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Two Worlds II Cheats

Two Worlds II

Cheat Codes:
------------
Submitted by: David K.

-= Enter Bonus Codes from the Pause Menu =-
Press Esc during normal play and choose Enter Bonus Code. Keep every dash in the
code. These item codes use the game's bonus-code screen and do not require
developer-console cheat mode.

-= Reliable PC Bonus Item Codes =-
* Anathros - 6770-8976-1634-9490.
* Black Legion Axe - 1775-3623-3298-1928 or 4802-6468-2848-6286.
* Dragon Scale Armor - 4149-3083-9823-6545 or 9199-0035-9610-2338.
* Dusty Scroll / alternate bonus-map item - 8233-3296-3311-2976.
* Elexorien - 3542-3274-8350-6064 or 4677-1553-6730-1272.
* Hammer - 6231-1890-4345-5988.
* Hammer of Krol - 4767-0103-8383-8149.
* Labyrinth Map - 1797-3432-7753-9254.
* Luciendar / Lucienda Sword - 9122-5287-3591-0927 or 6624-0989-0879-6383.
* Scroll Bonus Map - 6972-5760-7685-8477.
* Two-Handed Hammer - 3654-0091-3399-0994.

-= Bonus Codes Are Safer than Console Cheats =-
Bonus-item codes are a built-in reward mechanism. They do not need cotcheats and are
separate from the developer console. If you want gold, skill points, God Mode or item
spawning, use the Console Commands section later in this file and keep a clean manual
save first.

Hints and Tips:
---------------
-= Make Teleports and Manual Saves Part of the Route =-
Activate every Théarch teleport you pass and keep several manual saves rather than
one rolling slot. Save before major dialogue choices, large crafting commitments,
expansion imports and console experiments. A good teleport network removes much of
the return travel from quests, while a clean earlier save remains the safest answer
to a bad branch or script state.

-= Set the Auto-Save Interval around Risky Play =-
Settings -> Interface lets you change the delay between Auto-Saves or disable them.
The game normally keeps the three most recent Auto-Saves, but plot points can still
create saves even when periodic Auto-Save is disabled. Keep manual saves for choices,
console experiments and expansion imports instead of treating Auto-Save as rollback.

-= Choose Difficulty before Committing to the Character =-
Easy, Medium and Hard are chosen when the character is created, and the normal
campaign does not provide a later difficulty switch. Pick the rule set you actually
want for the run instead of assuming you can tune it after several hours. Keep a
separate new-character save if you want to compare difficulties without losing the
main build.

-= Dismantle Heavy Junk Instead of Carrying It Forever =-
Weapons and armor consume most of the useful inventory space. Once an item is clearly
worse than your equipped sets and has no quest purpose, dismantling it through CRAFT
turns it into upgrade materials without preserving the original weight. Keep rare
named gear until you know whether you want its crystals or long-term use.

-= Use the Three Equipment Sets as Combat Tools =-
R and T cycle through three prepared equipment sets. Build them around jobs instead
of minor stat variations: a main melee or magic set, a ranged or utility set, and a
defensive or resistance set works well. Switching a complete set during a fight is
faster and safer than rebuilding the character from the inventory screen.

-= Assign Hotkeys with the Weapon Sheathed =-
Assign the 1-0 HotKeys while the weapon is sheathed and the desired item, spell or
menu function is available. During combat, the same bar can switch to weapon special
attacks. If a slot appears to have changed, first check whether the hero is in combat
before reassigning it.

-= Sheathe Weapons before Entering Crowded Towns =-
The Notoriety blade can rise for surprisingly small offenses, including walking
around with a weapon exposed or colliding with civilians. Once it fills, guards treat
you as wanted. Sheathe weapons in settlements and stay out of sight until the blade
cools when a minor mistake starts attracting guards.

-= Pick Up Plants and Animal Parts while Traveling =-
P.A.P.A.K. Alchemy turns common plants and creature parts into healing, mana and
temporary buffs, and some ingredients also appear in quests. Gathering as you travel
is much cheaper than trying to rebuild an ingredient stock only when a difficult
fight arrives.

-= Soulpatchers Reassign Skill Points =-
The PC manual describes Soulpatcher regression as resetting the Skill Point pool so
earned points can be reassigned. Do not plan on recovering spent Attribute Points;
older player reports conflict with the manual on that point. Make a manual save
before a large rebuild so you can compare allocations safely.

Character Development:
----------------------
-= The Four Attributes Have Distinct Jobs =-
* Endurance - raises maximum Health.
* Strength - raises physical damage and carrying capacity and gates some heavy armor.
* Accuracy - supports ranged weapons and access to projectile-oriented magic.
* Willpower - raises maximum Mana.

-= A Skill Can Be Locked even when You Have Points =-
Some skills cannot be learned merely by saving Skill Points. You must first meet the
appropriate trainer or read the required Skill Book. If a desired skill is still
locked, treat access as the missing prerequisite instead of assuming the character is
underleveled.

-= Build Around One Reliable Damage Plan First =-
Two Worlds II allows broad hybrid builds, but early points are more useful when one
damage plan is already dependable. A melee character should keep Strength and one
weapon family moving together; a bow user needs Accuracy; a caster needs enough
Willpower and magic skills to cast repeatedly. Add utility after the primary attack
no longer feels starved.

-= Warrior Core =-
Strength, Endurance, one weapon style and enough defensive skills make the forgiving
melee foundation. Carry a shield set for projectile-heavy fights and a two-handed or
dual-wield set for damage. Metallurgy becomes increasingly valuable because stronger
gear upgrades multiply the value of a weapon-focused build.

-= Ranger Core =-
Accuracy, bow skills and a light backup weapon give a clean ranged route. Field mode
is better for ordinary auto-targeted combat, while Sniper mode is the precise choice
for opening shots and Multi Arrow target selection. Keep distance and terrain in mind
before spending points on damage alone.

-= Mage Core =-
Willpower supports Mana, but the real power ceiling comes from DEMONS spell
construction. Raise the magic skills that let you stack more cards, then build a
cheap repeatable spell before an expensive showcase spell. A staff remains part of
the normal mage equipment plan.

Combat and Equipment:
---------------------
-= Weapon Style Changes the Available Special Attack =-
Your equipped weapon combination changes both defense and the special move available
in combat. A one-handed weapon alone gives Dirty Trick; adding a shield improves
blocking and adds Defensive Thrust. A torch enables Fire Strike, dual weapons favor
speed, and heavy two-handed weapons trade speed for reach and strong armored-target
damage.

-= Shields Matter against Projectiles =-
A weapon-only block is weaker than a shield setup. When archers or projectile attacks
are the real danger, switch to the shield equipment set instead of trying to solve
the fight only with more damage. The R/T set swap makes this practical even in mixed
encounters.

-= Daggers Reward a Clean Sneak Approach =-
Knives and daggers can perform Death Strike while sneaking. Approach from outside the
target's awareness, commit only when the position is clean, and keep a normal combat
set ready for enemies that survive or spot you before the attack lands.

-= Bow Field and Sniper Modes Solve Different Problems =-
With a bow drawn, X switches between Field and Sniper modes. Field mode uses
auto-targeting for normal fighting; Sniper mode gives direct precision and is the
useful mode for deliberate opening shots. Multi Arrow can tag several targets from
Sniper mode once the skill is available.

-= Keep Upgrade Materials for the Gear You Will Actually Use =-
Early equipment changes quickly. Spend basic upgrade parts on pieces that are already
supporting the current build, but avoid pouring the rarest materials and crystals
into a temporary weapon merely because it has one good roll. Dismantling gives you a
way to turn discarded equipment back into useful crafting stock.

Magic and Alchemy:
------------------
-= A Castable Spell Needs a Carrier and an Effect =-
DEMONS spells live inside Spell Amulets. Every normal spell core needs at least one
Carrier Card and one Effect Card. Carrier Cards define delivery such as Missile,
Area, Enchant, Summon, Trap or Altar; Effect Cards provide the elemental or magical
effect. Modifier Cards change how that core behaves.

-= The Spell Interface Gleams When the Build Is Valid =-
Not every card arrangement is valid. When the spell layout works, the interface
begins to gleam. If the amulet refuses to cast, remove the last modifier or layer and
rebuild from a simple Carrier + Effect core until the interface gleams.

-= Stack Cards for Power, Then Add Complexity =-
Additional Carrier and Effect cards strengthen the spell, while higher magic skills
expand how much you can stack. Use the mouse wheel to move between layers in a
complex Spell Amulet. Build and test one functional layer before chaining a second
effect so a broken combination is easy to diagnose.

-= Match P.A.P.A.K. Ingredients by Shared Effects =-
Alchemy starts with at least two ingredients. Ingredients that share useful effects
produce stronger, more focused potions than random mixtures, and successful recipes
can be saved. Keep a small reserve of known Health and Mana ingredients instead of
converting everything into experimental brews.

-= Only Three Buff Potions Can Stay Active =-
The game allows three simultaneous buffing potions. Drinking a fourth replaces the
oldest active buff, so do not waste a long-duration effect by stacking four
preparations before a boss. Healing and resource recovery should be managed
separately from the three-buff plan.

Crafting and Economy:
---------------------
-= CRAFT Covers Upgrading, Dismantling and Fusion =-
Move equipment to the CRAFT anvil to improve it, dismantle it or work with crystals.
Dismantling converts unwanted gear into components; upgrading consumes materials such
as Steel, Iron, Wood and Cloth, with higher upgrade levels demanding more resources.

-= Metallurgy 10 Opens the Specialist Craft Skills =-
At Metallurgy level 10, the character can unlock the specialist branches Weapon
Forging, Armor Reinforcement, Archery Craftsmanship and Shield Casting. If a favored
equipment family has hit an upgrade ceiling, check the relevant craft skill before
assuming the item itself cannot improve further.

-= The Sixth Crystal Slot Is a Point of No Return =-
Equipment can hold skill crystals in five normal Fusion slots. The sixth slot is
reserved for a Sealing Crystal, which adds its bonus but permanently locks that item
against further Fusion. Remove or rearrange ordinary crystals before sealing; after
the seal is applied, treat the crystal layout as finished.

-= Sell for Auras, Dismantle for Build Progress =-
Vendor gold is useful for services such as Soulpatcher respecs, but dismantling feeds
the equipment-upgrade loop. Sell high-value junk when cash is the bottleneck and
dismantle ordinary gear when crafting materials are the bottleneck. The right choice
depends on the next purchase or upgrade, not on one universal loot rule.

Stealth and Crime:
------------------
-= Pickpocketing Requires Thievery and a Rear Approach =-
Enter Sneak and approach the target from behind. The pickpocket minigame asks you to
align the rotating-symbol gaps and confirm at the right moment. If the interaction
never becomes available, check Thievery access and your position before blaming the
timing minigame.

-= Locks Have Four Different Answers =-
A normal lock can be picked manually, attempted automatically, opened with Break Lock
magic or forced physically. Manual picking uses RMB to reverse direction and LMB to
push through the grooves before the timer expires. Locksmith improves the manual
window and Auto success, while brute force can damage or break the equipped weapon.

-= Break Line of Sight to Lose Notoriety =-
Once guards are actively searching, distance alone will not help while you remain in
sight. Break line of sight and give the Notoriety blade time to fall. Re-enter a
settlement with weapons sheathed so a minor collision or exposed weapon does not
immediately restart the problem.

Exploration and Travel:
-----------------------
-= Théarch Teleports Become Better as You Explore =-
Using a permanent Théarch teleport records that node, after which recorded nodes
become available as destinations. Activate new nodes as soon as you find them; a
quest route with an ignored teleport often becomes a second long walk later.

-= Portable Teleports Need Open Sky =-
A portable Théarch teleport does not work in underground dungeons or caves. Move to
an outdoor position with clear sky before trying to use it. This is a location
restriction, not an indication that the teleport item or destination list is broken.

-= Horse and Boat Travel Controls =-
H calls the horse when the current area permits it. Sailing uses A/D for the rudder
and W/S for the boom and sail angle. Pirates of the Flying Fortress also adds an
Auto-Sailing option that handles the sail angle while you continue steering.

-= Use the Quest Log and Map Together =-
Set the needed quest active from the Quest Log, then use its map flag instead of
trying to follow several objectives at once. Completed and failed quests remain
separated from active work, and the Reputation Log is the faster place to check guild
standing.

-= Bard Performances Use Q, W, E and R =-
Equip an instrument and compatible sheet music, then follow the four-note rhythm with
Q, W, E and R. A crowd must gather for the performance to pay well, so play in a
populated area instead of practicing in an empty corner when Auras are the goal.

Guilds and Quest Planning:
--------------------------
-= The Five Guild Chains Are Not Exclusive Factions =-
The Brotherhood, Merchants, Mages, Thieves and Necromancers have separate reputation
and quest progress. You can complete all five on the same character; raising one does
not reduce another. If a guild chain appears to stop, check its bulletin board, city
contacts and Reputation Log before assuming another guild blocked it.

-= Ghost's Toll Can Be Missed =-
When the Thieves Guild route brings you to Scythe, do not kill her before accepting
Ghost's Toll. Speak with her again and take the quest while she is still available.
Killing her first can permanently remove that guild job from the run, so keep a
manual save before the encounter if you are clearing every guild quest.

-= Bulletin Boards Carry Real Quest Progress =-
Boards are not just ambient notices. Major quest hubs include boards at the Mages
Guild library, Hatmandor, New Ashos and the Swallows, and some late reputation work
can be easy to miss when a board is never revisited. Check each newly reached hub
once after major story transitions.

-= Read Skill Books before Selling Them =-
A Skill Book can be the prerequisite that turns a locked skill into a learnable one.
Read books that teach abilities before treating them as ordinary inventory value.
Trainers can serve the same access role for other skills, so a locked icon is a
prompt to find the unlock source, not to grind levels blindly.

Main Campaign Route:
--------------------
-= Prologue and Chapter I: Reach Hatmandor and the Tower of Fangs =-
Escape Castle Vahkmaar, finish the Alsorna introduction, then push through Getting to
Hatmandor and Desertgate. The Hatmandor chain continues through Inside Man, The
Escort, The Package, The Delivery, The Elimination Job and Captain before the route
expands through Gorlag's Curse, the Mages Guild Master, Crystal Army and the Tower of
Fangs.

-= Chapter II: New Ashos and the University =-
Chapter II moves the main investigation through New Ashos and the university. The
important chain includes Sarius, Angie, Dr Annaya, Professor Rhodeus, Most Monstrous
Mind and Dr Lavarius before Video Ergo Sum and the Oculus-related Scavenger route
open the next stage. Keep a save before the Angie/Rhodeus decision because it changes
how that quest resolves.

-= Chapter III: Amulets, the Old Spell and Garadel =-
The next large arc begins with the Priest and Aidan's Amulet, then moves through the
blacksmith, rescue, crypt and witch material needed for the Old Spell. Garadel's
Scrolls, the catacombs, Nalia and the demon sequence eventually provide the Black
Heart needed for the final approach.

-= Finale: Save before the Last Teleport =-
Keep Demon Garadel's Black Heart and make a manual save before the final teleport
sequence. The campaign ends with Cassara in dragon form and a four-ballista arena
rather than a normal weapon duel. After the credits, the game returns you to Alsorna
so unfinished side content can still be revisited.

-= The Base Campaign Has Postgame, Not New Game Plus =-
After the ending, the HD game returns the hero to an epilogue/free-roam state rather
than starting a New Game Plus cycle. Remaining accessible side content can still be
cleaned up, but there is no normal NG+ restart that carries the finished character
into a fresh campaign. Keep the pre-finale manual save when you want to revisit
earlier quest states or choices.

Pirates of the Flying Fortress:
-------------------------------
-= Import a Level-42 Hero or Start with a Prepared Build =-
Choose New Game -> Pirates of the Flying Fortress. A personal base-game hero can be
imported through Import Character via Load Game when the character is level 42 or
higher, and the import carries the hero's equipment. The alternative is a prepared
Warrior, Mage or Ranger with points available for customization.

-= The Crossbow Has a Two-Stage Fire Cycle =-
Hold LMB to tension and load the crossbow, watch the growing reticle, then release.
Once the weapon is loaded, press LMB again to fire. The weapon hits harder than a bow
but takes longer to prepare, so use cover or spacing instead of expecting normal bow
rhythm.

-= Auto-Sailing Removes the Sail-Angle Work =-
Enable Auto-Sailing in Settings when you want to steer without constantly managing
the sail position. You still control direction; the game automatically adjusts the
sail toward the best speed. This is a gameplay-assist setting inside the expansion,
not a change to the underlying base-game sailing controls.

-= The Stone Golem Needs the Harp before the Levers Matter =-
Pirates of the Flying Fortress uses a puzzle-boss rule for the Stone Golem: the harp
wakes the creature, and the four levers then remove its protective aura only briefly.
Locate the levers before committing to the damage window so you can spend the short
opening attacking instead of searching the room.

-= Keep a Separate Base-Game Save before Importing =-
Pirates of the Flying Fortress starts from a separate New Game path. Prepare the
imported character before crossing over and keep an untouched base-game save. That
gives you a clean return point if you later want a different build or inventory
before importing again.

Call of the Tenebrae and Shattered Embrace:
-------------------------------------------
-= Play the Story Expansions in Narrative Order =-
For the clean story sequence, finish Two Worlds II, then Pirates of the Flying
Fortress, Call of the Tenebrae and Shattered Embrace. Shattered Embrace continues
directly from Call of the Tenebrae, so playing it first removes much of the intended
character and story context.

-= Match Save Instructions to the DLC or Stand-Alone Release =-
Steam has base-game DLC versions of Call of the Tenebrae and Shattered Embrace, while
stand-alone releases also exist. A save or character-import instruction for the
base-dependent DLC does not automatically apply to the stand-alone package. Match the
instructions to the package you launched before moving or replacing save data.

-= Shattered Embrace Has Its Own 2.07.3 Branch =-
The official Shattered Embrace update line identifies version 2.07.3 and fixed many
expansion-specific quest and audio problems. If an SE quest behaves like an old
launch bug, check the version displayed by that expansion before trying a console
repair or replacing files.

Echoes of the Dark Past:
------------------------
-= Echoes I and II Are Multiplayer Map Packs =-
Echoes of the Dark Past is not another single-player sequel chapter. The first pack
adds a three-map multiplayer adventure that bridges story material toward Call of the
Tenebrae. Use it from the multiplayer side of the game rather than searching the
single-player quest log for its start.

-= Echoes II Adds Six Routes across Three Domains =-
Echoes of the Dark Past II contains three domains with two routes apiece, for six
multiplayer maps in total. The desert conflict branches between the Vanderbilt
mercenaries and the Veneficus University expedition, so the chosen side determines
which route and follow-up maps you see.

Multiplayer:
------------
-= The Native Multiplayer Has Five Distinct Modes =-
* Adventure - a seven-chapter cooperative campaign for the multiplayer hero.
* Duel - one-on-one competitive fights.
* Deathmatch - team-based competitive combat.
* Crystal Capture - teams compete for Azure Crystals while avoiding Skulls.
* Village Mode - build and maintain a personal settlement.

-= Use Green Gems to Flip Crystals and Skulls =-
Collect Azure Crystals for your team and protect the cluster from fiery Skulls, which
destroy nearby crystals. Green Gems flip touched Azure Crystals into Skulls and
Skulls back into Azure Crystals, so they can erase an enemy scoring cluster or
restore one your team can collect. The team that secures the most Azure Crystals
wins.

-= Multiplayer Uses a Separate Character =-
Choose Network from the main menu, create or sign in to the EarthNet account, then
create a multiplayer character. Multiplayer progression is separate from the normal
single-player hero; do not expect your campaign character and quest state to appear
automatically in an online lobby.

-= Village Mode Opens after 10,000 Online Auras =-
Earn 10,000 Auras on the multiplayer character, then enter Village Mode and finish
the opening settlement tutorial before leaving the mode. The tutorial introduces the
first production, shop and protection buildings; interrupting it can leave the
village without its normal build progression.

-= Use the Village Chronicle to Track Stock and Morale =-
F8 opens the Village Chronicle on the default PC controls. Use it to watch village
income, transactions, ware stock and the demands affecting morale. When morale drops,
check the listed demand before adding random buildings. Depleted stock and unmet
demands show when the settlement needs another producer, service or protection
upgrade.

-= Scale the Village to Demand instead of Upgrading Blindly =-
Farms and Ranches support food supply, Shops turn the economy into usable income, and
Guardhouses, Taverns and later specialist buildings answer different village needs.
Specialist producers can feed goods into the village economy; for example, the Forge
supports weapon stock instead of acting as the weapon shop itself. Several advanced
buildings also carry upkeep, so maximum upgrades are not automatically maximum
profit. Add or upgrade the building that fixes the visible shortage or demand, then
recheck the Chronicle before spending on the next slot.

-= F10 Opens the Multiplayer Menu after Entry =-
Once inside the multiplayer hub, F10 opens the online menu used to create or join
matches and reach account, chat and leaderboard functions. If F10 seems inert, first
make sure you are actually inside the multiplayer environment rather than standing in
the single-player campaign.

-= Official Co-op Is Not the Full Single-Player Campaign =-
The built-in co-op uses dedicated multiplayer adventures and maps. It is not a
drop-in two-player version of the complete single-player campaign. Echoes of the Dark
Past I/II extend that multiplayer adventure pool rather than converting the story
campaign into official co-op.

-= EarthNet Availability Can Be Intermittent =-
The multiplayer service has had recent periods where players could not sign in or
create accounts and later regained access. Treat a sudden authentication failure as a
possible service-side outage before changing game files. If other players report the
same failure, preserve the installation and retry when the service returns.

Community Multiplayer:
----------------------
-= The Current Community Pack Is an Unofficial Extension =-
Two Worlds 2 Multiplayer Mod Pack 1.1 was updated in March 2026 and combines several
community multiplayer projects, including campaign-style co-op maps, open-world maps,
Village content and a Pirates of the Flying Fortress co-op project. It is not
official campaign support, so keep a clean installation backup before adding it.

-= Install the Same Package Version for Every Player =-
The mod author uses one combined package specifically so players can compare map
compatibility by version. Extract the package into the game's WDFiles location, and
make sure every participant uses the same pack version before troubleshooting missing
maps or join failures. Pirates of the Flying Fortress is required; the Velvet Edition
or a complete DLC setup is the recommended base.

-= Community Campaign Co-op Has Different Persistence Rules =-
The community maps can make story-like areas playable together, but multiplayer does
not become a normal single-player save. Treat co-op campaign progress as a
multiplayer session experience, not as a substitute for the main campaign save, and
keep the ordinary campaign separate. The pack author also warns against summoning
creatures on dense campaign maps or using another player's horse or boat because
those interactions can crash a session.

Console Commands:
-----------------
-= Current HD Builds Use cotcheats =-
Open the console with the grave/tilde key; Enter also opens it on some layouts and
builds. Type cotcheats to enable the cheat command layer for the current HD branch.
Current players also report cotcheats 1 working on some HD installs. Re-enter the
activation after a fresh game launch or after loading a save when cheat commands stop
responding. Older Two Worlds II lists that require TwoWorldsCheats or TwoWorldsCheats
1 are legacy instructions.

-= Keep Cheat Mode away from an Achievement Character =-
Treat cotcheats as a persistent achievement risk, not a harmless temporary toggle.
Current player reports show characters losing Steam achievement eligibility after
cheat mode was enabled and progress was saved. cotcheats 0 is not a reliable reset.
Use a separate test character or disposable save before the first cotcheats command;
if achievements matter, keep the main character completely cheat-free.

-= Gold, Points and Leveling =-
* AddGold 100000 - add 100,000 Auras.
* SetGold 100000 - set the Aura total to 100,000.
* AddSkillPoints 10 - add 10 Skill Points.
* AddParamPoints 10 - add 10 Attribute / parameter points.
* AddExperiencePoints 10000 - add the specified experience amount.
* SetStrength 100 - set Strength to 100.
* ec.dbg levelup - force one level-up operation.
* ec.dbg levelup10 - add ten levels.
* ec.dbg skills - unlock the skill set for experimentation.

-= God Mode, Immortality and Detection =-
* GOD 1 - enable God Mode; GOD 0 disables it.
* IMMORTAL 1 - enable immortality; IMMORTAL 0 disables it.
* Player.InvisibleForEnemies 1 - make enemies ignore the player.

-= Map and World Utility =-
* ResetFog - reveal the current map section.
* ResetFogAll - reveal the world map.
* Time <0-255> - set the world time parameter.
* KILL - kill the currently targeted enemy; avoid quest-critical targets.
* ec.resurrectunit - resurrect the selected dead unit; quest scripts may not reset.
* ec.getcreatestring - show the creation ID of the object under the cursor.
* hero.move.fastrunspeed  - change the hero's sprint speed.
* ms.grav  - increase jump height by changing gravity.

-= Generic Item Spawning =-
Use ec.addobjecttoinventory   when you know the exact object ID. Start
with one disposable item rather than flooding the inventory, then verify the result
before spawning a large stack.
* CARD_ALTAR - Altar.
* CARD_AREA - Area.
* CARD_ENCHANT - Enchant.
* CARD_MISSILE - Missile.
* CARD_SUMMON - Summon.
* CARD_TRAP - Trap.

-= Effect Card IDs =-
* Air - CARD_AIR_AIR, CARD_AIR_LIFE, CARD_AIR_LIGHTNING.
* Earth - CARD_EARTH_EARTH, CARD_EARTH_STONE, CARD_EARTH_CREEPER.
* Fire - CARD_FIRE_FIRE, CARD_FIRE_FORCE, CARD_FIRE_POWER.
* Water - CARD_WATER_WATER, CARD_WATER_ICE, CARD_WATER_PSYCHE.
* Necromancy - CARD_NECRO_CORPSE, CARD_NECRO_POISON, CARD_NECRO_DECAY.

-= Modifier Card IDs =-
* CARD_BOUNCE.
* CARD_DAMAGE.
* CARD_HOMING.
* CARD_PROTECT.
* CARD_SPRAY.
* CARD_TIME.

-= Crafting Material IDs =-
* ep_leather - leather.
* ep_steel - steel.
* ep_fabric - fabric.
* ep_chainmail - chainmail.
* ep_wood - wood.
* ep_metal - iron / metal.
* ep_gold - gold.
* ep_fire - Essence of Fire.
* ep_necro - Essence of Death.
* ep_wind - Essence of Air.
* ep_earth - Essence of Earth.
* ep_water - Essence of Water.

-= Useful Spawn and Movement Commands =-
* ec.addobjecttoinventory SPELL_AMULET_01 10 - add Spell Amulets.
* eq_boat_01 - spawn a boat.
* horse_01 - spawn a horse; horse_02 through horse_04 select other colors.
* jump2 - move the hero to the point under the cursor.
* cam.mount.xoff 0 - center the horseback camera.
* graph.setfastrunspecialefx 0 - disable fast-run and riding motion blur.
* ec.dbg iamcheater - set core attributes to extreme cheat values; high risk.

-= Crystal Spawn Patterns =-
Use crystal patterns only on a disposable save because they bypass normal
acquisition. The level suffix runs from 01 through 07.
* Art_Add_Damage_<01-07>(#eDamageFire) - damage crystals; the parameter also accepts
  Cold, Poison, Spirit and Electric damage types.
* Art_Add_Protect_<01-07>(#eDamageFire) - resistance crystals using the same damage
  family.
* Art_Add_Skill_<01-07>(#eSkillRegeneration) - Skill crystals; replace the Skill
  parameter only with a verified title-native skill token.
* Art_Add_Points_<01-07>(#ePointsStrength) - Attribute crystals; Dexterity, Vitality
  and Magic use the same Points token family.
* Art_Add_MaxInventoryWeight_<01-07> - carrying-capacity crystals.
* Art_Close_<01-07> - sealing crystals.

For example, ec.addobjecttoinventory Art_Add_Damage_07(#eDamageFire) 10 creates ten
level-7 Fire damage crystals. Spawn one test crystal before creating a large stack.

-= Useful Alchemy Ingredient IDs =-
* ing_57 - Golem's Lifeforce Crystal.
* ing_106 - Master's Finger; used for invisibility effects.
* ing_192 - Scapulari Brain; used for water-walking effects.
* ing_155 - Werebeast Spinal Cord; used for a strong jump effect.

-= High-Risk Door Repair for Most Monstrous Mind =-
If the Rhodeus office door is permanently locked after taking the bad Angie branch,
current players report a targeted console repair: enable cotcheats, select the locked
door, then use ec.setattribute llvl 0. This bypasses the lock rather than repairing
the quest logic. Make a manual save first and use it only when normal quest
progression is already blocked.

Secrets:
--------
-= The Oculus Grants Scavenger Vision =-
During Chapter II, Video Ergo Sum leads through Eric to Master Damai and the Oculus.
Recover the Oculus, return to Eric and complete the eye operation. The resulting
Scavenger gift lets the hero perceive ghostly or otherwise hidden material that
normal vision misses, making it a useful exploration tool rather than a cosmetic
story reward.

-= The Runestones Is a Long-Range Collection Quest =-
Sokaris, the Orc blacksmith in Alsorna, starts The Runestones and sends you after the
four stones one at a time. The Orc Runestone is in Creepy Den near Bayan; the Elven
Runestone is in Maladorous Cavern southwest of Bayan. Later progression opens the
Human Runestone in the Ancient Tombs beyond the Swallows region and the Dwarven
Runestone in Mystical Den near the Swallows border. Do not treat a later stone as
missing while the story has not yet opened its region.

-= The Swallows Has an Easy-to-Miss Bulletin Board =-
The Swallows contains a bulletin board that is easy to overlook during the main
route. Revisit it when cleaning up quests and reputation; leaving that board
untouched can make the region look finished while optional jobs are still waiting
there.

Solutions:
----------
-= Getting to Hatmandor: The Gate Stays Closed =-
1. Go to Cheznaddar and speak with Valarin about entering Hatmandor.
2. Find Jarrad, who needs medicine before he can help with the gate problem.
3. Reach the warehouse roof and use the hatch to get inside.
4. Take the bottle of Dew and bring it back to Jarrad.
5. Return to Valarin after Jarrad is dealt with and continue the Hatmandor entry
   sequence.

-= Inside Man Stalls after The Elimination Job =-
1. Finish The Elimination Job and leave the immediate objective area normally.
2. Watch for Tongue to intercept you instead of fast-traveling away immediately.
3. Follow Tongue to the next meeting and let the dialogue sequence finish.
4. Continue the Captain / Tower information chain from that handoff.

-= Most Monstrous Mind: Use the Safe Evidence Route =-
1. Make a manual save before committing to Angie's accusation about Professor
   Rhodeus.
2. Believe Angie and go to her dormitory room.
3. Pick the locker and take Rhodeus' Journal, then read it.
4. Return to Dr Annaya and present the journal as evidence.
5. Confront Professor Rhodeus and tell him to leave the University.
6. When he resists, hit him bare-handed; do not draw a weapon for this confrontation.
7. Return to Annaya and continue to Dr Lavarius after she gives the next lead.

-= Spell Amulet Will Not Cast =-
1. Open the Spell Amulet and strip it back to one simple layer.
2. Insert at least one Carrier Card and one Effect Card.
3. Remove incompatible Modifier Cards until the interface begins to gleam.
4. Cast the working core once, then add extra cards or a second layer gradually.

-= Portable Teleport Will Not Activate =-
1. Leave the cave, dungeon or other roofed interior.
2. Move to an outdoor position with clear sky.
3. Open the recorded Théarch destinations and use the portable teleport again.

-= Cartographer's Legend: The Four Levers Will Not Activate =-
1. Use the harp in the Stone Golem room and complete the music interaction until the
   Golem wakes.
2. Run to the four wall levers and activate all four.
3. The completed lever cycle removes the Warden's protective aura for about 23
   seconds.
4. Use the full opening for your strongest damage; the health bar can recover when
   the protection returns.
5. Reload or improve the damage plan if you cannot finish the Warden inside that
   vulnerability window; the Basilisk Eye Ring can help by returning damage.

-= Cassara: Final Dragon Fight =-
1. Save before using the final teleport and keep healing ready for the tower arena.
2. Move to the ballista Cassara is approaching and fire while she presents a clean
   shot.
3. Use the short firing window for roughly two shots, then move when she dives or
   breathes fire.
4. Kill the Magma Sentinel wave when Cassara withdraws; later waves contain more
   Sentinels.
5. Return to the ballista routine after each wave until Cassara is defeated.

Technical Issues:
-----------------
-= Steam Base Game Is on Update 2.08 =-
The Steam store description still contains older 2.06 marketing text, but the current
Windows depot is labeled Two Worlds II Update 2.08. Use the installed branch and its
actual files as the base-game reference when an old guide claims a 2.06-only
limitation.

-= Steam Can Still Show Legacy DLM and CD-Key Prompts =-
The developer announced removal of mandatory activation DRM in 2017, but Steam still
lists Reality Pump DLM V2 plus legacy CD-key registration for the current app. Some
installations therefore still show old activation or Steam-key messages. Restart
Steam, use its CD-key action when available and launch again before trying registry
or file-level repairs.

-= If Steam-Key Acquisition Still Hangs =-
A community registry repair remains useful for the specific Steam-key hang, but it is
not an official universal 2.08 fix. Back up the registry first. Under
HKEY_CURRENT_USER\SOFTWARE\reality pump\TwoWorlds2, create a 32-bit DWORD named
VersionD with hexadecimal value 1 inside both Installer and SerialKey, then close
Registry Editor and relaunch from Steam. If activation still fails, restore the
registry backup instead of adding more guessed keys.

-= Old Demo-Mode Advice Solves a Different Symptom =-
Older developer guidance told affected users to delete the TwoWorlds2\SerialKey key
when the game specifically reported too many activations or Demo Mode. Do not use
that deletion preemptively for the modern Steam-key acquisition hang; the two
symptoms require different repairs.

-= Back Up Both Modern and Legacy Save Locations =-
Steam HD installations commonly use Steam\userdata\\7520\remote for new
saves, while older PC saves can remain under C:\Users\\Saved Games\Two
Worlds II. Close the game and copy both locations before migration or
troubleshooting; a fresh test save and its timestamp will show which location the
current launch is actively writing.

-= Protect Local Saves before Letting Steam Cloud Resync =-
Steam Cloud is available for the current app. When restoring or replacing a save,
exit the game, preserve a copy outside Steam\userdata, make the local change, launch
and verify the slot, then allow normal synchronization only after the result is
correct. This prevents a bad sync decision from becoming the only copy of the
character.

-= A Connected XInput Pad Can Take Over the Interface =-
If keyboard and mouse input appears dead while a controller is connected, the game
may have switched to its XInput interface. Open the console and enter
interface.XInputEnable 0 to force keyboard/mouse input; use interface.XInputEnable 1
to restore the gamepad interface.

-= Make the Keyboard/Mouse Override Persistent =-
Create a Parameters folder beside TwoWorlds2.exe, then create autoexecGame2.con
inside that folder containing interface.XInputEnable 0. Use this only when you
deliberately want the gamepad interface disabled every launch. Remove the file or
restore the value to 1 when you want controller handling back.

-= Missing PhysX Components: Use the Bundled Installer First =-
If the game or a later expansion fails around a missing PhysX component, verify the
Steam files and run the legacy PhysX installer supplied with the game before
downloading DLLs from unrelated sites. The bundled installer preserves the dependency
version expected by this older engine and is the safer first repair.

-= Shattered Embrace Problems: Verify 2.07.3 before Workarounds =-
Shattered Embrace received an official 2.07.3 update that repaired a large set of
quest, audio and progression defects. If an SE walkthrough describes a launch-era
blocker, confirm the expansion is updated and retry the affected quest state before
using console commands or editing files.

-= Isolate Shattered Embrace When Launching or Saving Breaks =-
Recent Steam reports show the base 2.08 game working while Shattered Embrace can make
some installations fail to launch or crash around save/menu operations on its older
2.07.3 branch. Back up the saves, disable Shattered Embrace under Steam -> Properties
-> DLC, restart Steam and test the base game. If the failure disappears, keep the DLC
disabled while protecting the healthy saves. This is a reported branch-specific
workaround, not an official universal fix.

-= Do Not Copy Original Two Worlds Console Advice into This Game =-
The first Two Worlds uses a different cheat vocabulary and activation rule. Similar
command names make old lists look plausible, but they are not automatic evidence for
Two Worlds II HD. In particular, use cotcheats on the current HD branch rather than
the first game's TwoWorldsCheats 1 instruction.

Reference:
----------
-= Difficulty =-
* Easy / Medium / Hard are chosen during character creation.
* The normal campaign does not offer a later difficulty change.

-= Core Controls =-
* 1-0 - assigned HotKeys outside the special combat-attack context.
* F - arm / ready the weapon.
* R / T - switch among the three prepared equipment sets.
* H - call the horse when available.
* N - use the normal healing-potion shortcut.
* M - use the normal Mana-potion shortcut.
* X with bow drawn - switch Field / Sniper mode.
* A / D while sailing - steer with the rudder.
* W / S while sailing - adjust boom / sail position.

-= Attribute Roles =-
* Endurance - maximum Health.
* Strength - physical damage, carrying capacity and some heavy-armor access.
* Accuracy - ranged weapons and projectile-oriented magic access.
* Willpower - maximum Mana.

-= Crafting Rules =-
* Metallurgy 10 unlocks the specialist weapon, armor, archery and shield craft
  skills.
* Five normal Fusion slots accept skill crystals.
* The sixth Sealing Crystal slot locks the item against further Fusion.
* P.A.P.A.K. allows only three simultaneous buffing potions.

-= Expansion Order =-
* Two Worlds II HD - base campaign.
* Pirates of the Flying Fortress - separate expansion path; import at level 42+.
* Call of the Tenebrae - later single-player story chapter.
* Shattered Embrace - continues directly after Call of the Tenebrae.
* Echoes of the Dark Past I/II - multiplayer map/adventure DLC, not story campaigns.

-= Multiplayer Modes =-
* Adventure - seven-chapter cooperative multiplayer campaign.
* Duel - one-on-one PvP.
* Deathmatch - team combat.
* Crystal Capture - collect the most Azure Crystals; Skulls destroy nearby crystals,
  while Green Gems flip Azure Crystals and Skulls into each other.
* Village Mode - settlement management; opens at 10,000 online Auras.

-= Multiplayer Entry =-
* Main Menu -> Network - EarthNet login/account and multiplayer-character entry.
* F10 in the multiplayer environment - online create/join menu.
* Official co-op uses dedicated multiplayer adventures, not the full single-player
  campaign.

-= Console Essentials =-
* cotcheats - enable current HD cheat mode; keep it off achievement characters.
* AddGold  - add Auras.
* SetGold  - set the Aura total.
* AddSkillPoints  - add Skill Points.
* AddParamPoints  - add Attribute / parameter points.
* GOD 1 / GOD 0 - God Mode on / off.
* IMMORTAL 1 / IMMORTAL 0 - immortality on / off.
* ResetFogAll - reveal the world map.
* ec.addobjecttoinventory   - generic object-spawn syntax.

-= Save Locations =-
* Modern Steam HD: Steam\userdata\\7520\remote.
* Legacy local path: C:\Users\\Saved Games\Two Worlds II.
* Back up both when the active write location is uncertain.

-= Guild Quest Counts =-
* Brotherhood / Warriors Guild - 11 reputation quests; Arena fights are separate.
* Merchants Guild - 11 quests.
* Thieves Guild - 9 quests.
* Mages Guild - 13 quests.
* Necromancers Guild - 10 quests.

-= Runestone Set =-
* Orcish Runestone. - Creepy Den near Bayan.
* Elven Runestone. - Maladorous Cavern southwest of Bayan.
* Human Runestone. - Ancient Tombs beyond the Swallows region.
* Dwarven Runestone. - Mystical Den near the Swallows border.

-= Cheatbook Contributors =-
This file honors the players who contributed their discoveries to this Cheatbook
entry.

Submissions by: Mazid, Alex Yakovlev, krafor.
Updates by: Nsaidul.

Thank you to everyone who took the time to share their discoveries!
 
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