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Dagron



When you come into Dagron Val will leave you and give you objective to see about horses. You can go to house from which is the access to the ramparts. In room witch cheating guard put out fire and find Nayrin Relic. The right shore near a river island you can find Strong Medicine. In the next floor of weapon or armour house is chest with Nayrin Relic. In the Inn you can pass from the right room to the middle room and read
a document. In the cemetery you can find in up right corner 2000 Etherum
and Jeweled Ring. In the port talk to left guard. He will tell you about the Theolar, that have been here before. In right side of the port you can find Bethurial Ore. Go to the door in the right side. Here is two chests, in the first is Nayrin Relic and the second is closed (I tell you after a while how open it).
Find stables and ask Stable Hand about purchase horses. He answers, that they sold all horses. So Fidese asks about four horses, which you see. You find out, that they are the best horses and not for sale. They are reserved as prizes for the Gauntlet matches. Here are fight usually criminals and slaves and civilians pay lots of money
for that. He will sound you to Hazrim. In center of Dagron you can read panel for quest A Rock and an Old Place.
Armegmus asks Hazrim about sign up to Gauntlet, but he don't want to hear about it. He require admission 250 000 Etherum. You will surrender and leave. Now Armegmus have to find Val.



Go to the cemetery to the gate. Armegmus saw Val, but she does't know, that he
is here. He hide behind the corner. But she will see him and will be angry, so will kick him. Return to western part of Dagron. Hazrim see, that you have Valkyrie (in your team Val or Vladeresetllere).
Go to the port, to the right behind house with locked chest. Here is Backalley Jack. Buy Lockpick from him. Now open the chest.
Tutorial from the game: To pick a lock you must successfully set all six tumblers
of the lock in the correct positions. You do this by assigning each of the six tumblers
a value from 0-9. The six values you assign will form a six-digit sequence. When your six-digit sequence matches the lock's sequence, the lock will open. Keep in mind that the correct sequence can contain multiples of the same digit. Ex. 347303 (The first digit will never be 0) Every time you enter a sequence it will count as an attempt to pick the lock. You have a different number of attempts based on the complexity of the lock. For the easiest locks you will have 10 attempts. If you do not find the correct sequence within
the given number of attempts, your lockpick will break and you will have to start the process from scratch. Because of Vellamik's efficiency at this art, he is able to listen for feedback after each attempt. The feedback will appear as a digit from 0-2 over each of
the six digits you entered. The digits have the following meanings...
0: The number does not belong in the sequence.
1: The number belongs in the sequence but is in the wrong position.
2: The number is in the correct position.
Ex. You might enter the sequence 547621. If the correct sequence was 532619, you would see this:
200211 <--- Your feedback
547621 <--- Your sequence

The "2" over the 5 and 6 means they are in the correct positions.
200211 <--- Your feedback
547621 <--- Your sequence

The "0" over the 4 and 7 means those numbers do not belong in the sequence.
200211 <--- Your feedbace
547621 <--- Your sequence

The "1" over the 2 and 1 means those numbers are in the sequence, but are currently
in the wrong positions. It is important to note that if the sequence you guess contains three 4's, but the correct sequence contains only two 4's, you will only see a 1 or 2 over two
of your three 4's, as the third 4 does not belong in the sequence.
221000 <--- Your feedback
544624 <--- Your sequence
543349 <--- Correct sequence

Ex. Notice the last 4 in your sequence has a 0 over. It is important to use the feedback after each attempt to bring you closer to finding the correct sequence. Only then will the lock open.

After you open chest you get Elixir of the Cat. Use the same method to open door of a house, which is near the inn on the place, where river is turning to the left. Here live Penna, Durwyn's love. She will give you a letter for Durwyn. Now unlock house, which
is near spring of river. In this house you can find Red Vial.



Go to the Red Garden and sign up for Gauntlet. Talk to Hazrim, to marching guard, with two peoples sitting behind table and people, which standing at armor. Now you are called. Talk to Hazrim and he will free the way. Now open the gate and add Val to party.
First fight: 3× Gouger (HP: 1490, weak to thunder damage)
Second fight: 3× Vorgit (HP: 1750) Alpha Vorgit (HP: 2160, weak to ice damage)
Third fight: 3× Tigral (HP: 3100, weak to fire damage)
Fourth fight: 2× Sand Worm (HP: 6480, weak to thunder damage)
Final fight: Karadon

Go to the pub and talk to Zarak about the quest. Leave town and read tenth entry of
the Mathiad's Journal. On the end is written: M8. D12. 5T.A.



Leave Dagron and go to the north. Here is Nayrin Trading Company, so enter it. Find boulder and push it to the cracked place, which from vapour rising. Here is hole, which now gushing water. In the building is chest, you must use Lockpick to unlock it. In chest is Elixir of the Owl.

Posts

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sbethune81
I don't have a growth mindset...yet.
2369
That was very entertaining watching you fight in the arena. You got out of some pretty scary situations.
Pages: 1