失踪的女孩
出自【暗黑百科】DiabloWiki_凯恩之角
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- | + | [[Image:150px-Mon-cultist01.jpg|right|]]本任务是2009嘉年华的一个任务,任务发生于第二幕的沙漠地带。该任务是demo中最复杂的任务之一,任务所经历的地点有三个,通过多重事件连续触发。玩家可以与卡汗辛领地的NPC交谈以了解失踪女孩的信息,或者直接找到正在进行献祭仪式的黑暗教徒来开始任务。任务的主题很黑暗,有着无辜良民的恐怖死亡和受人拥戴领袖的无情背叛。 | |
- | + | ==任务介绍== | |
- | + | 失踪女孩的名字叫瓦娜。当玩家在沙漠中的废墟里找到她时,她被捆在一根柱子上,周围满是黑暗教徒。当玩家杀死了囚禁瓦娜的黑暗教徒之后,她会跌跌撞撞地向北走同时呻吟着说出她的经历——瓦娜一边吐出一大团绿色毒药一边向玩家解释,她是她们村庄里最后一个还活着的女孩子了,村庄的领袖,扎卡瓦背叛了村民并把村子里的女孩都卖给了黑暗教徒。黑暗教徒已经通过献祭仪式杀死了其他的女孩,尽管玩家的出现拯救了瓦娜,但瓦娜也活不了多久了。瓦娜恳求玩家为她复仇,一瘸一拐地走了几步之后,瓦纳停了下来,颤抖着,尖叫着爆裂成了一摊绿色的脓水。 | |
- | + | 任务的第二个(或第三个)元素是与背叛者扎卡瓦的相遇。他在离黑暗教徒的祭坛几个屏幕远的一个大帐篷附近。(如果玩家在开始任务前来到帐篷处,那里是没有人的)这里任务启用了一个小小的分支: | |
- | + | *如果玩家在瓦娜死亡之后直接找到扎卡瓦。扎卡瓦会大喊着为自己的邪恶行径寻找借口,他会告诉玩家如果他不服从黑暗教徒的条件,整个村子会遭到屠杀,变成第二个阿卡努斯,然后扎卡瓦会发疯并试图逃跑。 | |
- | + | *如果玩家在瓦娜死亡之后回到卡汗辛领地并与她的父亲交谈,然后再找到扎卡瓦,扎卡瓦会满是悔恨地向玩家解释他的行为,并祈求玩家给他一个了断。 | |
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- | 如果玩家在瓦娜死亡之后直接找到扎卡瓦。扎卡瓦会大喊着为自己的邪恶行径寻找借口,他会告诉玩家如果他不服从黑暗教徒的条件,整个村子会遭到屠杀,变成第二个阿卡努斯,然后扎卡瓦会发疯并试图逃跑。 | + | |
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- | 如果玩家在瓦娜死亡之后回到卡汗辛领地并与她的父亲交谈,然后再找到扎卡瓦,扎卡瓦会满是悔恨地向玩家解释他的行为,并祈求玩家给他一个了断。 | + | |
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在以上两种情况里,玩家都需要杀死扎卡瓦。扎卡瓦不会还手,只会歇斯底里地绕着圈子跑。扎卡瓦很好杀,任何角色只要几下就可以打死他,不论用何种技能或攻击杀死扎卡瓦,他要么会爆炸,要么会被打飞出去,身后留下长长的一滩血。 | 在以上两种情况里,玩家都需要杀死扎卡瓦。扎卡瓦不会还手,只会歇斯底里地绕着圈子跑。扎卡瓦很好杀,任何角色只要几下就可以打死他,不论用何种技能或攻击杀死扎卡瓦,他要么会爆炸,要么会被打飞出去,身后留下长长的一滩血。 | ||
- | + | 玩家来到卡汗辛领地与瓦娜的父亲交谈时,根据玩家杀死扎卡瓦与否,瓦娜的父亲会有不同的对话。玩家的角色会告诉瓦娜的父亲他的女儿在被扎卡瓦背叛后惨死。 | |
- | + | *如果玩家还没有杀死扎卡瓦,瓦娜的父亲会拒绝相信扎卡瓦的背叛。他会坚持说瓦娜在几周前已经死了(扎卡瓦告诉他的),而扎卡瓦是拯救全村的英雄。 | |
- | + | *如果玩家已经杀死了扎卡瓦,瓦娜的父亲会拒绝相信扎卡瓦已经死了,并且不会相信扎卡瓦把全村的女孩都卖给了黑暗教徒。 | |
- | + | ==英文原文== | |
- | 如果玩家还没有杀死扎卡瓦,瓦娜的父亲会拒绝相信扎卡瓦的背叛。他会坚持说瓦娜在几周前已经死了(扎卡瓦告诉他的),而扎卡瓦是拯救全村的英雄。 | + | The Lost Girl is a Diablo 3 quest first seen and play-tested in the BlizzCon 2009 demo build. It takes place in the desert surface areas of Act II. (Quest title and details are tentative with the game still under construction, and changes may be made before the final release.)This quest was one of the most complicated ones in the Blizzcon demo, in terms of the multiple events and actions required to complete it. It was a dark quest,thematically, involving the gruesome deaths of innocents and the betrayal of a people by their chosen leader. This sort of material sets the tone for the dark, despairing plot of Diablo III, where there is much more decline and destruction than redemption, in the land of Sanctuary.The Lost Girl quest takes place in three locations, and could be triggered by multiple events in various sequences. Players could speak with an NPC in the Enclave of Khamsim and learn of the missing girls, or leap directly into the action of the quest by finding the Dark Cultists engaged in ritual sacrifice. The GirlThe girl in the quest title was named Varna. She was found in an area of ruins on the surface of the desert, chained to a stake and surrounded by murderous Dark Cultists. Once the player slaughtered the demons holding her prisoner and freed Varna, she began stumbling to the north while gasping her story. She explained, while vomiting up great gouts of green poison, that she was the last survivor of many young women from her village, who their leader, Zakarwa had betrayed and sold to the Dark Cultists. The Cultists had ritually sacrified the other girls, in gruesome fashion, and though you appeared to have saved Varna, it was too late and she knew she was going to die. Still, she begged the hero to follow her and to avenge her, and after limping (very slowly, the player had to repeatedly stand still to let her catch up) she finally stopped, shook, screamed, and exploded in a messy blast of green slime.The BetrayerThe second (or third) element of the quest was an encounter with the betraying NPC, Zakarwa. He was found in a section of the desert several screens to one side of Varna's sacrificial altar, near a large tent. (If a player found the tent area before starting the quest, it was deserted.) If the tent area was found after beginning the quest, whether directly after Varna's death, or later, after returning to the Enclave with the grim news, the action was much the same. Zakarwa was standing near the tent, with a circle of chanting Dark Cultists half a screen away. The Cultists attacked as soon as the player was in their range, and after they died Zakarwa became clickable and instigated a conversation. There were two possible themes to this encounter, though both ended the same: If the player had come straight from witnessing Varna's death, Zakarwa was angry and full of despair. He cried out excuses to justify his evil acts; said he'd had to do it or else his town would have been massacred and turned into another Alcarnus, and finally went crazy and tried to run away. If the player had returned to the Enclave of Khamsim after witnessing Varna's death and spoken to her denial-rich father, Zakarwa was more repentant and depressed. In that dialogue he explained his actions, soon grew remorseful and pathetic, and wound up begging to be put out of his misery. In both scenarios, killing Zakarwa was the solution. He did not fight back, and usually wound up running in circles, sobbing hysterically. He was an easy kill, taking just a few hits from any character. He seemed to be programmed to always die with a critical hit bonus/animation, and no matter what finished him off, he would explode or be sent flying backwards, leaving a long streak of blood on the ground.The VillagePlayers had to learn from Varna's dying speech and motion, and continue north. Several screens in that direction, they encountered the Enclave of Khamsim, where several NPCs were located. One of them was identified as Varna's father, and he had two dialogue trees; which one he used depended whether or not the player had already avenged the girl by killing Zakarwa. In either case, the character sparred no time for sympathy, and came right out and told him his daughter had just died horribly, after being betrayed and sold by Zakarwa. If the player had not yet killed Zakarwa, the father refused to believe the story. He would insist that his daughter had died weeks before (Zakarwa's cover story) and that Zakarwa was a hero and had saved the village. If the player had already killed Zakarwa, the father refused to believe that Zakarwa was dead, and refused to believe that he'd sold the girls of the village to the Dark Cultists. (He was in denial either way.) |
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- | 如果玩家已经杀死了扎卡瓦,瓦娜的父亲会拒绝相信扎卡瓦已经死了,并且不会相信扎卡瓦把全村的女孩都卖给了黑暗教徒。 | + | |
- | == | + | |
- | The Lost Girl is a Diablo 3 quest first seen and play-tested in the BlizzCon 2009 demo build. It takes place in the desert surface areas of Act II. (Quest title and details are tentative with the game still under construction, and changes may be made before the final release.) | + |
在2011年5月22日 (日) 20:51所做的修订版本
本任务是2009嘉年华的一个任务,任务发生于第二幕的沙漠地带。该任务是demo中最复杂的任务之一,任务所经历的地点有三个,通过多重事件连续触发。玩家可以与卡汗辛领地的NPC交谈以了解失踪女孩的信息,或者直接找到正在进行献祭仪式的黑暗教徒来开始任务。任务的主题很黑暗,有着无辜良民的恐怖死亡和受人拥戴领袖的无情背叛。任务介绍
失踪女孩的名字叫瓦娜。当玩家在沙漠中的废墟里找到她时,她被捆在一根柱子上,周围满是黑暗教徒。当玩家杀死了囚禁瓦娜的黑暗教徒之后,她会跌跌撞撞地向北走同时呻吟着说出她的经历——瓦娜一边吐出一大团绿色毒药一边向玩家解释,她是她们村庄里最后一个还活着的女孩子了,村庄的领袖,扎卡瓦背叛了村民并把村子里的女孩都卖给了黑暗教徒。黑暗教徒已经通过献祭仪式杀死了其他的女孩,尽管玩家的出现拯救了瓦娜,但瓦娜也活不了多久了。瓦娜恳求玩家为她复仇,一瘸一拐地走了几步之后,瓦纳停了下来,颤抖着,尖叫着爆裂成了一摊绿色的脓水。 任务的第二个(或第三个)元素是与背叛者扎卡瓦的相遇。他在离黑暗教徒的祭坛几个屏幕远的一个大帐篷附近。(如果玩家在开始任务前来到帐篷处,那里是没有人的)这里任务启用了一个小小的分支:
- 如果玩家在瓦娜死亡之后直接找到扎卡瓦。扎卡瓦会大喊着为自己的邪恶行径寻找借口,他会告诉玩家如果他不服从黑暗教徒的条件,整个村子会遭到屠杀,变成第二个阿卡努斯,然后扎卡瓦会发疯并试图逃跑。
- 如果玩家在瓦娜死亡之后回到卡汗辛领地并与她的父亲交谈,然后再找到扎卡瓦,扎卡瓦会满是悔恨地向玩家解释他的行为,并祈求玩家给他一个了断。
在以上两种情况里,玩家都需要杀死扎卡瓦。扎卡瓦不会还手,只会歇斯底里地绕着圈子跑。扎卡瓦很好杀,任何角色只要几下就可以打死他,不论用何种技能或攻击杀死扎卡瓦,他要么会爆炸,要么会被打飞出去,身后留下长长的一滩血。
玩家来到卡汗辛领地与瓦娜的父亲交谈时,根据玩家杀死扎卡瓦与否,瓦娜的父亲会有不同的对话。玩家的角色会告诉瓦娜的父亲他的女儿在被扎卡瓦背叛后惨死。
- 如果玩家还没有杀死扎卡瓦,瓦娜的父亲会拒绝相信扎卡瓦的背叛。他会坚持说瓦娜在几周前已经死了(扎卡瓦告诉他的),而扎卡瓦是拯救全村的英雄。
- 如果玩家已经杀死了扎卡瓦,瓦娜的父亲会拒绝相信扎卡瓦已经死了,并且不会相信扎卡瓦把全村的女孩都卖给了黑暗教徒。
英文原文
The Lost Girl is a Diablo 3 quest first seen and play-tested in the BlizzCon 2009 demo build. It takes place in the desert surface areas of Act II. (Quest title and details are tentative with the game still under construction, and changes may be made before the final release.)This quest was one of the most complicated ones in the Blizzcon demo, in terms of the multiple events and actions required to complete it. It was a dark quest,thematically, involving the gruesome deaths of innocents and the betrayal of a people by their chosen leader. This sort of material sets the tone for the dark, despairing plot of Diablo III, where there is much more decline and destruction than redemption, in the land of Sanctuary.The Lost Girl quest takes place in three locations, and could be triggered by multiple events in various sequences. Players could speak with an NPC in the Enclave of Khamsim and learn of the missing girls, or leap directly into the action of the quest by finding the Dark Cultists engaged in ritual sacrifice. The GirlThe girl in the quest title was named Varna. She was found in an area of ruins on the surface of the desert, chained to a stake and surrounded by murderous Dark Cultists. Once the player slaughtered the demons holding her prisoner and freed Varna, she began stumbling to the north while gasping her story. She explained, while vomiting up great gouts of green poison, that she was the last survivor of many young women from her village, who their leader, Zakarwa had betrayed and sold to the Dark Cultists. The Cultists had ritually sacrified the other girls, in gruesome fashion, and though you appeared to have saved Varna, it was too late and she knew she was going to die. Still, she begged the hero to follow her and to avenge her, and after limping (very slowly, the player had to repeatedly stand still to let her catch up) she finally stopped, shook, screamed, and exploded in a messy blast of green slime.The BetrayerThe second (or third) element of the quest was an encounter with the betraying NPC, Zakarwa. He was found in a section of the desert several screens to one side of Varna's sacrificial altar, near a large tent. (If a player found the tent area before starting the quest, it was deserted.) If the tent area was found after beginning the quest, whether directly after Varna's death, or later, after returning to the Enclave with the grim news, the action was much the same. Zakarwa was standing near the tent, with a circle of chanting Dark Cultists half a screen away. The Cultists attacked as soon as the player was in their range, and after they died Zakarwa became clickable and instigated a conversation. There were two possible themes to this encounter, though both ended the same: If the player had come straight from witnessing Varna's death, Zakarwa was angry and full of despair. He cried out excuses to justify his evil acts; said he'd had to do it or else his town would have been massacred and turned into another Alcarnus, and finally went crazy and tried to run away. If the player had returned to the Enclave of Khamsim after witnessing Varna's death and spoken to her denial-rich father, Zakarwa was more repentant and depressed. In that dialogue he explained his actions, soon grew remorseful and pathetic, and wound up begging to be put out of his misery. In both scenarios, killing Zakarwa was the solution. He did not fight back, and usually wound up running in circles, sobbing hysterically. He was an easy kill, taking just a few hits from any character. He seemed to be programmed to always die with a critical hit bonus/animation, and no matter what finished him off, he would explode or be sent flying backwards, leaving a long streak of blood on the ground.The VillagePlayers had to learn from Varna's dying speech and motion, and continue north. Several screens in that direction, they encountered the Enclave of Khamsim, where several NPCs were located. One of them was identified as Varna's father, and he had two dialogue trees; which one he used depended whether or not the player had already avenged the girl by killing Zakarwa. In either case, the character sparred no time for sympathy, and came right out and told him his daughter had just died horribly, after being betrayed and sold by Zakarwa. If the player had not yet killed Zakarwa, the father refused to believe the story. He would insist that his daughter had died weeks before (Zakarwa's cover story) and that Zakarwa was a hero and had saved the village. If the player had already killed Zakarwa, the father refused to believe that Zakarwa was dead, and refused to believe that he'd sold the girls of the village to the Dark Cultists. (He was in denial either way.)