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Subject: Translated Version of http://gamesurf.tiscali.de/spielewiese/loesungen/gothic2-dndr.shtml
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      <H1 align=3Dcenter><FONT face=3D"Arial, Helvetica, sans-serif" =
size=3D4>Gothic=20
      II: The night of the raben</FONT></H1>
      <P align=3Dcenter><FONT face=3D"Arial, Helvetica, sans-serif"=20
      size=3D2>Komplettl?ng of Julian wolf</FONT>=20
      <P align=3Dcenter><FONT face=3DArial,sans-serif size=3D2><B>This =
solution was=20
      placed <A=20
      =
href=3D"http://tools.search.yahoo.com/language/translation/translatedPage=
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      target=3D_top></A><A=20
      =
href=3D"http://tools.search.yahoo.com/language/translation/translatedPage=
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"=20
      target=3D_top>to the play meadow </A>to the Verf?ng and may be =
changed nor=20
      published without permission also in cutouts neither or used in =
other=20
      way!</B> </FONT>
      <P><STRONG></STRONG><FONT face=3DArial,sans-serif=20
      size=3D2><B></B></FONT><STRONG>Preface:</STRONG></P>
      <P><STRONG></STRONG>As they will notice surely in the play =
process, the=20
      degree of difficulty rose enormously. Many monsters, which could =
defeat it=20
      in Gothic II almost easy, can now hard breaking into =
sein.Ausserdem would=20
      like I to notice that I describe only the new Quests. If they =
should have=20
      questions to one of the old tasks, they read please my GothicII =
complete=20
      solution (www.cheats.de or www.spielewiese.de).</P>
      <P><STRONG></STRONG><STRONG>The new world</STRONG><BR>They wake up =
as had=20
      in Xardas tower. After they talked with it, they go after =
Khorinis. On the=20
      way they meet an old well-known from Gothic I there; Carvalon. It =
tells=20
      them of the ring of the water, a secret gilde, which supports the=20
      Wassermagier. Carvalon would like to out-smoke the bandit cave =
with them,=20
      since the thieves stole an important letter from him. Help they it =
and to=20
      give them the letter (in the inventory of a bandit) back. Now they =

      continue to go to Khorinis. Before the town-gate is a man with an =
eye=20
      flap. He would like that they help him to come into the city. Give =
they it=20
      best the farmer clothes, which they can acquire on Lorbats yard. =
In order=20
      to come now into the city, take it simply the access pass of =
Canthar. If=20
      they are in the city, they go giving to Vatras and them to it the =
letter.=20
      Thereupon they speak it<BR>on the ring of the water on. This is =
the=20
      fastest possibility of stepping one of the new gilden. Run they =
after the=20
      discussion to Lares and give them to it the ornamentation, which =
they=20
      received from Vatras. Also it gives them some information. For =
example, as=20
      it the Militz fast, without becoming citizens of the city, to join =
to be=20
      able. In addition they must talk with Martin. This stands on the =
hill at=20
      the port, where the Paladine broke its warenlager open. Talk they =
with it.=20
      It tells that for quite some time constantly goods disappear. He =
assumes=20
      that someone avails itself around midnight, if it is not there at =
the=20
      goods. Thus <BR>sleep they simply to midnight and run back then to =
the=20
      warenlager. There someone makes itself at that crates to create. =
It is=20
      Rengar. Do not deal they with its request nevertheless to let it =
run.=20
      After they said Martin, who it is, that will give them a =
recommendation=20
      letter for lord Andre. Show they this wipe simple and are already =
them=20
      with the Militz. If they received the armament, they should go =
only once=20
      to lord Hagen and tell him of the kites, since it is absolutely =
advisable=20
      to make this Quest first in order to a stronger armament to come. =
The mine=20
      valley is substantially more easily too <BR>master, as in the main =

      program. Make they the Quests as had. Afterwards it goes back to =
Kohrinis,=20
      whereby, you must note that the searches became substantially more =

      powerful opponents. It is advisable to settle it on distance =
approximately=20
      with a charm. After the fact they obtain still that Bennet, which =
is=20
      released schmied. If they did that, they are taken up with the =
Paladinen=20
      (armament 100/100/50/50)! Now the Quests of the ADD on is a =
children's=20
      game. Talk they with Lares. He would like gladly a separation for =
itself.=20
      In addition it gives them a ring. Baltram, the dealer at the =
market place,=20
      offers itself for it. Thereupon Lares with them goes to the =
excavation=20
      place of the Wassermagier. Go they by the gewoelbe to Saturas and =
giving=20
      them to it the ornamentation. He is not particularly pleased to =
see=20
it.</P>
      <P><STRONG></STRONG><STRONG>Ornamentation search</STRONG><BR>Go =
they after=20
      the discussion to Riordian. This would like that they find the =
remaining=20
      three ornamentations. In addition it gives them a map, on which =
the places=20
      are drawn in, where one finds the parts. Return they to Khorinis =
and ask=20
      them Lares to accompany it. Run they into the forest up to a stone =
circle.=20
      There they press the three switches, of which easily hidden at the =
columns=20
      ring around the its circle are to be found. Thereupon a stone =
guard=20
      emerges, they let whom settle at the best Lares. In the inventory =
of the=20
      Steinkolosses they find a further part of the ornamentation. Now =
the stone=20
      circle is short before sec. generic terms yard to. Also there =
three=20
      switches must be pressed, whereupon a further stone guard appears. =
This=20
      time they get support in the fight against it from the farmers. =
Collect=20
      they the ornamentation part in and go them to the last stone =
circle, above=20
      praise kind yard there above meet them on Carvalon, which likewise =
is on=20
      the search for the ornamentations. Press they again the three =
switches.=20
      But it does not do anything. That is because of the fact that one =
of the=20
      farmers already played at the switches and this, after the stone =
guard had=20
      appeared called the Paladine. Thus they run to lord Hagen and =
please it to=20
      return to them the part. Even if they have the third and last=20
      ornamentation part, they go to Riordian. It is entzueckt and joins =
with=20
      the other Wassermagiern immediately the four parts.</P>
      <P><STRONG></STRONG><STRONG>Bandit hunt</STRONG><BR>Now they =
return to=20
      Khorinis and ask Lares and Vatras over the disappeared people. He =
says=20
      that a dealer from the upper quarter sells weapons to the bandits. =
Go they=20
      into the tavern into Khorinis. There they speak with the landlord=20
      Kardif.<BR>This sends it to Halvor, to the fishmonger at the sea. =
That=20
      means that the carpenter Thorben, Hakon of the dealers at the =
market place=20
      and Gravell the boat farmer at the port someone miss in each case. =
Ask=20
      they these. Thereupon they swim at the quay wall in northern =
direction.=20
      They meet a bay. There Skip, a Pirat sits. Maintain they with it =
and it=20
      spit themselves valuable information out. He speaks of the fact =
that the=20
      dealer and the bandit leader Dexter in the fortress make Baltram =
south of=20
      Onars yard of business with the smugglers. That they tell to =
Vatras, which=20
      them thereupon to Dexters tower sends. Say they to the guard on =
the bridge=20
      Dexters name and them are let through. Talk they with the bandit =
leader.=20
      </P>
      <P>It tells them that humans for Raven, a former ore baron =
(Gothic1), are.=20
      After a few words wants this it off to shake and threatens them to =
attack=20
      it if they did not disappear. Address they it nevertheless. =
Thereupon it=20
      will attack it. Greg, the Pirat, emerges with the fight suddenly =
and=20
      supports it. Take they from Dexter, after they killed it, the =
letter of=20
      Raven. Talk they with the Freibeuter about Skip and the smugglers. =
Go they=20
      back into the city and hand them to Vatras over the letter. =
Thereupon it=20
      wants that they look for the illegal weapon dealer. Talk they with =
Martin,=20
      the provisions master of the Paladine. He says to them that =
bandits=20
      outside of the city herumlungern. They find these in the proximity =
of=20
      Akils yard behind the bridge. If they should be to strong, one can =
lure=20
      the bandits simply to the farmers. These are a large support. =
Examine they=20
      after the fight the swords. On everyone an F is scratched. Now =
they go to=20
      Bengars yard speeches it with the farmer, because also he misses a =

      farmhand. Thereupon they descend the stairs toward Onars yard. =
</P>
      <P>There they meet a further bandit camp. Kill they the Strolche =
and free=20
      the carpenter apprentice Elverich. Ask they it briefly. This tells =
them of=20
      its friend Lucia, which, as he had been kidnapped, by bandits. He =
means=20
      that she disappeared in the forest behind sec. generic terms yard. =
There=20
      the last camp lies. Carry they the thieves in the the other world. =
They=20
      find a farewell letter of Lucia and an order to the dealer =
Fernando from=20
      the upper quarter. Decrease/go back they after Khorinis and to =
confront=20
      them the dealer with the proofs. Thereupon they announce the crime =
to=20
      Martin. Naturally they must bring the joyful message also directly =
at=20
      Vatras. It is now convinced of them and explains themselves ready =
to take=20
      up it with the ring of the water. The Magier gives them an =
aquamarine, the=20
      registration number of the ring. Thereupon they speak with Lares, =
which=20
      accompanies them also alike to the tavern "to the dead Harpie", =
where they=20
      are solemnly taken up. Go they now back to Saturas. This gives =
them now=20
      the ring, which is necessary to open the portal. Go they to the =
portal.=20
      Left beside it they use the ring and the portal open=20
      (Zwischensequenz).Laufen them gescriptete degree way inside.</P>
      <P><STRONG></STRONG><STRONG>The new world</STRONG><BR>On the other =
side=20
      arrived they not to attack follow after the course outside, =
whereby they=20
      must pay attention to it, the stone guards it are, them are strong =
enough.=20
      At the end of the course they meet on Saturas, which tells them =
that they=20
      already are for days there. Next he would like that they explore =
the camp=20
      in a bandit armament. This is in the sump in the east. But before =
they=20
      make themselves on the way, they must procure themselves only =
still=20
      another bandit armament. They get in the Piratenlager in the west. =
Before=20
      still speak they with the other Magiern. Run they now into western =

      direction, where they meet a Piraten named alligator Jack. After a =
small=20
      dispute it is ready to bring it for the Piratenlager. Help they it =
with=20
      the chase and to bring them the meat thereupon in the camp. The =
Pirat at=20
      the entrance wants however first an admission fee, before it =
leaves her in=20
      the camp inside. The price lowers itself, if they say to it that =
alligator=20
      Jack sends them. Also with the holzfaeller, that it <BR>on the way =
to the=20
      camp, should they meet reden.Im camps converse them only once with =
all=20
      Piraten. Thereupon they flog Francis, after they talked with it. =
Remove=20
      they from it the key to Gregs hut and go in them. Put in they =
everything,=20
      which they can find. If they go out of the hut outside, them Greg =
lauert=20
      up. He is not particularly pleased to find it in his hut. It takes =
up it=20
      nevertheless with the Piraten.</P>
      <P><STRONG></STRONG><STRONG>The Canyon</STRONG><BR>As apology for =
its=20
      break-down into its house it requires however that it also few =
other=20
      Piraten the Canyon ` saeubern`. Carry forward they as many as =
possible and=20
      clean them the Canyon. Do not forget they still some welfare =
watering=20
      places to carry forward. Go they with the Piraten to the Orks, =
since they=20
      must settle anyway later. Scan they in addition, the numerous =
caves. Do=20
      not forget they however to heal the Piraten regularly with =
watering=20
      places! If they settled all Razors and other Getier, they return =
to the=20
      Piratenlager. Activate they still the Teleportstein with the =
focus, which=20
      they received in the discussion with Merdarion. Send they the =
Piraten away=20
      now are Greg ready to give them the bandit armament. Fetch =
themselves they=20
      these with Bones, which was intended originally to spy the =
bandits. Run=20
      they now to the bandit camp in the sump.</P>
      <P><STRONG></STRONG><STRONG>The bandit camp</STRONG><BR>The way =
they will=20
      encounter the first time there on a Sumpfdragon. This can be =
killed with=20
      the elbow however playing easily. The Vorposten Sancho recommends =
to them=20
      to announce itself to Franco. Franco refers it at Ramon, which =
says to=20
      them that Thorus (castle guard from Gothic I) can need still =
another man.=20
      Run they with this information back to Sancho. He would like now =
that=20
      they, before he leaves them in the camp hunt as well as Logan sump =
sharks.=20
      Logen find it, if they go into northwest direction over the bar. =
If they=20
      killed the beasts, they go reporting to it back to Franko and of =
it. Next=20
      it wants that they procure an old stone board of Edgor. This is =
left=20
      behind the bar with Sancho. Edgor does not have the piece however =
and=20
      explains to them the way to the ruin, in which one finds the =
board. If it=20
      itself these<BR>Away to save, can they want to umhauen Franco also =
simply.=20
      If they are in the camp, they talk only once with all present they =
meet on=20
      Fortuno, which talks about a green somewhat. If they look into its =
chest,=20
      they find a note, is avowed on which, as one can turn a becoming =
green a=20
      Novizen. Make they for Fortuno so a joint and he can again =
normally with=20
      them talk. He says that he needs, in order to be able to remember =
again=20
      past things a special drink. </P>
      <P>They get the prescription from it. At the beginning of the camp =
they=20
      meet on Senyan, which addresses them on the warrant of =
apprehension. It=20
      wants that they talk with Esteban. This tells them that an =
assassination=20
      attempt was committed on him. Their task is it now to find the =
client.=20
      Talk they with the landlord Snaf. That has to say something to =
each=20
      suspecting. Speak they with Emilio, which mentions the name Huno. =
Threaten=20
      they the forging apprentice Paul, so that also it rausrueckt with=20
      information. Huno however is to be called only then ready the =
names of the=20
      client, if they return a stolen package steel to him. Juan, =
completely in=20
      the east in the sump, tore itself, does not want the package under =
the=20
      nail it however not voluntarily to give. Thus they strike it over =
and take=20
      the package. Back with Huno, that says to them that the assassin =
wants to=20
      meet with them in the Pub. Address they Snaf, which says to them =
that they=20
      are to go upward. There Fisk waits for it (former dealer from the =
castle=20
      Gothic I). It makes the offer for them that they lure Estebans =
body guards=20
      to Fisk, so that they can worry meanwhile about Esteban. Agree =
they the=20
      plan. If they killed Esteban, they remove the red passing =
character of the=20
      mine from it. Before Thorus leaves it into the mine, he wants to =
have only=20
      still three Schuerfer. Lennard, Emilio and Finn offer themselves =
for it.=20
      Now they can finally into the mine. Before they go however to =
schuerfen,=20
      they talk only once with all Buddlern. These can teach to them, as =
they=20
      chop better. They can let the gold melt with Crimson. Talk they =
now with=20
      all slaves from Khorinis in the mine. </P>
      <P>Padros is weak and ill. They can up-pamper it with a drink =
again. But=20
      the other slaves are grateful and recompence them with points of=20
      experience. Speak they now with Garaz, which asks them to hunt the =
Crawler=20
      in the cave behind him. Kill they the Viecher and report them to =
Garez of=20
      their success. Thereupon Bloodwyn, Ravens right hand, wants to =
talk with=20
      them. To a violent dispute it comes to the fight. Carry forward =
they its=20
      head. They can point these the guard to the temple. The guard lets =
it=20
      through now. Go off they the course along and to bend equivalent =
right. A=20
      film sequence comes, in which they see, how Raven behind the gate=20
      disappears to the temple. Next they talk with Patrick, the leader =
of the=20
      slaves, over their Ausbruchsplan.Thorus agree them, the slaves to =
release.=20
      If they talked with the slave guard, this lets the prisoners go. =
Next they=20
      talk with Crimson, the Goldschmelzer. It tells them that Raven =
spoke a=20
      strange swearing to formula, when he had been in the grave chamber =
in the=20
      mine. With this knowledge they return to Saturas and tell it of =
Ravens=20
      disappearing in the Adanostempel. The Wassermagier is dismayed and =
sends=20
      it to Myxir, which is to say to them, how they can follow Raven =
into the=20
      temple.</P>
      <P><STRONG></STRONG><STRONG>Quadrohons Gruft</STRONG><BR>Myxir is =
sure=20
      itself that Raven with a swearing to formula came into the temple. =
But=20
      such a formula knows, except which spirit called the Raven, only=20
      Quadrohon. Thus they make themselves on to its Gruft. Those find =
it in the=20
      west. But caution; Before the cave is a Troll, hard breaking into, =
which=20
      they kill best by a conversion into a Feuerwaran. On the coffin in =
the=20
      cave a magic arm chest lies with pins. These should absolutely =
keep it for=20
      the fight against Raven! Next they call, with the swearing to =
formula the=20
      Myxir them gave, Quadrohon. The answers to its questions read =
"dead=20
      guards", "Kriegerkaste", "priests", "Kriegerkaste", "scholars", =
"sound=20
      ones" and "that cannot I not know".<BR>Now Quadrohon gives them a =
formula,=20
      with which they can open the temple.</P>
      <P><STRONG></STRONG><STRONG>Adanos` temple</STRONG><BR>Go they to =
the=20
      Heiligtum and go in themselves. Behind the gate 5 switches on the =
right=20
      page, which press it in the order WHOLE LEFT, WHOLE of RIGHT and =
in the=20
      CENTER, are. Thereupon the gate beside the switches opens. In the =
next=20
      area are five passages. They follow that rights. Under way behind =
it they=20
      use a torch/flare and go over the plates as here described: Two =
plates=20
      forward, then 3 to the left, whereupon again two forward and 3 to =
the=20
      right. In the area behind it they go persuading Rhademes on the =
stone base=20
      and moving one the switch. The gate on the left side opens. Pass =
through=20
      they and to fight them against the six stone guards. A further =
door opens=20
      and it sees Raven, how it before an altar kneel.</P>
      <P><STRONG></STRONG><STRONG>The claw Beliars</STRONG><BR>Before =
they=20
      address Raven, they put on the magic arm chest. Talk they also it =
after a=20
      violent dispute attack the evil author it. Use they it magic =
weapon. After=20
      approximately 3-4 T reffern with the magic arm chest its life =
energy is=20
      used up and a film comes. Remove they from it the claw Beliars. =
Behind the=20
      altar is a button, which opens a door, which leads to a =
Teleportstein.=20
      They come out in the bandit camp. Speak they with Thorus about =
their=20
      success. Afterwards teleportieren<BR>it itself back to the =
Wassermagiern.=20
      Saturas is whole except itself before joy and places to them to =
the=20
      selection whether he is to take the sword or you. They, weihen for =
example=20
      at the shrine before the library, know the weapon to leave. It is =
open=20
      them now to solve still the main play.</P>
      <P><STRONG></STRONG><STRONG>Gothic II mastered congratulations, it =
"the=20
      night of the raben"!!!</STRONG></P>
      <P><STRONG>Some Tipps to the further play process:=20
      </STRONG><BR><BR><STRONG></STRONG>1. The kites regenerate, if =
energy were=20
      taken off from them, therefore are meaningful it an aid, <BR>about =
GOLEM=20
      to swear to! This holds employs the kite, while they slam =
shut.<BR>2. They=20
      will often meet in the ice region in the mine valley ice wolves. =
These=20
      always work in herds and <BR>are only difficult therefore to =
defeat. The=20
      wolves are however only very easily armored against pins.<BR>3. =
Monsters=20
      also flying (e.g. Sumpfdragon) are to be struck very easily with a =

      Fehrnkampfwaffe.<BR>4. The black Magier in the temple of Irdorath =
is not=20
      very difficult in the ADD on to defeat-speak it it<BR>on, but they =
seize=20
      directly to the charm or to the Fehrnwaffe!!! Thus they prevent =
that it=20
      equal half their<BR>Energy takes off.<BR>5. They should consider,=20
      conversion charms in many situations are useful. If it e.g. =
one<BR>Troll=20
      attack, strike back that them always meter far. Use they however =
ex. the=20
      conversion into one<BR>Feuerwaran, then does not pass that.<BR>6. =
In the=20
      ADD on they can want as much to pray as it! Use they.</P>
      <P><STRONG></STRONG><STRONG>Author: Julian wolf</STRONG></P>
      <P><BR><STRONG>The God of the darkness</STRONG><BR><BR>I instruct =
the=20
      armies of the darkness,<BR>created from the darkness<BR>THEY will =
follow=20
      me<BR>and everything destroy, which remains from the good =
one<BR>air=20
      becomes ash,<BR>the water to the glow<BR>I kill everything that =
opposes=20
      me,<BR>in my tosenden rage<BR>If the God of the darkness its =
<BR>Schergen=20
      sends,<BR>only death remains <BR>and the life is=20
      =
terminated!<BR><BR><STRONG></STRONG><STRONG>Beliar</STRONG><BR></P></TD><=
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