh Lur. Dragh LurCWith the help of the Navigator navigate the City Ship to Dragh Lur.You are eager to see whether the City Ship will set course for Dragh'Lur. At the time of the Shapers this place used to lie in the inland of Fiara. But if you haven t had any difficulties with the Citadel, then you shouldn t have any now.Ether Journey to Dragh LurUse the ether journey spell in the Hall of Navigation to travel to Dragh Lur. In order to do that, the City Ship has to lie off of Dragh'Lur.tAs soon as the City Ship reaches the vicinity of Dragh'Lur, you can reach the mainland with the ether journey spell.An Unfinished Letter"Show Galius letter to the Willow.nGalius was killed in a demon attack. Just before that he started to write a letter, but he couldn't finish it.The Psychometric Oil Search for the psychometric oil.7In his letter Galius seems to have been about to reveal the identity of the dream thief, but he was stopped by the demon attack. The Willow has asked you to look for a substance which is called psychometric oil. It can bring back to life the thoughts that were had by a writer while he was writing his document.Unfinished Thoughts?Conjure Galius' ghost in the Hall of the Dead on the City Ship.With the memories of his letter and the psychometric oil you can conjure Galius' ghost. He will probably become manifest in a holy place. On the City Ship such a place would be the Hall of the Dead.Elyria)Ask Elyria's soul in Ghostwatch for help.Elyria s soul has escaped to Ghostwatch. You have to find and convince her to be on your side in the battle against Sharad'Naine.Joshua)Ask Joshua's soul in Ghostwatch for help.fJoshua s soul has also fled to Ghostwatch. Try to convince him there to help you against Sharad Naine. Mo$Find Mo s soul and ask him for help.Of all the children, Mo escaped the farthest from the place of the crime. The birds of the Willow cannot find him, but you need his help to defeat Sharad Naine. Ready for the Ritual#Return to the Willow in Sevenkeeps.All the children gave you items to help you in your fight against Sharad'Naine. Let the Willow explain to you what you are supposed to do in the fight against Sharad Naine.  RedemptionTalk to Galius again.It is accomplished. Galius unfinished task has been fulfilled and his ghost is at peace. But he is still manifest in the Hall of the Dead on the City Ship, and now you might learn the dream thief s name from him.  Sharad'Naine<Make Barubas show his real identity and defeat Sharad Naine. Sharad Naine masks himself as the inconspicuous citizen Barubas, but it is easy to make him stop his acting. When you fight against him, watch out whether he changes shape and calls on the suffering of one of the children for empowering. If this happens, you have to put down the item of a child on its respective place of death. Then the wrath of the child will be aroused, Sharad'Naine loses power and suffers pain. To be able to react as quickly as possible, you had better position the members of your group accordingly. Peace under the WillowsTalk to the Willow again.The dream thief is defeated, and the children of Sevenkeeps can sleep and dream again. With this the Willow also has done her part. Now she can simply cast a friendly shadow again, while her birds enjoy the humans with their songs.World Wanderers6Find and destroy the world wanderers on the City Ship.The Thinker reports world wanderers on the City Ship. They are dangerous creatures shifting between worlds, and they are always on the lookout for magic they can devour. They should be removed from the City Ship, but you cannot see them with the naked eye. The Thinker reports however that so-called farsight glasses have been adjusted to their detection. If you can make out the world wanderers with these glasses, you might be able to get close to them and lure them out of hiding. The Refugees;Protect the dwarves until they can step through the portal.xThe dwarves try hard to stay out of trouble. But you had better keep an eye on them until the way to Sevenkeeps is free.ReturnReturn to the City Ship.wOn the City Ship a task is waiting for you: Find out the correct symbol sequence to navigate the City Ship to Godeland.The Dragon DenqIn the Hall of Knowledge look for information on how to navigate the City Ship to the position of the dragon den.vWith Mordecay s information you should be able to quickly find the dragon den on the tablets in the Hall of Knowledge.The Great Journey@With the help of the Navigator move the City Ship to the Refuge.You have found out the according symbols and can set out for your longest journey: far into the east, to where even the powers of the Circle haven't reached.Into the UnknownlUse the ether journey spell to get to the Refuge, the dragon den, as soon as the City Ship has docked there.*The symbol sequence has caused a strange thought echo in the crystal facets of the Navigator. The place seems to have been called the  Refuge . It terrified the Shapers, as it is the place where they had been defeated for the first time. So be careful when you step through the ether journey spell. Intruders@Chase the Blessed Ones and their slaves away from the City Ship. Riddengard has sent some of his Blessed Ones and their enslaved warriors to the City Ship, probably to cut off your return passage. In the meantime you have defeated Riddengard's main army, but these intruders don t know that yet. Without your troops they could still be dangerous to you.Weapons of the City Talk to UrgiIn the limited space of the City Ship the Blessed Ones are quite dangerous. Talk to Urgi. He may know of some more weapons of the City Ship that you could use against the Blessed Ones.Messenger of your HatredMAttach the thought storm to yourself, by giving it your own wrath and hatred.bThe thought storm is almost ready. But to prevent it from accidentally becoming a destructive vortex of chaos and to make it controllable with your own willpower, you have to start it up with your own thoughts of wrath and hatred. Then it becomes the messenger of your hatred. So you have to think of something that arouses your deepest hatred and wrath.A Perfect Storm2Use the thought storm to destroy the Blessed Ones.The thought storm is under your control. With its lethal mental magic you should be able to defeat the Blessed Ones and reconquer the Hall of Navigation.The Ticking Heart0Take care of one of the small destroyed spiders. You have found two lifeless little metal spiders in the Hall of the Guardians. Both of them have lost their metal hearts through one of their brothers going mad. As otherwise the spiders are almost undamaged, you might stand a chance to put them back into operation.The Last JourneyReturn to the City Ship.?It is time to set out for your last journey with the City Ship.A Place at the West CoastbIn the Hall of Knowledge find out the symbol serquence to navigate the City Ship to the Westguard.yNow it shouldn t be difficult for you to find out the correct symbol sequence for the Westguard in the Hall of Knowledge. The WestguardBAdjust the Navigator and thus take the City Ship to the Westguard.sYour journey takes you far into the west and straight through the area where once the landmass of Fiara used to be.Return from the ExilehAs soon as the City Ship is close to the Westguard, use the ether journey spell to get to the Westguard.At the horizon you can spot the familiar Westguard. You have never seen it from that perspective before. The battle there seems already in full swing. Step through the ether journey spell and intervene.Urgi and the Heart)Talk to Urgi about the destroyed spiders.~Urgi knows the guardians. He might not understand their complex mechanisms, but he knows at least how to start or repair them.Filigree Metal:Search for filigree metal parts for the destroyed spiders.You need filigree metal parts to connect a mechanical heart correctly with all the fine spindles and cogwheels of a guardian spider. These parts were used by the Shapers for all sorts of mechanical devices. The Clock Generator@Make a clock generator that is exactly timed for a small spider.FThe clock generator is the most important part, the actual heart of the spider. It is a very complex mechanism that with its own magic can run almost endlessly. However a clock generator has to be adjusted to each single guardian spider for its right power and oscillation, or else it won't work. As a clock generator is very delicate and easily destroyed during a fight, you have to use one of the unused ones from the Hall of the Guardians. Adjust it to the right oscillation for a small spider. Be careful and remember that this is the only clock generator left on the City Ship.!Gold or SilvergYou can only revive one of the spiders. Decide on which one and insert clock generator and metal parts.Two destroyed spiders are lying on the floor, but you can only revive as many spiders as you have clock generators. So make a careful decision which spider you revive. If you examine the spiders more closely, you might find out more about the use of each of them."The Right HeartbeateSet the clock generator on the workbench in the Hall of the Guardians to the heartbeat of the spider.The clock generator can be adjusted on the creo in the Hall of the Guardians. Use the oscillation pattern device to adjust it to the right oscillation for a small spider.#Thoughts of HatredCall the thoughts of hatred.With the statues in the Hall of Dreams you can summon the roaming evil thoughts that escaped from the Shaper crystals. But only one kind at a time!$Thoughts of WrathCall the thoughts of wrath.With the statues in the Hall of Dreams you can summon the roaming evil thoughts that escaped from the Shaper crystals. But only one kind at a time!%Thoughts of DisgustCall the thoughts of loathing.With the statues in the Hall of Dreams you can summon the roaming evil thoughts that escaped from the Shaper crystals. But only one kind at a time!&Thoughts of FearCall the thoughts of fear.With the statues in the Hall of Dreams you can summon the roaming evil thoughts that escaped from the Shaper crystals. But only one kind at a time!'Thoughts of MadnessCall the thoughts of madness.With the statues in the Hall of Dreams you can summon the roaming evil thoughts that escaped from the Shaper crystals. But only one kind at a time!*Refugees:Guide the group of refugees back into the safe inner city.You have met a group of refugees who asked you for escort into the city center of Sevenkeeps. They will follow you as long as you tell them to, but they are very weak and they would quickly die during an attack.+ Prisoners;Guide the group of prisoners back into the safe inner city.You have freed a group of prisoners who asked you for escort into the city center of Sevenkeeps. They will follow you as long as you tell them to, but they are very weak and they would quickly die during an attack., Farmer Salios;Bring to farmer Salios in Sevenkeeps his stolen belongings.Like many others, a bad-tempered farmer called Salios misses his belongings that he had to leave behind on his escape to the city. If the Norcaine carried them off, you will probably find them scattered all over the area.- Farmer Locke:Bring to farmer Locke in Sevenkeeps his stolen belongings.lMaster Locke has left behind all his belongings which should now be found behind the lines of the besiegers.. Farmer Idling;Bring to farmer Idling in Sevenkeeps his stolen belongings.Farmer Idling had to flee hastily from his land. He had to leave behind most of his possessions. If you could get back some of them for him, it would make his future much brighter.0Secret PassageslLook in the west and east outside of the city for hints on how you can access the northern part of the town.The northern area of town has an eastern and a western entrance, which are both held by the Clans. You heard rumors about secret passages into the north town. Their entrances might be found in the area west or east of the north town.1 The Ragefire;Destroy the flaming titan and the shamans who conjured him.Some of the Clans shamans have survived and conjured a fire devil, a raging titan from the Abyss. He will probably kill the captured Satras, so stop him.2 One of usFree Satras from his prison.The Clans keep Satras captured in a cage in the north of Alluvyan. Satras might be more your enemy than your friend, but your honor commands you to save him.3Agathos#Find out about old Agathos secret.You met a man in Ghostwatch who wears expensive clothing, but still leads a hermit s life there. It s not only mysterious how this man got there; he also seems to be more than just an old man. He appears to have completely lost his memory and only stammers his own name, Agathos.4WhisperTalk to the half-elf Whisper.As a Shaikan you were assigned to the defense of Winterlight Peak, but the battle didn't go too well. When the young half-elf Whisper was trapped by the beasts, the other Shaikan had already given up on him. Your old debt from your time as a Rune Warrior inspired you come to his aid. You helped him escape, but the fight cost you your life. Now Whisper has set everything in motion to have you salvaged out of the ice.5The Confused Man4Look for hints to the story of the confused old man.Agathos clothing tells you that he cannot have been living here for long. There seem to be a few mysteries around his past, though. Perhaps it would pay to find out.6An Object for Agathos9Take the found item to Agathos, the hermit in Ghostwatch.You have found something that seems to belong to Agathos. Perhaps he threw it away, but the item looks as if it had a greater personal value. Take it to him; perhaps his former belongings will bring back memories.7Memories for Agathos=Collect at least two more memories for Agathos in Ghostwatch.@The item gave back some of Agathos' memories. With this memory he visibly regained strength. If in his confusion he has lost more of his belongings on Ghostwatch, then you might be able to bring him back his memory and win a friend. It was very interesting for you to see how the memory made magical power stream back into his body. You are eager to see what this man could bring about, if you brought him back more of these items. Perhaps two or three are enough to make a reasonable human being of him again. But you feel as if the man has had greater powers than just that.8A Headstrong Fellow]Listen to Aedar s story and encourage him with gestures, so he is willing to talk about Wind.Maira explained that you should listen to Aedar for a while and show sympathy in his story. As he cannot hear you, you have to use gestures to show him you are listening. Maira tells you to keep in mind that he hates magicians, adores Rune Warriors and likes elves very much, although he tries not to show that. He hates Dark Elves even more than magicians, because they are responsible for his fate. She said you might have to ask him a bit, too, as the old man likes that.9Against the Dream ThiefDefeat Hazibelah.rYou have finally tracked down the dream thief in the Silent Glade of Sevenkeeps. But after all Hazibelah is Sharad Naine s wife and a master of witchcraft. Even if she keeps staring at you bluntly like an amazed child and ignores your companions completely, she doesn t look harmless at all. Her only weakness is the fear of her own age and the ugliness connected to it.:Your Own Troops-Use the headquarters and build your own camp."In the meantime the Shaikan builders you have left behind have found a good site and built headquarters. As you don t want to depend on the troops of the Pact, you should set up your own camp there. The Blades Yasha put under your command could be of service to destroy the enemy buildings.; Blackpowder!Look for the blackpowder barrels.Skjadir tells you about an abandoned mine in the northeast of Sevenkeeps, where there should still be dwarven blackpowder stored. With this powder he could prepare a nice surprise for the Pact.<Skjadir s Plan Take the blackpowder to Skjadir.As you don t know how to deal with the blackpowder, you need Skjadir s help to make it ignitable and come up with a plan how to use it.= The Guardians#Defeat the guardians of the Shaper.The Shaper will surely have set up his best Blessed Ones to stop you. As you cannot approach unseen, you had better take them all out to have your back free.>Yasha - Talking Things out\Together with Yasha go to the place she pointed out to you on the City Ship and talk to her.You should settle your differences with Yasha, so your argument does not endanger the group in the length of time. She suggested a place on the City Ship, where you can talk to her in private.?Yasha  The RuneDestroy your old rune.Your rune, once made by Yasha s father Hokan Ashir, used to be your scourge. Whoever held your rune, could command you. Its magic kept awakening you and go to war as a slave. Hokan handed it on to Yasha, who was at first too young to command you. Back then you used to protect Yasha, and after the Convocation you were to her what came closest to a parent. But when she got older she learned how to command your will with the rune. And although her father never really took notice of her, she tried to follow him. She used the rune to make you become a torturer and slaughterer. The magic of the rune might have expired long ago, but only now you realize Yasha is not going to change. You have decided to claim back the rune and end this story once and for all.@The Hiding PlaceFetch your rune from Alluvyan.Yasha has left your rune in Alluvyan, when she was taken prisoner by the Clans. She showed you the place, where the rune can be found.AInto the Archfire0Look for an Archfire source to destroy the rune.The Archfire has formed the rune, and the Archfire can destroy it. An Archfire source to destroy the rune can however only be opened by a magician who knows how to handle Archfire power.BRecognizable SymbolaLook for something that makes the ghost identify you as a Dracon and step in front of the Archon.To be able to take over the role of a Dracon in the argument of the Norcaine, you have to find a symbol that identifies you as a Dracon. That could be a piece of clothing or an emblem, but keep in mind that you also have to put it on.CThe Battle in the Swamp:Destroy the camps of the Blades in the swamp of Dragh'Lur.For the moment you have fought back the besiegers, but the Dark Elves have closed the gates of Dragh'Lur on you and thus cut you off your access to the fortress. And now you can see why: the swamp of Dragh'Lur is full of Blades. An army of this size could take almost any of the larger capitals, and it seems to get bigger and bigger. If you do not face the threat at once, your allies will regret it sooner or later.DThe dragon must live&Make sure the Soulcarrier stays alive.jThe ancient dragons have denied you their help, but the Soulcarrier has followed you to offer his aid against the Shaper. He is now not only your best weapon against the Archfire powers of the Shaper, but also your last hope to reestablish relations with the ancient dragons. Use his abilities to rid the islands of any resistance but keep watch over his health.ETo the settlement)Head to the Misty Coast and talk to Ylia.vYlia is going to join you in investigating the mystery of the missing Shaikan. She will follow you to the Misty Coast.IMemories from Eo+Complete your collection of memory objects.You have kept a habit from your time as a Rune Warrior, a time of dying and forgetting until you were called to the next life and the next battle. This habit though now still accompanies you in your time as a Shaikan. You collect memories, objects that remind you of the past and what you have experienced. Objects that make you recall the history of the world, when you return from death.