Quest Hunter-CODEX PORTABLE
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The Archivists' Codex is unlocked after completing Chapter 2 of the Chains ofDomination Campaign called Maw Walkers which also unlocks thezone of Korthia. After unlockingKorthia, you can visit Scholar Roh Suir in the Seeker's Quorum to startyour first questline with Archivists' Codex. Once you have completed it, you canstart turning in Relic Fragments obtained from the sources listedfurther below in this guide.
Chapter 1 of the Chains of Domination Campaign consists of 7 quests, endingwithReport to Oribos. Chapter 2 of the campaign consists of 9 quests, endingwith In Need of Assistance.
2) Do not let any named non-essential NPCs die beyond scripted or mandatory deaths. Many NPCs are needed for quests and if they die, their quests and therefore any items that would be obtained during them also become unavailable. For example, after a dragon attack, use the Detect Dead Spell to check if any important NPC died, if they did, reload a previous save.
3) Frequently return to Auryen and do the Finder's Keepers and Research Project quests as much as possible. However, do beware of quests that send you to an area that would ruin the order you made on point 1. If it happens, either ask Auryen for a new relic or load a previous save (in the case of Research Project).
The trophies collected during the Thieves Guild quest The Litany of Larceny don't have replica recipes. When you find a trophy, go back to the museum and place the item in its display (using the Display Prep Station or by putting it in the Thieves Guild relics display). Although the item will not appear in your inventory anymore, the quest objective will still remain ("Return the ... to Delvin"). Go back to Delvin and complete the objective. Then, the item will be displayed in both the museum and in the trophy case in the Ragged Flagon Cistern.
Please note that the Crown of Barenziah as a replica recipe that will be available automatically when finishing he quest No Stone Unturned. Moreover, trophies that are given for completing guilds jobs will be available regardless of your choice to join or destroy the thieves guilds.
The mod allows you to start the game as the guild master for the explorer's society. You will start the game in Solitude and can go directly to the museum. Also, you automatically get additional items. To get this start, choose that start that brings you to Solitude by a ship. Then, when you get off to the docks you will get a message that asks you if you want to start the game as a relic hunter. After approving it, you can start the game. If you want to trigger the original Dragonborn questline, travel to Helgen and the quest will automatically start.
This mod adds new locations to many of the items added by the Amulets of Skyrim SSE mod that become unavailable due to player choice, such as the Dragon Priest amulets/rings (of which only one can be obtained due to only one of each Dragon Priest mask being available per playthrough). Also makes some Amulets of Skyrim artifacts more accessible. Allows you to get amulets that will be inaccessible due to your quest choice (e.g., Amulet of Azura's Star Vs. Amulet of the Black Star).
Uncover the secret of Gazarath. (Various notes and books found around the world can help The Warden complete quests or give clues to hidden treasure.)These codex entries are (with one accidental exception) related to quests that can be completed by the Warden. In some cases, the codex entry can be found before the quest appears on the "Current Quests" tab of the journal and a further event, or update to the codex entry, must occur before the quest can be started.
Note that numbering of quest-related codex entries will depend on the DLC installed. The initial numbers given here are those when only the original campaign is installed, along with modifiers to numbers when The Stone Prisoner and Warden's Keep and Return to Ostagar and Feast Day Gifts are installed.
Codex entryThe Crosscut DriftersNumber289 (+4TSP, +10WK, +4RtO, +2FDG/P)LocationCaridin's CrossUpdatesFour additional excerpts can be added; see side quest the Drifter's CacheAppearancesDragon Age: Origins
Codex entryThe Gangue ShadeNumber290 (+4TSP, +10WK, +4RtO, +2FDG/P)LocationUnlocked on killing a gangue shade summoned in the Dead Trenches; see side quest the Gangue ShadeAppearancesDragon Age: Origins
Codex entryThe Shaper's LifeNumber292 (+4TSP, +10WK, +4RtO, +2FDG/P)LocationObtained in Orzammar's Shaperate, from the Wall of MemoriesUpdatesSee unmarked sidequest the Shaper's Life for detailsAppearancesDragon Age: Origins
Should you be willing, please find letters in this box and others like it all over the land, and carry out the request therein. For this matter, consider requests from my son as if they came from myself.
Codex entryFarewell Letter to JogbyNumber300 (+4TSP, +10WK, +4RtO, +2FDG/P)LocationObtained from a chest located in the Korcari Wilds (as indicated by the Letter to Jogby); see side quest the MissionaryAppearancesDragon Age: Origins
These mages, along with a number of hedge wizards who work their arts outside the Chantry's influence, have formed a shadow-guild of sorts, a mages' collective, wherein members can submit requests and have them seen to without judgement. This collective manages to work in relative secrecy, their members discreet and their clients anonymous. As of yet, this collective has seen no sanction from the templars, and there has been no sign that its members are practicing magic of which the Maker would not approve.
Codex entryBy Order of Emer ThorogoodNumber307 (+4TSP, +10WK, +4RtO, +2FDG/P)LocationObtained from the mercenary leader encountered in the West Brecilian Forest; see side quest Sign of Safe PassageAppearancesDragon Age: Origins
Codex entryThe SpotNumber314 (+4TSP, +10WK, +4RtO, +2FDG/P)LocationObtained in the Apprentice Quarters, from a footlocker located in the dorm furthest from the Tower's entrance (either during or after the main quest Broken Circle)AppearancesDragon Age: Origins
The quest to obtain the Worldstone Shards in Diablo Immortal will see you visit the Dark Wood, home to the Forgotten Tower dungeon. On this page, you can find an overview of the zone, as well as information on the additional side quests and tasks to complete in the codex for this region.
This is part of the main questline in Dark Wood, which requires you to kill the Countess in the Forgotten Tower. For a dedicated guide on how to do this, take a look at our Forgotten Tower - The Countess boss guide.
All areas have adventure completion tasks that require unlocking 100% of the map. In addition to this, there are quests, Horadric Bestiary pages and additional side quests to complete. Below is a list of all the objectives, which will be updated with details on how to find them and complete them.
Once you loot the Sealed Tome of Lost Legion you must combine it with a Healthstone to create The Codex of Xerrath. This item begins a quest titled The Unusual Tome.
Players that want to access the Adventure Kingdom for the first time have to complete a short quest line that begins with Granny Sun at (521, 644) in Archosaur. Granny Sun is looking for her granddaughter, Bai Fon, who has gone missing. The quest line will eventually lead players to Tremolo the Tiger, who will teleport the players to the Adventure Kingdom. Players that have already completed the quest line can access the Adventure Kingdom by talking to Tremolo the Tiger at (525, 636) in southwest Archosaur.
Larpa the Wizard will also give players a time-limited pass. The pass will allow players to complete a few, short daily quests to obtain tickets that will allow them to play the Adventure Kingdom's games. The name of the pass will indicate the area in which players can find their daily quests. Daily quests will be activated automatically upon receiving the pass and can be found in the quest log. The quests must be completed within an hour. All quests that are completed after the pass has expired will fail.
After completing the park's daily quests, players will receive a time-limited Adventurer's Casual Ticket which lasts 8 hours, and some special time-limited tickets that last 24 hours. Casual tickets are used for practice and can be used as many times as the players wish. Special tickets can only be used during specific days and time frames, but will reward players with Adventure Coins that can be exchanged for goods. The only games that require tickets are the Shooting Gallery, the Whack-A-Mole, the Drift Race and the Tiger Gauntlet.
Players can participate in each game by obtaining time-limited tickets with the daily divination quest from Larpa the Wizard in Archosaur Square. Each event, except the Tiger Gauntlet, can be run infinitely using an Adventurer's Casual Ticket, however this will not award Adventure Coins nor will it count towards any titles. Players can receive rewards from each event using specific event tickets at certain times on certain days.
Archosaur Square is the central area of the Adventure Kingdom. It is based on the capital city of the Midlands, Archosaur. Players will arrive in the Archosaur Square upon entering the park. In this area, players can find Larpa the Wizard to receive their daily Divination of Luck as well as their daily pass to complete their daily quests. Magician Zoshan is located close to Larpa the Wizard, and he will give players their daily Message Bottles and Message Hooks. A mailbox and a banker are also available in this area.
The Verdant Sea is located in the northeast area of the Adventure Kingdom. It is based on the City of Peace, the capital city of the Dark Empire. The Verdant Sea is one of the designated daily quest areas.
Various traps will be laid on the ground by the game. These traps cause various effects such as freezing the player, knocking the player back, slowing the player down, knocking the player in the air and pulling the player away. Players can also lay traps on the ground by collecting emblems. Emblems can be acquired by running through the floating yellow circles with a question mark icon. 2b1af7f3a8