Realms of Arkania: Blade of Destiny (Walkthrough)
At the beginning of the game you should stay in Thorwal and
equip yourself. The best arms merchant is Grollo, the best
merchant is Stoerrebrandt-Grassberg and Minna Musporeiken
for Herbs. Wand spell #2 is very useful. As soon as you
hear Hetman's announcement, head over to his office to accept
the mission. Just ask the Hetman about payment and he gives
you a writ for entry to Thorwal's armoury.
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EVENINGS
In the evenings, an extended visit to the "Four Winds" tavern
would be useful. You might hear the story of the Ship of the
Dead.
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DUNGEON
In the south west section of Thorwal, look for the fortress.
To enter, bark at the young warrior guarding the gate and
insist to see Master Dramosch.
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HEADING OUT
After beating the bandits in Thorwal, travel to Felstyn.
There you meet the man Hetman recommended, Isleif Olgardson.
On the way to Felstyn you'll pass Angobodirtal, visit Beorn
Hjallason. After meeting with Beorn and Isleif you may choose
to follow the leads you get.
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TOURIST TIPS
Carry a sufficient supply of rope, you may need to build a
bridge. On the road from Rovamund to Nordvest you will come
upon a body carrying and amulet guarding against the spell
Ignifaxus.
The marshes along the Bodir river are dangerous, you may lose
equipment and you might catch "blue cough".
Walking from Phexcaer to Hermits lake there is a possibility
of an ambush by Orcs. The orc leader is wearing an amulet
guarding against Transformation magic. Along the same route,
some Gryphons will bar the way. The solution to their riddle
is WHEEL.
The march from Daspota to Rybon is interrupted by a meeting, a
dying adventuress tells you the location of the Daspota
treasure. It is on the road from Rybon to Thoss. Following
the road further, you will meet harpies and they give you
information about some abandoned ruins inhabited by the Dark
Mage who is in possession of a segment of the Map.
There is an abandoned Inn by the road from daspota to Ottarje,
where you can pause to rest, be prepared for a fight as the
cellars are inhabited by the undead.
There is a path branching off the road between Ottarje and
Skjal, leading towards a cave inhabited by spiders, plus
followers of the Spider demon MACTAN. On the route from
Ottarje to Orvil, explore the Wolf's Lair, also on this
route is the Druid Gorah's forest clearing (Umbrik
Sevenstones in Orvil tells you about this). When you arrive
Gorah is in the middle of summoning a creature. Don't bother
attacking with missiles. You will have to melee with the
wolves. The faster the victory the better, his forces are
reinforced by Harpies and a sabre toothed tiger if you don't
make quick work of it and if that is not enough he summons a
demon. Once you have won, search his cabin. Seek out the
rune-bone Umbrik Sevenstones desires, get the rest of the
treasure.
On the riverwalk from Thoss to Liskor your characters will
notice an Orcish monolith on the opposite bank of the river.
Cross over by raft and destroy the idol. The gods will
look favourably upon this and it will increase your chances
of a miracle.
The mountain path from Felsteyn to Orkanger is dangerous,
your characters are attacked by brigands. You do however,
have a chance to turn the situation around and ambush the
brigands in their camp as well. Near the end of the road
is a cave occupied by Goblins.
There is a route not shown on the map between Skellen to
Phexcaer. There isn't a path branching of the route, so you
are forced to keep going until the end. There isn't a sign
of human civilisation beside a Temple of Firun, but you are
compensated for by an any amount of breakneck climbs,
opportunities to get lost and a vast highland moor offering
ample opportunity to lose valuable pieces of equipment.
The highlight is the meeting with an elf woman who leaves
your characters with the recipe for a healing potion. Along
the way, you will stumble upon a cave housing an Orcish
scouting party. The cave contains important information.
Also, the route to Hyggelik's ruins start along this way,
but until the characters find enough map pieces, they won't
be aware of its existence.
Along the road from Orvil to Rovik, you come upon a wolf pack
attacking a flock of sheep, and find evidence of the dark
druid Gorah.
Passing by Hermit's lake, you will walk into a dangerous
swamp, where you may lose time and equipment. On the bright
side, this route gives you the chance to meet the Unicorn and
to climb to the top of a rock needle where a vision grants
tremendous amount of information. Beware this is a dangerous
climb.
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WHERE ARE THE MAP PIECES?
The first map piece you should look for is in Angobodirtal.
Abusive treatment of Beorn Hjallasson will result in a map
fragment.
Isleif Olgardson lives in Felstyn and will give you a map
piece.
Ragna Firunjasdotter in Vidsland will aprt with a map piece
only after a polite request to look at it.
Yasma Thinmarsdotter used to live in Clanegh, but has since
moved to Thoss. She once owned a map fragment, but it was
stolen by a dark mage. She will tell your characters the
exact location of his fortress. Umbrik Sevenstones is a
Druid from Orvil. He will send the characters on a quest
and upon completion, will present the characters with a
letter of introduction to Tiomar Swafnildson in Brendhil.
Presenting Tiolmar with this letter will result in your
characters receiving a map fragment.
Eliane Windenbek lives in Varnhome and will send the
characters on a quest. When you complete the quest you'll
get a map fragment.
Jurge Thorfinson is a resident of Skjal. When you visit him,
he will send you to Thorwal to ge a letter of introduction
from the Hetman. When you give him the letter he gives you a
map fragment.
Treborn Kollberg is a travelling merchant willing to sell a
map fragment. Should the characters decline to purchase it
they can visit him in Clanegh.
The Unicorn can be found near Hermit's Lake. Upon meeting
this creature, keep calm and under no circumstances draw your
weapons. The Unicorn may reappear after one week, delivering
a randomly chosen map fragment.
After you collect all the map fragments, you should travel
from Skelellen to Phexcaer because along the way you will
discover and Orc's cave. Inside you will find an important
document. After receiving the document, travel from Vilnhome
to Phexcaer and your characters will lead directly to the ruins
housing the sword.
The final part of the mission requires the team to return to
Phexcaer and march north to Hermit's Lake. About halfway along
the route, they will come across a gigantic Orcish army camp.
Here they have to choose a champion and hope the gods are
smiling on them this day
FINISH