![]() Consists of people resigned to fight the orc menace for various reasons – challenge, fun, redemption or just simple madness. It’s located in the abandoned orc shrine near Cavalorn – another location that was beautifully repurposed from the vanilla game, where it served no purpose other than a curious tidbit.Ĥ] The Orc Hunters Camp, located – of course – on the edge of the orc territory. It consists of the refugees of the Swamp Camp who ceased to believe in the Sleeper and instead turned their faith towards the mysterious Primevals, who in turn are the subject of the mod’s main storyline. Their storyline explores, among other things, the bandit camp that was in the game since vanilla, but generally unused in the original game.ģ] The Fanatics Camp, possibly misnamed. Most of it’s members have background deeply intertwined with the other games in the franchise, they namedrop people from the city of Khorinis, or the mainland. Lies at the the only sandy beach of the vanilla game, and actually is built around the shipwreck that was there even in vanilla. Has a really expansive questline which can lead you to assume leadership of the camp.Ģ] The Smuggler’s Camp, consisting of people brought ashore in a shipwreck. In fact, I was always baffled by the fact that the Old Mine, the most important resource for Gomez’s regime, was essentially left unguarded in the vanilla game. It’s one of the most fitting additions of the mod – I could see it exisiting in the original game. Though nominally under the control of the Old Camp, it has it’s own politics and problems. Among it’s most impressive features are the five new camps that you can join:ġ]The Mine Camp, which is a large fort guarding the Old Mine. It adds maybe even a hundred of new quests, dozens of new characters and thousands of new lines of dialogue. Instead, it adds and expands UPON the original base, and it’s storyline is intertwined with the vanilla storyline, requiring you to do both and linking both in various ways. You can treat this post as a sort of review – maybe you’ll be persuaded to give it a try.Īnyways, Dark Mysteries is a mod expansion for Gothic 1 in the same vein the Night of the Raven is an expansion for Gothic 2 – the mod does not work as a standalone, nor does it replace the original storyline. A little bit more Str, a better armour, a new sword and suddenly you are much more effective.I was recently wondering – is the Dark Mysteries (Mroczne Tajemnice in it’s Polish original) mod known/relevant among the English-speaking audience? To my knowledge, it’s one of the biggest/most expansive mods for Gothic 1 – and it has a plenty of good material within, although also plenty of mediocre and even a few straight up bad things, as I concluded when recently replaying it. One or two levels later things might look different. It´s non-linear, you can - and should - run away if you think you cannot win. Gothic is traditionally pretty hard in the first few hours, so don´t worry if you get killed often. Some people think a gamepad is the best input device. Especially the combat becomes second nature later on, when your character learned how to correctly use a sword. They´re fast and effective when you´ve understood them. Unfortunately most reviewers didn´t even try to understand them. 3*5 minutes if you can find a clear explanation. That´s a permutation of a normal shooter setup (ASDW + ). Choose the alternative controls if you are right-handed. Even a mage needs to servive until he finds good spells.ĭownload JemyM´s FAQ as a replacement for the manual. Invest the first couple of skill points in things useful for combat. At some point in the game you have to commit - and then stay focused on that path. ![]() I would also say stay flexible for as long as possible.
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