Drakensang

Drakensang

What triggers the Moorbridge Bailiff and Necromancer partnership reveal?
Note: I don't own the game via steam. But this forum seems to be semi-active, so I post it here.

I love this game and have played it numerous times (it's kind of my personal comfort game) and had two playthroughs where I discover that Burgess Sheffler is working with the necromancer, resulting in the townsfolk turning on him. A year ago I played once more (healing mage archetype) and I tried to reveal it but was unsuccessful. I thought you needed to find the two graverobbers before returning to the hamlet, but I was unable to get in the crypt (needed a key). So now I'm kind of curious what one needs to do. Is it because the two characters I did it with were elves? (Ranger and Spellweaver respectively) Do they have a different take on what's going on? Or am I overlooking a crucial step while in the swamp?

In my inevitable future playthrough I’m going to probably save more in the Marshes and experiment a bit. Unless some fellow fans bless me with their knowledge.
Originally posted by Oneeyed:
Next playthough dont attack the necromant directly but try to listen to him when he talks to himself. You have to be behind the ruin for doing this.
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The author of this thread has indicated that this post answers the original topic.
Oneeyed Jan 18 @ 5:06pm 
Next playthough dont attack the necromant directly but try to listen to him when he talks to himself. You have to be behind the ruin for doing this.
NavFamG Jan 19 @ 7:57am 
This is a good place to find info like that:

https://www.gamebanshee.com/drakensangthedarkeye/walkthrough.php
Originally posted by NavFamG:
This is a good place to find info like that:

https://www.gamebanshee.com/drakensangthedarkeye/walkthrough.php

Yes I know of the Gamebanshee walkthrough. I can't access it right now as it seems to be down at the moment. But I believe they dont touch on the matter. I've played this game so much that I notice whole quests that are missing from the site. For example the Witch Chair (becomes unavailable once Rakorium moves to Murolosch) in the Fleet-Footed Ferret and the one where you fill in for a guard at the Ducal Citadel. It’s good if you are truly stuck but if you truly want to find the hidden gems of the game you have to go off the beaten path. Like my last playthrough where I took Dranor back to the prison he was in and discovered a fun easter egg where there is a second Dranor, leading to a fun fourth wall breaking conversation. Even ended up looking it up and no English language sources were available (only German Wiki and an old forum).
Originally posted by Oneeyed:
Next playthough dont attack the necromant directly but try to listen to him when he talks to himself. You have to be behind the ruin for doing this.
That might be it! I believe I went to flank him in the two elf playthroughs but with the mage I walked right in. But with all due respect, I will wait with marking this as the answer until I have seen it. But thank you anyways.
jack_was Jan 21 @ 9:45am 
You can also pay to the bartender providing free beer for all Muddy Boot guests till the midnight. It causes one of the militiamen to offer a new dialogue line which leads to revealing a secret of some peculiar meeting between the bailiff and the necromancer.
Both ways let you convince the militiamen to turn against Sheffler instead of attacking you.
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