It’s The End Of Two Worlds As We Know It

I managed to get around to finishing Two Worlds today, though it took a pretty long play session to do so.

As I mentioned last time, I started out by making more permanent stat gain potions, as ingredients permitted. After that, I realized that I was going to run out of carrying capacity on my horse soon, so I rode back to Qudinar and transferred all my stored set gear to a horse I had there, with a much higher capacity (500 pounds vs. 350).

Then it was off to Hadeborg Castle, in the middle of the southern section. There I met a tougher type of orc for the first time, though they still weren’t too difficult with my gear. At the castle, I found the deserter I was looking for in a previous side quest, and got the catapult triggers another quest wanted.

After turning those in, I continued down the road and turned south again, where I discovered the Enclave of necromancers. I did a couple minor quests for them, but then I had to choose whether to support the Society or the Enclave, since each gave me a quest to kill the head of the other. I decided to side against the Enclave, which turned them all against me, and I had to finish them all off. Oh well.

Around this time I finally realized that I’d gathered a full matching set of armour (set #554), and putting all of the pieces on gave me around a 1500 point physical protection boost, putting me near 9000 total in each of the physical types. Enemies like cyclops and ogres could still kill me in one hit though, as I soon found out.

I also ran across a few new enemy types, including golems, but the metal ones could only be hurt by electrical damage, and I didn’t have any on my equipment, so I just left them alone whenever I saw them.

After leaving the Enclave, I found the orc stronghold a bit further yet to the south. I knew the fire stone I needed was in there according to the map, but I couldn’t get past the gate, so I left and continued exploring the roads. Since I was close to it, I popped over to the final Thalmont Node and talked to my sister again, though again she didn’t really have anything important to say. Narrative is not this game’s strong point.

I ran across various other caves and camps of no real import, and eventually found some more bandits. Their horse was even better than my own, capable of carrying 550 pounds, so I transferred all my gear once again. It then wasn’t much longer before I’d already uncovered all of the obvious roads, and wandered into the desert area.

There was an oasis town there with a couple minor quests, but the real goal was to find a ‘dragon whisperer’ (sigh), and he wasn’t too far away. He sent me off to another point further south to find a dragon’s nest, and after going there I also found the air stone for the relic there. On the way out I found some weaker dragons, and they dropped an item that makes a great permanent physical protection potion, so I farmed them for a while.

I still needed to get into the orc stronghold for the fire stone though, and wasn’t sure what to do. I felt lazy and consulted a walkthrough at this point, and it directed me to find a necromancer in the burned forest. I rechecked my map and there was a road I’d forgotten in that area, so I headed down there and discovered the necromancer at the end of that road. I did his little errands, and he gave me an ‘orc killer’ bomb to plant at the front of the stronghold. I went to the stronghold and it automatically activated as I approached the door, finally letting me open it, though the orcs inside were still very much alive. They weren’t much trouble though, and the fire stone was easy to get to.

I now had the complete relic, so I headed back to Qudinar and turned it in to Gandohar, who had been waiting there for it. The hero had a plan to rescue his sister during the relic ritual, but of course, nothing ever goes as planned…

After the chaos died down, I had to return to one of the tall towers I had seen before and kill somebody there in order to break a seal that had appeared in the sky. I arbitrarily chose the eastern tower, and it was guarded by necromancers and undead that were fairly easy to kill. This time though, after teleporting to the top of the tower, there was a ‘boss’ enemy waiting there and he was the one I had to kill to break the seal.

After offing him, I then had to go to the ruined castle on the eastern side in order to rescue my sister there. I figured that this was pretty close to the end of the game, so I finally used all of the other stat increasers and weapon damage enhancement gems I’d been hoarding, giving my halberd a spirit damage of over 6300 (it only does ~2200 slashing damage). There were dark knights and hell lords guarding it on the outside and on the streets inside, but by this point they were fairly easy to beat.

As I approached the middle of the castle, Reist (the other Big Bad Guy) was guarding the door leading to the inner courtyard, and as expected, a battle ensued. He transformed into a fairly big demon, but he was still fairly easy to dispatch.

After entering the courtyard and confronting Gandohar in a long-winded cutscene where he goes on about how resurrecting old gods is really for the good of everyone and blah blah blah, the game finally gave me the choose-the-good-or-evil-ending option. I went with the good-sounding one, Gandohar got pissed off, and we fought. For about 4 seconds, anyway — he was a pushover. A cutscene rolled of my character and his sister happily on their way, and…then it dumped me back to the main menu. Woohoo.

I went back to a saved game just before the final battle and tried the evil ending instead, in which case you just fight a group of paladins that teleport in, and the cutscene is of you and the bad guys standing on top of a portal looking menacing. Oooo.

And so ends Two Worlds. Despite a boring plot and disappointingly easy and brief ending, it was still a decent amount of fun to just explore the world, kick monster butt, and hoard loot.

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