Cannot find way to grave mound - ID: 359

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This topic was started by Searcher on 16/01/2012, 02:59:27

I have met Gwyddon and was told to get the Sickle. However after 2 real days of wandering, I have not found the mound or at least a way to it. From the world map, I suspect it is located at the South-West area of the central lake; if so, how to get there?. There is some path with living tendrils (?) and another point to the north where I run into a battle with Orc Shamans and Warriors, which easily demolish me, so I assume that can't be it. I am level 13 BTW. Thanks for any help.


North of Savage Crossing there is a clearing. Take the eastern path, at the T go east again. This will take you to a Port town with a trainer etc. The mound building is visible from the lake. (I ran from most encounters until I found easier combinations of monsters to build up my stats and find strategies that work.) The mound building itself is through the woods and its door only opens at midnight. Save often in the area. I'd suggest that you explore the whole area (including west of the T) before trying to deal with what is in the mound.
grack


Hi, thank you for your help. I thought I have been all over the area you are describing but obviously I must have overlooked something. Will go over it again and hope to do better.


Need help finding the last amulet in the mound... Ack.


The building is symmetrical up top and I gathered 7, so all I can suggest is that you click the feather to get your map up.


Wow, ok... I will check another 5th time but worried it might be a bug.


Are you turning to face each display from right next to it?


Found it -had to turn to face it on the first one at the top right. Didn't think I had to face it directly...not sure if I had to with the other ones.


I'm still having the same problem searcher was. The only path I can see that leads to a T is the one leading to the Orc/tarasz skirmish, and I can't get past that. Am I looking in the wrong place for the path?
The other road leads me to being blocked by a tree. Any help would be good, and let me know if more info would help.


I'm afraid that it is, indeed, up past the Orc/tarasz skirmish.
I needed to wander around for quite a while taking on plants, outdoor bandits and such before I could walk those roads with confidence. For me, running is a reasonable option when i come across a new level of monster in a mob. A somewhat vulnerable few lets me test whether they are better attacked from a distance or advanced upon.
Similarly while Traveller's Ditty is pretty much crucial on first entering places like the Mound, you do need to engage in combat for the experience points, cash and loot for levelling up and buying spells which in turn makes the next monsters less onerous.
grack


Having a problem in the first tower just south of the first castle. I went in again and found another passage. In this new passage there is a locked door that doesn't give me the usual commands to force open, pick lock, ect... Am I missing something? The only reason I went back to this tower is because I was trying to find the sickle in the Druids forest and I couldn't get down the ladder there. This game has occupied me for the past 48hours and may cause a divorce!!! hahaha. Any help to speed this part of the quest would be greatly appreciated. Thanks


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The sickle is not in a tower. Get back to the Grave Mound for that.

There is a room in the basement of a tower that we can't access at this point.

From right to left: locked room, void, four rooms, water

If an expansion brings it into play there will likely be some flag that if you have the right quest/object the room will respond differently.

grack
Mostly checking out our new spoilers :D


anyone know a good way to dispose of those pesky Orc shamans that are always 90 feet away???



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Nope, not me, not when i first met them. For the longest time I simply ran away if their spellcasters were more than 70' and there were melee fighters blocking advance. It was rare for the Orc Shamen to do any damage from that far but Further Foe would not knock them out of the fight.

Traveler's Ditty is handy when first exploring an area to increase your changes of running from anything, but if overused can stagnate your party. I found that getting that sickle was beyond me until I became stronger, wandering around outer Druid's Grove, the outer areas of the Bandit's Camp and the shop in Deeper Forest kept it from feeling too much of a grind.

Levelling up (at 13) and advancing spellcaster classes goes quickly against stronger opponents. There are spells ahead which do make those 90 footers a snap. (Mind you your foes become a more competent bunch too. Sigh.)

I find it a well balanced, challenging game with options to play the style that suits me.
grack


well, I'll deal with the shamans as best I can. next question. I'm on the third level of the mound and there is a magic mouth. I don't know the answer. is there another forest I should be exploring before I go to the mound?


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Hmmm, I forget which mouth answer went where.

Have you been in Deeper Forest (east of the grove) where the shop is yet? A friendly fairy has a clue for that answer.

grack


Only read if you gave up. Hint

the trees on the lower screen on deeper forest map spell the answer.

Still don't know full answer

Save nature

I'm having trouble getting in too-- AGAIN. I'm staring right at the front door, waited for midnight, but I still can get in. Do I need to be holding something, eg a key or something? Funny thing is, I was already in, so I know where it is and knew I had to wait until midnight. I put a bunch of stuff in the bank, to preserve inventory space, but I didn't think there was anything that allowed entrance.


If you are standing there as the clock strikes midnight, back up a step and move forward and run into the door. I usually walk up to the door after the time has changed to midnight.