Arcanum: Of Steamworks & Magick Obscura Walkthrough
By Steve
Metzler
Introduction
Arcanum is one of the most innovative RPGs to have been released
since Fallout, which is no surprise given that its creators were
part of the original Fallout team. The quirky blend of technology,
magick, and the 'steampunk' setting remeniscent of our own 1800's
make for interesting fare indeed. If this is the first RPG you've
ever attempted, then be warned: it is quite a difficult game. Figuring
out what you have to do to complete a quest is one thing; being
able to accomplish it is another thing altogether. However, with
this guide at your disposal, hopefully your objectives may be made
that little bit clearer, and you can kick back and enjoy this fantastic
game.
By the way, it's best to ignore what a lot of the mainstream gaming
sites said about Arcanum. They were largely over-critical. Sure,
the graphics are nothing to write home about, and the interface
is a bit unwieldy until you get used to it... but once you get past
these niggly bits you'll find an RPG of astonishing depth lurking
behind there! It took me literally months to finish my first game,
and then I found myself itching to start a new one the very next
day.
Conventions
Once again, I've chosen to eschew that handy yet game spoiling
Table of Contents. OK, so this Guide is loaded with outright spoilers
anyway, but I try not to ruin all the fun right up front by providing
you with a listing of all the important locations you will visit.
If you're looking for references to a particular location, person,
weapon, etc., then just search for it in your browser.
At the bottom of this guide are handy tables for locating important
items and people.
Directions are given assuming that the top of your screen is north,
and the longer direction names are abbreviated, like SW for southwest.
Tips
Before you even THINK about starting to play, download and apply
the latest patch (version 1.0.7.4 at the time of writing), which
may be obtained here on the official
Arcanum site. This patch became available on the 30th October,
2001.
I would never pretend to tell you what type of character to create,
especially in a game where you have as much free reign as this one.
Choosing a male or female character doesn't make much difference,
except female characters have less choices in the race category.
You might as well choose a background to make your character a little
more interesting, but be careful not to choose one that loads up
a single stat at the expense of many others unless you really want
your character to be unbalanced. Whether you choose to specialise
in technology or magick, or even play the middle road, it matters
not. You should be able to complete the game with all character
types. Having said that, let it be noted that Melee or Magick specialists
have it a lot easier than those who choose the way of Guns. Also,
be sure to consider the likes of Persuasion as a favoured skill.
It's good to have the option of being able to talk your way around
combat every so often. One other thing to consider at character
creation time: dwarves make lousy magicians because it costs them
twice as much Fatigue as any other race to cast a spell!
Do yourself an enormously big favour and make sure to purchase
a set of Lockpicks from the virtual shopkeeper at character creation
time. I couldn't find any merchants who would sell them, and without
them you can't pick a lock on even the lowliest chest. Having said
that, if you don't have a set of Lockpicks, you can usually bash
open locked containers (and doors!) instead. To do this, first make
sure you remove all valuable weapons from both your own and your
followers' weapons slots (using weapons to bash damages them unnecessarily).
Enter Combat Mode, then Alt+Click on the container or door. Your
followers will join in the fun! You will find Lockpicks here and
there eventually, but it's handy to have a set from the start.
Of all the stats, Dexterity (DX) is perhaps the most important.
Firstly, it boosts your Armour Class (AC), making you more difficult
to hit in combat. But even more importantly, it directly affects
your Speed. The number of attacks you get per combat turn (assuming
a high speed weapon) is roughly DX/2, so once you get your DX up
to 20, you're getting in at least 10 attacks per turn, maybe even
more if you're not encumbered at all (each level of encumberance
deducts 2 from your Speed, so it's best to travel lightly yourself.
Load up your followers with the heavy stuff). And finally, DX is
the stat that governs how far you can advance in Bow, Dodge, Melee,
and Throwing. These are the most important combat related skills.
In order to use an item in your inventory, just drag it over the
'hand' icon to the right of your inventory. If it's a usable item,
the icon turns green and you can drop it on the hand icon (if it's
not usable, the icon turns red). When you drop it on the hand icon,
one of two things happens:
- You'll wind up reading the item if it is a book, note, newspaper,
etc.
- Your cursor turns a different colour, and you are returned to
the game world. The next object or creature that you click on
will have that item applied to it. This is how you can use scrolls
and potions on followers, creatures, and even yourself.
Getting out of town onto the World Map can sometimes be an anxiety-inducing
affair. Usually, you just have to travel far enough out of town.
You know you've reached the right spot when the map icon on the
top left of your screen turns into a blue globe! Below, I've marked
each important location with it's World Map coordinates, as you
can find most places simply by wandering close to them. Sometimes
people will tell you the location of an important place, and this
puts it on your World Map. In a few cases, you can ONLY find a place
if someone puts it on your World Map.
After dispatching all your foes in battle, just right-click to
exit combat mode. Any followers you have along with healing skills
will automatically begin the process of healing you. Speaking of
which, if you get tired of waiting for someone's Fatigue to recharge,
a handy trick is to just advance the time 1 hour using the Sleep
menu.
Magical Chests and other such caches usually contain RANDOM magickal
items. I've only bothered to document the items that are always
at a particular location. Most often, these always-present items
are 'hexed' (evil).
Combat is by far the easiest way to gain XP in this game. Just
wandering around on the World Map for a while and beating up on
whatever attacks you will often result in you going up a level before
you even know it. Characters attempting to take a diplomatic route
through will find it to be very hard going indeed, as the XP gained
in solving quests pales in significance to that obtained by just
killing things. Anyway, you need to be quite adept at either Melee
or Magick to even complete most of the quests. You simply cannot
talk your way around monsters no matter how high your Intelligence
(IN) is, or how good your Persuasion skills are!
If you try to lug around all the interesting objects you find,
even if you share the load with your followers, you'll soon find
yourself running out of space and/or becoming encumbered. The best
solution I found was to store spare items in the dressers of the
inn rooms you stay at. No one seems to ever touch anything you store
there! On a related note, you can store large items in your hotkey
slots, without limit to the size of the item (but its weight still
registers in your inventory).
A caution about schematics: just because you bought a schematic
and you have the 2 ingredients necessary to make a new item doesn't
mean you'll succeed! For instance, early on in the game I bought
a Bullets schematic. But I soon found out that you need a lot more
than Saltpetre and Charcoal to make Bullets. You also need to be
quite a few rungs up the ladder in the Explosives technological
discipline. So it is with a lot of schematics you find or buy. In
a lot of cases you must have expertise in more than one discipline
to be able to combine the items, so beware.
When you pickpocket someone for their Gold, you only get 100 coins
per successful attempt no matter how much they have on them. I reckon
this is fair, otherwise the game would be too unbalanced in the
favour of thieves.
Wherever you go in your travels, always make sure to pump any bartender
you find for info. They always know what's going on in the area,
and their info is free. Bartenders can usually train you as an Expert
in Gambling and Haggle.
Nearly all shopkeepers will train you as an Apprentice in Haggle.
Disclaimer: in order to train as an Apprentice or Expert in whatever
skill, you need only fork out some cash. Usually, this is in the
order of 100 Gold for Apprentice, and 500 for Expert. However, in
order to train as a Master, you have to have spent 5 points on the
skill, and be at Expert level. The Master will then give you a quest,
which should you successfully complete, he/she will then grant you
the rank of Master. Now... in bringing this guide to you, I was
prepared to play all the way through Arcanum only so many times.
Therefore, I couldn't spend enough points to attain Master level
in every skill (and to be honest, I'm not even remotely interested
in skills like Repair or Haggle), so I couldn't document the final
quest to become Master in most cases; however, I usually can tell
you at least who the Master trainer is for a particular skill.
OK, that's probably enough of the up front stuff, and you won't
retain it all at once anyway, so let's move on and start this incredible
adventure.
Crash Site (1452 W, 1292 S)
You start your journey here, with a dying old gnome giving you
a ring and imploring you to deliver it to a boy... somewhere. Virgil,
a Panarii monk, immediately walks up to you and starts nattering
away. He thinks you're some kind of deity, referring to you as the
"Living One". Make sure you get him to join you as a follower (just
being as polite as you can under the circumstances will do the trick).
His healing skills are indispensable. Also be sure to loot all the
corpses in the area. You should at least get the Passport from the
gnome's body (he's one Preston Radcliffe), the Camera off Isaac
Zapruder, and the Wilhemina's Note to Jared off Wilhemina.
You'll have to fend off a few Ailing Wolves, Lesser Boars, and
possibly get your first encounter with a Kite Scout - a bit tougher
than the others. Virgil can cast a Minor Healing spell for your
injuries. If you're up to it, there's a Kite Shaman through a cleft
in the rocks to the SW. Killing him's worth more than 500 XP, plus
he's got a Magick Chest with 150+ Gold and a Fatigue Potion in it.
There might also be a gem or two, and an unidentified weapon or
piece of armour. As a quick test to determine if an unidentified
item is hexed (evil), try equipping it. If you hear a hum and the
ground underneath your character turns briefly into a pentagram...
it's hexed!
All the way to the north, one of the ogre bandits that attacked
the zeppelin has crashed in his flying machine. You can take a Strange
Amulet off his body.
To the NE in this area, past a pond, is the entrance to a cave.
Some Sewer Rats to dispose of, then there's a pile of junk to the
NW of the entrance containing Saltpeter and Arrows. A barrel just
to the NE of there contains some more items: Fatigue Restorer, a
Healing Potion, and a broken Flintlock Pistol. Proceeding further
north, there's another barrel containing: Healing Potion, Migraine
Cure, Iron Ore, and Coal. At the end of the passage, there's a dead
bandit. His spirit(!) gives you Quest 2 below. There's a bed here
that you can sleep in if you need to recover some HP, and yet another
barrel containing: Charcoal, a usable Old Flintlock Pistol, some
Bullets, 2 Stun Grenades, Dynamite, and an Explosive Grenade.
Virgil keeps suggesting to seek out the Elder Joachim in a place
called Shrouded Hills, somewhere to the SE of here. Might as well
head in that direction when you're done exploring the area around
the crashed zeppelin. As you're exiting the area to the SE, you
come across a shrine that portends you fighting an "evil one". Hmm.
As you pass the shrine, you're accosted by an elf. You can let Virgil
do the talking, in which case the elf ultimately runs away, or you
can talk to him yourself. If you talk to the elf yourself, you'll
probably wind up killing him, because you find out that he knew
of Preston Radcliffe (the gnome who gave you the ring), and for
some unknown reason he's bent on killing any survivors of the crash,
which means you! After your encounter with the elf, you get your
first chance to use the World Map. You may travel to either Arbalah's
House if you took Quest 2 below, or to Shrouded Hills.
If, instead of travelling via the World Map, you continue on past
where you met the hostile elf, you'll run into what could be described
as Wolf Alley. It's a winding passage through the rocks that contained
no less than 7 Wolves. These are the really tough Level 3 ones,
as opposed to the Level 1 Ailing Wolves you can so easily bump off.
If you can get them all, you should be nearly at Level 4 by this
stage.
Quests
- Discover the origins of the strange ring.
You automatically get this quest when the dying gnome hands you
the ring. You have the feeling it might take some time to resolve
this quest...
- Kill the priest Arbalah to free the spirit of Charles Brehgo
- 1500 XP.
The spirit of the dead bandit in the cave gives you this quest.
Travel to Arbalah's house, which is now on your map. Arbalah tells
a different story entirely. Now, you can kill Arbalah, which is
bad for your alignment but nets you 1500 XP (there was no treasure.
It was a ploy used by the spirit to motivate you to kill the priest),
or take Arbalah's House Quest 1 instead.
Arbalah's House (1451 W, 1304 S)
You can travel here via the World Map from the Crash Site.
While we were at Arbalah's house, we were accosted by a member
of the Molochean Hand. Another bloke intent on killing any survivors
of the zeppelin crash. What is it with these people? Anyway, after
killing this ruffian, the Strange Amulet that I got off the ogre
bandit was now identified in my inventory as a Molochean Hand Amulet.
Aha, this is starting to add up. Even though I couldn't loot anything
from the elf I killed at the crash site, when I returned a day later,
there was a pool of blood there, and one of these amulets. So...
the people trying to kill me all belong to the same organisation!
Quests
- Recover Arbalah's artifact from the bandit - 1700 XP and a
Blessing.
Instead of killing Arbalah, if you speak with him you learn that
the bandit was lying, and it was Arbalah who was wronged. You promise
to recover his artifact. When you return to the bandit's spirit
in the cave, you can trick him into telling you the whereabouts
of his partner in crime (just lie to him. It won't do any harm).
Travel to Simon Fahrkus' Shack (1450 W, 1326 S) via the World Map.
If it's daytime, Simon will come out of the shack as you approach;
otherwise, you'll have to go inside. You can get the artifact from
him by either threatening force, telling a lie, or killing him for
it. I know what you're thinking... but you can't steal it. When
you return the artifact to Arbalah, you receive a Blessing from
him, which bumps your Reaction Modifier by 5 points!
Shrouded Hills (1409 W, 1317 S)
A mining town to the east of the crash site.
Standing just to the north of the well where you arrive in Shrouded
Hills is a young gnome. When you approach him, he engages you in
conversation. He claims to be Preston Radcliffe's younger brother
William. You can give him the Signet Ring, but he's not the owner
(remember, it's engraved with the initials GB). You don't get any
XP for giving him the ring, and you can't easily get it back afterwards
because he gives you 25 Gold for it, so I believe it's a trap for
the unwary.
The Shrouded Hills Inn is just to the SE of the well. You can stay
here for 25 Gold per night. Coincidentally, Virgil's mentor, Joachim,
has a room here at the end of the hall. When you enter, you find
2 thugs who Joachim dispatched along with a note on the floor from
Joachim urging you to meet him in Tarant. Virgil confirms your suspicions
by stating that the gnome claiming to be William Radcliffe may indeed
be an imposter. In the room at the top of the hall that you paid
for, there's a dresser containing some Gold and a pair of Worn Shoes
that will at least boost your Damage Resistance by 1.
Just around the corner from the bank is Ristezze Imported Goods.
Talk to the shop's owner to obtain Quest 3 here.
The smith, Lloyd Gurloes, will train you as an Apprentice in Repair,
Pick Locks, or Disarm Traps for 100 Gold. Lloyd will also give you
Quest 10.
The guards here will train you as an Apprentice in: Dodge, Melee,
Throwing, Spot Trap, Bow, and Prowling.
On the NE path out of town, on the way to the bridge, there is
a gypsy woman who has some handy magickal items for sale and she
can identify magickal items for you, as well as training you as
an Apprentice in Prowling.
The half-ogre drunk standing by the bar at the inn, Sodd Mead Mug,
will join you as a follower, but you must have CH of at least 9
for this to be possible.
If you exit Shrouded Hills via the bridge to the east, after completing
Quest 1 or 2 below, you'll bump into the gnome who claims to be
William Radcliffe again. You'll have to fight him this time. You
can recover a Note from him that explains a bit more about your
predicament.
Quests
- Constable Owens needs you to remove the thieves from the bridge
- 1000 XP and 250 Gold, plus bridge key... and a Fate Point!
Talk to the constable/mayor who is pacing around in the vicinity
of the well. Thieves are holding the bridge on the east side of
town (take the NE path from the temple to get there), charging a
toll to all who would cross. Now... these guys are extemely tough
- way too tough for your Level 3 or 4 character - so I chose to
solve this one using wits. Before you ever speak to Lukan the Witless
there for the very first time (you won't get the necessary dialogue
choice on subsequent attempts), you need to have pumped at least
1 CP into Persuasion. Then, follow the "Hmmm. I may be able to persuade
you otherwise..." dialogue path to its logical conclusion, taking
the most non-confrontational/evasive choices along the way. You
convince Lukan that he's encroaching on someone else's territory,
and you can even get him to fork over 200 Gold before he leaves!
You get some XP and 50 Gold more when you return to the constable
and report your success.
- In order to join the thieves, you must destroy the construction
materials for the new bridge - 1000 XP plus bridge key.
There is another way, though evil in nature, that you can avoid
the bridge toll. During your conversation with Lukan, you can offer
to help the thieves out by destroying the materials the locals are
planning to use to build a new bridge (in order to circumvent the
thieves' toll). Head directly south along the river, and you'll
find these materials. Make sure you disarm Virgil and yourself so
you won't damage your weapons. Then enter Combat Mode and use Alt+Click
repeatedly to damage the stuff beyond use. When you report back
to Lukan, he gives you a bridge key, and also tells you about an
organisation known as the Thieves Underground. Of course, this solution
to getting across the bridge will cost you a few Alignment points.
Your actions also piss off Constable Owens, but he's too cowardly
to do anything about it, and it doesn't seem to affect the reaction
of anyone else in town... so you in effect get away with it, with
the possible exception that you can get no more quests from Owens.
- Ristezze the Importer wants you to find a camera OR some Bessie
Toone paraphenalia - 1200 XP and the location of Tarant.
Show Ristezze the ring, and ask about its manufacturer, P. Schuyler
& Sons. He'll ask you to fetch either of the above items in return
for information. If you have the Camera from the crash site, you
can give him that. If you don't have it or don't wan't to part with
it, you need to find the old mine. Ristezze says it's on the north
side of town, but it's actually to the extreme west, and a little
south. Go figure. Once inside the mine, keep heading north, and
then SW. There's a Wolf guarding a Magick Chest there. He's quite
a bit tougher to take on then the Ailing Wolves you've encountered
so far. The chest contained some Gold, a Heal Poison, and a Mnura
Coin. Next to the chest is a Mine Cart which contains an Unidentified
Dagger. However, none of this stuff belongs to Bessie Toone, so
we must continue searching. Over on the east side of the mine, there's
a nasty Spider and some Lesser Spiders. Virgil can usually cure
you of the poison after the battle is over (though it can be a pretty
tight race), so don't use any Heal Poison you found unless you absolutely
have to. There's a barrel there containing some Old Gears (take
these!), and Dynamite. Also a crate full of Factory Discards containing
some interesting odds and ends. Finally, if you head to the west
part of the mine, and then north, you'll find the ghost of Bessie
Toone. Take out the Lesser Spiders. You can't talk to Bessie, but
she's looking for a little girl named Sarah. Hmm. Anyway, there's
a Metal Can here containing Bessie's Old Boot, which is the piece
of paraphenalia you've been searching for. Another crate full of
Factory Discards too. Actually, it is better to give Bessie's Boot
to Ristezze in order to complete the quest, because it's worth almost
nothing, whereas the Camera is worth at least 250 Gold (and is useful
somewhere else much later on). Once you've given either of the items
to Ristezze, he puts Tarant on the map for you! Quest 4 also automatically
appears in your quest book.
- Get information from P. Schuyler & Sons about the owner of
the strange ring - 2000 XP and Tarant Quest 3.
You have to journey to Tarant. See paragraph on P. Shuyler & Sons
in Tarant section.
- Jacob Bens wants you to steal the local mining company's payroll
from the bank safe - 900 XP and 250 Gold.
At the inn, you may bump into a drunken half-ogre at the bar, and
he'll give you this quest. You can immediately go to Constable Owens
and report this pending crime. Owens chickens out and sends you
to Doc Roberts. The good Doc is located in the building just west
of the temple, marked 'General Practitioner' (Doc Roberts can train
you as an Apprentice in Healing and Firearms, and as an Expert in
Firearms). You can tell him that Jacob Bens wants you to rob the
bank's safe, which bumps your Alignment 1 point to the right, but
that botches this quest. Anyway, you should complete Quest 8 first.
Then, sometimes the teller has the door leading to the safe open.
If so, you can just waltz right in and pilfer the 500 Gold (otherwise,
you'll have to sneak in at night and need pretty good Pick Locks
skill, or, you can always pickpocket her to get the key to the door).
Give 250 Gold to Jacob Bens, keep the rest for yourself, and no
one else seems to be the wiser. You lose 2 Alignment points, but
what the hey.
- Jongle Dunne wants you to destroy the town's steam engine
- 800 XP and 2 Healing Potions.
Visit Jongle Dunne, the alchemist, in his shop in the south of town
and talk to him to get this quest. It seems that the steam engine
(in the back of the temple, located just north of the well) that
Constable Owens has running there is wreaking havoc with Jongle's
magickal powers. Fulfilling this quest will set you back a few alignment
points. I had to lob a few sticks of Dynamite at the control panel
for the engine, killing its minder. Jongle gives you 2 Healing Potions
in return, plus Quest 7, in addition to putting Dernholm on your
map. Jongle will also train you as an Apprentice in Healing and
Persuasion.
- Jongle Dunne needs a package picked up from a man named Charles
Dolan, a merchant in Dernholm - 800 XP and 70 Gold.
Jongle puts Dernholm on the map for you. Charles Dolan's shop is
located in the SW part of Dernholm. Just pick up the package and
return it to Jongle.
- Constable Owens wants you to fix the town's steam engine -
800 XP and 100 Gold.
If, after you destroy the steam engine as per Quest 6, you speak
to Constable Owens, you get this quest. The part you need is an
Old Sprocket, which I happened to have on me. I picked it up somewhere
in the Bessie Toone Mine. Just goes to show how important it is
to hold onto all that junk you've been finding. Beware that if you
fix the steam engine, Jongle Dunne becomes hostile and won't ever
speak to you again, which botches Quest 7. You can always complete
this quest AFTER you deliver the package to Dongle to avoid that
happening.
- Doc Roberts wants you to help him stop an impending bank robbery
- Choice of: Revolver (technologist), Enchanted Sword (mage),
or Battle Axe (neutral).
See Quest 5 for details on how to find Doc Roberts. Regardless of
whether you rat on Jacob Bens or not, you can get this quest to
help the Doc take out the Bowen gang, who are planning to rob the
bank. If you get this quest before 18:00, you just need to talk
to him once he's standing outside the bank and the robbery commences
immediately; otherwise, he'll stand outside the bank all night,
while you might as well get some rest until 7:00 the next morning
when the bank opens again and the gang strikes. Help him defeat
the gang, and you get a weapon of your choice as a reward.
- Lloyd Gurloes wants you to obtain some pure ore for him -
800 XP and Fine Steel Dagger.
Ask Lloyd, the smith, how business is lately, and he mentions Bessie
Toone (see Quest 3). He says that in exchange for some Pure Ore,
he'll make you a Dagger. Pure Ore is obtained by mixing Iron Ore
with Steel. It's the first schematic in the Smithy discipline. Anyway,
the conversation with Lloyd sets you on the path to meet Percival,
Bessie's son. See Quest 11.
- Percival Toone wants you to find a way to free the ghost of
his mother - 1700 XP and 500 Gold.
His house is located just south of the mine entrance. If you completed
Quest 3, and tried to talk to Bessie Toone, then you learned about
Sarah. Percival lets slip that Sarah is in Dernholm. You need to
travel there and find Sarah. Unfortunately, Percival won't tell
you where Dernholm is, and if you didn't take Quest 7, you think
you probably have to travel to Tarant first and locate the mine's
owner... but this could be difficult too. He wouldn't give you the
man's name. However, there's a much easier way. A villager wandering
around just to the east of here will mark the location of Dernholm
on your map! See Dernholm Quest 1 for details of how to get the
deed back. Giving the deed to Percival nets you a lot less XP than
giving it to Sarah, but you do get 500 Gold as compensation.
- If, in my travels, I happen across the ancient elven amulet
of N'Tala, Gaylin has offered to pay me a handsome reward for
its return - 1700 XP and 1000 Gold plus some very important
locations on your map.
Gaylin is the town herbalist, whose shop is just along the path
past Doc Roberts' place. She can train you as an Apprentice and
Expert at Healing. You get this quest by asking her if she has any
work. It might be a while before you come across this amulet in
your travels, but at least you can be on the lookout for it...
Dernholm (1236 W, 1652 S)
There is an Tarant Newspaper containing an important news item
about a possible war with Caladon on the ground here on the way
into the centre of town. You should hold onto this newspaper.
The King's Inn & Pub is located smack in the middle of town. There
is a gnome thief named Vollinger standing at the bar in the inn
who will join your party if you are roughly at his experience level
of 15. Virgil doesn't trust him though, which is quite right if
you're playing a goody-two-shoes type. Vollinger is of evil Alignment.
He can train you as an Apprentice in: Backstab, Pick Pockets, Prowling,
and Spot Traps.
The blacksmith at Wallow's Quality Armor can train you as an Apprentice
in Repair, Pick Locks, and Disarm Traps.
At the entrance to the docks, on the east side of town, there's
a rubbish bin containing a Large Pipe. It's one of the components
of an Elephant Gun, if you're technologically inclined.
Jayna Stiles, a technological healer who lives in the far SE part
of town, will join you as a follower, but only if you're leaning
towards the technical side yourself. All she can make to begin with
are Healing Salve and Elixir of Persuasion.
If you've already met the Bow Master Kietzel Pierce in Blackroot,
then you'll find his missing student Dudley Crosston here. He's
one of the Elite Bow Guards, and typically patrols in the area of
Jayna Stiles' house and the docks.
If you bump into the Elite Guard Captain in your wanderings, he
can train you as an Expert in Bow and Prowling.
Lianna Pel Dar, who lives on the west side of town, can train you
as an Expert in Throwing. She'll also relate the history of Cumbria
to you. You'd have to be really good at Pickpocket, or expend a
Fate Point, but if you're up to it she has the very powerful Sword
of Baltar on her person. It takes a minimum ST of 18 to wield effectively,
but deals out 15 - 25 points worth of damage!
North of the castle are the infamous Pits of Dernholm. I talked
to one of the guards here in an attempt to get myself chucked in,
but no luck. Maybe I was better off. As the guards are all Level
45 around here, who knows what utterly undefeatable horrors lurk
in the Pits?
Quests
- Sarah Toone wants you to help her regain ownership of the
Bessie Toone Mine - 4500 XP plus Filament Sword.
The boarded-up building just to the west of the inn is where Sarah
Toone is staying. It would seem that Percival gained control of
the mine through nefarious means, so you can choose to pitch in
with Sarah instead. She gives you the name and address of the present
owner, in Tarant. 25 Lion's Head Circle is located on the east side
of Tarant. Using my powers of Persuasion, I was able to talk Mr.
Stanton into handing over the deed to the mine for nothing, otherwise
you'll have to fork over 350 Gold to get it. When you return the
deed to Sarah, she presents you with a fantasic Sword. Completing
this quest also completes Shrouded Hills Quest 11... even though
Percival is definitely not happy about the eventual outcome.
- King Praetor would like you to collect his taxes from Black
Root - 800 XP and 200 Gold.
To get this quest, enter the castle in the northern part of town,
and head all the way to the north part of the castle. Talk to the
noble in robes there, who turns out to be King Praetor. He wants
you to collect 5 gold bars worth of taxes from the town of Blackroot
(he puts it on your map). Journey NE on the World Map to Blackroot
and talk to the mayor, whose residence is located in the NE part
of town. If you found the Tarant Newspaper in Dernholm (see above),
you'll get dialogue options to convince the mayor that Tarant is
preparing for war against Caladon. He decides he'd be better off
aligned with Praetor, and agrees to pay the taxes (a Chest of Gold.
And no, you can't sell this to anyone). There is another way to
win the mayor's favour and collect the taxes, and that is by accepting
Blackroot Quest 1. Actually, this approach nets you more XP in the
long run than the newspaper ploy.
- Gladys wants you to find her ring, an old family heirloom
- 800 XP.
Gladys lives over on the west side of town. She sends you to speak
with Archibald. He lives over by the docks on the east side of town...
a cantankerous old soul who will have nothing to do with you, but
he mentions that he'll set his son Bernard upon you. If you speak
to Bernard, who is standing next to 3 barrels to the east of Archibald's
place, he'll tell you about the long-standing family feud over Gladys'
ring. Traipse back in to Archibald, make a bit of fuss over the
old lad, and he'll cough up the ring.
- Find the Lady Druella, get her to agree to marry Sir Garrick
Stout, and return her to him - 8500 XP, Master of Melee, and
Quest 5.
Sir Garrick Stout, the pompous fool in armour standing outside either
the barracks or the castle on the north side of town, is a Level
45 Master of Melee. The woman of his dreams is being held in a trance
by some creatures called Gyr Dolours. It's a long story. Anyway,
he wants you to rescue her, and return her to him so that he can
marry her. He marks the location of the Lair of Gyr Dolours on your
map. It's just to the NE of Dernholm. When you arrive there, head
cautiously up the path to the north. You have to be careful not
to let the Gyr Dolours gang up on you, because they cast a spell
that renders you unable to attack, and then they drain all your
fatigue; however, if you let them come to you and take them on a
few at a time, no big problem. Anyway, killing them is the easiest
part of this quest. Lady Druella comes out of her trance, and that's
when all the trouble really starts! There's no way she's going to
go back willingly and marry that idiot Stout, even if it does mean
her blind lover getting his sight restored as compensation. The
only way she'll agree to come with you is if you agree to let Stout
make you a Master of Melee... and then kill him. If you decline
to kill Stout and force her to come back (she reluctantly agrees
and temporarily joins you as a follower), you lose 50+ Alignment
points by handing her over to Stout. Even worse, Stout makes you
a Master of Melee, but doesn't carry out the rest of the bargain,
which was to give you the special healing potion to restore Adkin's
sight. If you kill him then (which is surprisingly easy once you're
a Master of Melee at Level 34 with a decent sword :-), all he has
on him is some Strong Poison. Druella begs you to go to Adkin in
Stillwater, but what's the use seeing as you only have Poison? A
dead end.
Well, dear reader, as astounding as it may seem, the best way to
complete this quest is to make an agreement with Lady Druella to
kill Stout. Lady Druella comes along willingly, Stout graciously
hands you the Potion to Heal the Blind and makes you a Master of
Melee... and then you kill him. This approach only sets you back
6 Alignment points, plus you get the quest to cure Adkin Chambers
of his blindness.
- Take the healing potion to Adkin Chambers and restore his
sight. Also, tell him Lady Druella's location - 6400 XP and
a Fate Point.
Adkin Chambers lives in Stillwater. See Stillwater Quest 4.
- King Praetor wants you to find his daughter - 800 XP and 1250
Gold.
You have to complete Quest 2 for King Praetor first, and you must
also have visited Caladon to get this quest. Praetor fears that
his daughter Aria has fled to Caladon, and is possibly living with
an Auguste Farad there. If you talk to the dock worker (you may
now know him as Bernard) as Praetor suggests, you find that the
ship his daughter left on sailed in very bad weather, and hasn't
been heard from since. So... first you go talk to this Auguste Farad
fellow. He's in the foyer of the castle in Caladon, pacing back
and forth. He admits that Aria and he are an item, but that both
sets of royal families are against the marriage. However, he also
has not seen Aria for several months, which means that she never
arrived in Caladon. Now, if you journey back to Blackroot, and from
there head SW towards Caladon and go as far along the coast as it
it possible to go, you come to a place called Razors Pointe (1504
W, 1772 S). There are two shipwrecks there. If you make your way
along the path that runs through shallow water, you'll find a lot
of Barrels and Chests. Unfortunately, you also find Aria's body
on the deck of the second ship. Take her amulet as proof that you
found her. When you return to Praetor, he lets you keep the amulet.
Praetor only gives you 250 Gold as a reward. Tightwad. The rest
of the Gold comes from Farad when you return to Caladon to bring
the bad news and give him the amulet as a keepsake.
Wolf Cave (1230 W, 1531 S)
If you strike out directly north from Dernholm, and then head for
Blackroot when you are just SE of the tree on the World Map, you
should encounter the Wolf Cave. On the west side of the cave there
are some pretty tough Putrid Rodents guarding the corpse of a skeleton.
The skeleton has a set of Lockpicks on him, so this is your chance
to finally get your hands on a set if you didn't purchase them at
the very beginning of the game. On the east side of the cave is
a mother Wolf with her Cubs. They are deceptively hard to knock
off as the cubs swarm around you and nibble away at your HP very
quickly. Anyway, there was a skelton there that I couldn't loot.
Possibly a bug? There is some useful stuff in the barrels though.
Blackroot (1097 W, 1441 S)
Blackroot is to the north of Dernholm on the east coast.
Garret Almstead, the blacksmith, will give you a pair of Dwarven
Gauntlets as a gift if you are sympathetic about his difficult upbringing.
He can also train you as an Expert in Repair and Pick Locks.
To the east of the blacksmith lives an inventor who has a lot of
good tech gear for sale, such as an Electrical Harness, at bargain
prices.
There is a ship in dock here, but you need to have a specific destination
in mind before you can hire it. Tarant becomes a possibility a little
later on. The cost of passage is 100 Gold per person.
There is also a train station in the NW part of town. You can purchase
reservations for either Ashbury or Tarant at a cost of 75 Gold per
person.
The human priest Dante is standing at the bar in the Sour Barnacle
(located on the pier in the north part of Blackroot). He'll join
you as a follower provided you are roughly at his level. Otherwise,
he says you're too wet behind the ears.
Clarissa Shalmo is the half-orc guard standing at the bar in Annabelle's
Gallery on the west side of town (it's attached to the Drop Yer
Anchor inn). She's looking for an ancient throwing weapon called
Azram's Star... actually, she's the Master of Throwing in Arcanum,
and the quest for you to become a Master of Throwing will involve
retrieving this weapon for her. Kietzel Pierce, the Bow Master,
is also standing here. He asks you to keep a lookout for his student
Dudley Crosston, and to tell Dudley that Pierce is travelling to
Caladon if you meet him.
Herkemer Oggdoddler is the grizzled war veteran wandering about
on the peninsula just west of the mayor's residence. For 500 Gold
each, he'll train you as an expert in the following disciplines:
Dodge, Melee, Spot Traps, and Firearms. You must listen patiently
to his ramblings about the war before you get the right dialogue
choices though.
Quests
- The Mayor of Blackroot wants you to find his badge of office,
a ceremonial silver dagger, stolen by a local gang of thieves
- 800 XP and Chest of Gold.
The mayor's residence is located in the east part of Blackroot.
Whilst trying to obtain Praetor's taxes, you learn that the Tarant
guards are not protecting Blackroot as well as they could be. You
can then accept this quest to retrieve the stolen Silver Dagger.
D'ak Taan the elf thief and his merry henchmen are holed up in the
far west part of Blackroot, across a body of water to the west of
the train station. You can buy back the Ceremonial Dagger and some
other stolen gear for 300 Gold. Alternatively, you can undertake
Quest 3 or 4 to obtain the Dagger.
- Mrs. Cameron would like you to find her son, Liam - 4600 XP
and Mage's Dagger OR Chapeau of Magnetic Inversion.
Mrs. Cameron's house is located to the SW of the mayor's residence.
Her son has a workshop located in the woods, and she hasn't heard
from him for a while. She'll put the location of the workshop on
your map if you agree to look for her son. See section on Liam's
Workshop below for further details. When you return to her with
news of Liam (and you've managed to destroy the portal), she'll
hand you a Mage's Dagger if you're magickally inclined, or an electrically
powered Chapeau (tophat), that provides a Damage Resistance of 20,
if you're a technologist.
- D'ak Tann the thief wants you to obtain poison from Grunwalde
- 800 XP and Ceremonial Dagger.
Grunwalde's house is located on the path that traverses the southern
part of Blackroot. He's an alchemist who makes only poison. If you're
not capable of stealing the poison from him (which is quite easy.
I managed in several attempts with no Pick Pocket skill), you can
buy it for 100 Gold by convincing him you've got a major pest infestation
problem.
- D'ak Taan the thief wants you to rob the Hedgewizard's chest
- 800 XP and Ceremonial Dagger.
The Hedgewizard lives in a house to the SW of town. Tugal will give
you a Scroll of Summon Undead if you promise not to touch the the
contents of his chest. Supposedly, you could use this scroll to
help defeat D'ak Taan and thus get the Ceremonial Dagger back that
way... but the level 3 decaying soldier that it summons is not very
helpful. The Hedgewizard's chest is quite difficult to lockpick.
You might be better off with Quest 3 unless you're an accomplished
thief.
- The innkeeper wants you to bring back his strong box from
the locksmith - 800 XP and indefinite free stay at the Drop
Yer Anchor.
Talk to Hallaway, the innkeeper at the Drop Yer Anchor. If you mention
that you can't afford the price of his room, he'll give you this
quest. Almstead the blacksmith's place is just to the SE of here.
Even with some Persuasion skill, I could only talk him down to 80
Gold as the price for returning the Strongbox. Not very good when
you consider it's a room worth only 25 Gold a night that you're
getting in return. Much better to steal the key to Almstead's trunk
off him and get the Strongbox back for free.
- A strange halfling seems to have included you in an ancient
game - 800 XP and a Mysterious Gem.
If you head to the shore just east of the mayor's residence, you
should find a halfling wizard there. If you agree to play his ancient
game, he'll start off with a riddle. The answer to this first one
is 'Clock'. He then sends you in search of a colleague of his all
the way over on the west side, past the camp of thieves. The answer
to his riddle is 'The spring'. Finally, he sends you further along
the path behind him to meet the last halfling. The answer to the
final riddle is 'Fire'. I thought I'd have to have pretty high IN
to get the dialogue chances for all 3 questions, but I managed it
with IN 8. If you answer any of the questions wrong, some very strong
creatures immediately surround you, and you're basically toast.
Get them all right, and a Mysterious Gem is your reward. This Gem
invokes a Level 50 halfling imp who will aid you in batttle.
- Retrieve Azrams Star from K'na Tha for Clarissa Shalmo in
Blackroot - 4600 XP and Throwing Master.
This is the quest to become a Throwing Master. Clarissa says she'll
train you from Apprentice all the way through to Master if you fetch
this item for her... but I was already a Throwing Expert when I
got this quest, so I can't verify that. Anyway, she marks the location
of K'na Tha on your map, but it's in the Glimmering Forest beyond
the Stonewall Range, so you must find a pass through the mountains
before you can journey there.
Once you arrive at K'na Tha (1435 W, 616 S) head through the Passage
in the trees. Then head NW through one of the doors, and take on
the Plagueish Maiden who is guarding 3 flame lights. Note that since
this is the quest to become Throwing Master, you'll need to make
extensive use of a throwing weapon to complete it. You can't cross
the canal to where the Plagueish Maiden is, but you can use your
throwing weapon to put out one of the lights across the canal, namely
the middle one (you'll find out with some experimentation that this
is the only one of the 3 lights that moves you to a new area). In
the next area, it's the right-hand light. In the next, it's the
unlit one right where you arrive, followed by the left-hand one.
In the next area, take the left-hand passage at the intersection,
then put out the middle light. You wind up on a central platform
surrounded by enemies on all sides. You have to kill all the creatures
(the final one being a tough Snake Elemental), and then put out
the light to the NW (might take 2 throws to extinguish it completely),
followed by the fire on the statue to the NE. This causes the light
to the NW to be lit again. When you hit it this time, you are finally
transported to an altar that contains Azram's Star and 500 Gold.
After pocketing the Star, put out the light there to exit back to
the real world. You may want to keep Azram's Star rather than returning
it to Clarissa Shalmo, as it's a powerful weapon - though it loses
a bit of its power once you take it away from K'na Tha. If you want
the XP and the Master training, you could always kill Clarissa afterwards,
or pickpocket the Star off her.
And now that you're a Throwing Master, there's another weapon even
more powerful than Azram's Star that's worth procuring... if you
go to the very top of your map, right between the 'O' and the 'U'
in Grey Mountains (at 750 W, 556 S - and you must approach this
location from the north as it's through a narrow cleft in some rocks),
you'll find an Old Blind Master killing all his chickens with an
Aerial Decapitator. He attacks you straight away, so you have no
option but to kill him in order to get this weapon... but he's a
very tough Level 49 fighter with lots of HP, so be careful. As far
as I know, there's no quest that leads you to this Old Blind Master.
It's also one of those locations that doesn't show up when you get
close to it, so you are apparently meant to just stumble upon it
with a bit of luck.
Liam's Workshop (1179 W, 1466 S)
Just to the SW of Blackroot. Enter the workshop, and look in the
dresser next to Liam's bed. Read the journal you find there, and
you'll get Quest 1 below.
Quests
- Destroy the portal described in Liam Cameron's journal - 3400
XP.
The locked Chest at the foot of Liam's bed contains the Magickal
Trap and Scroll of Disperse Magick that were mentioned in his journal.
Take the path to the east from the workshop, which circles to the
south. Along this path you'll find 3 very tough creatures, the last
and toughest standing guard over poor Liam's body. I was able to
defeat them all, just barely. Liam has an Axe and another Magickal
Trap on his body. Further along the path, there are more really
tough creatures near the portal that was described in Liam's Journal.
Once you vanquish one wave of them, another immediately comes through
the portal to attack. You really can't hope to take them on unless
you are at least at Level 25, but if you can, it's great for the
old XP because they just keep coming! Anyway, once you've had enough,
just use either the Magickal Trap (if you're a technologist) or
the Scroll of Disperse Magick to destroy the portal. Any creatures
already spawned will immediately perish once the portal is closed.
Return to Liam's mother to complete Blackroot Quest 2.
Torg's Altar (1215 W, 1139 S)
If you head pretty much on a beeline from Shrouded Hills to Tarant,
you should encounter Torg's Altar about halfway there. Read the
inscription on the large altar to find out what to offer it. However,
don't bother to offer it anything just yet! The altars you encounter
in your journeys are all part of a grand scheme, as will soon become
evident...
Tarant (972 W, 1028 S)
You just cross the bridge to the NE here to enter the city of Tarant.
The telegraph office where Joachim said you could collect a telegram
from him is at 79 Kensington Broadway (the large street you are
now standing on). It seems Joachim could not meet you here in Tarant
either, and suggests the town of Stillwater as a meeting place...
If you stumbled upon the Thieves Underground while completing Shrouded
Hills Quest 1, when you talk to the man standing in the alley in
Lusgsten Road he'll mention a fellow named Thaddeus Mynor, who lives
on the corner of Westrel South and Quilton Bend. It seems Mr. Mynor
can put you in touch with this Thieves Underground. If you visit
Mr. Mynor, who lives in the NE part of town, you'll be able to get
Quest 14.
There are tons of shops in Tarant. I didn't bother to document
many of them unless the owners were part of a quest. Feel free to
peruse them and spend all your hard earned coin!
P. Schuyler & Sons is a bit difficult to find. If you head down
the second street off Kensington Broadway (Devonshire Way), you'll
see an alley to the right. P. Schuyler & Sons is at the end of that
alley.
Magnus the dwarf, standing just outside P. Schuyler & Sons, shares
a common interest in that he also has a piece of jewelry made by
them. He will join your party if you so wish.
Inside P. Schuyler & Sons, talk to James Kingsford. At first, he
won't entertain you. However, with a little Persuasion I was able
to get a key off him for the back room. If you press him too far
and try to make him tell everything, he succumbs to a mysterious
poison attack. However, you can still get the key and then just
let him run off. You now have access to a basement via a trap door
in the back room. The Zombies down in the basement aren't too tough
if you can manage to peel them off one at a time, but if you let
them gang up on you, you're probably goners. There are 2 levels
worth of them... and then you finally get to meet up with the Schuyler
family of wizards! You can talk your way through the whole encounter
and make a pact not to let the world in on their terrible little
secret. In any event, you find out that the owner of the ring you
are carrying is named Gilbert Bates, and you have just completed
Crash Site Quest 1, and Shrouded Hills Quest 4. You have also landed
Quest 3 below.
I chose to kill all the Schuylers afterwards. You don't lose any
Alignment points, and there's a pretty good cache of stuff in their
locked Mystic Chest. Winston Schuyler has the key to the filing
cabinets on him. One of the cabinets contains the purchase order
from Gilbert Bates' father that comissioned the ring.
There is a Panarii temple here on the NW part of Lion's Head Circle
(No. 7). You can talk to the priest there to gain a bit more knowledge
of your situation. He suggests the Panarii temple in Caladon for
further reading.
Vermillion Station is located on Vermillion Road, west side of
town. You can reserve seats for either Ashbury or Blackroot at a
cost of 75 Gold per person.
At 32 Mulligan Bone Alley, in the NE part of town, there's a load
of stuff in a warehouse (most notably some nice helmets) once you
get through the locked door. The catch is, it's guarded by 4 Mechanized
Arachnids, all Level 20! They damage all weapons too. Good luck.
The Zoological Society is located in University Court, in the NW
part of Tarant. You can view the skull of a great dragon there,
and viewing the plaque that describes the skull puts the location
of his remains on your World Map. See section on Bellerogrim's Lair
below. Also, there's an Ancient Iron Chest on exhibit that was unearthed
in Bellerogim's lair. Seemingly, no one has ever been able to open
it. You COULD expend a Fate Point to open the Chest, but you'd be
getting ahead of yourself if you did that. A better solution will
present itself in due time...
All the way at the back of University Court there's a building
housing a few boffins who will expound their theories to you. Slightly
more useful is a bookseller there who will sell you Technical Manuals
that increase your skill in the various technological disciplines.
However, the person in this building you should really seek out
is Aldous T. Buxington III. He gives you a book entitled "The Pagan
Gods of Arcanum". This book, coupled with information provided by
the chart on his wall sets you off on a very interesting quest that's
also a great stats builder! See The 12 Altars of the Pagan Gods
section towards the end of this guide for details on solving this
intricate puzzle.
Xe'rad's Magick Armoury, located at 23 Desaille Terrace in the
NW of town, is a good source of magickal weapons and armour.
The Boil is the seediest part of town. It's the area to the south
of the Garillion Bridge, where you first entered Tarant. If you
can manage to take out the human and the two orc bandits guarding
the entrance to the west side of the Boil, you're in. Watch out,
they have fatigue-draining weapons! Once past these bandits, you'll
notice a bar right there with no name on its sign. If you talk to
the bartender, you can get Quest 19. Then, you have a choice of
working for one of the two gangs that control the area. Once you
choose a side, you won't be able to take any jobs from the other
side. So... if you want to work for Pollock, talk to the halfling
bandit standing in the SW part of the bar. He'll send you over to
Miranda Tears, who will give you Quest 25 for starters. If instead
you want to work for Darian Maug, then talk to one of the two half-orcs
standing at the table to the east. He'll send you over to talk to
the dwarf Muggs and you'll get Quest 27.
At the docks, right across from Madam Lil's, there's a Junk Dealer
who's an Expert in Repair (and he can train you as an Expert in
Repair too). He can fix even the most heavily damaged things back
to within only a point or two of their original condition, and he's
very cheap too.
Just south of Thaddeus Mynor's place at the end of Quilton Bend
there's a small unoccupied building. Around the back of this building,
through an opening in the wall, is another gypsy woman who can identify
items for you.
Poone at Poone's Flophouse on 13 Low Dervish Row will train you
as an Expert in Pick Pockets.
If you pay a visit to the Tarantian Water and Power Plant on Lion's
Head Circle and speak to the dwarf Charles Dunston, you'll find
out that he's sealed off part of the sewers due to the dangerous
beasts that are inhabiting them. He won't seem to let you through
the locked door to the sewers no matter how good your Persuasion
skills are. However, as usual, there IS another way... in the far
SE part of town past the docks, there's an entrance to the locked
part of the sewers in a small hut at the end of a narrow walkway
that leads to the middle of the river. The going is easy down there
at first, but then you may run into some really tough Elemental
creatures. Anyway, from this part of the sewers you can get to places
topside that are otherwise very difficult to get to, like back entrances
to thieve's hideouts in the Boil :-)
Quests
- Mrs. Cassandra Pettibone wants you to steal the elven funerary
stone from the newly unearthed elven catacombs - 1000 XP and
300 Gold.
You'll find Mrs. Pettibone at the top of Lungsten Rd. She asks you
to meet her discretely at her house, which is at the end of this
street. If you accept this quest, she'll mark the location of the
catacombs on your map. Even though she offers 250 Gold, you can
get 300 with the help of some Persuasion skill. The Elven Ruins
(711 W, 1023 S) are on a straight line east from Tarant. Along the
way you'll encounter a Forbidden Pit (833 W, 1034 S), with 3 widower
spiders in it. Defeating them was quite easy, and I found 350 Gold
in a Junk Pile there. Once you arrive at the Elven Ruins, you'll
find a few Dark Elves standing over the body of one Professor James.
They don't want anyone to desecrate their catacombs. You can attempt
to spoof them that you're a professor of archaelogy who's just here
out of scientific curiosity... but that doesn't seem to fool them.
Ultimately, whether on the surface or once inside the catacombs,
you'll have to kill them. The catacombs contain some Zombies and
Ghouls that aren't too tough to get past. In the SE, there's a locked
barrel containing a Magickal Medallion. To the west is the room
containing the Funerary Stone. It's a big, heavy sucker. Return
it to Mrs. Pettibone to claim your reward.
- Matthew Jameson wants you to retrieve his wedding ring from
the sewers - 1200 XP and 150 Gold.
Matthew is standing on the corner of Kensington Broadway and Devonshire
Way. Ahh, nothing like a good excuse to go down into the sewers,
what hey? The sewer grate allowing you entry is right there beside
Jameson. Not much down here except Sewer Rats and the slightly more
difficult Prodigious Vermin. Jameson's wedding ring is in a room
just to the NW of where you entered the sewers, but don't leave
yet. In a dry room in the NE part of the sewers, there are a human
and half-orc thief guarding two Barrels and a Chest. These contain
a goodly amount of Gold, some other useful items, and an Unidentified
Staff. In the northern part of the sewers, there are some locked
Metal Shutters to a room containing what looks like a steam engine.
If you can't lockpick the Shutters, then there is another way to
get in (you can see a ladder). Go back topside and head west down
Devonshire Way, then left around the corner to 19 Pickwick Alley
which is the Willoughsby residence. There's a trapdoor in the back
room. Head down and take out the 3 Mechanized Arachnids. The locked
Chest contains the schematics for a Pyrotechnic Axe - a marvellous
weapon! The servant Lorhan, standing by the billiard table upstairs,
is none the wiser to your thievery.
- Get information about the strange ring from Gilbert Bates
- 1200 XP and Quest 6.
You get this quest by gaining entrance to the basement of P. Schuyler
& Sons, and then talking to the Schuyler brothers. As nearly everyone
on the street will tell you, Gilbert Bates' estate is located at
the very end of Kensington Broadway. He is purported to be the inventor
of the steam engine. You get 1400 XP for talking your way past the
guard. Alternatively, you can take Quest 5 or 7 in order to gain
entrance, and you can also enter via a mausoleum in the cemetary
located in the SW of Tarant. The way through to the basement of
Bates' house from the cemetary is heavily trapped, and contains
a few locked doors. Bates is upstairs in the estate house. He'll
tell you a long tale concerning the origins of both the ring and
the 'gnome' who gave it to you. Afterwards, he'll give you Quest
6, and offer to buy the ring back for 200 Gold. Note: it's a good
idea to accept his offer :-)
- Tom Grak, a rather jovial half orc, has asked me to find Sir
Matt de Cesare for him - 1700 XP and Quest 9.
Tom is standing outside a subterranean kiosk towards the end of
Kensington Broadway. He wants you to find this de Cesare character
for him, and says he's most likely hanging off the end of a bottle
somewhere. Indeed, M. de Cesare is hanging out at the bar of the
Wellington Gentlemen's Club, located on Vermillion Road in the SW
part of the city. He pretends to be drunk, but this is just a ruse,
and he asks you to follow him outside, where you can obtain Quest
9. If you're a female, then you technically can't get into the Gentlemen's
Club; however, you can circumvent this problem by finding Mr. Wellington
himself. He lives at 42 Vermillion Road, just north of the station
(the house is set back off the road a bit). In exchange for granting
you access to his club, he's looking for 200 Gold plus he wants
to bed you. If you then threaten to rip his throat out, he relents
and hands you a signed invitation to his club!
- Devise a solution to Bates' saboteur difficulties at his factory
to gain an audience with him - 1200 XP and audience with Bates.
If you can't blag your way by the guard to gain entrance to Bates'
estate (see Quest 3), then you can at least get this quest. Ten
Hands Alley is just to the east of the estate entrance. The factory
is at the end of the alley. Now that you have the key, just waltz
into the factory, and wait till after midnight in the large back
room. Take care of the 3 Bandits that appear, and report back to
the guard at Bates' estate. An easy in.
- Search the mines of the Black Mountain Clan for clues to their
whereabouts, and report back to Bates - 2500 XP, 300 Gold, and
Quest 18.
The Black Mountain Mines (1307 W, 754 S) are to the NW of Tarant.
Bates put them on your map. Just a few Ailing Wolves on your way
in, then take the door to the NW down to the next level. Lots of
Dwarven Chests and a few Kites and Kite Shamen on the way to meet
your first... Ore Golem. Man are these guys tough! They're Level
25, and every time you strike them with your weapon it does about
3 points of damage - to the weapon :-( Anyway, in the far SE of
this level is a room guarded by a Seething Mass. Another great weapon
wrecker. There are 3 Barrels in this room containing some useful
Dwarven artifacts: Machined Gauntlets, an Unidentified Hammer, and
the schematic for a Pyrotechnic Bow. In the NE part of the level
is a large room containing some dead bandits. When I tried to loot
one, another Seething Mass appeared. There's an exit here back up
to the first level, where there's a Patriarch Wolf surrounded by
some Ailing Wolves. Not too difficult. Note that there are 3 passages
behind you, and that you just came through the left-most one. Up
ahead there are 3 Brute Fangs guarding another passage. You can
avoid them by taking the right-most passage behind you, which comes
out at roughly the same place as the passage they are guarding.
If you decide to take them on, try to lure one or two of them out.
Taking on all 3 Brute Fangs at once is extremely difficult. Either
passage leads to a level with a lot of rooms, guarded only by Kites
and a few Granite Rats. There's plenty of booty in the chests here,
but the rooms contain many armour-wrecking traps, so beware!
The middle passage leads to a very large hall occupied by a truckload
of Kites. The side passages here are guarded by Were Rats. In a
passage off to the east is a Chest containing a Tesla Coil and a
Large Capacitor, in case you're in need of those bits. To the back
of the large hall are 3 chairs, the centre one apparently a throne.
Looks like that's where the dwarven rulers sat. The doors behind
the throne lead to a very, very long twisty passage that eventually
winds up... in a small room containing a lone dwarf and some carvings
on a central pillar. Read the pillar to learn the fate of the Black
Mountain Clan. You can question the dwarf, but he's already written
it all on the pillar. You can now report back to Bates.
- Cedric Appleby will grant you access into Bates' house if
you destroy Bates' new steam engine prototype - 800 XP, 300
Gold, and Quest 8.
Cedric's house is located at 29 Low Dervish Row, around the corner
from Madam Lil's. He definitely has it in for Bates, having lived
in the shadow of the famous inventor for many years. He gives you
some Dynamite in order that you may sabotage Bates' steam engine.
The factory is located at the end of Ten Hands Alley, just north
of here. There are two locked doors around the side of the factory,
the furthest being the easiest to lockpick. The prototype steam
engine is in a room to the NW of the factory. Just lob a stick of
Dynamite at it, and get out! Once you have destroyed the engine,
the guards will attack you on sight, so you must time your escape
carefully, because one of the guards here is at Level 32. I had
Magnus with me, but he appears to have left my party after this
deed. Dwarves definitely don't like to see good technology being
destroyed (which sent my Alignment pretty far west)!
- Steal any incriminating evidence from Bates to help Appleby
expose him - 800 XP and 500 Gold.
You need to complete Quest 7 in order to get this quest. Appleby
gives you some servant clothes to help you gain access to Bates'
estate. These indeed get you right by the guard with no trouble,
but you won't be able to take any followers with you. Once inside,
just go upstairs in the house and talk to Bates as per Quest 3.
Then comes the extremely difficult bit. The evidence is in the locked
chest in Bates' bedroom, but there was no way I could find to get
in there without alerting the guards, as the doors are always kept
locked. Even when Bates wasn't in his bedroom and the guards' backs
were turned, I couldn't pick the lock on the hall door without alerting
them (but I had only minimal Prowling skill. Maybe more would do
the trick). In the end, I had to complete this quest much later
on in the game when I was almost as strong as the guards. Killed
4 of the poor buggers, and then picked the lock on the Chest containing
Bates' Journal. After you do this though, Bates won't talk to you
anymore, so you'd better make sure you complete Quest 6 before taking
this route! Even though on the surface Appleby won't talk to you
because you've sided with Bates up till now, once you saunter up
to him with Bates' Journal he's easy pickings for 500 Gold. The
entire escapade will cost you 10 Alignment points, so it's really
only for those taking the 'dark' path through the game.
- Sir M. de Cesare wants you to find the skulls of the Ren'ar
siamese twins and bring them to him - 3100 XP and Quest 23.
When Matt de Cesare talks to you outside the Gentlemen's Club, he
tells you that he suspects the skulls are in a warehouse somewhere
in Tarant. Sure enough, the skulls are in a locked warehouse located
at 17 Quilton Bend (just around the corner from Thaddeus Mynor's
place). If you can't pick the lock on the door, you can always dynamite
it. This technique also has the pleasant side affect of killing
the nasty Were Rat lurking just inside the door. Then you only have
to contend with the remaining Level 13 half-ogre guard. The skulls
are inside a pile of locked barrels. When you bring them back to
de Cesare, you get Quest 23.
- Mrs. Evelyn Garringsburg wants you to find her stolen painting,
the famed "Kerghan and Persephone" by Pizarro - 1200 XP and
300 Gold.
A Tarant newspaper you find on the floor at the Wellington Gentlemen's
Club, Vermillion Road starts you off on this quest. Visit Mrs. Garringsburg
at 37 Devonshire Way (just east of the Gentlemen's Club) and learn
of the stolen Painting she wants you to recover. This quest is related
to Quest 11, in that if you read the note which you are supposed
to deliver, it mentions only the address: 57 Mulligan Bone Alley,
located on the NE side of town. There is a half-ogre guard there.
Defeat him to get the key to the back room where the stolen Painting
is kept.
- A strange man in the Wellington wants you to deliver a note
to 36 Low Dervish Row - 1000 XP and 100 Gold.
Seek out the dark elf noble in the NW corner of the Wellington Gentlemen's
Club, Vermillion Road. He'll ask you to deliver a note to the men
in 36 Low Dervish Row, which is in the SE part of town. He says
he's prepared to pay 100 Gold for the delivery, and that under no
circumstances are you to read the note. If you look at the note
(as if you wouldn't!), the men there will attack you when you arrive.
You miss out on some Gold, but you get XP as recompense... and a
hint for solving Quest 10.
- Delores Beston wants you to steal Madame Toussaude's crystal
ball - 1200 XP and CH -2.
Delores is a seer, whose place is located at 42 Polton Cross, in
the middle west part of town. Her crystal ball has been damaged,
and she's offering you 200 Gold to procure Madame Toussaude's for
her. Madame's place is located next to Madam Lil's bordello, in
the SE part of town. Kill her and take the crystal ball off her
body to complete this quest (she curses you upon her death and you
lose 2 Charisma points). Alternatively, you can obtain Quest 13
simply by telling Madame Toussaude why you are here (but she knows
that already)!
- Madame Toussaude wants you to deliver her crystal ball to
Delores Beston - 1200 XP and CH + 1 OR solution to Quest 10.
When you confront Madame Toussaude regarding Delores Beston, she
quite willingly gives up her crystal ball, and implores you to give
it to Delores. Um... prescience coming into play here. Delivering
the crystal ball to Delores results in her death! Recover the crystal
ball from the body of Delores, and return to Madame Toussaude. She'll
raise your Charisma as a reward (or, if you haven't completed Quest
10 yet, she'll divine that the painting is at 57 Mulligan Bone Alley.
This isn't very useful as there are other ways to find out where
the painting is, so you should complete Quest 10 before taking this
quest). I returned the crystal ball to its stand as a gesture. Perhaps
you could sell it instead?
- Thaddeus Mynor wants you to retrieve the map of the Tarantian
sewers - 1200 XP and 300 Gold.
Thaddeus Mynor's house is located in the far NE of Tarant, at the
junction of Westrel South and Quilton Bend. If you complete this
quest for him, you can become a member of the Thieves Underground,
with all the benefits it confers :-) The Dept. of Water, Hall of
Records is on East End Avenue, just past Bates' estate. Of course,
the clerk there won't just hand over the plans, so I waited in his
office until midnight, and stole the plans from the safe in his
back room while he was sleeping. The guards didn't even bother me
on the way out. You can also get another quest when you complete
this one, which is a variation on Quest 8. Appleby gives you a key
to the secret entrance to Bates' house, located in a mausoleum in
the cemetary, SW part of Tarant. You won't be able to get this quest
if you've already had your audience with Bates, because Appleby
will have nothing to do with you then.
Anyway, once you're a member of the Thieves Underground, you get
an additional set of quests in Tarant, and later, in another place.
The Tarant Thieves Underground Quests are documented in a special
section below, underneath the normal quests.
- Mr. Plough wants you to rid his warehouses, near the docks
in Tarant, of rats - 3100 XP plus technological artefacts.
Mr. Plough the gnome is standing behind a pair of doors in the SE
part of Tarant. He won't be able to pay you anything, but you get
to keep what you find in the warehouses as a reward. The small warehouse
back through the doors contains a few sewer rats, and the chest
there contains the key to the large warehouse just NE of there.
Inside are some more Sewer Rats and a few Prodigious Vermin. There
are quite a few handy technological items in the various crates
and chests, most notably: a Bear Trap, and some Dwarven Ore (which
makes a Feather-Weight Axe when combined with an Oak Axe Handle).
- Madam Lil would like you to retrieve Cassie's necklace from
Mr. Mooreland's house on 46 Devonshire Way - 2100 XP and 100
Gold OR free entertainment.
Madam Lil's bordello is located in the east part of town. You can
purchase some... delightment from one of her girls for 100 Gold.
If you're looking for a bargain, there's always Bessie the sheep
for the going rate of 25 Gold. If, on the other hand, you're just
looking for another quest, then you can get this one by telling
Madam Lil that you're interested in something else. When you show
up at the Mooreland's residence, you'll find Laura the maid there.
You can cajole her out of the necklace for 50 Gold (25 Gold if you're
stingy), or you can get it for free if you talk her into joining
up with Madam Lil. Return to Madam Lil for your... reward. You might
be inclined to keep the necklace instead as it has a Magic Resistance
of 40%; however, this turns out to be a mixed blessing - it makes
Virgil's attempts to heal you fail about half the time! I eventually
wound up returning the Necklace to Madam Lil, in which case you
get another job from her. See Quest 22.
By the way, Madam Lil will train you as an Expert in Persuasion
for 500 Gold. She then refers you to Willoughsby for training as
a Master of Persuasion. Willoughsby hangs out in an office at the
Water Dept. & Hall of Records building, but he doesn't appear there
till the latter stages of the game.
- Mr. Wright, Editor of the Tarantian, would like you to deliver
a payment note to Mrs. Halster - 1200 XP and 75 Gold.
Mr. Wright, at the Tarantian Editorial Office, located on the west
side of Polton Cross in the centre of Tarant, will give you this
quest if you ask him if there are any jobs going. Mrs. Halster lives
just up Vermillion, across from the Wellington.
Wright will also offer to pay you 500 Gold in exchange for your
story about the zeppelin crash... but I'm not sure you want to generate
that level of publicity about the affair. If you sell your story
to Wright, then every pub patron across the land will know about
you. Most of them will treat you kindly, but some of them are Molochean
Hand and will attack you as soon as you talk to them in a pub. Usually,
they aren't too difficult to put down, so this is your call.
- Look for the Black Mountain Clan on the Isle of Despair -
1000 XP and some important information.
You get this quest having completed Quest 6. Bates tells you to
seek out a man named Teach on the docks of Ashbury. He also offers
you the services of his ogre guard Chukka... who wouldn't join my
party. Said he hated me. Sniff.
- Caleb Malloy wants you to pick up his shipment of whiskey
- 3100 XP and 500 Gold.
Caleb Malloy's bar is the one with no sign on it just as you enter
the west side of The Boil. Caleb wants you to meet an associate
of his on the Garillion Bridge concerning a shipment of whiskey.
Meet the dwarf named Biggs at the middle of the bridge and he gives
you the Crate of Whiskey. The 2 orc bandits standing nearby immediately
attack... but they should be no problem at all if you managed to
get into The Boil in the first place, right?
- Discover the fate of Wilhemina, girlfriend of Jared the guard
- 1700 XP.
Unbeknownst to you, when you took the Note to Jared off Wilhemina's
body at the Crash Site, you already had the means to complete this
quest. Just talk to Jared, the captain of the guard, outside Vermillion
Station. After you show him the Note, you get Quest 21 as well.
- Jared the guard wants you to go to the stonecutter to commission
a tombstone for his beloved Wilhemina - 1000 XP.
The stonecutter's place is all the way at the other end of East
End Avenue, at number 12. Just go there and tell him Jared sent
you. Easy one.
- Mr. Langley owes 400 coin to Madam Lil. Collect it and return
it to her - 2500 XP and 200 Gold OR a favour.
Langley is the doorman at the Bridesdale Inn on Vermillion Road.
He'll get you the money, but he needs 5 days. Sure enough, when
you return after 5 days or more, he hands you the money he owes
Madam Lil.
- You need to find Arthur Tyron and bring him the siamese twin
skulls as proof of a larger conspiracy - 3100 XP.
Matt de Cesare tells you that Tyron was last seen in Blackroot.
However, when you go to Blackroot and search an empty house to the
SW of town, all you find there is a note from Tyron stating that
"The crow is in danger". When you return to de Cesare with this
news, he doesn't really give you any further information on where
Tyron may be located. He just tells you to keep looking for him...
- Madam Lil would like you to locate a Medallion of Beauty for
her - 2500 XP plus 600 Gold OR 2 favours at once.
Well... the lone woman in the King's Inn & Pub at Dernholm is wearing
one of these. Good luck getting it off her without having to waste
a Fate Point though! Not worth it just to complete this quest, me'thinks.
- Miranda Tears wants you to take a crate of ale from the Clan
Maug's warehouse - 3100 XP.
The warehouse is west of the bar. There's one guard standing outside
the door, the other patrolling around the building. The one standing
at the door has the key to the door on him. Just grab the crate
of ale from inside and report back to Miranda. She sends you to
Pollock himself to get Quest 26.
- Pollock wants you to kill Darian Maug - 4600 XP and 1500 Gold.
You should be able to cross over to the east side of the Boil now,
and Pollock's mugs shouldn't bother you. If they do attack, then
it may mean you're not tough enough for this quest yet (it's their
polite way of letting you know). Anyway, tell the guard at the the
door that Miranda Tears sent you, and you're in to see Pollock.
He wants you to kill his opposition, Darian Maug. If you're a magick
user, he'll give you 3 scrolls to help you out: Shrink, Unlocking
Cantrip, and Nightmare. If you're a technologist, he'll give you:
a Hand Cannon(!), Energizer, and an Explosive Grenade.
Back on the other side of The Boil, there's a large building at
the north end guarded by a gnome named Milo and an Orc Berserker.
Inside are another 10 Orc Berserkers (Level 30) and a Brute Fang
that you have to get through on your way to meet Darian Maug in
the back room. Return to Pollock when the deed is done. That's the
last of the Pollock gang quests.
- Muggs would like for you to collect 200 Gold from a Mr. Larrs
in the Boil. If Larrs is unable to pay, you are to kill him
- 3100 XP and 25 Gold.
OK, so you've decided to work for the Maug Clan. This is a pretty
easy one, especially if you have a lot of dough. Larrs lives right
across from the bar. He only has 25 Gold to his name, so I took
that off him and offered to pay the rest myself. You could kill
him instead, and then you'll get away without having to pay anthing
(and Muggs gives you 25 Gold). Muggs sends you to see Darian Maug
for Quest 28.
- Milo wants you to kill Treat, a Pollock gang member, for messing
with his girl - 4600 XP plus 550 Gold and audience with Darian
Maug.
Darian Maug is holed up in a building called the Bentley, all the
way to the north here. Unfortunately, the entrance to this building
is controlled by a poxy gnome named Milo. He won't let you in to
see Maug unless you complete this quest for him. Sigh. Treat lives
in a shack on the other side of the Boil. You'll have to get past
those 3 thugs guarding the Pollock entrance to the Boil in order
to reach Treat's shack, which is just to the south there. When Treat
is threatened he shape-shifts into an Elemental Snake, so he can
be a bit tough to kill. When you return to Milo, if you winge about
having to kill a shape-shifter he'll toss in an extra 50 Gold for
your trouble. Now go in to see Darian Maug who will give you Quest
29.
- Darian Maug has contracted you to kill Pollock - 4600 XP and
1500 Gold.
Darian tells you that no one has spotted Pollock outside for a long
time, so he must have a secret way into his place. Simple :-) Right
outside Darian's office is an entrance to the sewers. You have to
fight your way through (though none of the creatures are anywheres
near as tough as the guy you've been sent to kill!) quite far to
the NE, in fact right to the other sewer entrance in the middle
of the river, before you can turn around and head back SW to the
ladder under Pollock's place. Pollock is very tough, and you'll
have to fight at least one of his henchmen as well. Once you've
killed Pollock though, you can run back down into the sewers and
no one will follow you. You can either make your way back to Darian
via the sewers, or head topside via the entrance in the middle of
the river.
- Thaddeus Mynor wants you to steal the golden idol of the barbarians
of Kree - 10900 XP and 1000 Gold.
Once you're a member of the Thieves Underground and you subsequently
go back to Thaddeus looking for more work, he'll give you this quest.
The ruins of Kree (635 W, 1204 S) are on the Morbihan Plains, SE
of the Elven Ruins right next to a lone mountain. The place is guarded
by a horde of human bandits decked out in weird headgear. Beware
that they are Level 30, and you might have to take on 4 or 5 at
a time! Just keep working your way north and you'll eventually come
to 4 bandits standing around a fire. There's an Arcane Chest here
with 1000+ Gold in it. The room just north of there contains an
altar from which you can remove the Golden Idol of Kree. Just to
the west of this altar, through a hole in the wall, is an altar
to the lesser god Shakar of the Moon circle, and it takes a Bone
Dagger as an offering.
When you're finished here, take the Idol back to Thaddeus to claim
your reward.
- Obtain a copy of "Horror Among the Dark Elves" by Renford
A. Terwilliger - 6400 XP.
You get this quest by solving Qintarra Quest 8, whereby you found
the obituary of Terwilliger. Well, a good spot to look for books
is the Tarantian Library, and it's right around the corner from
the Hall of Records, behind the Zoological Society. Here's your
excuse to finally fork over the 1500 Gold to become a lifetime member
of the Library. The librarian will then try to find a copy of "Horror
Among the Dark Elves" for you, but none are available. However,
she does manage to find "The Curse of T'sen-Ang", which turns out
to be almost as useful. It's written by Kendrick Wales (remember,
the secretive author who lives in Ashbury!), and it alleges that
the single known remaining copy of "Horror..." is in the possession
of one Victor Misk, who lives in Caladon. For the moment you can't
complete this quest, but you now have Quest 32 to tackle instead.
- Find Mr. Victor Misk - 4300 XP.
Well, you've been hearing snippets about Caladon through the entire
game. Finally, you have an excuse to go there! Now when you approach
the captain of any ship in Tarant, Ashbury, or Blackroot you'll
get the option to travel to Caladon (see section on Caladon below).
- You need to Retrieve the Blade of Xerxes to enable you to
slay the demon L'anamelach - 8500 XP.
Talk to Professor Eakins in the building at the back of University
Court. He relates the tale of how an elf came to be possessed by
this demon for the last 500 years. You need to get hold of the Blade
of Xerxes in order to put this demon down forever. Eakins marks
the location of The Pit of Fires (1366 W, 936 S) on your map, where
the Blade is kept. It's to the west of Tarant, at the Stonewall
Range. There were some thieves camped out at the cave entrance when
I got there. If you're at least an Expert in Persuasion, you should
be able to blag them into retrieving the Blade for you! Lesser mortals
will have to make do with entering the cave themselves and killing
everything in sight... anyway, once inside you've got your work
cut out for you. There are 2 pits of lava in the Cave. The one containing
the Blade of Xerxes is all the way to the NE. You can go through
2 rooms full of Fire Elementals to get there if you start from the
west side of the cave, or just one room if you go straight to the
back of the cave (in this room were some dead thieves, but I don't
think they were the same ones as at the cave entrance). The pit
of lava that contains the Blade is guarded by 3 Seething Masses.
In short, this particular campaign is a great weapon and armour
destroyer :-(
Now you can return to Caladon to complete Quest 4 there.
- Capt. Wheeler of the Tarantian Guard wants you to convince
Donn Throgg to surrender to end the orc uprising - 10900 XP.
Sometime later in the game, you'll notice the paperboys hawking
the headline: ANARCHIST LABORERS TAKE OVER FACTORY! After that,
on the Ten Hands Alley side of East End Avenue, you'll come upon
a gnome noble and a group of guards gathered outside the factory
there. Speak to the gnome noble (Mr. Babcock), and you'll learn
that the orcs inside the factory are trying to unionise. He says
that the last time something like this happened, Captain Wheeler
had his men kill everyone to end the protest. Doesn't sound good.
Go talk to Wheeler then, and you can get this quest (or Quest 35
instead, if violence is your bag). He gives you the key to the factory.
You can convince Donn Throgg that he can make a fool out of Capt.
Wheeler by coming peacefully back outside and confronting him...
but it all proves to have been just a ruse by Wheeler to lure him
outside. Wheeler's men proceed to gun down Throgg and all the other
half-orcs.
Alternatively, you can offer the join the cause of the half-orcs
when you talk to Throgg... but this course of action winds up pitting
you against all of Tarant. Hope you like big battles!
- Capt. Wheeler of the Tarantian Guard wants you to kill Donn
Throgg to end the orc uprising - 10900 XP.
You can offer to kill Donn Throgg for Captain Wheeler. The easiest
way to do this is to go in the back door, else Throgg is likely
to escape while you're fighting the other half-orcs. Of course,
this line of action sets you back a few Alignment points.
- Mr. Babcock wants you to convince Donn Throgg to slip out
of the factory unseen, thereby ending the orc uprising - 10900
XP and a Fate Point.
The cleanest way, but you must be at least an Expert in Persuasion
to get the necessary dialogue options. Babcock gives you the key
to the factory, and you can then convince Throgg to slip out at
night.
- Sebastian wants you to kill Pollock (or Maug). In return,
he'll help you in your own quest - 6400 XP and Sebastian will
join you.
After you're capable of travelling to Caladon, the next time you
pass by Willoughsby's residence (corner of Lungsten Road and Pickwick
Alley), you'll find himself and a mage named Perriman Smythe standing
outside the door. Willoughsby says he's too busy to talk with you
at the moment, but offers to meet you at his office in an hour.
His office is on East end Avenue in the same building as the Dept.
of Water and Hall of Records (meanwhile, Smythe will join your party.
He knows spells from the Fire, Necromantic White, and Phantasm colleges).
Anyway, when you later meet Willoughsby and the conversation comes
round to discussing problems in Tarant, he'll mention that he's
taking some 'personal' action to clean up The Boil. He suggests
that you can meet a man named Sebastian there in Caleb Malloy's
bar if you're interested in helping out. I think you can only get
this quest if you bumped off either Maug or Pollock in one of the
quests for the rival gang. Sebastian (the technologist now standing
near the entrance in Malloy's bar) asks you to kill the remaining
gang leader so that he can then seize control of The Boil. It's
pretty easy to kill either Pollock or Maug now, because as far as
they're concerned, you're on their side! You can always sneak back
out through the sewers afterwards if you feel you can't take on
the remainder of either gang. Sebastian offers to join your party
as a reward. He's skilled in Firearms, Prowling, and Pick Locks.
Not too strong though, so you might want to take that Charged Axe
off him and put it to good use if you can :-)
- Edward Willoughsby wants you to convince King Farad's advisors
that Caladon should join the Unified Kingdom - 8500 XP and 10000+
Gold plus Master of Persuasion.
Also during the conversation with Willoughsby (see Quest 37), he'll
mention the Unified Kingdom, and how they are always trying to get
new cities like Caladon to join. This is the quest for becoming
a Master of Persuasion, so you can only get it if you are already
an Expert with 5 ranks of skill... Willoughsby hands you a dossier
with 10 important negotiating points in it, and tells you that your
pay for this job depends on how well you handle the negotiations
concerning these points. You must first travel to the castle in
Caladon, and speak to Renard just outside the entrance. Then you
can speak to the council members inside by approaching the podium
in the room at the end of the hall (as Renard warned you, don't
bother to talk to any of the lobbyists in the hall there on your
way to the podium).
As you can tell from the dialogue choices you are presented with,
the options at the top of each section favour Tarant, and the ones
at the bottom Caladon. You should try a run through selecting the
first option in each instance. If the council rejects your proposal
at the end, start over again and select the second option in one
or two instances. You should wind up with at least 10000 Gold and
Master of Persuasion status when you meet up with Willoughsby outside
the castle, after the council finally accepts your proposal.
- Heinrich Jenks wants you to assassinate King Farad of Caladon
- 10900 XP and 20,000 Gold plus a Fate Point.
As you're leaving Willoughsby's office, a man named Jenks accosts
you in the hall. If you go along with him, you'll get this quest
to assassinate Farad. Jenks says it will be easier if you can get
the negotiator's job mentioned in Quest 38, because you'll then
get access to parts of the castle that would otherwise be off limits.
He gives you the name of a person to contact in the castle's kitchen
(Vernon), and also one on the Caladon docks in case you can't get
into the kitchen (Bullors). There's a paragraph in the Caladon section
of this Guide that tells you how to accomplish this dirty deed.
Beware that it makes everyone in Caladon hostile towards you, so
you won't be accomplishing much else there if you take this on.
If you go back into Willoughsby's office after speaking with Jenks
and tell him there's a plot to assassinate Farad, you only succeed
in getting Jenks killed and that botches this quest. Of course,
completing this quest botches Quest 38.
- Madam Lil would like you to deliver a gift to Mrs. Halster
at 48 Devonshire Way. You must tell her it is from her husband
- 2200 XP.
I believe you can only get this quest from Madam Lil if you are
playing a male character. Piece of cake anyway.
Tarant Thieves Underground Quests
You can only get access to these quests by joining the Thieves
Underground as per Quest 14 above. You can get instructions on what
to steal next from the halfling city dweller in the purple dress
who hangs out in Vermillion Station. You fence the stolen gear at
Mr. Black's place, 11 Low Dervish Row, around the corner from Madam
Lil's.
- The Thieves Underground would like me to retrieve a vial of
venom from the Lethe Wyvern from the Zoological Society - 1000
XP and 200 Gold.
The Vial is in the locked Wood Chest in Dr. Fenwick's office.
- The Thieves Underground would like me to retrieve the potion
of dark power from Mr. Fitzgerald's home at 40 Polton Cross
- 1700 XP and 500 Gold.
The Potion of Dark Power is in a locked Wood Chest in the back room
of Fitzgerald's place.
- The Thieves Underground would like me to retrieve the Ring
of Virility that Mr. Franklin keeps on his person - 1700 XP
and 200 Gold.
Franklin lives at the corner of Grimson Way and Vermillion, with
his half-ogre bodyguard. He was quite easy to pickpocket. I only
had just over 2 ranks of this skill, and managed to pull it off
on the second attempt. You might well consider keeping this piece
of jewelry instead of fencing it, seeing as it adds a hefty +2 to
CN.
- The Thieves Underground would like me to retrieve Cassie's
jewelry from the back room of Madam Lil's - 1500 XP and 400
Gold.
Cassie's Jewelry is in a locked Wood Chest in the room all the way
to the NE in Madam Lil's. It's guarded by a maid who never goes
to sleep, so you'll most likely have to kill her, but nobody seems
to care...
- The Thieves Underground would like me to retrieve an experimental
engine called the Heron Device - 1700 XP and 500 Gold.
At 46 Mulligan Bone Alley, there's a small warehouse patrolled by
a guard. I took him out, and he has the key on him (you could also
pickpocket him for it). In the room all the way at the back, there
are some locked crates containing the Heron Device.
- The Thieves Underground would like me to retrieve the rare
Derian Ka sword from Mr. Applesby's home - 1500 XP and 500 Gold.
Piece of cake. Remember, Applesby lives at No. 29 on the same road
as Mr. Black. A locked safe through an unlocked door leads you to
the Sword.
- The Thieves Underground would like me to retrieve the flawless
dwarven rubies rumored to be aboard a ship anchored in Tarant
- 1200 XP and 500 Gold.
The locked Barrel on the docks in front of one of the ships contains
the rubies.
- The Thieves Underground would like me to retrieve the Essence
of Will-o-the-Wisp from Parnell's - 1000 XP and 200 Gold.
J.T. Parnell's is at the north end of Kensington Broadway. The Essence
is in an unlocked Chest in the back room, but the door to it is
locked. Best not to kill either of the inhabitants while obtaining
this, believe me.
- The Thieves Underground would like me to retrieve the lucky
medallion rumored to be held by one of Poone's vagrants - 1000
XP and 150 Gold.
The vagrant of interest is wandering continuously around Madam Lil's,
occasionally popping into Poone's Flophousse for a second or two.
You'll have to kill the poor bugger to get the Lucky Medallion,
because he's moving too fast for Pick Pockets to even remotely have
a chance of working.
- The Thieves Underground would like me to retrieve the enchanted
looking glass from Mrs. Pettibone's home on Lungsten Road -
1000 XP and 100 Gold.
Oddly enough, this is one of the worst paid Thieves Undergound quests,
yet you might have to kill more poor souls to complete it than for
any of the others. Quite a few guards, and also Willoughsby's half-ogre
bodyguard Lorhan, will jump in through Mrs. Pettibone's window should
you try to open her locked Wood Chest to get the enchanted Looking
Glass. Good luck.
- The Thieves Underground would like me to retrieve the Jewel
of Hebe from the Panarii temple - 1500 XP and 500 Gold.
You'll probably have to kill the priest there to obtain this item
from the locked Chest. Doesn't seem to bother Virgil ov
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