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110 expirience is real!!!


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11.10.2012 @ 16:14 #1

Background: At the beginning, there are 5 straw cuttings used to train the sword, that's obio, there are four more in flotsam which recur ad infinitum, also in flotsam are 2 in the military garrison beside legal fistehh seller two more in Loredo's house, the latter two (in Loredo's house) are key. If you noticed when you destroy the first 9 (5 at baseline and 4 in flotsam) on the panel character traits in my gaming PC case "J" key and button features, appears in all the traits one for the experience, you'll notice that he was on 0 and by destroying the "dummies" straw stakes will be in the 9 1.Ok So far so good. In this game, as in the first location is not only important but also the time when visiting this location, in this particular case is like entering Loredo's house with weapons, the response time is almost at end of chapter 1 "flotsam", when you are in the mission in a race against time and you will find the inn Triss flotsam, you find several temporary situations, first save the dwarf just walk into the village, the second save the other dwarf when you leave the inn to check up to Sheila's room and finally the third temporary situation is to go to the house of Loredo. At this time you can enter with weapons "siiiiiiiiiiiii". My real intention was to find a way to kill Loredo, but surprise .... etre happened with weapons and I found practicing Loredo's henchmen destroyed immediately .... of the "dummies" straw stakes denuevo surprise traits review panel and there was 110% experience if experience 110. Well Greetings from Venezuela

Contexto: Al inicio, hay 5 estacas con paja que sirven para entrenar la espada, eso es obio, hay cuatro mas en flotsam las cuales reaparecen ad-infinitum, tambien en flotsam estan 2 en la guarnicion militar al lado del vendedor de fistehh legal y dos mas en la casa de Loredo, en estas dos ultimas (en la casa de loredo) son la clave. Si has notado cuando destruyes las primeras 9 ( 5 al inicio y 4 en flotsam) en el panel de rasgos del personaje en mi caso juego en PC tecla " j " y boton de rasgos, aparece entre todos los rasgos uno destinado a la experiencia, te daras cuenta que estaba en 0 y al destruir los "dummies" estacas de paja los 9 estara en 1.Ok todo bien hasta aqui. En este juego, igual que en el primero no solo la locacion es importante sino tambien el tiempo en que se visita dicha locacion, en este caso en particular es como entrar a la casa de loredo con armas, la respuesta es el tiempo, casi al final del capitulo 1 "flotsam", cuando estas en la mision una carrera contra el tiempo y vas a buscar a Triss en la posada de flotsam, te encuentras con varias situaciones temporales, primera salvar al enano apenas entras al pueblo, segunda salvar al otro enano cuando sales de la posada para subir a revisar la habitacion de Sheila y por ultimo la tercera situacion temporal es ir a la casa de loredo. En este momento podras entrar con armas "Siiiiiiiiiiiii". Mi intencion real era buscar la forma de matar a loredo, pero que paso sorpresa....etre con armas y me encontre practicando a los secuaces de loredo....de inmediato los destrui a los "dummies" las estacas de paja y denuevo sorpresa revise el panel de rasgos y ahi estaba 110% de experiencia si 110 de experiencia. Bueno Saludos desde Venezuela.
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11.10.2012 @ 16:23 #2

Buena información, pero deberías publicar el texto en esta parte del foro,
http://en.thewitcher...orum/135-act-i/

que se ocupa de las misiones y detalles de la historia.

Or moderators should move this to "Plot and Quest Discussion ACT 1"... :)
http://en.thewitcher...orum/135-act-i/
Still secret admirer of the Scoia'tael... women. :P
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11.10.2012 @ 16:30 #3

Gracias y disculpa soy nuevo en esto.......si me pudieras informar como realizar el cambio, o si lo puedes realiza tu?
Atte Gracias nuevamente.
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11.10.2012 @ 16:33 #4

Listo. Ready
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11.10.2012 @ 17:16 #5

There are more training dummies in the guards' quarters on the square (between the harbor gate and the Lobinden gate). So you can get that tenth training dummy early in Act I. Just be quick about it: the guards do not like you waving your sword about.
The amateur tenor, whose vocal villainies
All desire to shirk,
Shall during off hours exhibit his powers
To Madame Tussaud's wax-work.
[G&S, "A more humane Mikado"]

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