This walkthrough has been taken from IGN so all credit belongs to them. Click more to read the walkthrough.
Welcome to Antaloor. This is a vast land, with much to see. While Two Worlds is all about open-ended exploration, your tasks will be very small at first. There are certain side-quests that we recommend completing early on, as they will make your travels much easier. However, we recommend being vigilant about completing this initial leg of the journey. It’s simple and linear, but after you’re past it, the whole world will open up to you, and then the real fun begins.
Also, remember, many of the goals have multiple solutions. At times we will try to indicate several of these to you, but other times, we will simply indicate the easiest path. Don’t let this discourage you from finding your own path. We’re here to guide you, but strike out on your own when you feel confident enough to do so.
Your Journey Begins
After the very brief mission, “Into the Darkness,” you’ll find yourself just outside of Koromin Village. A man named Tago is up ahead, and he tells you that someone is waiting for you in the village. This is Gandohar, and he will be one of your main contacts in your journey. Speak with him and he will tell you that you need to speak with his leader, Reist Tungard.



While you’re in the village, find the teleport and speak to the man standing by it. He will give you an item that will allow you to activate any new teleports you find and use them whenever you wish. It’s a handy means of travel, so don’t neglect to do this, even though it isn’t part of your main quest.
Reist is in Goat’s Cave. It’s to the east, and should be marked on your map. Reist will explain what he wants from you in exchange for your sister’s safety. When he leaves, go outside. Gandohar will be waiting by the campfire. Speak with him, and he will tell you to find one of the “nodes” nearby, which will allow you to speak with your sister.



The node is in a valley nearby. You’ll know when you’re in the right area because your screen will turn a bluish hue. When you’ve found the right spot, Kira will suddenly appear. She will tell you some of your family’s history before she bids you part. Now, return to Gandohar, who is still at the camp. He will reveal their true intentions, and refer you to Reist, who will be waiting in the cave again.
When you finish with Reist, you will need to talk to Gandohar one more time. He will tell you your main quest: to recover the five pieces of the relic that is your family’s heritage. He asks that you consult a man named Ho for further details.



Ho’s house is to the south. Even he seems a bit fuzzy on some of the details, but he will give you all the leads you need to complete your quest. We’ll begin with the Scepter.
The Scepter
The Scepter is located in the Karga Camp in the far northwest. There are many ways to complete this quest. There are two main paths: Ally with the Karga Clan, or Ally with Ebrat Skelden.
Allying yourself with the Karga Clan is the seemingly more righteous path, as well as the easier of the two. At the door of the Karga Camp you’ll be met by a guard, who will deny you entrance if your reputation with the Karga Clan isn’t high enough. You can go do a couple side quests for the Giriza Clan to win their favor and gain entry. There’s a cheap way to get in, as well, as long as you’re not playing on Hard. You can attack the guard and allow him to kill you to re-spawn in the camp. You will seem to be stuck, but you can jump over the corner of the wooden fence on the north side of town to escape.



However you get into the camp, you’ll still find the Karga Clan distrustful. You’ll need to perform quests for people in town to boost your reputation to level 2 before you can speak with Ultar Karga. There are two very easy quests here: One involves finding the body of a man named Isa in a small cave just north of the camp. The other simply involves coughing up two potions. After you do this, you can speak to Ultar Karga.
He explains that he needs to eliminate Ebrat Skelden, but he wants it done without spilled blood. He’s sure that Skelden is a traitor to the crown, but needs you to find proof. Cahal Karga would prefer you just kill Skelden. The latter will involve doing some quests for the Skeldens to gain their trust, so if you’re in a hurry, just go with the “Final Strike” mission.



The Skelden Camp can be found by the excavations to the east. You’ll find a man there named Sano Moon standing in front of his house. If you pick the lock to this house, you’ll find a glowing unidentifiable item in the back. These are plates that the House of Skeldon is using to forge money. Return to Ultar Karga and claim your reward.
As you’ve been told, the trail for the Earth Element goes cold in Windbreak, a small village west of Cathalon. There are two men here who can lead you to the element, Mayor Gordar, and Captain Ran Hograd. Seeing either of these side quests through will lead you to your goal.
We recommend helping Capt. Hograd. His quest will have you face dozens of Orcs, which means a lot of great equipment to load up on, and plenty of gold. The first thing he wants you to do is to report on a caravan that has been attacked by Orcs. Take the southern road from town and follow it toward Cathalon. You’ll come to the lost caravan. You can choose to fight, but you don’t have to. Hograd only cares that you give him a report.



After this, he will send you on a mission to exterminate an Orc encampment to the north, where he suspects the Orc known as White Head is residing. This is going to be a fairly long battle. The encampment is well fortified. We recommend going around it and approaching from the north and luring your foes out a few at a time, retreating to the shrine just north of there when needed.
Report back to Hograd now, and he will tell you he suspects White Head is hiding in the Kings Barrows region to the far west. Travel there and look for a small cave that will be marked on your map. Down here you’ll find White Head. Don’t kill him, at least not yet. He can speak your tongue. You will act as the go-between for him and Hograd to set up a showdown. You’ll have to go back and forth a few times, but eventually White Head will allow you to use their tunnel as an entry point to the King’s Tomb.
At this point you can choose to fight White Head and his rather sizable army of Orcs, but it will be a difficult fight. Instead we recommend luring the Orcs out and hiding behind White Head until one of the archers accidentally shoots their leader. Now White Head will engage his entire party in battle. Sit back and enjoy the fun, and pick off strays once they’re softened up for the experience. When White Head is nearly dead, finish him off and anyone else that’s left, and then loot the joint for all the good armor and weapons.



Now you can continue through the cave to enter the King’s Tomb. Inside you’ll find many skeletons to battle, but you might prefer to just run through. Eventually you’ll come to the Earth Element. You can’t miss it. Now get out of there and back to safety.
The Water Element rests in the city of Ashos, an isolated place on the a delta in the River Gon far to the west. Travel south through Qudinar, and follow the road south and then west when it forks. You’ll find Ashos to be a bustling metropolis, with a grand temple to their serpentine god Yatholen located in the northwest. This Temple houses the Water Element, but you cannot enter. To gain access you will need to win the favor of a guard with a key to the back way.



There are two main quests to accomplish this. The easier of the two involves a guard named Hajime Masaware just to the left of the main entrance to the city. He will send you to rendezvous with a man named Kenji Sahashi in one of the local inns (it will be marked on your map). He, in turn, will send you to meet with his contact. After you have completed this, return to Masaware and tell him what you have found.



Speak to him again, and he will tell you of a man named Kano who lives nearby. When you speak with him he will ask you to investigate the temple to see if you can find the answers to their insect problem. How convenient.
Inside the temple are powerful Serpents. These creatures may be too difficult for you to destroy, depending on your level. If this is the case, just run, and make your way to the chamber where the Water Element resides. Make your way around the paths, careful not fall into the water, and nab the element.
This will disable the magic that protects the city, and upon returning to the surface, you’ll find the entire town has fallen to Orcs. While these Orcs are many, and defeating them will take some time, it may be worthwhile, as it will leave you free to search all the houses for some valuable loot, to say nothing of the experience it will build. Combining all those katanas you find will make for a formidable weapon (which you won’t be able to weild unless you’re at level 31). If you just wish to make a speedy escape, use the teleport.
The Fire Element rests in the heart of Gor Gammar, the Orc stronghold far to the south. Unless you are very powerful, you’ll want to head to Cathalon before you attempt to penetrate the fortress. In the east of Cathalon, you will find a man named Creo. Speak to him and he will tell you about a special armor that will allow you to disguise yourself as an Orc. Speak to the man named Othis just a few feet away. For 2,000 Gold he will give you an order to take to Creo, who will then sell you the item for an additional 5,000 Gold.
Now head south. You may wish to visit the fourth node if you have not yet done so, as well. When you reach the northern gates of Gor Gammar, you’ll find them locked. If you head left at the gate and begin to make your way around the castle wall, you’ll come to an entrance to a subterranean path that will take you inside. It’s filled with dozens of Orcs. If you put on your Orc disguise they will leave you alone, but since there’s a shrine down there you shouldn’t have much trouble hacking through them if you want the experience.



Once you reemerge inside Gor Gammar’s walls, however, we recommend keeping a lower profile. Not only are the enemies in here more powerful, but there is no shrine, and death will result in a lengthy hike to get back. With your disguise, the Orcs will allow you to walk around freely, and even take the relic without repercussions. Make your way to the front gate, and turn around to see the Fire Element. Claim your prize and use the teleport to exit.



You’ll need one more element to complete the relic. You would imagine this quest would be the most difficult, but in fact, this is the easiest element to obtain. There are no quests, no dungeons, and indeed no need to battle at all. If you wish to avoid combat, make the trip on horseback. Venture into the burnt forest to the east of Gor Gammar. The location of the element will be clearly marked on your map. There are powerful Scorpions here, but they are easily avoided. When you reach the Air Element, you have only to pick it up and the Relic will be complete.
The Moment of Truth
With the Scepter fully restored, you can now rendezvous with Gandohar. He’s still waiting for you by the bridge just north of Qudinar. After speaking with him, you will participate in their ritual. You find out that Gandohar was simply playing the good cop to get what he wanted all along, and you find yourself cast aside to die. When you regain consciousness you’ll find yourself greeted by Paladins who explain your next task to you.



You must travel to one of the towers and defeat its keeper. The Paladins suggest the Death Claw Tower in the east, north of the desert. You’ll find the area heavily fortified by Necromancers and their undead legions. At the top of the stairs, there is a teleport that will take you to the top. There you will have to fight the tower’s keeper. He’s not too difficult. He can throw a slow moving projectile at you and slash with his sword. When you’ve defeated him, the seal will vanish from the sky.
This will lower the defenses of Oswaroth. It lies just to the northeast of the Death Claw Tower. You’ll find the area well fortified with undead soldiers. Make your way to southern gate of the large pentagram-shaped courtyard. Reist will be waiting for you. When you speak to him, he will take on his demonic form, an intimidating 30 foot monster.



Demonic Reist can be a very difficult fight. If you’ve been hurrying through the game your level might be down in the 20s, and it should be in 40s to defeat Reist with brute force. However, his pattern is very simple, so you can still beat him if you’re under-leveled. Find some large rubble with a gap big enough for you to run between, but too small for the demon. This will allow you to keep him in one place while you attack and run, or stay just out of reach and attack him with magic. If you’re lucky, you may even be able to position yourself in a spot where you can attack him freely but stay out of range of his blows.
When you find Gandohar inside, he will give you a choice. This choice will determine your final battle, as well as the game’s ending. If you oppose Gandohar, you will have to defeat him. Don’t worry, he’s not very difficult, especially compared to Reist. If you choose to side with Gandohar, you will need to defeat Balor and his Paladins. This is considerably more difficult than the fight with Gandohar. Balor can heal himself, so it may be problematic for those depending on re-spawning, as well. Even still, after the fight with Reist, this will probably seem like a cake walk. Use summons to draw some heat away from yourself and then pick off the Paladins one by one.



That’s it. You’ve sealed Antaloor’s fate, whatever you’ve chosen. Either way it looks like this world’s troubles have not yet ended. Your quest, however, is complete. Enjoy the brief ending and bask in your victory.






