Marqueurs de carte éloniens

Répondre
Partager Rechercher
Source : http://wiki.guildwars.com/wiki/User_...Female_Warrior et http://guildwars.incgamers.com/forum....php?p=5257522

Le fichier DAT de Guild Wars n'en fini plus de recracher des infos sur des fonctionnalités non-implémentées. Cette fois-ci les joueurs ont découvert des descriptifs de marqueurs de carte non-implémentés qui semblent avoir été prévus pour Nightfall.

Pour rappel pour les débutants c'est Nightfall qui a marqué l'apparition des marqueurs de carte indiquant les collectionneurs et les sanctuaires de résurrection. Eh oui, avant il fallait faire sans et utiliser sa petite tête pour mémoriser où se trouvait le collectionneur de griffres d'hydres deséchées donnant un focus perfect pour moine heal, ou autre.

Apparement le système de marqueurs de Nightfall devait être bien plus évolué au départ et ajouter également des marqueurs décrivant les points d'intéret des cartes et villes visitées par le joueur au cours de son exploration rendant le titre d'explorateur d'autant plus interressant pour les PvEistes et Rôlistes (puisque permettant d'apprendre des choses sur l'univers et le monde du jeu).

La plupart des endroits décrits par ces marqueurs peuvent être aisément retrouvés en jeu et le nom de certains sont même indiqués durant des quêtes. Mais d'autres semblent faire également référence à des endroits qui ne sont pas dans le jeu final. Parmis ces lieux : Kormir's Ascension, The Spider's Heart*, Abaddon's Dead Children et Shrine of the Traitors...

*Apparement le dieu des araignée existait avant les 6 dieux...

Citation :
The Watchmen
Series of Basalt Pillars running from NE to SW near the Bone Palace. Was once used as signal towers until Joko conquered this region.

The Lupicus Boneyard
Graveyard of huge beast, their fossils unearthed by the unheaval of the Abaddon's return.

Gray Oasis of Giyah
Once home of a race of giants enslaved and made undead by Palawa Joko

Great Margonite Temple
Originally one of the great convocation spots of the Margonites, this complex was converted into a temple dedicated to Abaddon. Once Abaddon is freed, they intend this to be be the new heart of Abaddon's rule.

Mighty Necropolis
Home of Joko's undead slave-citizens. The very size of his necropolis, buildings extending out to the horizon, gives you the size of Palawa's undead armies.

Skeletal Court
Outer bailey of the Bone Palace, used as a marshalling and training ground for his armies.

Lonely Vigil
Statue of a warrior in the far northwest, facing unknown lands.

The Bone Spires
Western watchtowers of Palawa Joko's empire, overturned by the expanding presense of the Mouth of Torment over the past 200 years.

Abandoned Botanicum
Overgrown former gardens, filled with shrines, campsites, and wreckage of the pass. Often used by tomb raiders as a forward base.

Corsair Beachhead
A safe harbor for corsairs, this landing spot is often used as a meeting place.

Haunted Quag
An encampment found before reaching the Sunspear Crypts, Haunted Quag is used as a campsite by Necromancers. The legends of the crypts have kept the curious at bay, along with the sounds of distant howls.

Sunspear Crypts
Former location of the original Sunspear burial chambers, this was one of the last areas of Istan to be abandoned during the Scarab Plague.

Traitor's Tomb
The burial site of individuals who did not rate a funeral procession to the Tomb of the Primeval Kings. Poor leaders ousted by palace revolutions were interred here, and it was abandoned during the Scarab Plague.

Mopundar Ruins
A ruin of the Dynastic age, dating back to the earliest days of Fahranur, the ruins were used as a safe harbor away from the island itself. It was abandoned long before the Scarab Plague. The presence of these ruins is one reason Kamadan was founded across the harbor, and the lee side of the fort is still used as a safe harbor during Cyclone Season.

Mebanyah Village
An elevated village consisting of a handful of tree-houses connected by ramps. The village's strange construction stems from a local belief that sleeping near the memorial will blaspheme against the holy ground.

Buhnlon Pools
A verdant series of falls and pools, Buhnlon Pools is one of the most lovely places in Istan. It is often used as a lover's leap by frustrated young people.

Dohjok Quarry
The cliffs at Dohjok Quarry have been cut back to provide stone for the monuments, revealing lucrative seams of skyquartz and firequartz. The site has been excavated back several hundred yards, and the base of the cliffs has been flooded.

Ruins of Isanur
Abandoned two hundred years before the Scarab Plague for reasons unknown, the Ruins of Isanur were the largest easternmost expansion of the First City.

Monument to Queen Nadijeh
This monument houses the remains of Queen Nadijeh, ruler of Elona during the Primeval Dynastic Period. Nadijeh is credited with founding the Sunspear Guard, the predecessors of the current Order of the Sunspears.

Sunspear Memorial
Recently constructed, this memorial contains the cremated remains of Sunspears who have fallen in battle. It is the successor to the ancient Sunspear Crypts.

Istani Consulate
Headquarters of the Istani government, used for diplomatic relations with Vabbi and Kourna. The Clanmarshal has his offices here.

Plaza of Art
This open area in southern Kamadan is used for light manufacturing.

Cyclone Palace
Known officially as the Summer Palace, this royal residence was heavily strengthened against the hurricanes that boiled up out of the south. It is in ruins as its foundations have washed away.

Monuments of Nahlah and Dahlah
The Two Queens, Nahlah and Dahlah, jointly ruled Elona. Shortly after these monuments were erected, the Scarab Plague hit, and both queens were blamed for the plague.

Sharkfin Ferry
Ferry to Kamadan from Sharkfin Village.

Kupungu Village
A large village located along the northern coast of the keys, the home of fishermen and expert boatmen. The villages inhabitants also scavenge the beaches for lost supplies and are not above acting as wreckers, luring unsuspecting ships to run aground.

Wreck of the Resplendent Peace
This Canthan vessel from Kaineng Center was hit by a recent Hurricane and ran ashore near the Cyclone Palace.

Plaza of Coins
A tented area in Northern Kamadan, used for trading local goods.

Sun Docks
The docks here have traditionally been used by boats heading for Cantha and Tyria.

Edifice of Fahranur
Once the main gates to Fahranur, the edifice originally had a plaza extending over the pool. The Charelon Stream eroded the foundations and caused a partial collapse of its supports, flooding the lower city. The Edifice has since been renovated by the Society of Engineers.

Flooded Rianur
The central plaza of the First City was also an entry to its Storm Quarters, underground housing and grain storage for cyclone season. It is flooded as a result of seepage and has yet to be fully explored due to squabbles between the Society of Engineers and Architects and the Excavation Corps.

Sunspear Excavation
The ruined home of the Sunspear Guard, predecessors of the current Order of the Sunspears. This site is currently under renovation.

Pavillion of the Lost Queens
A wide covered plaza located northwest of the city. The stone roof was supported by a pair of carved Queen Heads of great antiquity. It is not known who these queens depict.

Charelon Stream
A tumbling cascade originating in Northern Istan, Charelon Stream once provided the water for the First City. Now it has seeped through the foundations and flooded its lower depths.

Kossheh Monument
The newest of monuments, this site is currently under construction by the Istani Society of Engineers and Architects, to whom it is also dedicated. Once finished, it will be the largest monument in Istan.

Eastern Polders
Low-lying land, originally part of the sea when these were separate islands. The Eastern Polders have been filled and cultivated, and the resulting ponds are used to raise fish, frogs, reeds, and edible lilies.

Western Polders
Low-lying land, originally part of the sea when these were separate islands. The Western Polders have been filled and cultivated. The resulting ponds are used to raise fish, frogs, reeds, and edible lilies.

Elona Docks
The Elona Docks are used by boats setting sail for Kourna.

Vohlon Estuary
A shallow arm of the sea stretching into the heart of Istan's largest island.

Mehluh Anchorage
A coastal village, this is the second-largest port on Istan and is used by individuals unable or unwilling to reach Kamadan,

Bihjok Estates
A distant area of low shanties sprung up among the restored towers of the older nation.

Chajok Field
Chajok Field is not but the picked-over ruins from the days of the First City.

Churrhir Fields
A region south of Kamadan used for training young Sunspears

Jahin Falls
The third cataract of the Elon River has had some of its waters diverted to feed a series of terraced gardens on the Eastern side of the river.

Citadel of Dzagon
Heavily fortified bulwark against inhuman tribes from the east. Controlled by Prince Ahmtur the Mighty.

Pojah Estates
A series of terraced farmlands on the banks of the Elon.

Fortress of Jahai
Officially called Jahaidara, this is the largest Kournan military outpost outside of Gandara at the mouth of the Elon. Morgahn's main base of operations.

Halls of Chokhin
Large series of plazas and courts inhabited by scribes and sages, controlled by Prince Mehtu the Wise. Much of the knowledge of Vabbi is incised on great magical plinths and woven into mystical banners.

Zerranu Diggings
Open Pit mine owned by Prince Mehtu the Wise. It produces gold and gemstones.

The Grand Forum of Vab
An opulent pleasure dome established as a neutral meeting ground for the Princes of Vabbi. Usually the site of celebrations.

Bokka Amphitheatre
Large theater complex controlled by Prince Bokka the Magnificent. The theater puts on opera, tableaus, pageants, and comedie del arte performances.

Jahinur
Small community at the third Cataract of the Elon. Makes its living from caravans that portage around the falls.

Dzalana
Extensive canyonlands to the east of Dzagon - infested with inhuman tribes and other dangers.

Najdah Chasms
Wilderness at the base of the Bokka Ampitheater. Considered unimportant, is often used by hunters seeking creatures for stage performances.

Jabahd

Old Manka Hold
Estate formerly controlled by the Manka Clan, abandoned due to Centaur raids.

The Ancestor Tree
Holy site of the Centaur Prides, a huge Mebahya tree festooned with banners
Entrance to the Sunspear Sanctuary

Wehhan Terraces

Venta Cemetery
Once a graveyard for Kournans slain by Centaurs, ghosts are not the only ones who call this place home nowadays. The cemetery has been converted into a small, walled town with the living sharing their space with the headstones of the dead.

Chakoss
Most northernly Kournan outpost. This garrison exists solely to send a rider to Kourna in case something comes out of the Desolation. It is a lonely posting.

Morzek Garrison
Kournan fortification charged with protection from the inhuman tribes

Gidara
Kournan fortification guarding western access to the Elon river valley

Zelbahn Garrison
Garrison along the road to Gandara, dominated the lesser delta of the Elon

Arkona Hills
Rugged uplands of western Kourna

Venta Flats
Southern, higher portion of this rough teritory

Freeman's Cove
Hidden community along coast controlled by corsairs

Mahnkelon Ward
Water pumping station used to filtrate parts of the Elon and flush the waste into the Bahnelon

Bokoss Prison
Off-shore prison nest to Gandara. Legendary as Kourna's "Devil's Island".

Bahnelon River
Underground river that emerges to the south and flows into the sea at Freeman's Cove.

Ronjok
Village oppressed by the nearby Kournan garrison, sympathetic to Sunspears.

Arventa Wastes
Northern, lower, more arid section of the plains, gateway to the Desolation.

Plaza of the Five Gods
Holy shrine within the Moon Fort dedicated to the five great gods. Considered, with the Sebelkeh Basilica, one of the great holy spots in Elona.

Barbarous Coast
Coastal area east and south of Gandara, noted for its corsairs and smugglers

Eastern Foothills
Rising uplands to the East of the Elon River.

Marshal's Demense
Lands officially belonging to the Warmarshal, left as relative wilderness and hunting grounds.

Abaddon
The imprisoned god, chained by the Five True Gods here, and straining against his chains

Kormir's Ascension
Place where Kormir is attains godhood, the heart of what will become the Redeemed Realm.

Ebony Citadel of Mallyx
A tower built from the bones of his dead demonic brethren, Mallyx has established his own domain in the shattered heart of Abaddon's realm.

Malafarium
Heart of the Atrocity Library, once the heart of the Margonite Culture before the fall.

Ravenheart Gloom
A place of utter darkness, without feature and, when one is trapped within it, without end.

Battlements of Bec'qessor
Margonite city dominated by demons who have erected the soulweir and feast on the souls of the damned.

The Soulweir
Dam thrown across the River of Souls by the demons to allow them to harvest the souls of those touched by Abaddon.

Harvestman's Lair
A flooded cavern filled with remains of the gods of insectoid beings. No native spiders are ever seen, but there is the scurry of thin legs and something made all those webs.

Abaddon's Gate
Abaddon's Gate is the entrance to third and final layer of the prison built by the five gods. Beyond this gate lies the Heart of Abaddon, where the dark god, twisted by centuries of torment, strains against his prison. It lies at the bottom of the Realm of Madness, surrounded by constantly flowing falls, which carry the entire realm's torment down upon the imprisoned god.

City of Ar'Challah
Margonite city in the depths of Madness.

City of Torc'qua
Refugee City of former Abaddon worshipers, now ensalved by Mallyx the Unyielding.

Plaza of Corrupt Dreams
Knowledge and art that has been judged by the Five Gods as pertaining to Abaddon

Gate of Madness
The Gate of Madness lies beyond the Domain of Secrets. It is the entrance to the Realm of Madness, which extends deep into the Realm of Torment. This deep well of madness acts as a buffer between Abaddon's ultimate prison and the great locks that have held him imprisoned in the Realm of Torment for a millennia.

The Spider's Heart
Glowing radiance of evil at the heart of Arachnia. Said to be the remains of a now-dead spider-god, older than Abaddon and the Five True Gods themselves.

Devourer's Maw
Extrusion of Abaddon's will into the Depths of Madness, linking it to the other Realms.

Gate of Pain
The Gate of Pain is one of the great locks erected by the five gods to imprison Abaddon. Located on the first layer of the Realm of Torment, the lock was sundered when Varesh completed her convocation with Abaddon, allowing the fallen lord to coalesce enough of his godform to begin extruding parts of his tormented realm into the real world. Past the gate lies a river of tormented souls damned to live in Abaddon's pain forever.

Abaddon's Dead Children
Graveyard of dead Demigods. These demigods were created by Abaddon during his long imprisonment. They grew, challenged their mentor, and were slain.

Gate of Secrets
The Gate of Secrets is the entrance to the second layer of Abaddon's prison. Erected by the five gods to imprison his evil scriptures and dark secrets, Abaddon has since gained control of this layer and uses the secrets to torment people he has "blessed" in the real world with hideous nightmares and visions of distorted reality.

Temple of the Six Gods
Originally a temple on the shores of the Crystal Sea, was despoiled by Margonites and sucked into Torment when Abaddon was defeated. Some of the original god-power has remained captive within it.

Gate of Anguish
The Gate of Anguish is one of the great locks erected by the five gods to imprison Abaddon. Located on the first layer of the Realm of Torment, the lock was sundered when Varesh performed her unholy ceremony at the Temple of Lyssa in Vabbi, allowing the fallen lord to coalesce part of his godform and gain much greater control over his prison. Past the gate lies a whirpool of darkness.

River of Souls
Once a flow that took the drained souls down into storage in the abyss. Since damned by the natives of Bec'quessor, who feed on the still-conscious souls.

Vale of Shadows
Wide, broad plain crossed with swaying shadows. Looking up, the shadows are from great arachnid legs.

Foundary of the Failed Creation
Demonic territory, a tormented region made of parts of failed realities, all jumbled togethers. If demons created the world, this is what it would look like.

Solitude Plinth
A singular tower set apart from the others which contains the "good" information about Abaddon.

Plinth of the Damned
A singular tower set apart from the others which contains the darkness abominations of Abaddon.

Apochryphal Fields
Contains the names of all followers of Abaddon since his confinement, and their writings.

Shrine of the Traitors
Mocking shrine to the Eternals of Balthazar who have been corrupted by Abaddon.

Chahbek Village
A small community supportive of the Sunspears, threatened by Corsairs raiders

Kamadan, Jewel of Istan
Kamadan is the home port for the mighty Istani navy, and the main point of landfall for ships from nearby Kourna, as well as those traveling from Cantha, Tyria, and the Battle Isles. Its deep harbor is sheltered from seasonal storms by a ridge of hills to the south. Built around relics and statues from the days of the Primeval Kings, Kamadan has earned the title, Jewel of Istan.
Il ne manque plus qu'on arrive à extraire localement tout ce contenu non-implanté pour qu'on voit un peu à quoi aurait pus ressembler GuildWars.

Ce n'est pas du tout un appel à enfreindre la charte mais je ne pense pas être le seul à vouloir connaitre tous les cotés cachés de notre jeu préféré
Citation :
Publié par Segura
Mais non, t'es pas le seule Ariakah, y'a aussi Äube. =)
Heu...Ce n'est pas trop pareil vu qu'il veut voir un contenu qui a uniquement été crée uniquement pour des raisons techniques et n'ont jamais eu vocation à être destiné aux joueurs. D'ailleurs j'imagine que ces avant-postes doivent être juste des copiers/collers de ceux qui existent IG vu leur raison d'être.
Répondre

Connectés sur ce fil

 
1 connecté (0 membre et 1 invité) Afficher la liste détaillée des connectés