Enderal: Forgotten Stories

Enderal: Forgotten Stories

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thomas14 Feb 25, 2019 @ 1:33pm
Can you continue after you finish the main quest?
what the title says
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Showing 1-7 of 7 comments
Nerevar Feb 25, 2019 @ 1:37pm 
no. the game ends. youll get a warning during a certain mainquest that will inform you via a pop window that you reached the "point of no return" if you continue mainquest past this point there is no going back to the open world. its very far into the mainquest tough.
Last edited by Nerevar; Feb 25, 2019 @ 1:37pm
thomas14 Feb 25, 2019 @ 1:40pm 
Ah alright thanks its just nice to know and its nice to know there is a point of no return
Nerevar Feb 25, 2019 @ 1:43pm 
if youre new to this i suggest leaveing the mainquest for last. makes the most sense storywise and also gets you ready for it. some parts of the mainquest require a higher powerlevel.
Valcus Feb 25, 2019 @ 4:15pm 
Originally posted by Nerevar:
if youre new to this i suggest leaveing the mainquest for last. makes the most sense storywise and also gets you ready for it. some parts of the mainquest require a higher powerlevel.

On a side note, can you give any advice on how random exploration and side quests interact? For example, I've just finished exploring a ruin in what I guess is the starting "shores" area. At the end there was a named boss fight. I'm left wondering if there was a side quest that would have included some story around the location. If there was a quest, I wonder if I'll still get dialog about it if/when I find the questgiver.

There is also a castle and a pirate cave that I've held off exploring, thinking that I should talk to some more people first to see if more background story/questing exists for these locations.

I guess my general question is, do the more prominent points of interest usually have quests or are most of them just there to explore at any time? The answer is probably both but I'm wondering of one is favored over the other.
jacko640 Feb 25, 2019 @ 4:28pm 
Or you could use teleport mod , in the workshop, which among other things allows you to escape the ending, and do more sidequests
Nerevar Feb 25, 2019 @ 5:12pm 
Originally posted by Valcus:
Originally posted by Nerevar:
if youre new to this i suggest leaveing the mainquest for last. makes the most sense storywise and also gets you ready for it. some parts of the mainquest require a higher powerlevel.

On a side note, can you give any advice on how random exploration and side quests interact? For example, I've just finished exploring a ruin in what I guess is the starting "shores" area. At the end there was a named boss fight. I'm left wondering if there was a side quest that would have included some story around the location. If there was a quest, I wonder if I'll still get dialog about it if/when I find the questgiver.

There is also a castle and a pirate cave that I've held off exploring, thinking that I should talk to some more people first to see if more background story/questing exists for these locations.

I guess my general question is, do the more prominent points of interest usually have quests or are most of them just there to explore at any time? The answer is probably both but I'm wondering of one is favored over the other.


namend boss that are not quest related are normal in this mod. expect to see alot of these. normally if a monster is related to a quest it will either autotrigger said quest upon kill or the monster will simply not be there at all until you have started that quest.

some locations have lore documents lying around.

most locations are free explore and have no connections to quests. you cannot break quests by visiting locations early. any location that requires a quest in order to not break something script wise is key locked and cannot be entered until you got the right quest.
Valcus Feb 25, 2019 @ 6:11pm 
Originally posted by Nerevar:
Originally posted by Valcus:

On a side note, can you give any advice on how random exploration and side quests interact? For example, I've just finished exploring a ruin in what I guess is the starting "shores" area. At the end there was a named boss fight. I'm left wondering if there was a side quest that would have included some story around the location. If there was a quest, I wonder if I'll still get dialog about it if/when I find the questgiver.

There is also a castle and a pirate cave that I've held off exploring, thinking that I should talk to some more people first to see if more background story/questing exists for these locations.

I guess my general question is, do the more prominent points of interest usually have quests or are most of them just there to explore at any time? The answer is probably both but I'm wondering of one is favored over the other.


namend boss that are not quest related are normal in this mod. expect to see alot of these. normally if a monster is related to a quest it will either autotrigger said quest upon kill or the monster will simply not be there at all until you have started that quest.

some locations have lore documents lying around.

most locations are free explore and have no connections to quests. you cannot break quests by visiting locations early. any location that requires a quest in order to not break something script wise is key locked and cannot be entered until you got the right quest.

This answered my questions perfectly, thank you.
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Date Posted: Feb 25, 2019 @ 1:33pm
Posts: 7