Where is avogadro gothic 3




















One dozen gray squirrels weigh about 6, grams, or a little more than a medium-sized bowling ball. And one mole of gray squirrels weighs ,,,,,,,, grams—more than four times the mass of the moon! Obviously, the mole is not a term we need for most things in daily life. The mole does more than represent a big number: It provides a key link for converting between the number amount of a substance, and its mass. Experiments counting the number of 12 C atoms in a gram sample have determined that this number is 6.

Regardless of whether the substance is 12 C, electrons , or gray squirrels, one mole represents the same number of each of these things. Scientists have then defined the molar mass of a substance as the mass of 6.

So, the molar mass of gray squirrels is ,,,,,,,, grams. With squirrels, this is not very useful. However, it is quite useful if we apply it to other substances, especially elements. By standardizing the number of atoms in a sample of an element, we also get a standardized mass for that element that can be used to compare different elements and compounds to one another.

However, other elements have different molar masses; for example, 6. Along with telling us the mass of one mole of an element , molar mass also acts as a conversion factor between the mass of a sample and the number moles in that sample. For example, 24 grams of 12 C atoms would be equal to two moles since 24 grams divided by the mass of one mole 12 equals 2. Extending our example, two moles of 12 C atoms contains 2 times 6.

Figure 3 shows what happens when the CO 2 in soda is quickly converted to a gaseous form. Instead, we can start by determining the mass of CO 2 in this sample. In an experiment , a scientist compared the mass of a standard ounce milliliters bottle of soda before it was opened, and then after it had been shaken and left open so that the CO 2 fizzed out of the liquid. The difference between the masses was 2. Before we can calculate the number of CO 2 molecules in 2.

When your enemy blocks, use regular and power hits to break their defense and get several hits in. Like with beasts, if they start to get hits in, back away or use a shield. If you do a LR-LL attack with a 1Her, you can stab the enemy and he will clutch his wound briefly, which will let you get a good power hit or several quick attacks in. Fighting humanoids is generally easy and you should be easily able to develop a strategy with them. Fighting Multiple Humans and Orcs: - When fighting groups of humanoids, try to keep the bulk of them in front of you, because if they get on your sides and back, they will attack you from every direction.

If you keep them all in that degree space in front of you, usually only one will attack. Use wide attacks so that you can hit multiple targets at once, so that when the others step up, their health is already down.

As you attack your main target, he will likely move back or be pushed back, and the rest of the mob will inevitably close in on your sides. If this begins to happen, turn your attention to either side and begin to attack that side back a bit, and then return to the middle, as they should be some- what aligned again. If they do surround you, focus your attack on a weak section and push forward with regular attacks. Your target will move back and recoil, leaving a space for you to sprint through, and then turn around and start the fight again.

Also, if you notice that there are enemies shooting at you with ranged weapons, break off from the melee group and sprint over to ranged fighters so that they switch to a melee weapon.

Don't run straight at them otherwise you'll get hit -- run in diagonals. When they're switching weapons, hit them as much as possible until they're dead or the melee group has caught up to you , then turn yourself around and face off again. By waiting until you've been to each city in Myrtana and doing all of the orcs' and rebels' quests, you can get way more exp and gold.

For instance, if a quest requires you to kill someone, wait, because you might be closing a few doors for quests if you kill the person too early. Knowing difficult locks is useful.

Influential people are almost always orange until you demonstrate your stance with them. It's useful, yes, but with careful diligence, you can go through the game without it. My advice is to get some starter armor, and then save up for the top faction armor of your choice.

After that, it's assumed that you, the strange new guy, has done them, and you will be blamed for your crimes. Never attack someone while others are around.

If you want to steal something after your freebie, first off, don't be seen. If you find out that you're still being blamed, steal what you want, and use a teleporter stone to the city you're in.

Approach a gate guard; he'll accuse you of theft then tell him to bite you. Lure him away from the town and beat him up -- do not kill him. The charges will be dropped and no one will be anythewiser. Save some trophies for when you arrive in Nordmar, for there will be quests to bring pelts and stuff, and you can have them already at-hand. Save before accessing one for the first time, and if you don't like the selection, reload and check again.

How can I make them stay down? Most orcs and humans do not automatically die; instead, you beat them up, and then are faced with the decision to kill them or let them live. Q: Are there different voice actors in the third Gothic? A: Indeed, most have changed. Some sound very similar, others don't. The hero sounds quite similar but his personality is slightly different. Q: How has Gothic 3 changed from Gothic 1 and 2? A: It has an entirely new engine which means physics and window management is quite different.

Combat has been "modernized" into a more standard scheme; the world is much much larger with over quests; you no longer join a guild at the beginning, you support factions of your choice. Other minor things like lock-picking and acrobatics are slightly different -- there're new skills and perks to be learned.

Skills cost money as well as LP. But it is still a Gothic game at heart. Q: I've liberated some cities and now the orcs are attacking me.

Why is this, and what can I do? A: You've got enough reputation with the rebels that you are now a distinguish- ed rebel, and the orcs are attacking you on-sight. There's nothing you can do except kill the orcs and liberate cities. Q: I bought the Flame Sword in Ardea and have yet to see anything close to it, though I've gone through all of Myrtana.

Are there any better swords, or is this it? A: There are better swords, yes. But unfortunately they're not much better, and the really good ones are unique and you won't be obtaining them until much later. Self-forged swords do extra damage, and if you sharpen them, they do even more. By doing this, you can get a sword that does damage -- better than that of the Flame Sword.

Q: Where can I learn to use dual swords? I have the requirements, but can't find a trainer. A: The trainer for basic Dual Swords is in Ben Sala, and the master is in Ishtar -- a bit out of the way if you're just starting. Q: How should I build my character?

A: However you want. It's near impossible to "break" your character in Gothic, and you will get enough LP to learn almost everything. So, experiment with things and figure out what you like.

Then, branch out. Q: My stamina bar is gray and regenerates extremely slowly. What happened, and how do I fix it? A: You were hit by a lizard, or a ripperbeast, or many numerous monsters that cause weakness. To fix it, drink a potion with a blue cross on it, Potion of Strengthening its description says: cures the effects of weakness. It will also take some mana to drink, but not much.

Q: How do I cook meat? A: Provided you have raw meat in your inventory, all you need is a campfire, look at it while you're close, and click it. You will sit at the fire and a window will come up for you to select how much meat to cook, and they will instantly be cooked.

Q: Why does everything cost so much? A: Because it's entirely possible to get that much money. Rather than keeping everything from you until later, most everything is available to you right at the start, the hefty gold cost being the progressive factor of when you can get it. Rest assured that when you're ready to use that Paladin Armor, you shouldn't have too much trouble scrounging up ,g.

Input a question mark to make an underscore. Left Control default key for sneaking will do various console tasks if you use it with the appropriate keys. In some cases, what you may be looking for will have an odd name that may require you to ask on a forum with skilled moderators who can provide the information for you.

Ardea goto. Reddock goto. Cape Dun goto. Montera goto. Okara goto. Geldern goto. Trelis goto. Nemora goto. Silden goto. Gotha goto. Faring goto. Vengard goto. Ardea Trainers: Shrine of Innos Merchants: Hamlar, Rebel blacksmith Teleporter Stone: On the wooden table in front of Hamlar. People Outside: - Chris: Head north and follow the signs to Vengard.

He is at a stone circle on the left of the path in the North. Chris is a hunter trainer and merch- -ant. Jack is a general merchant. Quests: goto. To do this quest, simply defeat all the orcs. Once you've killed enough of them, the survivors will run away, and you'll get the exp for their deaths.

Check the Boss's inventory for a World Map. Since you've already helped them, they will be needing reinforcements from the Rebels, since the orcs will inevitably come back. He wants you to send word to the leader of the Rebels in the local Rebel camp Reddock that Ardea has overth- rown the orcs. Talk to Gorn, and he can lead you to Reddock after you talk to Milten and Diego, and then talk to Lester.

Reddock is not far, just a short walk south. When you reach the entrance, you can talk to Gelford, who will refer you to Javier as being the leader. Gorn will settle down in the camp and will eventually move on elsewhere. You will receive the quest to do away with some bilge rats that have been troubling Jack.

To find them, follow the edge of the cliff on the right back to Ardea, and shortly, you will bump into a couple of Bilge Rats. They will attack you on sight. When you ask him if he can train you, he says he will if you can kill the five shy deer nearby and bring him the meat. Just check in the immediate radius around Chris and you should see them. Actually killing the shy deer can be pretty difficult, because you need careful aim with a bow, and unless you've gotten a stronger bow, it will take two shots to kill a deer.

Meanwhile, after you hit once, they will all scamper off and you will likely miss them. To avoid them scampering off into the lines of orcs at Vengard, keep yourself between the deer and Vengard so that they run off the other way. Also, try to angle yourself so that they don't run into a cliff, because there have been reported glitches with shy deer clipping into a wall.

Try your best to get the second hit on the deer you originally shot, and then back away. After a few moments, the deer will eventually return to their spot, and you can begin to pick off another or take down the first if you didn't get the second hit in. If they don't return, head in the direction they left, and you should see them grazing elsewhere. If they don't appear to be anywhere, go back to Ardea, sleep, and head back to Chris; they should be reset.

He will now train you in Hunter Skills. You can go to Jack and ask him about this, and he will say that he did indeed get payment from the rebels to tell them when he saw a ship. At the base of a cliff and at the edge of the road to Cape Dun is a small farm with Kliff, Topork, and a few orcs.

Town REP Quests: goto. He tried to talk to the warriors about it, but they're more concerned with orcs than with boars. Agree to help him out. Leave Reddock and turn left, following the edge of the vegetation surrounding Reddock, and you should come to a small campfire with four aggressive wild boars. He and a few rebels will return to the wood-cutting camp.

These can be found almost everywhere where there are camps of orcs and humans. This quest is completed when you complete the quest to escort Kliff to Javier. Talk to Kliff and you'll find out that he is a blacksmith, currently enslaved by the orcs to work as a carpenter. Tell him that you're going to free him.

Go into the house and talk to Topork. Tell him you want to challenge him to a duel, and that you want his slave as the prize if you win. Agree to help him take out the orc patrol on the farm. Go to the farm that Topork and Kliff are at, and kill all of the orcs there make sure to do a LR-LL to actually kill them.

Agree to help him take out the orc patrol between Reddock and Ardea. After asking about the mine, he'll tell you that they have yet to go in and deal with the creatures in there. Volunteer to give it a shot, and Joey will become a merchant for you to sell you general supplies before going in. Enter the cave. First, you'll fight a room full of goblins, which shouldn't be too difficult for you.

Then, you'll face some lizards -- beware, they can cause weakness if they hit you best to use a bow on them. Your final enemy is a deadly minecrawler again, best to use a bow and kite it. Be sure to grab the teleporter stone in one of the chests. He is a fire mage and explains some history of the war to you, and will also give you the quest to find the Fire Chalices part of the main quest. If you ask if he can teach you anything, he says he would be glad to, but he doesn't have the necessary ingredients to do so.

He needs 10 healing plants, which can be found all around the border of Reddock on the surface. He will now train your Ancient Knowledge and Alchemy. Go to Cape Dun and talk to Phil, the swineherd.

You can either demand gold as a prize, or more importantly, his slave Kliff, if you win. Agree to fight him, and then enter the arena. You can take him out of Reddock to hunt with your or even to assist in liberating Cape Dun.

He is a hunter and can teach you hunting skills and sell you hunting equipment. Harek is standing in a small field in sight. A few yards ahead you'll run into Iomar and his broken wagon. If you ask him about hunting, he'll say he could teach you if you can get him 10 wolf pelts. He says they have a bunch in Cape Dun just lying around, and he is indeed right.

They're easy to find, and you can get more than enough. Check on boxes and barrels and next to named people. You can find three just outside the front gate, and three by Deckard.

The rest are scattered about behind buildings and on random crates. If you already have the skinning skill, and you happen to have 10 wolf pelts on you, you can of course just give some to him. They are all out the north exit of Cape Dun.

There are twelve wolves comprised of five groups. There are some hungry wolves to the right of the path leading to the farms, and some to the right of the path past Jens' hut and before the farm. After you pass Jens' hut, follow the cliff wall around and you should come by another group of wolves. There is a group to the left of the path between the Shrine of Beliar and Jens' hut. The final set of wolves is a bit trickier to find. Leave Cape Dun and turn left, following the palisade as if you're going to Harek.

You should see a path that leads up a ways. Follow the trail up to a small, sloped field with a handful of hungry wolves. If you do not get this reward when you "kill them all," then you haven't killed them all and need to keep searching. As with Sebastian, if you ask him to teach you alchemy, he says he will but he needs the ingredients: 12 healing plants. Again, these are pretty easy to find -- they're all along the coast and in any wooded area.

There's a nice amount of them up in the small graveyard and around the arena by the lighthouse. If you don't have the booze, you'll have to come back after you've found some or bought some. He knows of a group of bandits led by one Ortega in the coastal region that he'd like to smash in, but unfortunately he doesn't know where it is.

You can take him with you to look for Ortega and attack the bandits if you want. Ortega's cave is in downward-sloping field at the base of a cliff before you get to Chris at the stone circle on the road to Vengard. There are two light bandits with halberds outside.

Deal with them and go on in. There will be several bandits to face, but you can take them in small groups. If you need to, try to lure them away individually and face them one-on-one. There are some bandits in the lower rooms, and some more in the upper rooms; Ortega is in one of the upper rooms sitting on a throne-esque chair. While you're here, be sure to pick up five crates of lamp oil, as they'll be used in another quest related to Ortega.

When you inquire about the goods, he'll tell you that he's expecting three boxes that were likely intercepted by bandits. Leave Cape Dun and head past the farm, keeping the coast on your right, and staying close to the edge of the cliff. You should see a group of bandits sitt- ing by a campfire and a large boulder, with three large boxes next to them.

Since you likely have 3 healing potions on you, just give them to him right away. If you don't have them, you can buy them from Esiel or brew them yourself. The first opponent is Fadi, who should be easy to deal with. Just be careful not to step outside the arena. You can loot the minor things lying around and talk to him.

He'll say that without his lamp oil, he's totally ruined. He says some bandit by the name of Ortega obscondered with it, and he'd love to see Ortega get taught a lesson. The five lamp oil crates are scattered about amongst some other goods in the lower rooms and in the upper rooms. However, one of his slaves has run off, and Gamal is unable to leave to retrieve him. He asks if you can get him back for him. Leave town and turn left, following the wooden palisade around to Harek.

After you've talked to him, you can convince him to follow you back to Gamal. You just need one piece of roasted meat. Talk to Jens and tell him he has a visitor, and he'll be okay with it.

He can teach you acrobatics. Unfortunately, the Paladin's equipment wasn't very valuable, and he only fetched a measley 50 gold from Urkrass for it. You can talk to Urkrass and ask if he still has the Paladin's stuff, and he'll say that he does indeed have some golden chalice that he'll sell to you for a paltry g. Congratulations, you now have one of the twelve Fire Chalices! He'll say that the slaves are low on weapons and could use 3 bundles before they can effectiv- ly help.

They will now fight with you when you eliminate Uruk. When you've figured out that Phil is the spy, you can tell this to Uruk, who will order you to kill him. When you're ready, tell Wenzel to start. He'll dash out the lighthouse and start fighting orcs -- you being much more fragile than he is, stay in the background and pick orcs and orc mercenaries off. When the arena is clear, you'll continue down to the main part of town and kill off the rest of the orcs. Fighting a lot of enemies can be tough, so be sure to keep yourself distanced and run away to drink a healing potion if you need to.

Don't get surrounded and keep everyone to one side of you. If you're with Wenzel, let him take the bulk of the damage and pick off orcs that are fighting him. The town will now be taken over by rebels, and you'll get some new merchants to replace the ones you killed. He lost his sword there, and says he'd like to have it back if you ever stumble upon it. Leave Montera's southern exit and turn left at the fork in the road. Just a few yard down the road, there will be a cave full of Stray Wolves quest-related , and Wenzel's Sword.

Montera Trainers: Marik combat , Thorek blacksmith , Kor-Shach combat Merchants: Ford, Sanford, Thorek, Basir Teleporter Stone: In the hut next to Marik's People Outside: - Daryl: Leave through the southern exit and turn immediately left. Pass through some trees and bushes to find Daryl in the corner against the ruined temple and a large rock wall.

Otis will be on the right of the road before reaching the intersection leading to Trelis. Trano is at the tower. Before reaching it, turn left and you should see Mason at a camp fire. The wheat farm will be on the right. Elber is there. When you talk to him, he'll instantly task you with talking to Marik, the leader of the orc mercenaries in Montera, within 3 days.

He says there will be trouble for you if you don't. Now to be honest, I don't know what this trouble is because I got there within 1 day, but I can't imagine it being much worse than Domenik trying to beat you up.

At any rate, you can head north, the direct route to Montera, which will take you through a large bandit camp. If you're proficient in your combat skills, you can cut through the bandits and get to Montera in a short time. If you're still fairly unsure of yourself, you can head west and take the path that goes around the mountains and along the river.

It's longer, but generally safer. You will also run into a group of Rangers whom you can quest for if you go this way. At any rate, when you wind up in Montera, go to the upper level entrance, where you'll see Marik standing near.

Talk to him and pick up his quests below to test which of his mercenaries are loyal to the orcs. This will lead to another quest, "Collect the Rent for Domenik's Farm". This is a progressive quest, so go about Montera and start working on other peoples' quests and you can inevitably find out everything you need to know. Here is the list of people with things to say, relevant to this quest: Sanford: He doesn't care much for Marik or the orcs, but he does his job.

Elber: Elber is impressed by Marik's abilities, because Elber has troubles keeping his boys in-line. Ugo: Thinks Marik is a good guy. Dan: Doesn't have any problems with Marik. Domenik: Doesn't seem to have any issues -- he works for Marik and Marik is a fair leader.

Leon: Tells you about Dennis messing with the wheat farm. Kelven: Tells you Ashton is embezzling gold from the arena. Osko: Tells you about Bradley's Slave List. Trano: He's been loafing around but seems loyal to the orcs -- he's just lazy. NOTE: I'm not entirely sure if those are the exact opinions of the four arena fighters, but their opinions don't really matter much and don't affect any other quests one way or another.

It's possible that it may be Bengerd who tells you about Bradley's slave list, not Osko. In some cases, the information you get will lead into another quest. He will of course want proof of this, and if you're supporting the rebels, then you won't want or be able to turn him in. Tattle on him to Marik and he will threaten to cut his pay -- tell this to Trano and he will grudgingly go back to town.

You can tell this to Marik, but he wants hard proof. Agree to help Sanford deliver a message to the leader of Okara, and you can take the message to Marik. Simply leave out the gate and head to the small farm immediately west of Montera and pick up the five barrels of milk that are lying on the ground. Leave the west gate of Montera and follow the path north until you reach the wheat farm.

I have a problem in Trelis but if I remember I think that I have problems without these mods too so the problem is, there's a quest related with Pranck ork warrior and Avogadro city alchemist. Pranck gives me a quest to bring him back the alchemist gives some rep in Trelis if I bring him back the alchemist then he don't give me the other quest that he needs even more healing potions gives some rep in trelis.

Normally it's impossible to solve both quests, you have to choose one way. But out of a bug you can bring Avogadro back to Pranck and kill Avogadro in a silent corner so without npcs in the near. If you talk to Pranck after that you can tell him about the death so that he gives you the quest to bring him more healing potions. This works in the normal game. I'm not sure if this bug was fixed with one of these mods.

I bring him back to Trelis Avogadro then I report to Pranck ,after that I killed Avogadro but there's no other quest from Pranck I can't even say to him that Avogadro is death to solve the quest that he needs more healing potions. Great job on the walkthrough, only thing I would like to see is important items. Perhaps a list of where you can find the teleport stones and any other useful things.

I know that putting the locations of all the good items is practically impossible but at least the teleport stones. But even without any other I'd say you did a most outstanding job. I've been looking at that page for days and I didn't know who translated it.

I still don't like it though. It's not really a Walk-Through if you don't give more then quests. But it is still alot more help then we would hve without it. Try to give better directions. A Change for your walkthrough. Anyhow, aldee, I am to give you a quick link between two quests that allows you to get max rep out of the quests without having to make a choice I am talking about Avogadro and Pranck's quest.

This is the order you should use for max. Orcs should not notice as they are standing further apart - if not, wait until the right moment Click on foundation option first and then on the option about you being unable I hope it is clear on how to do it I am sure that many of you might know this, but aldee's guide should have an update that would help all the players following that quest walkthrough fully complete all of the quests, rather than several.

Teleport stones locations. Myrtana: Ardea - On the bench at the starting point. Reddock - Southern caves of Reddock, kill the goblins. In a chest in large chamber. Cape Dun - Inside the warehouse, steal it when the orc is outside.

Montera - In the abandoned house next to the mercenary boss house. Gotha - Chest in the orc boss hut. Faring - Inside the first cavern, at the end of the right tunnel. Vengard Temple - From the caves inside Gotha. Vengard Throne room - From the High fire mage above the throne room.

Okara - On a stone just left from the entrance, facing towards Okara. Silden - North of town, on a stone near a stone circle.



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