Meta:Two Worlds II

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Two Worlds II is a computer role-playing game to be developed by Reality Pump and published by TopWare Interactive for the PlayStation 3, Xbox 360, Microsoft Windows, and Mac OS X. It is a sequel to the 2007 game Two Worlds. It is to be released January 25th, 2011 in North America and was released 21st October in the UK and Australia. Pre-ordered games will feature new equipment as well as uploading a past file for money and armor, pets, etc.

Originally, there was Two Worlds: The Temptation, which was to be the second expansion to the first game, but it quickly grew much larger than originally intended and a full scale sequel was born: Two Worlds II. This enabled the developers to expand the narrative even further and it was decided that a new more sophisticated engine, GRACE™, would also improve gameplay.

This new engine allows developing for both PC and console simultaneously. It also has all the bells and whistles today's gamers have come to expect. Beautiful landscapes, unique locations, realistic physics are all part of this new vision of the game. The developers have also hinted that players can expect competitive multiplayer as well as cooperative gameplay.

Once again, the player will be playing as a human, the hero, but the levelling up process will allow players to either specialize or diversify their skills by allocating points to the various skills available. There is no forcing into a particular class at the beginning of the game, the player character develops as the game progresses.

Template:HeadingA Five years have passed since the dramatic events in Antaloor brought the whole world to the edge of the abyss... and the hero's strength is finally exhausted. He is a prisoner in the dark dungeons of Gandohar's castle and any hopes he has of saving his sister seem to have vanished along with his freedom. In spite of a self-sacrificing battle against evil, the twins were separated and Kyra is now under the influence of a powerful magic spell from which there is no escape. Evil influences are attempting to awake the slumbering powers of an old generation in order to dominate all of Antaloor, and the hero is powerless to do anything about it...

However, just as his despair has reached its lowest ebb, a faint ray of hope appears from a completely unexpected direction. The hated Orcs have put together a rescue squad and the hero is amazed when they free him from the chains of his tormentors. Still sceptical about this new-found truce between two races which have always been deadly enemies, the hero once again finds himself confronted by a completely new situation... now he has to find out why the Orcs helped him - and learn as much as he can about their mysterious leader, the legendary Dragon Queen. She is both beautiful and mysterious - but the hero must trust her if he has to have his long-planned revenge. So he starts out on a dangerous journey through a land desecrated by evil - a journey he hopes will shed some light on Gandohar's dark past and help him find a weak point in the defenses of this powerful Mage... only then can he finally rescue his sister, Kyra.

Gandohar's palace, with its brooding and menacing atmosphere, is only one of the many fascinating locations which await the player's avatar. Two of these locations are the craggy island of the Dragon Queen with its dark catacombs and mysterious ruined temple, and the twin desert cities, Hatmandor and Cheznaddar. Hatmandor is a flourishing centre of trade, but Cheznaddar has seen better times, and is a magnet for those who prefer to skulk in the darkness. Players will fall under the spell of many more locations and the adventures associated with them - just two of the many sites are the fascinating Asian world of New Ashos and the legendary Veneficus University, where the most powerful Mages impart their knowledge to eager students. And a visit to the small village of Conney and the colony of Tir Geal in the depths of the swamps will reveal helpful secrets from Gandohar's dark past.

Many characters with colorful background stories inject their own particular brand of living, breathing vitality into this world; characters like Ed Teal, for example, the most infamous and cunning pirate ever to have sailed Antaloor's seas. Even the less spectacular characters, like Lawrence Lexington have so much charisma that players are drawn deep into the world of Antaloor again and again.

All these locations and characters - and the adventures that are closely linked to them - enable players to embark on a journey into Antaloor's past, which is closely linked with the past of the hero. And many a surprise will come to light before the ultimate battle for the fate of the world commences...

Background

When it was created at the beginning of time, the many races populating this paradise lived in harmony with one another. But this peace didn't last long. Uprisings took place and civil wars abounded - conflict had finally ousted harmony. The skirmishing and full-scale battles finally reached such a proportion that civilized life on Antaloor collapsed. The effects of this were so far-reaching that almost all of Antaloor was crushed by the rival forces. The power structure of the four elements - Water, Air, Earth and Fire - was stretched to the limits, and only some Herculean efforts were able to save it from collapsing completely. The scale of the destruction, however, was enormous.

This near-apocalypse saw the birth of the Orphans, a small band who fought on the side of good. Although small in number, they decided to learn from the mistakes of the generations that had gone before - and to usher in a new era. Four of these Orphans stood out from the rest - and they were destined to be the spiritual leaders of the new age. During a historic meeting, the four created a powerful pact that would permanently repair the damage their ancestors had done to Antaloor.

They sacrificed their own dreams to bring peace to the land and swore eternal service to the four elements of power. In this way, the Gods of Antaloor were created and are still worshipped to this day: Maliel, the Goddess of the Air, Throglin, God of the Earth, Yatholen, God of the Water and Aziraal, the God of Fire. The peace they created lasted for a long, long time... until the evil Gandohar discovered the old writings of the Orphans. He deciphered them and ultimately discovered the secret of the four elements' power. A new wave of fate now threatened all of Antaloor - and still threatens the land today. Gandohar used his new-found knowledge to gain control of the elements and thus control the entire known world.

Gandohar, the Dark Lord, knew that he would have to access the power of the quartet to even have a chance of becoming a God himself. He succeeded in disrupting the balance between the elements, thanks to cunningly laid plans and traitorous schemes. At the same time as the God of Fire was vanquished, the gates of power opened up for another element - and since then its dark magic has spread evil shadows over all of Antaloor. Gandohar seized this unique opportunity created by the emergence of this new element without leadership. He started out on his evil path by trying to use the power in the body of Kỹra, a descendant of the Orphans. He thought that this would help him gain full control over the dark magic and attain a place among the remaining gods. But Kỹra's human body - in spite of her ancestry - could not stand the enormous strain of the procedure for very long. So, having beaten Antaloor into submission, Gandohar now sits in his stronghold in Vahkmaar and concocts a devilish plan... one which will give him power over one of the most dazzling characters in the land. But the followers of good also take up the struggle and attempt to shift the balance of forces in their favour. Once again, the battle for Antaloor has begun...



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                                             Two Worlds II Walkthrough 
1st LvL Walkthrough/Demo

In this great walkthrough of Two Worlds 2, you will find all tips and tricks related to each Chapter that will help you to pass the comprehensive quest. So you should have no problem to finish the RPG. Below you will learn how to best escape from prison. The first part of Two Worlds saga ended up as a prisoner in the dungeons of the power-hungry Gandohar. Her sister serves as a cage for an evil deity. Some years later, the story of Two Worlds 2 begins with the escape from captivity.

Follow your savior, but have a look around. In small blind alleys you find one or the other box. Collect program whatever you can bear - you'll need later. After the cutscene with the orcs, you loot the corpses and Dar Pha follow up the steps. Soon you end up in a small library, the road ahead is blocked. In a conversation with your savior, you will learn that there is a switch. Walk up the stairs and turn right. In an alcove on the left side is the switch. Go back down and sneak you across the bridge. After the cutscene you are in a small hall. On one of the platforms on the right you will find a little Easter egg in the form of a book: the architects of Antaloor. It contains the credits of the game. Follow the stairs down the Ork lady and enjoy the battle between her and Sordahon. After this cutscene you'll find yourself in the throne room again.


Another way:

Do not run back into the room where the fight took place in the video. Although it is possible to pass through the door on time, but it closes behind you and you no longer comes out. Instead, run behind Dar phase and ignore the guards, who are after you. Suddenly, a door closes and you have to crack a lock. In the end you reach a chamber in the Dar Pha prepared a teleport. Grab the stick, lying around next to Dar Pha, and also collect anything, what you find in the room. Then go to the entrance and killed the guard, who turns up there.

Arrival in Alsorna:

Darpha falls into a trap and you go running to get help. Do not ask yourself why you may release Female Orc yourself, but follow the path. Along the way you meet some careless Groms. This opens up two possibilities to cope with the opponents: Dar Pha advises you to assassinate the Groms, so you sneak up and hit the space key when the icon appears. The second option is less elegant: Grab your stick and take care of the Groms. If you are caught sneaking, you have no choice but to use the brutal method. At the end of the road you'll eventually find the teleport that takes you to the rest of the group. Provide now for a distraction so the others will be able to save the Female Orc.

The savior saves:

Follow the Orc warrior Rogdor to the path to the right of the teleport. After a short conversation, you draw your weapon and fight in the course of the tutorial along the path. As long as you have not taken your gun, you will be back again and again to Rogdor. Beat yourself with the Groms and walk over the log. If your inventory is too full to plunder the enemy: Stay Do not worry, the bodies are and you have enough time later to explore the island. At the end of the trail you leave the tree and the rock roll down and go back to the Groms. On the way back to you Nortar still shows the archery. The second wave of enemies you have to switch to the multi-arrow. Then go back to the camp. Dar phase was freed and run together with her over the bridge, as the prophetess Bonuses.


Over the bridge:

The bridge was destroyed, and although the magician Ghortarius adopts all the effort, he manages to repair the bridge. Some Necris disturb him, so he brings you into a tomb. On that occasion Ghortarius shows how to use magic. As soon as you have turned off the first couple of skeletons, you go into a room where a big monster stands in the middle of a pentagram. This is immune to your fire spell, but on the left side is a skill book. Once you have collected and read it appears in the same place the necessary water magic card. Change your spells accordingly, you kill the beast and leave the vault with the teleport behind the monster. Now Ghortarius repaired the bridge and it's finally on to the base of the Orcs.

In the fortress island: Talk to the prophetess and collect the equipment from a table. Have you around then Dar Pha. You get allocated a space in which there is a box. Here are some helpful articles and the box serves as storage space for unused equipment. Next, go to the basement to the blacksmith. The path is located directly right of the grand staircase in the main hall. The blind blacksmith to get the upgrading and disassembly of weapons and items taught. He also wants something from you steel. Dismantle some of the weapons found to get the steel. Then leave the fortress and you will get from the orc mage a teleport stone. Talk to the prophet and use the stone in order to teleport directly into Ghortarius' chamber. Ultimately, you still need a Lodestone to get the teleport because it does not work properly.

Repair the teleport:

The required Lodestone is located in the northeast of the island. Talk first with Rogdor. He is in his room on the opposite side of the main hall. is like the northeast, a shipwreck and the ore that you explore this. Cross the bridge and follow the path to the right. They come after a while past a ruin and two Groms They attack. Turn it off and search the dead bodies after the Lodestone. Next, follow the road further north and down to the beach, there is the wreck. In a chest you will find the logbook of the captain, but make sure that you are ready for a fight, before you open any chests here. Once you have the logbook, dive on the beach a few skeletons. Have you done that, go back to the Orcs and Ghortarius' chamber? Take the teleport to travel to Savannah to Erimos. Watch out before the time to explore the island and killed some Groms, it's worth it. Reply With Quote