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Fell Wood - Treants re: having trouble

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crafty gti
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Fell Wood - Treants re: having trouble

Post by crafty gti »

having trouble finding it . i used the info on the site but it wont work . in the second area i cant go north east at the top .
can anyone help .
crafty
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Sojourner
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Post by Sojourner »

Certain areas in the Fell Wood are inaccessible until you've done some of the Wandering Village quests. To get past the Fell Wood, you need to finish all those quests.
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Post by Stilgar »

I once made (some sort of) a guide trough the forrest.
You can see it here if you ned it.
I do not have the touch, nor do I have the power.
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ghunter
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Post by ghunter »

Dammit, that forest maze was one of my least favorite parts of any Black Isle game! I don't like using walkthroughs very often, but I had to make an exception for this part.

I hope you made it through ok.

Graham
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blue_wister
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Post by blue_wister »

You have to complete a few quests in the fell wood before you can kill the treants. See the walkthroughs for details.

Once you've completed the quests, what's her face (the tribe leader in the town) will tell you that the treants are now expecting you. When you go back to the fell wood, the first area you enter you'll see a Treant walk away. You can catch him and kill him.

Regardless, take the south path and you'll then enter the Treant area. They will materialize and attack. Once you kill them all the path at the north will open up and you will be able to enter the cold marshes.

Note: if you're scouting with sneak or invisibility, etc. the treants will not appear. You have to be visible or they won't materialize. I figured this out after running around in cirlces for half an hour with my invisible party...oops! *doh*
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Originally posted by blue_wister
You have to complete a few quests in the fell wood before you can kill the treants. See the walkthroughs for details.

Once you've completed the quests, what's her face (the tribe leader in the town) will tell you that the treants are now expecting you. When you go back to the fell wood, the first area you enter you'll see a Treant walk away. You can catch him and kill him.

Regardless, take the south path and you'll then enter the Treant area. They will materialize and attack. Once you kill them all the path at the north will open up and you will be able to enter the cold marshes.

Note: if you're scouting with sneak or invisibility, etc. the treants will not appear. You have to be visible or they won't materialize. I figured this out after running around in cirlces for half an hour with my invisible party...oops! *doh*


Very well said, if I do say so myself.

Also, a character with a sufficient score in Wilderness Lore (preferably a Barbarian, Ranger, or Druid, and about 10 to 12 points in the skill, I'd say*) will make it a bit easier in case you might have trouble tracking them down, if I remember correctly. If I'm not mistaken, you'll be given notice about the direction in which the treant escaped.

* note: Can add up to that amount by a character's Wisdom modifier.
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Mr.Waesel
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Post by Mr.Waesel »

Originally posted by ghunter
Dammit, that forest maze was one of my least favorite parts of any Black Isle game! I don't like using walkthroughs very often, but I had to make an exception for this part.

I hope you made it through ok.

Graham


You didn't? I thought it was cool. Not only did I like the graphics, I also liked the pen-and-paper feel of the area. (Similar to that test in the last level of Watcher's Keep)
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sparhawk_tr
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Post by sparhawk_tr »

Wilderness Lore skill is truely usefull in Fell Woods. I used with my druid and he gave the exact direction without any error.
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