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Major Areas

Crash Site
Shrouded Hills
Dernholm
Black Root
Tarant
Black Mtn Mines, 1-2
Black Mtn Mines, 3-4
Ashbury
Isle of Despair
Wheel Clan, Main Lvls
Wheel Clan, Lwr Lvls
Stillwater
Qintarra
Caladon
Roseborough
T'sen-Ang
First Panarii Temple
Tulla Exterior
Tulla Interior
Vendigroth Ruins
Vendigroth Ruins, 1-2
Vendigroth Ruins, 3-4
The Void, Outer Plains
The Void, Exiles
The Void, Inner Lair
















CRASH SITE
1 - Starting Location

As soon as the game starts, Virgil will rush up to you and begin speaking. He'll tell you that
you're the "Living One" (the reincarnation of Nasrudin), and he'll suggest that you seek out
his mentor, Elder Joachim, in Shrouded Hills. Go ahead and agree. If you're planning to
maintain a magical or neutral aptitude, then Virgil is a worthwhile companion.

Also at this spot you'll find the body of Preston Radcliffe, the man who was speaking to
you during the opening cinematic sequence. Click on his body and take the Matchbook
from the Roseborough Inn and Preston Radcliffe's Passport.

2 - Body of Wilhemina Carpenter
You'll find Wilhemina's Note to Jared. Jared works as a guard at Vermillion Station in
Tarant. You can deliver the note to him later in the game.

3 - Body of Isaac Zapruder
You'll find a camera. You can use the camera in a later quest.

4 - Wrecked Plane
Notice that the plane has a plaque that reads, "Maxim Machinery, Caladon." Also be sure to
click on the dead ogre pilot and take its amulet. You'll later learn the amulet bears the
symbol of the Molochean Hand.

5 - Kite Shaman
Even though he's listed as level 12, you and Virgil should be able to take him. Once he's
dead, don't forget to loot the chest next to him.

6 - Altar
The altar reads, "And the spirit of Nasrudin shall be reborn on wings of fire in hills
shrouded in fog, and fight the last battle with the evil one."

7 - Encounter
A man will come up to you and ask about the crash. If you let Virgil do the talking, he'll
drive the man off. If you do the talking, you'll discover the man is an assassin, sent to make
sure there were no survivors in the crash. If you kill him, you'll find that he's wearing an
amulet identical to the one you found on the ogre pilot.

Exits:
A. Exit to the world map. If you want to get some extra experience, instead of using the
world map you can continue down the path out of the Crash Site. You'll find some wolves
and ailing wolves to fight along the way.
B. Exit to the Crash Site Cave.







Shrouded Hills
1 - Constable Owens

You'll only find the constable outside during the day. If you tell him about the zeppelin
crash, he'll organize a search party (but nothing seems to happen). If you ask him about the
ring, he'll suggest you talk to Ristezze the Importer (#3). If you just ask him about the town,
he'll tell you about Bessie Toone and her mine.

The constable will also ask you to complete a couple quests:

a) Roust the thieves from the bridge (#14). (Accepting this quest will prevent you from
getting a quest from the thieves.) You'll have to do something with the thieves no matter
what, since crossing the bridge is the only way to progress further into the game, but
whether you side with the constable or the thieves is up to you. If you dispatch the thieves
and return to the constable, you'll earn 1000 experience and 50 gold, plus receive a bonus to
your alignment.

b) Fix the steam engine. If you broke the steam engine to complete one of Jongle Dunne's
quests, then the constable will ask you to bring him a special sprocket so he can fix it. The
sprocket you need is the "...groth" sprocket in the Bessie Toone Mine. When you sell it to
the constable for 100 gold (and perhaps more with the haggle skill), you'll receive 800
experience, plus receive another bonus to your alignment. But note: When you complete
this quest, Jongle Dunne will become upset with you, and you won't be able to complete his
second quest if you haven't completed it already.

2 - William Radcliffe

He'll ask you about the zeppelin crash and claim to be the brother of Preston Radcliffe. He's
another assassin so it doesn't matter what you say to him. It doesn't even matter if you give
him (or sell him) G.B.'s Ring. You'll just describe the ring to people in the future rather
than show it to them. However, you can get a better price for the ring by selling it to
Ristezze (#3).

3 - Ristezze Imported Goods

Inside, you can ask Ristezze about the ring Preston Radcliffe gave you at the start of the
game (G.B.'s Ring). If you ask who G.B. might be, then ask if anyone in town might know
who the ring belongs to, then say the ring was given to you by a victim of a zeppelin crash,
and then say you were the only survivor, Ristezze will give you 50 gold. He'll also offer to
buy the ring from you for 150 gold. Go ahead and take the money. You don't actually need
to keep the ring. In the future you'll simply describe the ring to people rather than show it to
them.

Finally, when you ask Ristezze where P. Schuyler & Sons might be found, he'll make you a
deal: give him a camera or an item of Bessie Toone's (Bessie Toone's Boot), and he'll give
you the information you seek. You can find the camera at the Crash Site and the boot at the
Bessie Toone Mine (Exit B). Both objects can be used in later quests, but the boot is the
better object to give him. That's because once you give the object to him, it will go into his
shop inventory, and the boot is much cheaper to buy back than the camera. When you give
the object to Ristezze, you'll earn 1200 experience, and he'll tell you that you can find P.
Schuyler & Sons at 44 Devonshire Way in Tarant.

If you don't want to deal with Ristezze for some reason, you can also steal a key from him.
The key unlocks the door to his back room. In a cabinet there you'll find a receipt from P.
Schuyler & Sons and a map showing the location of Tarant. You can also find a chest in the
back room. It contains Ristezze's stock, but not his money. However, you can take objects
from his chest, sell them to him, and then repeat to get his money.






4 - Gurloes' Metalworkings

Out front you can talk to Lloyd Gurloes the Blacksmith. He buys armor and weapons, and
he'll give you a quest to find some pure ore. Rarely, you can find some in the Bessie Toone
Mine before completing the Bessie Toone quest (#15), but usually you'll have to make your
own, or wait until you put Bessie Toone's ghost to rest. Once you give the ore to Gurloes,
you'll receive 800 experience and a fine steel dagger (after about an hour).

Gurloes is carrying a key that works much like Ristezze's (#3). You can use it to get free
equipment and as much money as you want.

5 - Slim Pickens

This is the general store. It gives better prices than Ristezze's shop (#3).

6 - First Bank of Shrouded Hills

7 - Shrouded Hills Inn

In the main room you'll encounter Jacob Bens. He'll ask you to help him rob the bank. This
is a quest that you should refuse, even if you're a thief. Robbing the bank, even if done
discretely, can turn the entire town against you. But if you really want to do it, then agree to
Bens' deal where he gives you the combination to the safe in return for half of the loot.
Then go to the bank, wait there until nightfall, and steal the key from the bank teller while
she's sleeping. The key unlocks the room with the safe, and you should be able to open the
safe if you have the combination. Then just give Bens his share to complete the quest. You
can also bypass Bens by stealing the combination from him.

Next to Bens you'll find the half-ogre Sogg Mead Mug. If your charisma is at least 9, you
can convince him to join you. He's a quality fighter, and he doesn't care if you're good or
evil.

At the end of the hall you'll find Brother Joachim's room. You'll discover two dead
assassins inside (both with Molochean Hand Amulets), along with a note to Virgil. Right
click on the note to read it, and then leave its window open until Virgil speaks to you.
You'll learn a little more about Virgil and Brother Joachim, and you'll find out you should
expect a telegraph from Brother Joachim when you reach Tarant.



8 - Jongle's Enchantments

Jongle Dunne the owner will give you two quests:

a) Destroy the town's steam engine. You'll find the steam engine in the temple (#9). When
you complete the deed and return to Dunne, you'll receive 800 experience and two healing
potions, but you'll lose alignment.

b) Pick up a package from Charles Dolan in Dernholm. Dunne will mark Dernholm on your
map. When you bring back the package you'll receive 800 experience and 70 gold.

9 - Temple

At the back of the temple you'll find a dwarf technologist named Hervor and a steam
engine. If you accepted the quest from Jongle Dunne (#8) to destroy the steam engine, then
you'll need to "kill" the control box in front (you can highlight it with your mouse).
Dynamite works well for it. You can also just use your fists and then heal as you need to. If
you decide to destroy the steam engine then you should also kill Hervor. You'll lose
alignment, but if you don't kill him he might report your treachery to the constable. He'll
probably attack you anyway.


10 - General Practitioner

Inside you'll find Doc Roberts. If you ask him if there's any work to be had, he'll tell you
that the Bowen gang is planning to rob the bank, and he'll ask you to help him defend it.
When you agree to help, Doc Roberts will walk over to the bank. Then when you talk to
him next (provided it's daytime) the bank robbery will start.

You'll find three robbers inside the bank, but with Doc Roberts and the bank employees on
your side, you should have a relatively easy time killing them. Once they're dead, loot their
bodies for some good equipment, and then talk to Doc Roberts again. If you asked for a
magical reward before, you'll receive an enchanted sword. If you asked for a technological
reward, you'll receive a revolver. Otherwise, you'll receive an axe. You'll also earn 1000
experience and gain some alignment, and you'll become the Hero of Shrouded Hills.




11 - Herbalist

If you ask Gaylin the owner about work, she'll ask you to retrieve the Amulet of N'Tala.
However, she won't have any idea where it might be. You'll find it eventually in Stillwater
being worn by an elf named Myrth. If you rob or kill Myrth to get the amulet, then you'll
earn 1700 experience and 1000 gold if you give it to Gaylin. Gaylin will also reward you by
letting you know where the elven city of Qintarra is located. However, the Amulet of
N'Tala gives (+1) ST, (+1) CN, and (+100%) healing rate, so if you found Qintarra in
another way, you might want to keep the amulet for yourself (or steal it back after you give
it away).

12 - Gypsy

Gypsies sell magical items and potions. They can also identify items for you.

13 - Bridge Materials

14 - Lukan the Witless (to the northeast)

It seems Lukan and his half-ogre comrades are charging a toll from anyone who wants to
cross the bridge. There are four ways to get past them:

a) You can pay the toll (1000 gold), although it's probably more than you can afford.

b) You can circle around Lukan and steal his key to the gate.

c) If you didn't accept a quest from Constable Owens to get rid of the thieves, you can get a
quest from Lukan to destroy the bridge materials down the coast to the south (#13). If you
do that and return, you'll earn 1000 experience but lose alignment, and Lukan will give you
the key to the gate blocking the bridge. Lukan will also tell you about the Thieves
Underground and suggest you might be able to learn more about it in the taverns of Tarant.

d) If you have at least 1 rank of persuasion, you'll get the dialogue option, "I may be able to
persuade you otherwise." Then pretend to be with the Thieves Underground, but avoid
talking about leaders and handbooks. You'll be able to convince Lukan that he's
encroaching on someone else's territory, and he'll be so anxious to leave that he'll give you
200 gold. You'll also earn 800 experience and a fate point. Now if you want, you can kill
him before he leaves (see below) and earn another fate point that way.


e) You can kill the thieves. If you're a pure melee character, you can probably defeat the
thieves without any problem. For other characters, it's probably easiest to use some of the
explosives found in the Crash Site Cave. Even if you have no throwing skill, you can still
use the grenades, but you might completely miss the thieves. So save first and then try
attacking them, and load if necessary. If you can hit Lukan with an explosive grenade and
one of the half-ogres with a stun grenade, you should have an easier time with the battle.
You should definitely kill the thieves if you're a half-ogre, or if you're planning to add one
to your group. Both half-ogre thieves have large leather armor, and there aren't many places
where you can find large armor.


15 - Percival Toone's House

Percival Toone is the son of Bessie Toone, who you might have heard about from the other
townspeople. When you talk to Percival, he'll ask you to put his mother's ghost to rest, so
the silver mine (Exit B) will start producing ore again.

After you speak to Bessie's ghost and hear her mention the name Sarah, talk to Percival
again to learn that Sarah is his sister (and Bessie's daughter). He'll let slip that she's living in
Dernholm, but he won't want you to talk to her.

When you speak to Sarah in Dernholm, you'll learn that Stanton Importers in Tarant now
owns the mine, and that Bessie is haunting the mine because she's upset the family no
longer runs it. If you then re-acquire the mine for the Toone's, you can either give it to
Sarah (4500 experience and a filament sword, plus a big boost in alignment) or Percival
(1700 experience, 500 gold). Then Bessie will stop haunting the mine, and you'll find pure
ore inside.


Exits:

A. Bridge leading to the world map (to the northeast). When you cross the bridge the first
time, you'll meet up again with the gnome claiming to be William Radcliffe. No matter
what you say (or said before) he'll attack you, and you'll find a note from "G.L." on his
corpse, plus another Molochean Hand amulet.
B. Exit to the Bessie Toone Mine.
C. Exit to the world map (to the west). This exit will only allow you to go back to the Crash
Site and its surrounding areas.



Dernholm
1 - Dolan's General Store

The proprietor is Charles Dolan. If you've been doing quests for Jongle Dunne in Shrouded
Hills, then you'll need to pick up a package from Dolan. Otherwise, he'll operate just like a
normal general store shopkeeper.

2 - Lianna Pel Dar's House

Lianna will tell you a few things about Dernholm and Cumbria, including that King Praetor
wasn't the firstborn son of the previous king. She'll also talk about her father, Warren Pel
Dar, who was the Captain of the Dragon Knights, and who died ten years ago.

Later you'll find Maximillian, the firstborn son of the previous king, on the Isle of Despair.
Maximillian will request you get in contact with Lianna. When you tell Lianna about
Maximillian, you'll receive 1500 experience and some alignment.

Also note that Lianna's weapon is the Sword of Baltar. It's good enough (15-25 HD, 5-15
FT) to use a fate point to steal it.



3 - Newspaper

The newspaper contains a story about Tarant possibly annexing Caladon. It can play a part
in a quest in Black Root, so you should hang onto it.

4 - Rupert's House of Well-Worn Effects

Rupert is a junk dealer.

5 - Jayna Styles' House

Jayna is a technological healer. If you have a positive technological aptitude, you can get
her to join you (ask her how her studies are going). Jayna will earn degrees from the
herbology and therapeutics disciplines. You can loot the chest in the house without Jayna
minding.

6 - King's Inn and Pub

Outside the inn, as you approach the door, a halfling will grab you and ask for a donation.
If you give him 10 coins you'll gain a point of alignment.

Inside, the conversations from most patrons are decided when you talk to them, and so if
you save first you might be able to get a donation or win a bet. You can also talk to a
gnome named Vollinger next to the bar. He'll offer to join your party, but Virgil will warn
you against it. Virgil's right -- Vollinger will eventually turn against you -- but until then
he'll act as a gunslinger and learn schematics from the gun smithy and chemistry
disciplines.

7 - Sarah Toone's House

If you've talked to Percival Toone in Shrouded Hills, then you'll recognize Sarah as
Percival's sister and Bessie Toone's daughter. Sarah will tell you about the silver mine, how
Percival sold it and how Bessie killed herself because she only wanted it to be run by
Toones. Further, she'll tell you that Stanton Importers at 25 Lion's Head Circle in Tarant
bought the mine, and she'll ask you to return the deed to her.

If you decide to help Sarah rather than Percival, you'll receive 4500 experience, afilament
sword and a big boost to your alignment when you return the deed to her. If you help
Percival instead, you'll receive 1700 experience and 500 gold. Once the mine is owned by a
Toone again, Bessie will stop haunting it, and you'll find pure ore inside.


8 - Wallow's Quality Armor

9 - Gladys' House

Gladys will tell you that a family heirloom -- a silver ring that belonged to her grandmother
-- is missing, and she'll suggest you talk to Archibald at the docks (#10) for more
information about it. Archibald will admit to having the ring but refuse to give it to you.
Further, he'll threaten to have his son Bernard thrash you. So go outside and talk to Bernard
(#11). He'll tell you the history of the ring, and how Gladys and Archibald have been using
it to "communicate" with one another. Go back to Archibald and tell him you think Gladys
is attracted to him, and he'll give you the ring. Then when you return it to Gladys you'll
receive 1600 experience and a boost to your alignment.

If instead of talking to Archibald and Bernard you killed Archibald for the ring, you can
still complete the quest. However, you'll have to tell Gladys that Archibald gave you the
ring. Then you'll receive 800 experience and some alignment.


10 - Archibald's House

11 - Bernard

12 - Barracks

13 - Sir Garrick Stout, Captain of the Guard

He's the Melee Master.

14 - Palace
Inside you can talk to King Praetor. He'll ask you to collect taxes from Black Root, and he'll
mark Black Root on your world map. Once you pick up the taxes from Black Root and
return them to the king, you'll receive 800 experience and 200 (or 275) gold.

You can also ask King Praetor for a second job. If he finds you trustworthy, he'll tell you
that his daughter Aria has taken up with Auguste Farad, prince of Arland, and is probably
with him in Caladon. Then he'll ask you to check up on her, and he'll suggest you talk to a
dockhand to learn about the ship she took.


So go to Bernard (#11) and ask him about the princess. He'll tell you that the ship sailed
during awful weather, and that it is late in returning. Further, if you talk to Prince Farad in
Caladon you'll find out that Aria isn't there, either. However, the prince will mention that
the ship was supposed to have sailed past Razors Pointe.

At Razors Pointe you'll find, probably without surprise, a shipwreck and the body of
Princess Aria. Check the princess' body to find an amulet given to her by Prince Farad.
Even if you haven't gotten a quest to find Aria, discovering her body will trigger the quest
for you, allowing you to earn the rewards.

When you return to King Praetor to tell him the news, you'll receive 800 experience and
250 gold, plus a lot of alignment if you tell him the truth. If you lie to him and say Prince
Farad killed Aria, then Praetor will offer you 500 coins to kill the prince. However, this
option appears to be broken. If you kill the prince, Praetor won't acknowledge the event or
give you the reward.

You can also tell Prince Farad the bad news, and he'll give you 1000 gold, plus perhaps 300
more if you're greedy.

15 - The Pit

If you've received a quest to find Tollo Underhill in the dungeon beneath Dernholm, then
aggravating the guards next to the pit will get you thrown in. Otherwise the guards will
threaten to throw you in but not do anything. You can also get into the dungeon through
Exit B. Once you get into the pit you'll find a door leading into the dungeon.


Exits:

A. Exit to the world map.
B. Stairs down to the Dernholm dungeon (to the northwest). If you have trouble locating
the stairs, start at the statue near the entrance to the town, hold down the left and up arrow
keys, and keep clicking the upper left corner of your screen. You should find the stairs next
to a tree.





Black Root
1 - House

Inside you'll find a note from Tyron reading, "The crow is in danger." This is part of the
Matt de Cesare quest in Tarant.

2 - Tugal the Hedge Wizard's House

You might get a quest from the thieves (#21) to rob him. Otherwise, he isn't important for
anything.

3 - Deirdre's Charms and Magickal Potions

4 - Annabelle's Galley

Inside the bar you'll find Clarissa Shalmo, Master of Throwing. She'll tell you that she's
looking for Azram's Star, a thrown weapon with five blades. If your throwing skill is high
enough, she'll ask you to retrieve it for her from K'Na Tha. Completing that quest will make
you a master of throwing.

Next to Shalmo you'll see Kietzel Pierce, the Master Bowman. He'll ask you to track down
a student of his named Dudley Crosston, and tell him that Pierce has moved on to Caladon.
You can find Crosston in Dernholm. He'll only be labeled as an "elite bow guard" so you'll
have to keep talking to them until you recognize one as Crosston. Of course, Crosston won't
really care what you have to say. This is a quest to make Pierce happy if you decide to
become a bow master.


5 - Drop Yer Anchor

If you tell Daniel Hallaway the innkeeper that his prices are too high for you, he'll give you
a quest retrieve his strongbox from Garret Almstead the blacksmith (#7). Of course,
Hallaway and Almstead are in the middle of a dispute, but you can convince Almstead that
Hallaway has been a good customer in the past and will probably be a good one in the
future, and he'll let you have the box for 80 gold. You could also try killing Almstead for
the box, or stealing it from him (it's in the chest next to the door). When you return the box
to Hallaway you'll receive 3100 experience, plus gain a little alignment, and you'll be able
to stay at the inn for free.

6 - The Dancing Needle

7 - The Steadfast Anvil

If you ask Garret Almstead how a half-orc became a blacksmith, and then tell him you're
sorry for his loss, he'll give you a pair of dwarven gauntlets.

8 - Inventor's House

The inventor sometimes sells interesting technological items.

9 - Grunwalde's House

Grunwalde creates poisons. You might need a poison from him to complete a quest for the
thieves (#21). Grunwalde is also wielding an envenomed sword, a pretty good melee
weapon for technically-minded characters.

10 - Franklin Payne's House

Payne will only show up after you've visited T'sen-Ang and learned the fate of the Black
Mountain Clan. If you ask him the most dangerous place he's ever been, he'll say Thanatos.
At that point you can invite him to come along with you to Thanatos, even if you joined the
dark elves and thus can't go to Thanatos. Payne is level 36 and is good with guns. He's also
carrying an elephant gun and mithril chainmail, so you might want him to join briefly just
to get his equipment.


11 - The Cameron House

When you talk to Mrs. Cameron, she'll tell you that her son Liam has gone missing from his
workshop. Then she'll mark the location of his workshop on your map. After you find
Liam's body and destroy the portal he discovered, go back to Mrs. Cameron and tell her the
bad news, but also let her know Liam's death wasn't in vain. You'll receive 4600
experience, plus a boost to your alignment, plus either a mage's dagger or a chapeau of
magnetic inversion (the latter reward depends on your aptitude).

12 - Mayor's House

If you're working on the tax quest for King Praetor of Dernholm, then the mayor will tell
you that Black Root is now allied with the Unified Kingdom (that is, Tarant) and doesn't
plan to pay any taxes to Dernholm. There are three ways you can change his mind:

a) You can show the mayor the newspaper from Dernholm, and suggest he might want to
keep Black Root out of the coming conflict between Tarant and Caladon. (For some reason
the dialogue option for giving the newspaper to the mayor doesn't always appear. If you
have that problem, try putting the newspaper in your main character's inventory, reading it
again, and then exiting and re-entering the area.)

b) You can steal the taxes from the mayor's inventory, and then point out his Tarantian
guards couldn't even protect him from petty thieves.

c) You can retrieve the mayor's ceremonial dagger from the thieves (#21). If you take this
option you'll receive 800 experience plus gain alignment.

13 - Halfling Wizard

The first wizard will introduce you to an ancient game. Agree to play, and then answer the
riddle he asks you (clock). The second wizard is west of the thieves (#21). When you
answer his riddle (spring), he'll direct you to the third and final halfling to the north. When
you answer his riddle (fire), you'll receive 800 experience and a mysterious gem. The gem
causes a level 50 halfling to appear.

14 - Theriacal Herbs

15 - Captain's Quarters

16 - Seaside Salvage

17 - The Sour Barnacle

At the bar you can speak to Dante, the former head of the Church of Cumbria. If you're
working on the tax quest for King Praetor of Dernholm, if your level is high enough (9 isn't
enough), and if you're not evil, then he'll join you.

18 - Herkemer Oggdoddler's House

You'll find Herkemer wandering around outside of his house. If you let him tell his war
stories for long enough, he'll offer to give you expert training in melee, dodge, firearms,
and spot traps.

19 - Master Shipbuilder

At one point in the game you might need to buy a ship.

20 - Train

The train can take you to Tarant or Ashbury. Tickets cost 75 gold per party member. If your
magical aptitude is high enough, you'll have to use the "Mage's Caboose." You won't be
able to use the train at all if you have Dog / Worthless Mutt with you.
21 - Thieves

If you've already picked up the taxes from the mayor (#12), then there isn't anything you
can do with the thieves, other than ignore them or kill them. If you still need the taxes, and
if you took the mayor's quest to get his ceremonial dagger back from the thieves, then you'll
have a few ways to do it:

a) You can kill the thieves for it. If you decide on this course, don't walk up and talk to D'ak
Taan (the leader of the thieves) and initiate combat through conversation. That will just get
you surrounded by thieves and probably killed. Instead, start from the southeast and work
your way toward D'ak Taan. You should be able to split up the battle this way, and fight the
thieves one or two at a time. Once the thieves are dead, check D'ak Taan's corpse for the
dagger.

b) You can steal the dagger from D'ak Taan.

c) You can buy the dagger for 300 (or perhaps less) gold.

d) You can rob the hedge wizard (#2) for the thieves. (This is the "good thief" option.) You
don't actually have to be a thief for this. You can just kill the hedge wizard if you want.
You can also talk to him and then strike up a deal where he gives you a scroll of summon
undead and you use it to defeat the thieves. The scroll creates a level 50 undead creature to
help you, and it makes defeating the thieves much easier. If you rob the hedge wizard, then
you'll earn 800 experience and lose a lot of alignment when you return to the thieves.

e) You can purchase poison from Grunwalde (#9) for the thieves. (This is the "master in
commerce" option.) Just tell Grunwalde you have a rat problem, and then upgrade the rats
to orcs. Grunwalde will charge you 100 gold. If you don't want to pay that much, you can
just kill Grunwalde for the poison, and also pick up his envenomed sword. When you give
the poison to D'ak Taan, you'll receive 800 experience but lose a lot of alignment (the same
reward as with option "d").







Tarant
1 - Steamrail Station

The steamrail stations allow you to quickly move about the city, and they only cost you 5
gold.

2 - Cassandra Pettibone

During daylight hours you'll find a woman in a purple dress standing on the corner. When
you talk to her, she'll ask you to meet her at her house (#3) for a private conversation.

3 - Pettibone Residence

When you speak with Cassandra Pettibone in her residence, she'll ask you to steal an elven
funerary stone from the Elven Ruins, and she'll mark the location on your world map. She'll
offer to pay you 250 gold, but you might be able to bump that up to 300 with the right
dialogue options. After stealing the stone and returning it to Pettibone, you'll receive 1000
experience plus your reward money, and you'll lose some alignment.


4 - Thieves Underground Contact

If you talked to Lukan the Witless in Shrouded Hills and learned of the Thieves
Underground, then talking to the man in the alley will get you an introduction to Thaddeus
Mynor (#46). If you didn't talk with Lukan, then the man will approach you after you
complete Cassandra Pettibone's quest (#3).

5 - Castleton's General Store

6 - Thurston's Fashion Palace

7 - Matthew Jameson

You'll find Jameson loitering next to the sewer entrance. If you talk to him, he'll tell you
that he lost his wedding ring in the sewers, and he'll ask you to find it. Once you return the
ring to Jameson, you'll receive 1200 experience, 150 gold, and some alignment.

8 - Garringsburg Residence

When you speak to Evelyn Garringsburg inside, she'll tell you that a painting titled
"Kerghan and Persephone" was stolen from her. If you ask her about the crime, she'll
mention that her husband might have talked about the painting while drunk, and if you read
the newspaper on the floor, you'll learn that the husband is a member of the Wellington
Gentlemen's Club (#13). (You'll also learn the painting is worth 50,000 gold, making the
300 gold reward money seem a little low.)

At the club, you can bribe the doorman to get a copy of the guest list. You'll see that the
only non-member there the night the husband blabbed about the painting was a man named
Rorry Limes. If you check at the Hall of Records (#35), you'll discover Limes lives at 57
Mulligan Bone Alley (#55).

Also, you should talk to the dark elf noble inside the club. He'll give you a note to deliver to
36 Low Dervish Road (#44), but he'll instruct you not to read it. The note reads, "57
Mulligan Bone Alley." So there are two ways to figure out the location of the painting. At
36 Low Dervish Road, if you didn't read the note then you'll receive 1000 experience and
100 gold, but you'll lose a little alignment. If you did read the note then the thieves there
will attack you. It's okay to deliver the note as requested, and then force attack the thieves
to earn maximum experience. The leader has Rorry Limes' passport.

At 57 Mulligan Bone Alley you'll find a half-ogre with a key. Kill him or rob him to get the
key, and then use it to enter the back room and retrieve the painting from the chest there.
When you return the painting to Evelyn Garringsburg, you'll receive 1200 experience, 300
gold, and some alignment.

9 - Mooreland Residence

10 - Halster Residence

11 - Willoughsby Residence

Lorham the bodyguard will tell you that Edward Willoughsby is away at Caladon on
business. Willoughsby won't appear until after you visit Qintarra, and then he'll
immediately leave for his office at City Hall (#35).

Perriman Smythe will appear at the same time as Willoughsby (he's the guy who appears on
the loading screen with the Arcanum Tales magazine cover). He'll tell you a little about the
wizard city of Tulla, and he'll agree to join you if you ask. Smythe is a level 25 spellcaster
with knowledge of the fire, necromantic white and phantasm colleges.

In the back room of the residence there is an exit into the sewers, but it leads to a nasty
fight against a few mechanized arachnids.

12 - Cemetery

13 - Wellington Gentlemen's Club

If you're a female, the doorman won't let you inside. To get in, you'll need to visit Mr.
Wellington at his residence (#29). Wellington will require you to pay a fee and then "show
your appreciation" before he'll let you into his club. If you don't like his terms, then you can
kill him or rob him to get the invitation.

Inside the club, you'll find some people to talk to: Gurin Rockharrow, Matt de Cesare, and a
dark elf noble. Rockharrow is the Gambling Master. The other two are involved in quests
originating elsewhere (#8 and #28).

14 - Bridesdale Inn

15 - Franklin Residence


16 - P. Schuyler & Sons

Out front you'll find Magnus, a potential follower. He'll tell you that he came to the
Schuylers to find out about a bracelet, but that he hasn't been able to get in to see them.
He'll also tell you some rumors about the Schuylers. Magnus can create pure
oreand balanced swords, so you might want to add him to your group just long enough for
him to make those things for you, if for no other reason.

Inside you'll have to deal with James Kingsford. The first time you talk to him, he'll brush
you off. The second time, if you're persuasive enough, you can convince him you're with
the authorities, and then he'll give you the key to the lower levels. If you're not persuasive,
then you'll have to steal the key or kill Kingsford for it. The easiest way to steal the key is
to wait for Kingsford to go to bed and then follow him into his bedroom and steal the key
while he's sleeping. The trapdoor to the lower levels is in the northern room, next to the
book stand.

The lower levels are covered in their own section, but, generally, you just need to fight a
bunch of zombies while making your way down to the Schuylers, and then find out from
the Schuylers that the "G.B." from the ring stands for Gilbert Bates.

17 - Grant's Tavern

Inside you can find J.M. Morat, the Haggle Master.

18 - Tarant Telegraph

Assuming you read the note from Brother Joachim in Shrouded Hills, you'll receive a
telegraph from him here. This time he'll direct you to Stillwater.

19 - Geoffrey's Gears and Gadgetry / Anna's Herbals

20 - Wallow's Quality Armor

21 - Smythe's Gun Shoppe




22 - Vermillion Station

Out front you can meet Jared, the Captain of the Vermillion Station guard. If you
haveWilhemina's Note to Jared from the Crash Site, then you can give it to Jared. You'll
receive 1700 experience and some alignment for the deed. Then Jared will ask you to go to
the stonecutter's (#54) to arrange for a tombstone for Wilhemina. You'll get 1700
experience and some alignment for doing that, but nothing will happen if you return to let
Jared know.

23 - Train

The train can take you to Black Root or Ashbury. Tickets cost 75 gold per party member. If
your magical aptitude is high enough, you'll have to use the "Mage's Caboose." You won't
be able to use the train at all if you have Dog / Worthless Mutt with you.

24 - Tarantian Editorial Office

Inside you can tell Victor Wright about the zeppelin crash, and he'll pay you 500 (or 800)
gold for it. Telling your story makes you better known, but it doesn't seem to have any
negative consequences. You can also ask Wright for more work, and he'll give you 75 gold
for delivering a note to Mrs. Halster (#10). You'll also receive 1200 experience.

25 - Delores Beston, Seer of the Unnatural

Delores will ask you to find her a new crystal ball. Further, after some mumbo jumbo with
your hair, she'll suggest you go to Madam Toussaude's (#39) to obtain one. When you
arrive at Madam Toussaude's, the seer will already know you're there to take her crystal
ball, and she'll ask you to choose sides.

If you side with Delores Beston, then Madam Toussaude will attack you, and she'll curse
you (-2 charm) when she dies. Then when you take the crystal ball to Delores, you'll
discover that she's a fake and doesn't know how to remove the curse, but you'll receive
1200 experience.

If you side with Madam Toussaude, then she'll hand you a special crystal ball to give to
Delores Beston. When you deliver it, Delores will die. Then when you return to Madam
Toussaude she'll reward you either by telling you the location of the painting in the
Garringsburg quest (#8), or she'll give you a blessing (+1 charm) if you've already
completed the quest.


26 - Fitzgerald Residence

Franklin T. Fitzgerald is the Spot Traps Master.

27 - Sammie White

Keep trading insults with Sammie until you get the option to say, "I think you actually
enjoy insulting people." Then you'll be able to speak to him normally, but this is only
important if you want to get the pickpocket master training.

28 - Thom Grak

He'll ask you to deliver a message to Matt de Cesare, who you can find in the Wellington
Gentlemen's Club (#13). However, when you get there you'll discover that Grak is an
assassin, and he was just using you to lead him to his target. You'll also receive 1700
experience. After you foil the plot (or, more likely, after de Cesare foils the plot without
your help) de Cesare will ask to talk to you outside.

When you continue the conversation, de Cesare will indicate he's in the middle of some sort
of conspiracy, and he'll ask you to find him the skulls of the Ren'ar Siamese twins. You can
find the skulls in a warehouse (#45). When you give him the skulls, you'll receive 3100
experience, and de Cesare will tell you that the Siamese twins were the result of a breeding
experiment. He'll then tell you to seek out Arthur Tyron in Black Root for more
information.

However, when you reach Black Root, all you'll discover is a note from Tyron reading
"The crow is in danger." When you report to de Cesare that Tyron has left Black Root, de
Cesare will simply say to keep looking for him. Eventually you'll find Tyron in Caladon,
and he'll continue the quest from there.
29 - Wellington Residence

30 - Xe'Rad's Magick Armory

31 - Barach's Magerium

32 - Zaramin's House of Darke Magick

This shop is only open at night.


33 - H.T. Parnell's

Inside, there are two people you can talk to: Gar, "the world's most intelligent orc," and
H.T. Parnell, the proprietor. Talk to Gar first, and ask him about teas. If you have at least 2
ranks of persuasion, you can claim green teas are superior to black teas, and Gar will slip
and show his true intelligence. Then you'll learn his true name is Garfield Thelonius
Remington III, and that he's human.

Now talk to Parnell. Ask him about Gar "the human" and pretend to blackmail him about
slavery. He'll ask you to take Gar off his hands. Then when you talk to Gar again, he'll
agree to join your party. If you release him instead, you'll gain a fate point.

You can do two more things with Parnell:

a) Ask him about the Stillwater Giant pelt, and let him tell you about how Franklin Payne
captured it. Then point out that the pelt doesn't look very good any more, and suggest there
might be a way to make money off of it. Together you'll decide on an insurance scam
where you get the pelt and Parnell gets to claim it was stolen. The pelt is necessary for a
quest later (in Stillwater), and this is the easiest way to get it. You can also steal the key to
the case that houses the pelt, or wait until night when Gar and Parnell go to sleep, and break
open the case then.

b) Ask him about the objects in his emporium, and then offer to sell him something exotic.
If you have Bessie Toone's Boot with you, you can then sell it for 250 gold.

34 - The Zoological Society

Inside there are three exhibits. If you click on the sign in front of the dragon skull, the Lair
of Bellerogrim will appear on your world map. If you open up the ancient iron chest (either
by eventually creating the key, or by using a fate point) you'll find a map to "the place of
lost voices" and three ancient iron drums. This is just a piece of the Iron Clan quest, which
is triggered at the Wheel Clan.

You can also talk to Dr. Tristan Fenwick, the head of the society, but nothing much will
come of it. Fenwick is involved in a quest originating in Stillwater, so don't kill him.

35 - City Hall

City Hall includes the Department of Water and Power, Edward Willoughsby's office, and
the Hall of Records (downstairs).

The Hall of Records is useful if you want to look up information about characters, such as
Rorry Limes (#8). It is also required for one quest in the game, so if you accidentally kill
the clerk, be sure to look through the nearby file cabinets.

Edward Willoughsby will only show up in his office after you've been to Qintarra and after
you've spoken to him at his home (#11). If you ask him about the major problems in Tarant
and then ask him what personal measures he's taking, he'll tell you about Sebastian, and let
you know you can find him at the pub in the Boil. This will trigger Sebastian appearing
there. Willoughsby is also the Persuasion Master.

On the lower level of City Hall, you can also kill a couple of rock rats to get to a locked
chest and barrel. Both have about 200 gold in them.

36 - Tarant University

The university contains a library (to the west), a lecture hall (to the east), and an
administrative building (to the north).

In the administrative building, you can talk to Benjamin Gershwin, doctor of phrenology.
He might ask you to find the skulls of the Ren'ar Siamese twins, and he'll suggest they can
be found in the cemetery (#12). But if you go there, you won't find them. Instead, you'll
find the skulls in a warehouse (#45). If you give the skulls to Gershwin you'll receive 1000
experience and 100 gold, but you might want to skip the quest. The skulls are also required
for the Matt de Cesare quest (#28). (Of course, you can always deliver the skulls to
Gershwin and then steal them back.)

Also in the administrative building, Aldous Buxington will tell you a little about the ancient
gods, and even give you a book about them. This is all background information for the
Ancient Gods quest. In the room beyond Buxington, you can talk to Professor Eakins, an
expert in demonology, and the university bookseller, who will sell you manuals. Manuals
improve your technology discipline ratings, as long as you have them in your inventory.

37 - Junk Dealer

38 - Madam Lil's

Inside, ask Madam Lil about her establishment. She'll eventually bring up Belle the sheep.
Decline the option, and then Madam Lil will mention some work you can do for her:

a) Retrieve Cassie's ruby necklace from the Mooreland residence (#9). You'll have to deal
with the Mooreland's maid, Laura. You can pay her for the necklace, threaten her for it, or
persuade her to give it up. You can even persuade her to join Madam Lil's (and receive a
"freebie" later). When you return the necklace to Madam Lil, you'll receive 2500
experience.

b) Collect the debt owed by Mr. Langley. Mr. Langley is the doorman at the Bridesdale Inn
(#14). Langley won't have the money with him, but he will have it in five days. You can
take half up front if you want, but you'll have to wait for five days to get the rest. Once you
get the money and return it to Madam Lil, you'll receive 2500 experience.

c) Deliver a package to Mrs. Halster (#10). You'll only get this quest if you're playing a
male character. Just go to the Halster Residence and drop off the package. You'll receive a
20-gold tip from Mrs. Halster, plus 2200 experience from Madam Lil when you return.

d) Find a Medallion of Beauty. This is the most difficult of Madam Lil's quests, simply
because, even though there are a few Medallions of Beauty in the game, some require
thieving skills, and others appear randomly. You might find one in the Tarant Sewers
(Closed), at the Lair of Bellerogrim, or randomly in just about any chest. If you can
pickpocket, then there are women wearing blue dresses in Dernholm and Black Root who
always have one. When you give the medallion to Madam Lil, you'll receive 2500
experience.

39 - Madam Toussaude's House of Secrets

Madam Toussaude is in a feud with Delores Beston, another seer. Their quest is covered in
#25.

40 - Thieves Underground Fence

After you've joined the Thieves Underground (see #4 and #46), this is where you'll need to
go to drop off the loot you've stolen.

41 - Poone's Flophouse

42 - Ship

Once you have a reason to go to certain locations (like Caladon), you'll be able to book
passage on the ship.

43 - Simon Plough's Warehouse

Out front, Simon will ask you to clear the rats out of his warehouses. Start with the small
warehouse to the west, and then use the key you'll find there to open the big warehouse to
the east. Mostly you'll face lowly sewer rats, but you'll also find a couple prodigious vermin
as well. Once you clear out the warehouses, you'll earn 3100 experience plus gain some
alignment, and you'll be able to use the warehouses for your own stuff. (The warehouses
are located midway between the gypsy and the junk dealer, and they have several
containers, so they make a good base of operations.)

44 - 36 Low Dervish Road

Inside you'll find three men. They're involved in a quest (see #8), so don't kill them yet.

45 - Warehouse

This is the warehouse where you can find the skulls of the Ren'ar Siamese twins (see #28
and #36), but you'll have to fight a nasty wererat and a half-ogre guard to get to them (the
half-ogre only shows up after you talk to Matt de Cesare). You'll find gold on the corpse of
the wererat but nothing on the half-ogre.

46 - Mynor Residence

Inside you'll find Thaddeus Mynor, the leader of the Thieves Underground. If you've met
an Underground contact in the city (such as #4), then you can ask Mynor to let you join up.
He'll give you a quest to prove your worth, to steal a map to the Closed Tarant Sewers from
the Department of Water (#35).

Getting the map is pretty easy if you're a thief. Just steal the key from the clerk in the
Department of Water, and then use it to open the nearby door and chest. The map is inside
the chest. If you're not a thief, then you'll probably have to kill the clerk to get the key,
although it's possible to steal the key with only 1 point (not 1 rank) in pickpocket. When
you give the map to Mynor, he'll pay you 300 gold, and you'll receive 1200 experience.
Mynor will also let you know about the local fence (#40), who you'll need to give objects to
after you steal them. The Thieves Underground quests are covered in their own section.

Once you're a high enough level (20 is enough), Mynor will give you a second quest to
steal a solid gold idol from the barbarians of Kree. He'll even mark Kree on your map.
When you return the idol to him, you'll receive 10,900 experience and 1000 gold.



47 - Gypsy

48 - Stanton Importers

If you've triggered the Bessie Toone Mine quest, then you'll be able to acquire the deed to
the mine from Stanton. However, he won't be carrying the deed on him, so you'll only have
two ways of getting it: purchasing it from him for 350 gold, or convincing him that you're
with the Industrial Council and that there was a problem with the sale of the mine. Then
he'll give the deed to you rather than face a possible investigation.

49 - Water and Power Plant

50 - Appleby Residence

Inside, Cedric Appleby won't have anything to say to you until you have a reason to talk to
Gilbert Bates (that is, you can't do anything with Appleby until after you talk to the
Schuylers). Then he'll complain that Bates is a charlatan and steals all of his best ideas, and
he'll try to recruit you to humiliate and destroy Bates. Completing Appleby's quests to hurt
Bates is one way to learn about Bates (and complete a main quest). The other way is to help
Bates and then talk to him. So decide which course of action you want to take before
completing any quests for either man.

If you follow Appleby, you'll receive the following quests:

a) Destroy the prototype steam engine. The steam engine is in the Bates Engine Factory
(#56), and Appleby will give you dynamite to use on the engine. This quest works just like
Jongle Dunne's quest in Shrouded Hills, except the steam engine here is better guarded. If
you want, you can simply fight your way to the engine and then destroy it, or you can
infiltrate the factory through the door in the back, and then sneak past the patrolling guards
to get to the engine. Regardless, once you destroy the engine and return to Appleby you'll
receive 800 experience and 300 gold. You can also tell Appleby that thievery is more your
style, and skip this quest entirely.

b) Bring back incriminating evidence. If this is your first quest for Appleby, then he'll give
you a key to the mausoleum in the cemetery (#12), and he'll suggest that you use the
passage beneath the mausoleum to get into the Bates mansion. If this is your second quest
for Appleby, then he'll give you a set of servant's clothes and suggest you convince the
guards at the gates of the Bates mansion (#58) that you're a new servant. When you talk to
the guards, your entire party will have to be in servants' clothes, which can be annoying if
you have a large party. Plus, Dog can't dress up as a servant, so you'll have to leave him
outside. You can find more servants' clothes on Appleby and at Thurston's Fashion Palace
(#6), but you might be better off just skipping the ruse and entering the mansion via the
mausoleum. If you use the mausoleum, then you'll find servants' clothes in the room where
you arrive.

Inside the mansion, your target is the master bedroom on the second floor. The easiest way
to get in is to advance time until night and then follow Bates in when he goes to bed. In the
bedroom you'll find a locked chest with a journal inside. The journal talks about how Bates
stole the idea for his steam engine from the dwarves of the Black Mountain Clan, and how
the Black Mountain Clan subsequently went missing. Reading the book will also mark the
home of the Black Mountain Clan on your world map. When you give the journal to
Appleby you'll receive 800 experience and 500 gold, plus you'll gain a fate point and lose a
good chunk of alignment. Betraying Bates might also cause the people of Tarant to attack
you on sight.

51 - Panarii Temple

The priest inside can give you some background information on Nasrudin, Arronax, and the
Void. He'll even give you a funny pamphlet. In the chest next to him you'll find theJewel of
Hebe, a pretty good necklace.

52 - Orc Factory

At some point in Tarant, the headline of the day will be "Anarchist Laborers Take Over
Factory." That's the indication that you can complete the Donn Throgg quest.

When you get to the factory, out front you'll find some city guards led by Captain Wheeler,
plus a gnome councilman named Babcock, and inside you'll find a group of orcs led by
Donn Throgg.

There are a few things you can do here. You can convince Donn Throgg to work with
Councilman Babcock and settle matters in court. You can convince the orcs to attack
Tarant (they'll only attack the guards outside). You can side with Captain Wheeler and kill
the orcs.

The first two options give you a fate point, and the third one (killing Donn Throgg) nets
you two. If you want, you can even convince Donn Throgg to work with Babcock
andthen kill him, and earn three fate points.



53 - Arachnid Warehouse

Inside you'll find four mechanized arachnids. The loot in the room isn't worth the effort to
kill them, though.

54 - Stonecutter's Establishment

55 - 57 Mulligan Bone Alley

Inside you'll find a level 14 half-ogre carrying the key to the back room. The painting from
the Garringsburg quest (#8) is in the back room. Just kill or rob the half-ogre to get the key
and then the painting.

56 - Bates Engine Factory

57 - Bates Warehouse

58 - Front Gate to Bates Mansion

Prior to meeting up with the Schuylers (#16), you won't get anywhere when you try to talk
to the guards at the gate. But once you have a reason to talk to Gilbert Bates, you'll have
three ways to get through: persuade the captain of the gate guards that you're an old friend,
rat out Cedric Appleby (provided you've accepted his quest to destroy Bates' steam engine
prototype), or complete a quest to protect the steam engine prototype.

Note: There are two ways to learn about Gilbert Bates (and complete a main quest). One is
to meet with Bates himself, possibly by first protecting his steam engine prototype. The
other, more underhanded way, involves doing some quests for Cedric Appleby, including
destroying the steam engine prototype. Once you start dealing with one of the two rivals,
you won't be able to deal with the other, so choose who you like before starting on their
quests.

If you need to protect the steam engine prototype, then head on over to the Bates Engine
Factory (#56). The guard out front will let you in. The steam engine to be protected is all by
itself in a room on the northern end. After midnight, three bandits will appear outside the
door to the steam engine. Dispatch them, and then report your success to the captain of the
gate guards (in the morning). You'll receive 800 experience, and the captain will allow you
inside.


59 - Bates Mansion

If you're working with Bates...

... just head up to the second floor and talk to him. You'll learn a few things from him: that
the "gnome" who gave you the ring at the Crash Site was really a dwarf named Stennar
Rock Cutter, that Bates stole his steam engine design from the Black Mountain Clan, and
that the Black Mountain Clan subsequently went missing. He'll then ask you to find out
what happened to the Black Mountain Clan, and he'll mark the Black Mountain Mines on
your world map. Somewhere during the conversation you'll earn 1200 experience.

When you return to Bates after visiting the mines and meeting Gudmund Ore Bender, you'll
receive 2500 experience and 300 (or 400) gold. Bates will then ask you to continue on with
your search, and seek out the Black Mountain Clan on the Isle of Despair. Plus, he might
give you 450 more gold for your troubles, and he'll tell you about Edward Teach, a sea
captain who can take you to the island. Edward Teach is in Ashbury.

Lastly, you might be able to get Chukka to join your group at this point (this seems
somewhat random). Chukka is an excellent fighter, but he gets upset if you do evil things.

From here on out, you can keep giving Bates updates on your progress (and squeeze some
more gold out of him), but everything you do with him now is optional.

If you're working with Appleby...

... then your object is to steal Bates' journal from his bedroom on the second floor. Once
you gain the journal you'll learn the same things as if you had talked to Bates.

Regardless...

You'll get a fate point for entering the Bates Mansion from the underground passage. The
hatch leading to the passage is in the servants' storage room on the eastern side of the first
floor, and it connects to the mausoleum in the cemetery. Appleby (#50) has the key to the
mausoleum.

You'll also get a fate point for killing Gilbert Bates. But note: If you're working with
Appleby, then Bates will disappear after you expose him. So if you want to kill him you'll
have to do it before you deliver his journal to Appleby.

If you kill Bates, then eventually W. Thomas Moreau will show up in front of the
Zoological Society building (#34) and offer to sell you the Bates mansion for 50,000 to
100,000 gold. If you haven't been to Thanatos yet, then you should hang onto your money,
even if such a purchase sounds like a good idea.

Exits:

A. Exit down into the Open Tarant Sewers.
B. Exit to the Boil.
C. Exit down to the Closed Tarant Sewers.













Black Mountain Mines, Levels 1-2
1 - Ore Golem / Rock Sprite

If you attack an ore golem or a rock sprite with most melee weapons, you'll damage the
weapon. So you're better off using ranged weapons, spells, or your bare hands to kill them.

2 - Seething Mass

Seething masses are just like ore golems, except they'll also damage your armor if they hit
you. So plan ahead and remove your armor first.

3 - Dead Thief

On his corpse you'll find a couple scrolls and another note from "G.L."


4 - Forge

There are three barrels in the forge. In them you'll find mechanized gauntlets, eye gear, and
a schematic for the pyrotechnic bow.

Exits:

A. Exit to the world map.
B. Exit between level 1 and level 2.
C. Exit to level 3.
D. Exit to level 4.










Black Mountain Mines, Levels 3-4
1 - Chest with Kathorn Crystals

Most kathorn crystals appear randomly, but here's a place where you're guaranteed to find
them. You should hang onto a couple because you might need them in an upcoming quest
(to get into the Wheel Clan's home).

2 - Gudmund Ore Bender

Gudmund is a little crazy -- he's the one who put all the traps on this level of the mines --
and you won't learn a lot from him, other than comments about "despair" and "betrayers."

But behind Gudmund you'll find the Pillar of Truth, carved by Gudmund when he was
saner. You'll learn that the Black Mountain Clan was banished to the Isle of Despair for
sharing technology with humans (that is, for showing Gilbert Bates the steam engine), and
that Loghaire, the king of the dwarves, and a group of elves were responsible for the
banishment.

The meeting with Gudmund is the main reason for visiting the Black Mountain Mines. If
you're working for Gilbert Bates, then when you return to him he'll introduce you to
Edward Teach, a ship captain who will take you to the Isle of Despair. If you worked for
Appleby or killed Bates, then you'll still need to go to Teach, but you'll have to pay him
money to take you to the Isle of Despair.

3 - Garden

You can find a lot of organic components here.

4 - Chest with Power Axe

Exits:

A. Exit to level 1.









Ashbury
1 - Dog / Worthless Mutt

When you get close enough, a gnome will start kicking a dog to death. The dog can join
your party (it's an excellent melee fighter), so you might want to step in and either buy the
dog from the gnome, or intimidate the gnome into leaving.

If you want the dog in your party, you should head for it first thing in Ashbury so the
gnome doesn't kick it to death when you're not looking.

2 - Ashbury Hostelry

3 - City Hall

Outside, you can talk to Chester Miller, the mayor. He'll explain that he's in a bind, that the
town wants to build a statue to Lord Bettington, but that the townspeople can't decide
anything about it. Agree to help.

Inside City Hall, as soon as you get close enough to the podium, the people nearby will
start asking you questions. Depending on your intelligence and persuasion, they'll either
like or dislike your answers. You'll need at least 10 intelligence for the quest, and more is
better, so buy an essence of intellect from the elven trader (#24) if necessary, and then use
it just before reaching the podium. You should have just enough time to answer all the
questions before the potion wears off.

Here are the best answers:
a) "It is right and fitting that Ashbury should honor its heroes."
b) "Hierarchical design principals require a central location."
c) "An issue of municipal bonds would easily raise the funds."
d) "We will bid the project competitively and take the lowest bidder."
e) "Probably a metal statue of some kind. It will last longer."
f) "Take an inch and you have a mile."
Other answers might work if your persuasion is high enough. If the townspeople like all of
your answers you'll receive 2300 experience, and you'll earn the reputation as an Orator of
Ashbury. The more questions you get wrong, the less experience you'll receive.

4 - Side Arms and Saltpeter

5 - Fenwick's Fine Clothing and Accoutrements

6 - Ashbury Premium Armature

7 - The Crooked Staff

8 - Ashbury Sundries

9 - Evil Witch's House

If you're good-aligned, the evil witch will attack you when you approach her house.

10 - Good Witch's House

If you're evil-aligned, the good witch won't do anything when you approach her house.
Does that seem fair?

11 - Peony's Fyne Herbs

12 - Kendrick Wales' House

The first time you talk to him, Wales will let you know that he's the author of The Curse of
T'sen-Ang, but he won't tell you anything about the book. Later you'll get to read a copy of
the book, and learn how Wales picked up the information to write it.


13 - Scientist's House

Outside the house, you can talk to Theodore. He'll tell you that he contracted a piece of
platemail from the scientist who lives in the house (but who hasn't been seen in a fortnight),
and he'll ask you to go inside the house and fetch it for him. You can find the platemail in
the house's basement, guarded by an automaton. In the chest with the platemail you can
find a schematic that will allow you to make your own automatons.

When you give the platemail to Theodore, you'll receive 800 experience and 200 (or 300)
gold. Since the basic machined plate is pretty good, and the reward is pretty bad, you might
want to keep it for yourself if you have a technological aptitude.

14 - Theodore's House

15 - Geoffrey Tarellond-Ashe

Geoffrey is a necromancer studying Ashbury's cemetery because of the "zombie problem"
it has. He'll tell you that a famous necromancer named Malachi Rench is buried beneath the
cemetery, and that some powerful artifact probably got buried with him, causing the current
problem. At the end of the conversation he'll ask you to deliver the artifact to him, and, if
you're evil, he'll even join you.

After you've explored beneath the mortuary (#16) and found the Gem of Malachi Rench,
you can give it to Geoffrey for 1500 experience and 500 gold.

16 - Mortuary

You can find a pair of fire elementals inside. They're guarding an infernal hammer, but
they're probably more trouble than they're worth, since any time you attack them you'll
damage your weapon, and any time they attack you they'll damage your armor. They're also
tough to kill.

Beneath the mortuary, there are three levels of passages. At the end of the third one you
should find the Gem of Malachi Rench lying on the ground. Nearby in a coffin you can
pick up the mace of the damned.

17 - Train

You can take the train to Black Root and Tarant.

18 - Theo Brightstart

Theo is a throwing expert. He'll give you a couple easy but annoying quests:

a) Kill the three pigs that have been damaging his crops. The pigs are located to the west,
but they're good-aligned creatures, and so any good-aligned companions you have will
complain when you attack them. So tell them to wait, and then attack the pigs. When you
return to Brightstart after completing the task, you'll receive 1700 experience and 50 (or 75)
gold.

b) Put the boulders into the cart. The boulders are big (8x8) and heavy (4000-5000 stone),
so you might want to skip the quest or come back to it when you're stronger. Once you've
put all five boulders in the cart and returned to Theo, you'll receive 1700 experience and 50
(or 100) gold.

19 - Gypsy

20 - William Thorndop

Thorndop is the Firearms Master. He's also of the Halcyon Order, and he'll tell you how the
order helped him to start his penance (for all the years of selfishly using guns) by removing
his thumbs and index fingers. He's carrying a looking-glass rifle, but, obviously, don't kill
him to get it.

21 - Ashbury Prison

Inside the prison you'll find Guido Lightouch and Jerrold Aymes. If you post their bail,
they'll offer to train you to expert status in pickpocket and backstab, respectively.

22 - The Meager Draught

If you run through all of the rumors with the bartender, one of them will put the Ancient
Temple on your world map.

23 - Raymond's Fine Spectacles

If you didn't get a pair of Wheel Clan spectacles from Thorvald on the Isle of Despair, you
can get Raymond Pierce to make them in his shop. Just ask him what sorts of wares he
carries, and then ask him to make you some custom spectacles. He'll charge you 1000 gold
and also require a kathorn crystal.

24 - Elven Trader

Among other things, the elven trader sells Li'tani, which is required for the Ancient Gods
quest.

25 - Barrel

The barrel contains The Hand by Frederick Von Hapsgood. You might need the book when
you travel to the Isle of Despair. Just make sure you don't upset Edward Teach (#26) when
you open the lock on the barrel, since you'll need Teach to get to the isle. If you have to
pick the lock, first stand on the other side of Teach and talk to him. That will turn him
around, preventing him from seeing the chest.

26 - Edward Teach

He'll take you to the Isle of Despair. If you worked with Gilbert Bates in Tarant then he'll
take you for free. Otherwise you'll have to pay 500 gold. Also, realize that you can only
visit the island once, so it's a good idea to save your game before you leave.
27 - Sea Captain

For a price, he'll give you passage to a variety of cities. But you must have visited the cities
or have a reason for visiting them first.

Exits:

A. Exit to the Haunted Castle.






Isle of Despair
1 - Gate Guard

The gate guard won't know anything about the Black Mountain Clan, but he will tell you a
couple things: that the enclave (where you are now) is run by Thorvald Two Stones, and
that Thorvald has a bodyguard named Ogdin.

When you break off the conversation, the guard might also tell you that it's dangerous to
wander around outside the enclave. It seems a magical beast has been prowling around the
area. You can find the beast by first crossing the land bridge (#2) to get to the other side of
the moat, and then following the tracks (#3) to the north.

Eventually the tracks will lead you to a ruined building and a "temporal crusher." The
crusher can freeze enemies for a short period of time, but as long as you have some
companions with you it shouldn't present much of a problem. Once it's dead, you can find a
junk pile inside the building. The junk pile always contains baneful gauntlets(hexed) and
a charmed ring.

When you return to the gate guard to tell him the good news, you'll receive 1200
experience, a serpentine necklace, and a small boost to your alignment. You'll get the
reward whether the guard told you about the beast (and triggered the quest) or not.


2 - Land Bridge

The bridge allows you to cross the moat.

3 - Tracks

If you follow the tracks north you'll find the lair of a temporal crusher (see #1). If you head
east from the tracks you'll run into a trail leading north. At the end of the trail, hidden
behind some foliage next to a tree, you'll find a chest with 1837 gold in it.

4 - Cynthia Boggs

She'll tell you that she was born on the island, and that she has been "abused and treated
like common property" since her mother died. Not surprisingly, she'll ask you to help her,
and she'll tell you about a tribe of nomadic women who live on the island. Then she'll mark
the location of their camp on your world map, and, if you're male, she'll give you a white
scarf to wear so the women in the tribe will know you come in peace.

However, when you visit the tribe and speak with its leader, Lorria, she'll tell you that they
don't want Cynthia in their tribe if she can't make it to them on her own. Then she'll give
you an old revolver to give to Cynthia to aid her in her escape.

When you return to the enclave, Cynthia will be perfectly willing to take the revolver and
try to escape on her own, but she doesn't have any skill with firearms, and so she'll just get
herself killed. If you decide to help her further, she'll join your party, and you'll have to
sneak her to the women's camp. Either way, you'll receive 1500 experience and a boost to
your alignment when you talk to her.

There are a couple ways to get Cynthia out of the enclave. If you're persuasive, then when a
guard stops you and tells you Cynthia isn't allowed to leave, you can tell him that you own
her, and he'll let you pass. If you're feeling violent, you can simply kill all the guards who
try to stop you (this doesn't seem to prevent you from completing any quests). Lastly, if
you're feeling sneaky, you can unlock one of the windows in the outer wall, and then lead
Cynthia through the window after she starts following you.

When you get Cynthia to the women's camp and speak with Lorria again, Lorria will allow
Cynthia to stay. Cynthia will stop following you, and, if you demanded payment when you
first talked to her, she'll give you her locket (which isn't useful for anything). You won't get
any more experience.


As an alternative, you can also take Cynthia with you when you return to Ashbury. This is
possibly the best solution for her, and you might even get a fate point for it. (I've heard
people say you get one, but I've never gotten one myself. If you know exactly how to get
the fate point, please let us know.)

5 - Norian's House

Norian brews potato moonshine, and he'll ask you to deliver a jug of it to Maximillian, who
lives north of the enclave (he'll mark the location on your world map). When you reach
Maximillian, it's easy enough to give him the moonshine and get a receipt for it, but you
should also talk to him. He'll be reluctant to speak with you, but if you take the dialogue
option starting with "Every man has his secrets...." then he'll open up and tell you about
himself.

You'll learn about the downfall of Cumbria (which should be familiar if you've been to
Dernholm and Black Root), and you'll learn that Maximillian is really King Praetor's older
brother, and thus the real heir to the throne. You'll automatically convince him to return to
Cumbria, and he'll ask you to find a man named Warren Pel Dar, the captain of the Dragon
Knights, and tell him that Maximillian is on the Isle of Despair. If you've already met
Warren's daughter Lianna Pel Dar in Dernholm, then you'll be able to tell Maximillian that
Warren is dead, but that Lianna is a fighter like her father was, and Maximillian will change
the quest and have you notify Lianna instead.

When you return to Norian you'll receive 1200 experience and a jug of Norian's potato
moonshine. Later, when you speak with Lianna Pel Dar, she'll decide to bring the rightful
king back to Cumbria, and you'll receive 1500 experience and some alignment.

6 - Jones the Collector's Shop

Jones will ask you to go to Shades Beach and pick up some unspecified objects for him.
He'll also mark the beach on your world map. When you get there, you'll find a large ruined
contraption (it's a submarine) guarded by several spiders and a skullcrusher. You should
also find some technological items littered around the contraption: two schematics (one
for Bronwyck's Gun and one for Reanimator), an ancient pocket watch, an ancient filament,
ancient gears, and an ancient looking glass.

When you return to Jones, he'll accept the gears, looking glass, or pocket watch, and you'll
receive 1500 experience plus an ancient gun chassis. The chassis is a component
of Bronwyck's Gun.


7 - The Pit

8 - Gorrin, Master of the Pit

Gorrin schedules fights in the pit. To get in to see Thorvald, you might have to win at least
one such fight. However, to take part in the fights, you'll have to tell all of your companions
to wait, and then do the fighting by yourself. So save your game first, tell your followers to
wait, and then make sure you can get them all to re-join before continuing.

There are five possible battles in the pit:

a) Borag, a level 10 half-ogre
b) A level 12 human bandit
c) A level 11 elven thief (carrying a dagger of speed)
d) A level 14 human bandit (carrying a special 10-15 damage sword)
e) Three level 15 halflings

If you're quick you can loot their corpses before being teleported out of the pit at the end of
the battle. Once you win all five battles, you'll gain the reputation "Champion of the Pit."

9 - Ogdin

Ogdin is blocking the door to Thorvald's house, and you'll have to convince him to let you
pass. The sure-fire way to do this is to prove yourself in the pit by winning a battle there
(see #8). The easier way is if your character notices that Ogdin doesn't seem to approve of
the pit fights. Then if you have a copy of The Hand with you (found at the Ashbury docks),
he'll decide that you're a decent sort and let you pass. You'll also earn 800 experience.
Finally, as a last resort, you can kill Ogdin (and then Thorvald) to get the information you
need.

You can also tell Ogin that he seems very articulate for an ogre, and he'll tell you some of
his background. This information is related to the Matt de Cesare quest in Tarant.

10 - Thorvald Two Stones

The main reason for coming to the Isle of Despair is to ask Thorvald about the Black
Mountain Clan. However, he'll claim he's the only dwarf on the island, and he'll be
disturbed to hear that his clan (the Wheel Clan) was the one behind the supposed
banishment. Finally, Thorvald will tell you that the Wheel Clan hides the entrance to its
home, and that the only way to detect it is to wear special glasses made out of kathorn
crystals. He'll mark the location of the Wheel Clan on your world map.

From here you'll have a few options. If you have enough persuasion, you can ask Thorvald
to join your party and then get the glasses from his inventory (ask him if he's a dwarf or a
gnome). If you're intelligent enough, you can convince Thorvald to give you his glasses
(tell him he can claim they were stolen, and then agree to tell the Wheel Clan of his plight).
You can also kill Thorvald and then read his diary and get the glasses off his corpse. Or you
can steal a schematic for the glasses from the chest next to Thorvald's bed. Finally, you can
go to the spectacles shop in Ashbury and ask the proprietor there to make you a pair. But
note: the last two options require you to have a pair of kathorn crystals. If you've already
explored a lot of Arcanum, and you didn't save any crystals, then you should probably get
the glasses from Thorvald one way or the other. Once you leave the isle you can't come
back, so it's better to be safe than sorry.


Exits:

A. Exit to the world map and Edward Teach's ship. Once you leave the island you won't be
able to come back, so make sure you have or can make the special Wheel Clan glasses
before you leave.













Wheel Clan, Main Levels
Outside (not shown)

To get the entrance of the Wheel Clan to show up, wear the Wheel Clan spectacleson your
head, and then step into the stone square next to the mountains. Once the entrance appears
the first time, it will always be there, and you won't need to hang onto the spectacles.

1 - Altar to Alberich

This is a part of the Ancient Gods quest. Alberich wants lava rocks.

2 - Passage to Randver Thunder Stone

The passage (which can be difficult to see) leads to the throne room where you can find
Randver Thunder Stone, the King-in-Waiting. He'll tell you that Loghaire (the king) hasn't
been himself since he exiled the Black Mountain Clan to the Isle of Despair, and that he has
shut himself into the Dredge, the old and dangerous part of the mines.

Be sure to talk to Randver about the Clan Wars and Lorek. Those two topics should come
up automatically. Also, if your intelligence is high enough (10 is enough), you'll get a
dialogue option starting with "I'm confused," and then you'll be able to talk to Randver
about the Stone and the Shape. This latter topic is important for when you talk to Loghaire.

At the end of the conversation, one of two things should happen. Either Randver should
show you a secret passage he has to get into the Dredge, or else he should give you
permission to use the regular entrance into the Dredge (Exit F). Since you'll probably want
to explore the entire Dredge anyway, it doesn't matter which entrance you get.

Finally, if Thorvald Two Stones asked you to notify the Wheel Clan of his whereabouts (on
the Isle of Despair), you can do that when you talk to Randver and earn 800 experience.

3 - Vegard Molten Flow

He'll ask you to retrieve a family heirloom of his from the Dredge. When you find it (a toy
train) and give it to Vegard, you'll receive 6400 experience and a miner's helmet.



4 - Erick Obsidian

Obsidian is a historian. He'll tell you about the Iron Clan, a mysterious group that created
"wonders as the world has never known before or since." He'll give you a key schematic for
the "Place of Iron" and ask you to retrieve the Durin Stone for him, should you find it there.
This is the trigger for the Iron Clan quest (see the "Iron Clan" entry in the Other Quests
section for details). When you give the Durin Stone to Obsidian you'll earn 6400
experience.

5 - Thrayne Iron Heart

Thrayne will ask you to talk to his brother Erland at the Stonecutter Clan, and try to
convince him to come home. He'll even mark the location of the clan on your world map.
You'll receive 6400 experience when you deliver the message. If you then come back and
talk to Thrayne, you can ask for a reward and receive 200 gold. If you're feeling evil, you
can tell Thrayne that his brother is coming home to kill him, and lose some alignment.

Note: Sometimes Thrayne goes to sleep and never wakes up, so you might not be able to
get the quest or talk to him after you complete it.

6 - Inventor's Shop

7 - Blacksmith's Shop

The blacksmith sells mithril ore. You should also be able to find some in the Dredge.

8 - Herb Shop

9 - Garden

In the garden you'll find an olive tree, and, on the ground next to it, some olive branches.
An olive branch is required for the Ancient Gods quest.





Exits:

A. Exit to the world map.
B. Exit between levels 1 and 2.
C. Exit between levels 1 and 3.
D. Exit between levels 2 and 3.
E. Exit to the mines.
F. Exit to the Dredge. The dwarf blocking the stairs won't let you pass unless you have
permission from Randver Thunder Stone (#2). If for some reason you don't get permission
from Randver when you talk to him, and if he doesn't show you a secret passage down into
the Dredge, then your only option to get in is to kill the dwarf guard. If you have any
dwarves in your party, then you might want to kill the guard anyway to get his small basic
platemail.


















Wheel Clan, Lower Levels
1 - Treasure Chest

2 - Arvid Millstone

Millstone is the foreman of the miners. He'll tell you that something has been killing his
miners. The culprit is a level 40 dread crystal spider (#3) and the other crystal spiders
around it. Once you kill them and return to Millstone you'll receive 8500 experience, gain
some alignment, and earn a reputation as a hero to the Wheel Clan.

3 - Dread Crystal Spider

4 - Vegard's Chamber

This is the chamber Vegard Molten Flow might have told you about if you explored the
main levels of the Wheel Clan. You can use Vegard Molten Flow's key (#5) to open the
door -- or just break it down -- and in the chest inside you'll find a toy train. That's the
heirloom Vegard wants back.

5 - Vegard Molten Flow's Key

It's just lying on the ground.


6 - Grey King

He's only level 30, so he's not very difficult. You'll probably have more trouble with the
brute fangs guarding him. In the chests next to the king, you can find the schematic for
machined platemail and a sheet of mithril ore.

7 - Molten Giant

8 - Passage to Loghaire

Tell Loghaire about the Black Mountain Clan. He'll respond by telling you his part in the
tale, that a group of elves sent by the Silver Lady, the queen of the elves, demanded the
banishment of the Black Mountain Clan, and that he only agreed because they threatened
war.

If you talked to Randver about the Stone and the Shape, then during the conversation, when
Loghaire starts railing about his decision to exile the Black Mountain Clan, you'll get a
dialogue option, "I know, I know. That's because your Stone is still true." If you take that
option, then you'll be able to convince Loghaire to end his exile and become king again.
For that you'll earn a fate point.

At the end of the conversation, Loghaire will start to realize the elf delegation who spoke to
him seemed odd, and he'll ask you to look into the matter. He'll give you the name of an elf
he dealt with, M'in Gorad, and he'll let you know that you can find the elves in Qintarra.
However, he won't know how to get to Qintarra. Instead, he'll suggest you go to Stillwater,
which might be near the elven city, and hunt for its location there. Then he'll mark the
location of Stillwater on your world map.

After you've visit Qintarra and eventually discovered what happened to the Black Mountain
Clan, you can come back to the Wheel Clan, and Loghaire will offer to join your party
(provided you convinced him to end his exile). Loghaire starts out with 20 strength and 18
dexterity, and is a quality fighter.
Exits:

A. Exit to the Wheel Clan level 1.
B. Exit to the Wheel Clan level 2.
C. Exit to the Wheel Clan level 3.

Stillwater
1 - General Goods

2 - The Bleeding Rose Inn

If you've been following Brother Joachim's paper trail, then you'll find another message
from him with the innkeeper here. The message will provide a little information about the
Molochean Hand, and it will indicate that Brother Joachim will find you at some point. If
you leave the message open for long enough, and if you have Virgil in your group, then
once again Virgil will indicate he did something bad in his past, and might have to pay for
it in the future.

3 - The Thirsty Soul

4 - The Falling Hammer

Ask Richard Leeks the blacksmith about Stillwater, then about the weapons he makes, and
finally if he enchants weapons himself. He'll tell you about a wizard named Cyrus, and then
he'll realize he hasn't seen Cyrus in a while and ask you to check up on him. You'll find
Cyrus' house to the northwest (#9). The house will be empty, but you'll find blood in the
doorway and footprints leading away to the north.

If you follow the footprints you'll come to Drog Black Tooth's cave, and you'll find Cyrus
locked in a cell in the back. When you approach the cell, Cyrus will ask you to rescue him,
but don't do it yet. About a minute after you finish talking with the wizard, Drog Black
Tooth will return, and you'll have to fight him. If Cyrus is loose from his cell, then he'll join
in and possibly get himself killed, thus botching the quest. So kill Drog Black Tooth first,
then get the key from his corpse, and finally use the key to free Cyrus.

When Cyrus runs from the cave, he'll disappear from the game, but you can still return to
Leeks to receive a Stillwater blade plus 6400 experience and some positive alignment.

Note: Richard Leeks is carrying a tempered shield, one of the best shields in the game. So
this is a good place to use a fate point, if you have one available.

5 - Temple to Geshtianna

6 - Altar to Geshtianna

The altar is a part of the Ancient Gods quest. In front of the altar you can speak to Brigitte,
a priestess of Geshtianna. If you're polite to her she'll mention that somebody recently stole
the idol to Geshtianna, and she'll ask you to look for it. The culprit is Marley (#10). If
you're persuasive, you can tell him that if he gives the idol back, the priestess will bless
him, and then he'll give you the key to the back room in his house, where you can find the
idol. Otherwise, you'll have to steal the key or kill Marley to get it.

When you carry the statue of the goddess Geshtianna in your inventory, you'll gain -3 DX,
+2 BE, and +1 CH. If you return the statue to Brigitte, you'll receive a blessing worth +1
BE, plus 6400 experience (and perhaps other rewards). So some characters might want to
keep the statue rather than turn it in.

7 - Passion Root

You'll need the root for making an offering to Geshtianna. It's just lying on the ground.

8 - Hermit's House

When you enter the house you'll see a "disfigured blind hermit -- eyes cut out." He's really
Adkin Chambers, the Dodge Master.



9 - Cyrus' House

10 - Marley's House

11 - Gildor Nightwalk's House

Between Gildor and the book he gives you, you'll learn about a haunted clearing and the
ruby it guards. Gildor will then ask you to retrieve the ruby for him, and he'll mark the
Ruby Glade on your world map. However, the glade is on the other side of the Grey
Mountains, so it'll be a while before you can get to it.

Once you pick up the ruby and give it to Gildor, you'll receive 4600 experience and 1500
gold. If you don't feel like trekking all the way back to Stillwater, or if Gildor happens to be
dead, you can sell the ruby to most shopkeepers and get about 1500 gold from them, too.

12 - Myrth's House

Myrth is an elf and knows the location of Qintarra, but of course he won't just tell you. To
get the location, you'll have to do two things: get Myrth to give you a straight answer, and
perform a quest.

To get a straight answer, be patient and play along, and eventually tell Myrth that it's urgent
you find Qintarra. He'll ask if you mind him asking why, and you can take the opportunity
to give him a taste of his own medicine. So say that you don't mind, and then wait twice.
Finally, tell Myrth that you said you didn't mind him asking, not that you'd tell him the
answer. Myrth will enjoy that response, but he'll still require for you to go on a quest.

The quest involves tracking down the Stillwater Giant, and returning its pelt to Myrth.
Myrth will suggest you talk to Stanley Xavier Hippington (#13), the local expert on the
subject. However, that sequence, while amusing, won't ultimately lead you to the Stillwater
Giant. Instead, your only option is to pick up the fake pelt from H.T. Parnell's in Tarant.
Then when you show the pelt to Myrth (he'll enjoy the truth about how you acquired it),
you'll receive 9200 experience, and he'll mark Qintarra on your world map, plus show you
the location of Hardin's Pass, which you can use to cross the mountains.

If you can't or don't want to deal with Myrth, there's another way to learn the location of
Qintarra. Myrth is wearing the Amulet of N'Tala. If you "acquire" the amulet from him and
then give it to Gaylin in Shrouded Hills, Gaylin will tell you where Qintarra is. You might
want to grab the amulet regardless, because it gives (+1) ST, (+1) CN, and (+100%) healing
rate.


13 - Stanley Xavier Hippington's House

Hippington is the local expert on the Stillwater Giant. He'll tell you that the giant can
change shapes, and that it uses the form of a small blue bunny when it is safe in its lair.
Further, he'll have a plan for catching it. All you'll have to do is sneak up on the bunny and
trap it in a cage. Hippington will even give you a trap to capture the bunny with, plus
some Stillwater Giant scent so the bunny won't smell you coming.

So go to the lair (#14), and put the trap in one of your hotkey slots. You don't have to worry
about using the scent. Once you see the bunny, use the trap on it to capture it, and then head
back to Hippington. Hippington will tell you that you still need to "authenticate" the
discovery, and he'll direct you to Dr. Tristan Fenwick of the Tarant Zoological Society.
However, Fenwick will think you're playing a joke on him, and you won't get anywhere
with him. Then you just need to return to Hippington to complete the quest.

The above sequence is just a wild goose chase for Myrth's quest (#12). If you complete that
quest before talking to Hippington, then Hippington won't give you his quest.

Note: After you go through Hippington's quest and eventually give the fake Stillwater Giant
pelt to Myrth, you might have a random encounter with a blue bunny that turns out to be
the real Stillwater Giant. You'll earn a fate point for killing the giant, and you can then sell
its pelt to H.T. Parnell in Tarant for 2000 gold.


14 - Stillwater Giant Lair







Qintarra
Surface Level (not shown)

Enter the canopy of trees and then talk to one of the elf guards to arrive in the city. Clicking
on the staircase won't get you anywhere.

1 - Swyft

Swyft will ask you to take her to Tarant. If you agree to be her tour guide, you should set
off right away; otherwise, Swyft might get impatient and leave your group, botching the
quest. When you arrive in Tarant, you'll receive 1700 experience and 300 gold.

2 - Winde

Winde is Master of the Hunt. He'll ask you to find a missing hunter, and he'll mark the
Bedokaan Village on your world map.

3 - Jormund

Jormund is a dwarf wizard under contract to an elf named Wrath (#4). He'll tell you that the
contract expires when Wrath dies, and that he'd prefer to end his servitude earlier. If you
head over to Wrath to speak up for Jormund, you'll discover that he's been murdered, and
you'll find a wineglass with a "strange, pungent odor" to it.

When you return to relate the news to Jormund, you'll find that the elves have already put
him under arrest for the murder. However, he'll recognize that the odor from the wineglass
is poison, and he'll suggest you talk to Sharpe the apothecary (#9).

At Sharpe's shop, you'll find out that Sharpe has left town, but his wife Ivory will talk to
you. She'll recognize the poison as something they sell in their shop, but she won't know
anything more about. Don't press her on the subject. Instead, wait until nightfall when Ivory
leaves the shop, and then open the vase in back. You'll find a poison vial inside. In the
morning, talk to Ivory again, and ask her about the vial. You'll eventually work out that
Wrath killed himself and framed Sharpe, and you'll earn 3100 experience.

To clear Jormund, simply go to the elf guarding him and relate what you've learned. You'll
earn 2000 more experience, plus a fate point. Then when you talk to Jormund, he'll give
you the Staff or Xoranth, and he'll offer to join your party. Sharpe will also appear now at
his shop, and offer you a discount.

Note: If your character isn't able to figure out what really happened, you should still be able
to finger Sharpe, and free Jormund that way. Your reward will be about the same, but you
won't receive the fate point.

4 - Wrath

5 - Fawn

Fawn (aka Kal-N'driel) is the Master Healer. She's also a shopkeeper, but the most
important thing about her might be her equipment. She's wearing the Amulet of K'anl-
eland Fawn's Bow.

6 - Whysper

If you tell Whysper your story, she'll give you Whysper's Gem, which will turn you
invisible. Whysper will also ask you to find her some Volar's Wisp essence. Sometimes you
can run into Volar's Wisps while walking in the Glimmering Forest, but for a guaranteed
encounter you'll have to go to the Old Lagoon. When you return the essence to Whysper,
you'll receive 2200 experience and a scroll of succour beast.




7 - Silver Lady's Home

Out front you'll find a female elf named Raven. She runs the day-to-day activities of
Qintarra, and she'll be reluctant to let you visit the Silver Lady. To win her over, you'll have
to complete a quest to deal with some troublesome humans nearby. Keep talking to Raven
about the situation, and you'll find out the humans are camped in a sacred place, and that no
violence may be done there. She'll even mark the location of the place, Falcon's Ache, on
your world map.

After you remove the humans, either through diplomacy or by tricking them into attacking
you, Raven will let you in to see the Silver Lady. Ask the Silver Lady about yourself, the
Black Mountain Clan, and M'in Gorad, but be prepared for some confusing, non-helpful
answers.

However, when you return outside and talk to Raven again, you'll get some advice about
where to go next. Raven will tell you that M'in Gorad might be a dark elf name, and she'll
suggest you seek out Dr. Renford A. Terwilliger in Tarant, because Terwilliger once visited
the home of the dark elves, and apparently nobody else knows where they're located.

Terwilliger is dead, but you can find out about him at the Hall of Records in Tarant (either
by talking to the clerk or rifling through the file cabinets). You'll learn that Terwilliger
wrote a book called T'sen-Ang: Horror Among the Dark Elves.

To learn about the book, go to Tarant's library. If you pay the membership fee, the librarian
will lend you a copy of Curse of T'sen-Ang, a book about Terwilliger's book. If you
read Curse, you'll find out it was written by Kendrick Wales, and that everybody associated
with Horror is now dead, except for the owner of the last remaining copy, Victor Misk of
Caladon. (If you can't afford to or don't want to pay the library's hefty membership fee, you
can also rob or kill the librarian to get Wales' book.) Reading the book will also put
Caladon on your world map, and now sea captains will be willing to take you there.

After visiting T'sen-Ang, you should return to Raven to let her know what you found out.
She'll suggest you talk to the Silver Lady again, and the Silver Lady will say, "Your answer
lies with Nasrudin." Upon relating that information back to Raven, Raven will suggest that
you go to Caladon to visit the First Panarii Temple, and she'll offer to join you. Raven is a
level 32 bow expert, and she has knowledge of the water and necromantic white magic
colleges.


8 - Ellumyn

Ellumyn will ask you to fetch him some mithril, which you can find at the Wheel Clan.
When you return the metal to him, he'll give you Ellumyn's Bow (a faster version of
theelven hunter's bow), and you'll also receive 1700 experience.

9 - Sharpe's Shop

Exits:

A. Exit to ground level.



















Caladon
1 - The Mushroom Inn

Out front you'll find a newspaper lying on the ground. If you read it, then you'll be able to
help investigate the Whytechurch murders once you talk to Chief Inspector Henderson at
police headquarters (#19).

Inside, in the main room, you can find Kietzel Pierce, the Bow Master. If you found Dudley
Crosston for him, you won't get anything for telling him the news, but it is a required step if
you want to become a bow master yourself.

In Room Four you can find prowling master note 2.

2 - The Toadstool

3 - Thief

The thief will give you Thieves Underground quests for Caladon, provided you joined the
Underground in Tarant. You can find another such thief in front of the Sobbing Onion
(#6).

4 - Caladon Fyne Armours

5 - Enchanted Panoply / Mystick Menagerie

6 - The Sobbing Onion

In the main room you can find Ryan Sanders and Albert Leek. Sanders will ask you to kill
his father Jonathon at the family home (#8). Don't try to tell Jonathon what his son is up to;
that will botch the quest for some reason. Instead, just kill him and then return to Ryan for
your reward: 9,900 experience, 1000 gold, and -20 to your alignment. You can try to
squeeze an additional 1000 gold out of Ryan, but that seems to always cause him to attack,
frightening the other patrons in the bar, including Albert Leek, the Prowling Master. If you
do kill Ryan, be sure to hang on to his timepiece, since it is an object for the Caladon
Thieves Underground quests.

In the back room you'll find Mr. Razzia, the Thieves Underground fence. Later in the game
you'll learn he made a passport for Stennar Rock Cutter / Preston Radcliffe, and you'll be
able to ask him about it.

7 - Murder Victim

The guard out front won't let you in until you speak with Chief Inspector Henderson at
police headquarters (#19).

8 - Sanders Residence

9 - Misk Residence

Between Wesley Carrington the butler and Lillian Misk, you'll learn that Victor Misk
drowned four days earlier, and that he had been acting strangely before his death. If you ask
Lillian about the book Horror Among the Dark Elves, she'll simply tell you what Victor
told her, that he hid it "somewhere that only he and his old Dad would know."

Finally, if you ask Lillian how it got out that Victor had a copy of the book, she'll ask you
to look into the matter. Both servants will deny selling the information to Kendrick Wales,
and Wesley the butler will even accuse Brinda the maid of the deed.

To figure out who did it, first notice the passport under the left side of the couch in the front
room of the house. It lists Wesley's address as 25 Dragon's Turnabout (#15). When you go
there you'll find a note in the chest next to Wesley's bed. It reads, "Enclosed is the payment
we agreed upon," but it's signed by Elmer Burbottom.

To locate Burbottom, you'll have to go all the way back to Tarant to look him up at the Hall
of Records. You'll find that his address is 14 Trellis Way in Ashbury. However, when you
arrive there you'll find an assassin teleporting away and Burbottom (aka Kendrick Wales)
in his death throws. He'll have just enough time to give up Wesley the butler before he
dies.

When you return to Lillian Misk in Caladon, you'll discover that Wesley was murdered
during your absence, and you'll earn 800 experience, plus gain some alignment, for letting
Lillian know he was the culprit.

The book in the display case in the living room is a part of the Iron Clan quest. Lillian Misk
has the key to the case in her inventory, and you can steal it from her to get the book.

10 - Rosemary's Therapeutic Tinctures

11 - Museum of Caladon

12 - Arthur Tyron's Residence

Tyron is the next stop in the quest started by Matt de Cesare in Tarant. When you tell Tyron
that de Cesare sent you, and when you give him the skulls of the Ren'ar Siamese
twins (worth 3100 experience), he'll tell you that gnomes are kidnapping human women
and forcing them to breed with ogres, all to create half-ogres for gnomes to use as
bodyguards. He'll then ask you to go to Half-ogre Island and find proof of these breeding
experiments.

You can now ask the ship captain (#35) to take you to Half-ogre Island. When you arrive
there you won't find much, mostly just abandoned machinery and old bones. However, on
the eastern side of the main building in the area, you should find a chest with a journal in it.
Picking up the journal is worth 8500 experience and a fate point. Reading it should confirm
what Tyron claimed.

But when you get back to Tyron's house you'll find him gone and a gnome in his place. The
gnome will elaborate on the information contained in the journal, but, in a tribute to the X-
Files, this is where the quest ends. If you want, you can sell the journal to the Caladon
branch of the Tarantian (#20), but when you go back later you'll learn that the
newspaperman you sold it to was an imposter.


13 - Adam Maxwell's Residence

If you're with the Thieves Underground, Maxwell will ask you to steal the bookDivinations
and Magicks for the Adept Wizard from Lillian Misk (#9). The book is in the back room of
the house; it's not the book in the display case in the front room. At night Lillian retires to
her bedroom but leaves the front door unlocked, so the book should be easy to pick up.
When you give it to Maxwell, you'll earn 3100 experience and 250 (or 350) gold.

You can also take a second job from Maxwell, to steal the Necklace of Queen K'na
S'eafrom the Museum of Caladon (#11). The museum has better defenses than Lillian Misk.
As soon as you open the safe in the back room, two poisonous mechanized arachnids will
attack. If the battle is too difficult for you, you can attack the arachnids first (provided you
can find them hiding along the wall next to the door), and fight them one at a time. When
you give the necklace to Maxwell, you'll receive 6400 experience and 550 (or 750) gold.

14 - Daniel McPherson's Residence

McPherson is the Disarm Traps Master. The trapdoor in his house leads to a trap-filled
basement that you need to navigate to become a master yourself. Otherwise it's not very
interesting.

15 - Wesley Carrington's Residence

16 - Cemetery

If you have Virgil with you, then as soon as you enter the cemetery he'll leave your group
and walk over to the grave of Lawrence Brummond. Notice that Brummond died in 1884
and the game started in January of 1885. When you approach Virgil, he won't tell you
anything about Brummond, but he'll rejoin your group.

Otherwise, the thing to do in the cemetery is dig up the grave of Victor Misk (this makes
sense if you've already visited Lillian Misk, #9). For the job you'll need a shovel. If you
don't have a shovel already, you can sometimes find them for sale at general stores and junk
shops. You can also get one from Bingham Schulefest, the dwarf standing near the entrance
to the cemetery. If you're persuasive he'll give you a sword; otherwise it will cost you 500
(or 450) gold to buy one from him. You can also steal the shovel from him. Finally, one of
the small buildings surrounding the cemetery usually has a shovel in it.

Note: If you have Magnus with you, then Bingham will identify him as Malcolm
Schulefest.

Once you have a shovel, you'll have to use it on the mound of dirt at Victor Misk's grave.
The easiest way to do that is to put the shovel into one of your hotkey slots, select it there
and then select the mound of dirt. Sometimes you can do this in plain sight of the patrolling
guards and they won't care, but usually you'll have to wait for the guards to go to sleep at
night and then dig up the grave.

Inside the grave you'll find a book "purchased at the Roseborough Gift Shop." It's
notHorror Among the Dark Elves, but instead it's a book of stories including one about how
Nasrudin defeated Arronax. However, having seen the name Roseborough, you can now
ask Bingham Schulefest or Lillian Misk about Roseborough and have the city marked on
your map.

17 - Armory

The armory is located through the locked trapdoor. In a chest in the armory you can find
a balanced sword and Caladon crusading chain. The chain can be used in one of the
Thieves Underground quests.

18 - Gnome and Halfling

When you talk to the gnome, you'll find out that his partner the halfling sold their
equipment for some magic beans. That will give you the option of buying the beans for
1000 gold. Go ahead and do it. The beans are Leanore's Legumes of Life and Longevity,
which give Full Heal and Resurrect (once you identify them), so they're worth the price.

19 - Police Headquarters

Assuming you read the newspaper in front of the Mushroom Inn (#1), then when you talk
to Chief Inspector Henderson (the gnome), he'll allow you to help investigate the recent
"Whytechurch" murders in the area. He'll even let you question a prostitute named Renee,
who might have seen something. Renee will tell you that the murderer was built like an elf,
and somehow got to the murder scene without using the front door.

So pick either of the first two murder sites (#7) -- they're both the same -- and look it over.
You'll find a trapdoor that appears much too heavy to use. When you report that finding to
Henderson, he won't be impressed, but he will tell you about a third murder at the
Mushroom Inn (#1), Room Two. At this new location you'll find the name "L'anamelach"
written in green blood (you could also have gotten the name by conjuring the spirit of one
of the first two victims).

When you tell Chief Inspector Henderson about the name, he'll say it sounds like a demon,
and he'll suggest you talk to a demonologist. There's a demonologist named Eakins in
Tarant, but if you've spoken to him already, you can simply wire him at the telegraph office
(#21) to learn what he knows. Otherwise you'll have to trek all the way back to Tarant and
visit him at the university.

Professor Eakins will give you a book, and the book will explain the history of
L'anamelach, along with the fact that you'll need the Blade of Xerxes to kill the demon. The
blade can be found in the Pit of Fires, and reading the book will mark the location of the pit
on your world map.

After you've acquire the blade and returned to Henderson, he'll grant you permission to
enter the old part of the sewers (through Exit B). The old sewers are much smaller than the
new sewers, and so it won't take you long to find Vincent / L'anamelach. Vincent won't be
aggressive towards you, so talk to him if you want, and then attack him. Possibly, you only
need to use the Blade of Xerxes to strike the killing blow, but it's better to use it and
nothing else, just to be safe. Similarly, you should tell all of your followers to wait some
distance away to make sure they don't join in the fight. If you do things right, Vincent will
die; if not, L'anamelach will go free (but not affect the game in any way).

When you return to Chief Inspector Henderson, he'll give you your 2000 gold reward.

20 - Caladon Branch of the Tarantian

21 - Telegraph Office

22 - Caladon Zoo

23 - Maxim's Workshop

Inside you'll find Hieronymous Maxim, inventor of the mechanized gun and the aeroplane.
If you talk to him you'll learn that it was his planes that were stolen and used against the
zeppelin where you started the game. Since his planes are now gone and destroyed, he'll ask
you to find proof that they ever existed. The proof you need is the camera from the Crash
Site. (You might remember the opening movie, where the photographer was cut down just
as he snapped a picture of the planes.) If you sold it to Ristezze in Shrouded Hills, he
should still have it if you want to buy it or steal it back.

When you give the camera to Maxim, he'll give you a mechanized arachnid plus the
schematic to build more, and you'll also receive 9900 experience. Further, Maxim will offer
to build you a mechanized gun should you bring him the parts for it -- a loading
mechanism and a Clarington rifle.

Note: To use the arachnid, put it in one of your hotkey slots, select it, and then click on the
ground.

24 - Wit Residence

Inside you'll meet David Wit and his daughter Cynthia. From them you'll learn that some
beast has been preying on their rabbits, and that Cynthia has suddenly started having bad
dreams. To figure out what's going on, wait outside the house at night. You'll witness a
lycanthrope come out of Cynthia's bedroom, kill a rabbit, and then go back inside. Be sure
to keep your followers far away, or else they might come to the aid of the rabbit.

Talk to David Wit again and tell him what you saw. That will earn you 3600 experience,
and Wit will ask you to find a cure for his daughter. Agree to look for one rather than
insisting on killing the daughter. You'll find the cure when you reach Tulla (from the
mistress of morph). When you give it to David you'll receive 5600 experience, 1000 gold,
and a fate point.

25 - Ship Captain

26 - Shipwreck

Farther down the coast you'll find a shipwreck. The most useful thing you'll find among the
debris is a small steam engine.

27 - Bullors

If you made a deal with Heinrich Jenks in Tarant to assassinate King Farad, then you'll
meet Bullors here. By clicking on the big box next to him, you'll be transported into the
palace.

28 - Gypsy

Exits:

A. Grate to the sewers.
B. Guarded entrance to the sewers.
C. Entrance to the First Panarii Temple.
D. Entrance to the Caladon Palace.




Roseborough
1 - Roseborough Inn

Out front you'll find an ancient stone that originally resided at the Ring of Brodgar (#10). It
has a series of directions, which, if you map them out, send you generally south and east.

Inside, if you still have the matchbookfrom Preston Radcliffe's corpse at the Crash Site, you
can ask the innkeeper about it, and she'll tell you the story of how a clean-shaven dwarf
appeared at the Ring of Brodgar and then eventually left for Tarant via Caladon. She'll also
mention he was intending to see Mr. Razzia in Caladon. This line of inquiry is interesting
but not required for any quests.

In the main room you can also speak with Jason C. Guy, who has training in technology
and magic. He'll tell you that he's in Roseborough to study the Ring of Brodgar, and that
he's found that the wards associated with the ring are failing. If you ask him whether he
thinks technology or magic will prevail, he'll eventually ask you to find him some ancient
technology, to help him prove that technology and magic gain power in cycles. To
complete this quest, all you'll have to do is visit the Vendigroth Ruins and then return to
Guy. You'll receive 1700 experience.

Next to Guy you should find Trevor Lynwood, a journalist for the Tarantian. He'll tell you
he's in Roseborough to take a picture of the Lethe Wyvern, but that his one encounter with
the wyvern scared him so much he doesn't plan to go back. If you agree to help him, he'll
give you his camera, and he'll mark the location of the Lethe Wyvern Sighting on your
world map. The Lethe Wyvern wanders around that area, but once you find it you'll only
have to take its picture to complete the quest (it's easiest if you put the camera in a hotkey
slot). You can also kill the wyvern if you want; it's not as powerful as all the build-up
makes it sound. When you return to Lynwood you'll receive 6400 experience and 500 gold
for your efforts.

Finally, you can do some thieving in the inn. The woman wearing red in the bar has
amedallion of beauty. The female innkeeper has an arcane ring. The male innkeeper has
aring of protection. The innkeepers have a medallion of beauty in the locked chest in their
room.

2 - Guard Barracks

3 - Roseborough Gift Shoppe

This is just a regular general store. You won't get a conversation option about the book
from Victor Misk's grave in Caladon.

4 - Chambers Residence

If you reunite Adkin Chambers and Lady Druella during the dodge and melee mastery
quests, they'll end up here.

5 - Buckner's Smithy

6 - Morgan Residence

Inside you'll find Mrs. R. L. Morgan. She's involved in the Pick Locks Master quest, and
she won't have much to say to you otherwise.

7 - Halfling Home

Both halflings are wielding daggers of speed.

8 - Craig Residence

Dr. Edmund Craig is the Backstab Master.

9 - Cemetery

The cemetery is the main reason for visiting Roseborough. You'll find Phillip Misk's
(Victor's father's) grave on the northern side, and when you dig it up you'll finally
acquireHorror Among the Dark Elves. Reading it will give you the location of T'sen-Ang.


10 - Ring of Brodgar

The ring was involved in the banishment of Arronax to the Void. You won't be able to do
anything with it the first time you visit Roseborough, but later you'll have to come here so
you can be banished yourself. But be careful: it's a one-way trip to the Void.























T'sen-Ang
Ground Level (not shown)

You'll find the entrance to T'sen-Ang through the tree canopy to the northeast. However,
the two guards next to the staircase there won't let you go up unless you have a Molochean
Hand amulet. If you don't have one, the easiest place to find one is on Bingham Schulefest
at the Caladon cemetery. You can also just wander around the world map until assassins
attack you, and then pick up an amulet from them. Finally, if you're a good-aligned
character, you can simply attack the guards to go up (you'll probably end up fighting
everybody at T'sen-Ang anyway), but be aware that there are about a half dozen guards in
the area. Most are hidden behind trees and are difficult to spot.

When you leave T'sen-Ang, if you have Virgil or Vollinger in your party, it's possible
they'll take the opportunity to leave you. If the dark elves on the ground don't attack you
then one of them will talk to you and leave automatically, but if the dark elves do attack
you then they will only leave if you talk to them prior to exiting the area (you might need to
climb up and down the stairs to trigger the conversation).

If Virgil leaves, you'll find him in the basement of the Sobbing Onion in Caladon (the trap
door is in the room with Mr. Razzia). You'll probably have to resurrect him (you should
find a scroll of resurrect in a chest there), but you'll finally learn Virgil's history, and you'll
finally meet Brother Joachim. In early versions of the game, the episode caused Virgil to
undergo a metamorphosis (among other things he lost all of his equipment and changed to
level 25), but in the most recent version he remains exactly the same character.

If Vollinger leaves, he'll mark Vollinger's Meeting Place on your world map, and he'll ask
you to meet him there alone. So pick a nearby location (like the Pit of Fires), tell your
companions to wait, and then head for the meeting place. In the basement of the house
there, Vollinger will reveal that he's working for the Molochean Hand, and he'll attempt to
kill you.

1 - Z'an Al'urin

Z'an is an evil spellcaster (earth, force, and temporal). If you tell her your name, she might
agree to join you.

2 - T'val N'or

3 - Half-ogre Slaves

If you talk to them you'll learn that the dark elf wizard T'val N'or (#2) holds them in thrall.
But if you can kill T'val, then the half-ogres will go free and attack the dark elves for you.
You'll get a fate point for freeing the half-ogres, but you should wait until you do
everything else you want to do in T'sen-Ang first.

4 - M'in Gorad's Residence

If you're persuasive, you can do a couple things when you talk to M'in Gorad. You can
claim the bounty for killing the survivor of the zeppelin crash (that is, you). It's worth 2000
gold. You can also trick M'in Gorad into revealing that the Black Mountain Clan was
banished to the Void to help build a technological device to weaken the wards on the Ring
of Brodgar to pave the way for the return of Arronax. That's worth 7600 experience.

If you're not persuasive, then you can kill M'in Gorad and learn about the BMC dwarves
from a note on her corpse. The dark elves outside the residence won't realize anything
untoward has happened.

If you're evil, then you can offer to join up with the dark elves. M'in Gorad won't quite trust
you, and she'll give you a quest to slaughter the town of Stillwater. That shouldn't be too
difficult, and it will even earn you a fate point. Plus, you'll earn about 16,000 experience
when you return to M'in Gorad. Then she'll tell you about the BMC, and ask that you meet
up with high priest K'an Hua at the First Panarii Temple.

Note: If you join up with the dark elves then Qintarra will turn against you. You also won't
be able to go to Thanatos or complete any quests in Tulla (including the magic college
mastery quests).

After learning the fate of the BMC and leaving M'in Gorad's residence, you'll run into
Gideon Laier, the First Blade of the Molochean Hand. He'll recognize who you are. If you
know something of the history of the Molochean Hand, you might be able to convince
Laier to leave you alone by telling him that he's essentially working for Arronax. However,
since Laier is wearing some nice equipment, you might want to let him attack you so you
can get it. None of the dark elves will come to his aid. Oddly, the conversation with Laier
will go the same whether you've joined up with the dark elves or not.

Exits:

A. Staircase down to the surface.

















First Panarii Temple
Area Note

If you enter the temple the first time you visit Caladon, you'll find out that First Acolyte
Alexander is away, and you won't be able to do very much. Alexander will come back once
you have a reason to delve further into the temple (that is, after you've been to T'sen-Ang).


1 - The Archaeon

The book contains the prophecy Virgil had so much trouble remembering at the beginning
of the game.

2 - Alexander

If you joined the dark elves...

First Acolyte Alexander will tell you that he and the high priest have been expecting you,
and then he'll automatically open the locked doors behind him, allowing you entry into the
temple.

If you didn't join the dark elves...

If you sold your story to the Tarantian, then First Acolyte Alexander will recognize you as
the Living One, and he'll be thrilled to see you. If Alexander doesn't recognize you, then
you'll have to talk to him about the Void, mention that you know someone who came back
from it, and tell him your story. Then he'll recognize you.

Alexander can give you a lot of background information on Nasrudin, Arronax, the Void,
and St. Mannox. He'll also mention that you should be careful who you speak to in the
temple -- that Gunther Willhelm might accept you as the Living One, that Hadrian the
archeologist probably won't, and that the high priest has declared you to be an imposter.
Finally, if you ask Alexander about the history of the Panarii, he'll suggest you speak with
Gunther and Hadrian, and he'll unlock the doors behind him.

Regardless...

After speaking to Gunther and Hadrian, and after discovering that St. Mannox and not
Nasrudin is buried in Nasrudin's tomb, you can come back to Alexander and tell him all the
strange things you've learned. He'll be furious, and he'll ask you to look into the matter.
You won't get a quest for this in your notebook, but it's one of the more rewarding episodes
in the game, and so you should look into it. For more information on how to do this, see the
"St. Mannox" entry in the Other Quests section.

3 - Hadrian

Hadrian is the church archeologist. He'll tell you about the three objects on display behind
him -- the Finger of St. Mannox, the Eye of Kraka-tur, and a strange glass object -- but he'll
decline your offer to buy them. You can also ask Hadrian about the remains of Nasrudin,
and he'll admit he's never seen them. When you mention that you'd like to see them, he'll
tell you that there might be a way to get to them through the catacombs under the temple,
and he'll ask you to bring him back a sample of the skeleton should you find it. If you have
at least four ranks of persuasion and can convince Hadrian that you're an archeologist, then
he'll be more explicit in his instructions for how to find the remains, and he'll tell you a
code word "crimstone" that will allow you to pass a certain door near the remains.

After visiting Nasrudin's sarcophagus (#8), you can talk to Hadrian again to learn that the
skull inside belongs to a human rather than an elf. Since the skeleton is also missing a
finger, Hadrian will conjecture that the remains are really St. Mannox and not Nasrudin.
This conversation is worth 6000 experience.

Note: To get the three objects on display in Hadrian's room, you must figure out what
happened to St. Mannox. See "St. Mannox" in the Other Quests section for details.

4 - Gunther Willhelm

Gunther is the church historian, and he'll provide you with some useful information. He'll
tell you that he's looking into some discrepancies in the Archaeon (#1), he'll mention the
names of the two elves who saw the ascension of St. Mannox -- R'aan-Dar and K'an Hua --
and he'll let you know that Alexander (#2) is a direct descendent of St. Mannox. Also, when
you ask Gunther about the remains of Nasrudin, you'll find out that the person who
discovered the remains was the same K'an Hua who witnessed the ascension.

After visiting Nasrudin's sarcophagus (#8) and examining the lid, you can ask Gunther
about the symbol and words you found. He won't know about the symbol, but he'll tell you
the words mean "opposite" and "truth." Furthermore, he'll tell you about a new discrepancy
in the Archaeon, that Nasrudin didn't stop at the southern tip of the mainland (that is,
Caladon) but instead crossed the waters to Thanatos.

5 - Guards

The guards won't let you access Nasrudin's tomb, and wearing the priest robes from the
nearby room won't fool them. However, if you can unlock the door without them noticing,
they won't mind if you walk right past them.

6 - High Priest's Chamber

If you joined the dark elves...

You'll find high priest K'an Hua in his chamber. The guards out front will let you in to see
him once you've spoken to them. K'an Hua will tell you how Arronax was the most
powerful of the elven council, and how the technological city of Vendigroth was jealous of
his power and sought to destroy him, only to be destroyed itself by Arronax. Then K'an
Hua will describe how Arronax was sent to the Void by the rest of the council, including
his father Nasrudin. Finally, K'an Hua will ask you to travel to the ruins of Vendigroth to
retrieve the Vendigroth Device, a machine capable of killing mages, so that it can be
destroyed.

To help you on your quest, K'an Hua will mark the Gateway to the Wastes on your world
map. He'll also suggest you track down a halfling named Tollo Underwood, imprisoned in
the Pit of Dernholm, and use him as a guide once you reach Vendigroth.

If you didn't join the dark elves...

You'll find the door to the high priest's chamber locked, and nobody will be around.

7 - Door with Password

If Hadrian (#3) told you the password, then you'll use it automatically when you click on
the door. Otherwise, you'll see the message "Knock no more times than three, if ye have not
the key," and you'll have to bash open the door and fight the level 20 storm soldiers that
appear. If you don't want to deal with the door for some reason, then you can just use the
alternate passage into the catacombs.

8 - Nasrudin's Sarcophagus

When you click on the sarcophagus you'll find a skull. Pick it up for Hadrian. After that, be
sure to click on the lid to the sarcophagus. You'll see a drawing of a dotted ring (the Ring of
Brodgar) and two words.

Exits:

A. Exit back to Caladon.
B. Stairs connecting the temple to Nasrudin's tomb.
C. Stairs connecting the catacombs to Nasrudin's tomb.
D. Passage to the sewers.




Tulla Exterior
Area Note

You can find a lot of good magical loot in the city, but if you attack any magicians to get it,
the entire city will turn again you. Also, if you joined the dark elves in T'sen-Ang, the gate
guard won't let you in, and fighting him will turn the city against you, giving you little
reason to go in.

1 - Entrance Gate

The only way into Tulla is to use the teleportation gate outside the city. When you talk to
the elf next to it, he'll inform you that Jorian is expecting you, and he'll allow you to use the
gate.

2 - Study Room

Inside you'll meet Herzod Munk, who is something less than an eager student. He'll ask you
to take his final Phantasm College exam for him. If you agree, he'll give you Fa'al Kin's
Coin, the key to the exam area. To take the exam, just enter the arches near the building
(#3) while the coin is in your inventory. You'll be teleported to Fa'al Kin's Maze.

The maze is made up of several rooms. In the first room you'll find a pair of chests
containing Fa'al Kin's equipment: amulet, boots, dagger, gauntlets, helmet and ring. To
make your way through the "maze" you'll have to wear a particular piece of Fa'al Kin's
equipment (or none of it) and then touch the teleportation stone in the center of the room. It
doesn't matter if you wear your regular equipment or not.

The order of equipment is: no equipment, ring, amulet, helmet, boots, gauntlets, dagger, all
equipment, no equipment. The last room also contains Fa'al Kin's Chalice, which is what
you need to return to Munk.

When you give the chalice to Munk you'll receive 8500 experience and a scroll of
phantasmal fiend. After completing the quest you might want to ditch Fa'al Kin's
Coinsomewhere so you don't accidentally enter the maze again.

3 - Teleportation Arches

You'll only be teleported if you have Fa'al Kin's Coin (see #2).

4 - Canto Building (cross-circle)

The canto buildings are involved in the quest to speak with the ghost of Pelojian (pertinent
information can be found in the Tulla Interior, #1 and #4). Each building contains a canto,
and the four cantos give clues for how to step on the pressure plates surrounding Pelojian's
Pool (#5).

However, there isn't anything special about the locks on the buildings. If you can pick locks
or if you have the unlocking cantrip, then you can get into the buildings with no problem.
Otherwise, you'll have to go through a fairly tedious process of stepping on the pressure
plates scattered around Tulla.

The pressure plates have the symbols of the magic colleges on them. If you don't know the
symbols of the magic colleges, bring up your character page and then click on the "magic"
button. The symbols for all 16 colleges are shown there.

To open this building, you must step on the pressure plates for the earth (#4a), air (#4b),
water (#4c), and then fire (#4d) magic colleges. Once you do so you'll find "canto1" which
reads, in part, "the final step before you come to me." You should also find Pelojian's
Amulet.

5 - Canto Building (spiral)

See #4 for background information.

To open this building, you must step on the pressure plates for the conveyance (#5a), force
(#5b), morph (#5c), and then phantasm (#5d) magic colleges. Once you do so you'll find
"canto3" which reads, in part, "not first above but just underneath."


6 - Canto Building (stick figure)

See #4 for background information.

To open this building, you must step on the pressure plates for the necromantic white (#6a),
necromantic black (#6b), summoning (#6c), and then nature (#6d) magic colleges. Once
you do so you'll find "canto4" which reads, in part, "the first to the last."

7 - Canto Building (star)

See #4 for background information.

To open this building, you must step on the pressure plates for the divination (#7a), meta
(#7b), mental (#7c), and then temporal (#7d) magic colleges. Once you do so you'll find
"canto2" which reads, in part, "one step which begins a journey."

8 - Pelojian's Pool

As long as you're wearing Pelojian's Amulet (see #4), you can activate the pressure plates
surrounding Pelojian's Pool. The correct order for stepping on the plates is described by the
cantos found in the canto buildings (#4-7) -- star, spiral, stick figure, cross-circle --
followed by the symbol for magic. Once you activate the symbols, Pelojian will appear.
You don't have to wait for midnight.

Pelojian will tell you about Vendigroth and the Device, and he'll mark the location of
Vendigroth on your world map.

Exits:

A. Entrance to Tulla Interior.






Tulla Interior
1 - Mural of Enlightenment

The mural is the key to figuring out how to speak with the ghost of Pelojian (see #4). The
mural depicts four large symbols, each surrounded by four small symbols. The 16 small
symbols represent the 16 colleges of magic, and they can also be found on the 16 pressure
plates outside. The four large symbols have an unknown meaning, but they can be found on
the four canto buildings outside.

If you can't pick locks or cast the unlocking cantrip, then to open each canto building you
must step on the four pressure plates associated with it, and do so in the correct order. Start
with the symbol at the 12:00 position and then work clockwise. The last symbol should
always be right in front of the building you want to open.


2 - Teleportation Circle

You'll be able to use the circle if you attempt to become a master of a college of magic (see
#5a-o).

3 - Jorian

Before Jorian will let you in to see Simeon Tor (#4), you'll have to go back downstairs and
look at the mural (#1), even if you looked at it before. Then you'll be able to open the
doorway to Simeon Tor's room (Exit C).

4 - Simeon Tor

When you tell Simeon Tor that Nasrudin sent you to discover the location of Vendigroth,
he'll reply that Pelojian is the only one who can help you. Then he'll add that Pelojian has
been dead for over a thousand years, but that he appears nightly at the pool in the center of
the city (Tulla Exterior, #8). Tor won't have any idea about how you might get the spirit to
speak, but he'll hint that anything Jorian (#3) has had you do is probably important.

5 - Master Mages

The mages can train you to become a master of a magical college. They'll give you
amastery medallion, and the medallion will allow you to use the teleportation circle in the
center of the level (#2). The circle will transport you to a series of rooms that have puzzles
and / or enemies in them. If you can complete the puzzles and kill the enemies, usually by
using spells from the magic college, and return to the master mage, then you'll be able to
cast the spells in the college at half the mana cost (so it's useful to become master of, say,
the force college). You can only become a master of a single college, and you don't need to
wear the mastery medallion for the reduction in mana cost.

The masters are listed below:

a) Liam Raymond, Master of Meta

For the mastery quest, in the first area you'll find three lords of the damned, and one of
them will have a key allowing you to unlock a door and go through a portal. In the second
area you'll face a single elf wizard. The wizard will also have a key on his body, and it will
allow you to access another portal past another locked door. This last portal will take you
back to the main level of the Tulla Interior.

b) S'Btin'ka, Mistress of Morph

If you agreed to help Cynthia Wit in Caladon, then you'll be able to buy lycanthrope
restorative from S'Bin'ka for 2000 (or 1000) gold. You can also just steal it from her.

For the mastery quest, in the first area you'll find a very small door. You'll have to cast the
shrink spell on yourself to pass through it. In the second area you'll face three skullcrushers.
One of them will have a key. The key unlocks the door leading to a portal, and the portal
will take you back to the main level of the Tulla Interior.

c) Ferko Lydell, Master of Nature

For the mastery quest, in the first area you'll find a whole slew of level 30 firejumpers.
You're probably supposed to use the empathy spell to tame the firejumpers so you can get
to the chest in the center of the area, but that's never worked well for me, and the only way
through the firejumpers seems to be to take them on in combat (easier said than done, but
worth a lot of experience). However you get past the firejumpers, you'll find a key in the
chest, and the key will allow you to move on to the second area.

In the second area you'll find a bunch of brute fangs, but this battle is much easier because
there are fewer brute fangs to worry about. Once past the brute fangs you'll be teleported
back to the main level of the Tulla Interior.

d) D'Ary, Master of Necromantic Black

For the mastery quest, in the first area you'll find a bunch of level 3 lesser krags guarding a
chest. Once you defeat the krags and open the chest, you'll find a key allowing you access
to the second area. In the second area you'll find a pair of frigidons, one of which will be
carrying a key. The key unlocks the nearby door, allowing you to leave the area and return
to the main level of the Tulla Interior.

e) Bilko Gavin, Master of Necromantic White

For the mastery quest, in the first area you'll find some dragarons fighting skullcrushers.
Any dragarons that survive will attack you, so you can either heal the skullcrushers so they
fight longer, or just wade in and attack the dragarons, or ignore the battles completely since
the door on the other side of the area is unlocked. In the second area you'll find a bunch of
molten arachnids to kill, but eventually the hallways will lead to a portal, and the portal will
take you back to the main level of the Tulla Interior.

f) Daemon Gardi, Master of Phantasm

For the mastery quest, in the first (and only) area you'll find some frigidons and dragarons
to kill. Past them, through an unlocked door, a portal will return you to the main level of the
Tulla Interior.

g) Harold Sumner (aka Tom Smith), Master of Summoning

For the mastery quest, in the first area you'll face a bunch of krag warriors and a single
skullcrusher. The skullcrusher has the key allowing you to return to the main level of the
Tulla Interior.

h) S'yala, Mistress of Temporal

For the mastery quest, in the first area you'll face three level 25 wargunns. Then in the
second area you'll face over a dozen level 25 wargunns. The portal in the second area leads
back to the main level of the Tulla Interior. None of the doors in the two areas are locked.

i) Ve'Tura, Mistress of Conveyance

For the mastery quest, you'll first find yourself on a platform. To get to the portal on the
other side, you'll have to use the spatial distortion spell. (If you try to walk, you'll just get
teleported back.) In the second area, you'll find a rock sitting on a portal with eight pillars
of different colors surrounding it. The pillars farthest from the rock can't be moved, but the
four closest to the rock can be moved using the unseen force spell. The idea is to push the
four movable pillars to the corners of the area so that the unmovable pillar between them is
the combination of their colors. That is, the pillars should go, in clockwise order: orange,
red, magenta, dark blue, light blue, green, lime, yellow. Once you get the pillars in the
correct order, the rock will disappear and you'll be able to return to the main level of the
Tulla Interior.

j) Cassandra Johanson, Mistress of Divination

For the mastery quest, you'll find yourself in an area with six teleportation circles. If you
cast the sense hidden spell, you'll discover that five of the circles are guarded by level 30
invisible crushers, and one isn't. The unprotected circle will take you back to the main level
of the Tulla Interior. The other five circles won't do anything.

k) Wel' K'ene, Master of Air, and Addo Terrin, Master of Earth

For the air mastery quest, in the first area you'll find some tattered bowmen and numerous
traps. Potentially you could cast body of air and avoid all the traps, but that won't help your
followers any. Plus, the traps aren't very powerful, so the easiest thing to do is just walk
through the room and take your lumps. In the second area you'll find six more tattered
bowmen and a locked door, but I have no idea how you're supposed to unlock the door,
other than by picking it or using the unlocking cantrip. Maybe a key's supposed to appear
on the skeletons but doesn't? Past the locked door you'll find the portal back to the main
level of the Tulla Interior.

For the earth mastery quest, in the first area you'll find two lines of tattered bowmen, which
should be easy to defeat. In the second area you'll find some skullcrushers and a 3x3
configuration of chests. The key to the next area is in the chests. In the third area you'll find
some widower spiders. No key is required to exit the area and return to the main level of
the Tulla Interior.

l) Naph'Tha, Mistress of Fire

For the mastery quest, in the first area you'll find a walkway of flames. You can cast body
of fire on yourself to avoid most of the damage, but that won't help your followers any. So
either tell them to wait before starting the quest, or else strip them first to preserve their
armor. In the second area, you'll have to fight a few water elementals. Beyond the water
elementals you'll find the portal leading back to the main level of the Tulla Interior.

m) V'ed Eckes, Master of Water

Eckes will tell you about a student he sent out to find a gem of water purity, and how even
though the student found the gem, he is now considered tainted and can't be allowed back
inside the walls of Tulla. Further, he'll ask you to go outside to collect the gem from the
student. If you're nice or persuasive, you might be able to convince the student he doesn't
really belong in Tulla, and he'll give up the gem peaceably before he leaves. Otherwise
you'll have to rob or kill the student to get the gem. Since the student has a Clarington
rifle and machined plate, as well as the gem, you might want to kill him regardless. When
you return the gem to Eckes you'll receive a robe of fire protectionand 3100 experience.

Note: The gem quest is a reference to Fallout.

For the mastery quest, in the first area you'll face a bunch of kite berserkers, and then in the
second area you'll face a bunch of monkey swarmers. None of the doors are locked, so you
can just run through the fights if you want.

n) Rys'Ard, Master of Force

For the mastery quest, in the first area you'll find two frigidons and a locked door. To get
past the locked door you can just disintegrate it (or use the unlocking cantrip, or whatever).
In the second area you'll find a bunch of monkey swarmers. In the third area you'll
encounter a level 30 siren queen. Since she isn't carrying anything, it's safe to use
disintegrate on her. Past the queen is the portal back to the main level of the Tulla Interior.

o) Edgar Jerryl, Master of Mental

For the mastery quest, in the first area you'll face a pair of wargunns. If there's a clever way
to unlock the door beyond them, I don't know what it is. (Perhaps you can dominate the
wargunns and order them to break down the door, but you probably have the unlocking
cantrip, which is easier to use.) In the second area you'll find some chests guarded by
frigidons. Each of the chests contains a key, but you need to find the "tulla-battle-mental"
key to leave the area and return to the main level of the Tulla Interior.

Exits:

A. Exit back to the Tulla Exterior.
B. Stairs between the main level and the upstairs landing.
C. Doorway between Simeon Tor's room and the upstairs landing.
D. Teleporter to the Ring of Brodgar.
E. Teleporter to Caladon.
F. Teleporter to Black Root.
G. Teleporter to Tarant.
H. Teleporter to Ashbury.
I. Teleporter to Stillwater.













Vendigroth Ruins, Surface
Exits:

A. Entrance to the ruins. Spiders will pop up out of the "holes" next to the entrance, so be
wary.

Vendigroth Ruins, Levels 1-2
Area Note

The exits in the area are through vents in the walls.

1 - Container with Submarine Newspaper

The two newspapers give information about a submersible watercraft, and how it was
launched but never returned. It's the same craft you might have found crashed on the Isle of
Despair.

2 - Vendigroth Key #1

It's just sitting on the ground. If you don't see it, check your companions. It opens the door
right next to it.

3 - Container with Arronax Newspaper

The newspapers on this and lower levels give some background about Arronax and his fight
with Vendigroth.

4 - Vendigroth Key #2

As with key #1, it's just lying on the ground. It unlocks the door next to Exit D.

5 - Vivifier Schematic

The vivifier permanently increases all of your attributes by 1, so keep any eye out for its
components. One component can be found on this level (#6). The other is on level 4.

6 - Elixir of Physical Prowess

Exits:

A. Exit back to the surface.
B. Exit between levels 1 and 2.
C. Passage.
D. Exit to level 3.





Vendigroth Ruins, Levels 3-4
1 - Vendigroth Key #3

2 - Velorien's Altar

This is the final altar for the Ancient Gods quest. If you've completed the other offerings in
the quest, then by standing on the altar (that is, by offering yourself) you'll receive
Velorien's blessing. If you're not working on the Ancient Gods quest, then don't stand on
the altar. You'll die.

3 - Vendigroth Key #4

The key unlocks the door leading to Exit E. The container also has another Arronax
newspaper.

4 - Vendigroth Device

Once you've picked up the Device, you'll need to travel to the Ring of Brodgar in
Roseborough to meet up with either Nasrudin or K'an Hua and be banished to the Void.

5 - Unknown Chemical Compound

It's a component of the vivifier.


Exits:

A. Exit back to level 2.
B. Passage.
C. Passage.
D. Exit between levels 3 and 4.
E. Staircase.





















The Void, Outer Plains
Area Note

You'll face a bunch of void lizards in the first level. Picking up a void animal carcass from
one might prove useful later.

1 - Starting Point

You can't leave the Void once you enter it, so be sure you've done everything you want to
do in Arcanum before you come in. However, you don't need to be level 50 yet. You'll find
lots of things to kill in the Void.

2 - Teleporter Destination

This is where you'll end up when you're teleported to the level.

3 - Door Guards

When you approach the guards, one will stop you and ask you your business. It doesn't
matter what you say; the guards will let you pass through the door.

4 - Arronax

You'll find Arronax surrounded by a green protective shell. When you talk to him, you'll
learn that he's been trapped in the shell for over 2000 years, and that it must be Kerghan
who is planning to return from the Void. Arronax will offer to help you stop Kerghan,
provided you can free him. However, he won't know how that can be accomplished, only
that Kerghan probably isn't maintaining the shell himself.

To free Arronax, you'll have to kill the spirit snake at the door to the cell (#3). That will
destroy the protective shell around him and allow him to join your party. Arronax is level
50, but he has 55 character points left unspent, and so he isn't a very good follower. He
doesn't appear to wear equipment, either. About the only reason to take Arronax into your
party is if you want to talk your way past Kerghan at the end, since Arronax is required for
that.

Exits:

A. One-way teleporter to level 1.
B. One-way teleporter to level 2.
C. Stairs between levels 2 and 3.
D. One-way teleporter to level 4.
E. One-way teleporter to the Void, Exiles.
F. One-way teleporter to level 5.
G. Entrance to the Void, Inner Lair. You'll have to kill the guards at the door in order to go
inside.









The Void, Exiles
1 - Teleporter Destination

This is where you'll end up when you're teleported to the level.

2 - Gorgoth

Gorgoth will tell you that he needs food. If you have a void animal carcass (found on the
void lizards in the area, including those right next to Gorgoth) and give it to him, then
Gorgoth will join you to fight Kerghan.

3 - Altar

You'll find Kryggird's Falchion inside.

4 - Kraka-tur

Kraka-tur will join your party if you're evil or charismatic, provided you do something for
him. You can give him back his journal (found in the Lair of Bellerogrim), or you can
convince him you'll tell him how to leave the Void. Having his eye (found in Hadrian's
collection at the First Panarii Temple) might help as well. Kraka-tur is level 45, has over
300 hit points, and is trained in both melee and dodge, so he's a useful character to have
around.

5 - Bane of Kree

He'll join you to face Kerghan just for the glory of the battle. If you don't want him in your
party, you might want to let him join briefly anyway (or attack him) to get the sword he's
wielding -- Torian Kel's ancestral sword. It's one of the best weapons in the game. If Torien
Kel is with you, he'll ask for his sword back, but nothing will happen if you don't give it to
him.

Exits:

A. One-way teleporter to level 2.
B. One-way teleporter to level 3.
C. Exit between level 2 and the Void Cave.
D. One-way teleporter to level 4.
E. One-way teleporter to level 5.
F. One-way teleporter to level 6.
G. One-way teleporter to the Void, Outer Plains.













The Void, Inner Lair
1 - Black Mountain Clan

Or what remains of it. You can talk to Grenjar Silver Hammer and the rest of the clan if you
want, but nothing much will come of it.

2 - Teleporter to Kerghan

As soon as you enter Kerghan's inner sanctum, you'll start a conversation with him, and
you'll learn that he prefers death to life and plans to return to Arcanum to kill everything.
You'll have three ways to deal with Kerghan:

a) Help Kerghan. Kerghan will ask you to kill Arronax, Gorgoth, Kraka-tur and the Bane of
Kree. If you agree, all the good members of your party (like Virgil and Raven) will turn
against you and attack. Sometimes this attack will trigger Kerghan (and his lord's slaves)
into attacking you as well, so save before trying. Once you do everything Kerghan wants
and return to him, the game will end.

b) Talk Kerghan out of his plan. For this case you'll need to have Arronax in your party,
and you'll need to select the dialogue option, "An interesting point of view. I can see the
merit it holds." (You'll get the option almost right after the cut-scene.) When Arronax
objects, whisper to him that you have a plan, and then try to convince Kerghan that not all
souls are in pain. If you keep saying things Kerghan agrees with, then eventually you'll get
the option of using the Vendigroth Device on him, to give him a final, irrevocable death.
Then you'll get to see the ending cinematic and find out what happened to the various
people and places you visited during the game.

c) Attack Kerghan. Just say disagreeable things or demand to fight him, and he'll oblige
you. Kerghan has lots of hit points, and a few lord's slaves will appear to help him out, but
eventually you should be able to wear him down. When he only has about 10% hit points
left, he'll retreat into his shell, and that's when you should use the Vendigroth Device on
him to kill him. Then you'll get to see the ending cinematic and find out what happened to
the various people and places you visited during the game.

Exits:

A. Exit back to the Void, Outer Plains.
B. Teleporter between levels 1 and 2.
C. Tel1 - Black Mountain Clan

Or what remains of it. You can talk to Grenjar Silver Hammer and the rest of the clan if you
want, but nothing much will come of it.

2 - Teleporter to Kerghan

As soon as you enter Kerghan's inner sanctum, you'll start a conversation with him, and
you'll learn that he prefers death to life and plans to return to Arcanum to kill everything.
You'll have three ways to deal with Kerghan:

a) Help Kerghan. Kerghan will ask you to kill Arronax, Gorgoth, Kraka-tur and the Bane of
Kree. If you agree, all the good members of your party (like Virgil and Raven) will turn
against you and attack. Sometimes this attack will trigger Kerghan (and his lord's slaves)
into attacking you as well, so save before trying. Once you do everything Kerghan wants
and return to him, the game will end.

b) Talk Kerghan out of his plan. For this case you'll need to have Arronax in your party,
and you'll need to select the dialogue option, "An interesting point of view. I can see the
merit it holds." (You'll get the option almost right after the cut-scene.) When Arronax
objects, whisper to him that you have a plan, and then try to convince Kerghan that not all
souls are in pain. If you keep saying things Kerghan agrees with, then eventually you'll get
the option of using the Vendigroth Device on him, to give him a final, irrevocable death.
Then you'll get to see the ending cinematic and find out what happened to the various
people and places you visited during the game.

c) Attack Kerghan. Just say disagreeable things or demand to fight him, and he'll oblige
you. Kerghan has lots of hit points, and a few lord's slaves will appear to help him out, but
eventually you should be able to wear him down. When he only has about 10% hit points
left, he'll retreat into his shell, and that's when you should use the Vendigroth Device on
him to kill him. Then you'll get to see the ending cinematic and find out what happened to
the various people and places you visited during the game.

Exits:

A. Exit back to the Void, Outer Plains.
B. Teleporter between levels 1 and 2.
C. Teleporter between levels 2 and 3.eporter between levels 2 and 3.

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