Arcanum: Of Steamworks and Magick Obscura Guide and Walkthrough By Steven W. Carter scarter831@earthlink.net Last Updated June 18, 2004 **************************************************************************** * TABLE OF CONTENTS * **************************************************************************** 01.00 Introduction 02.00 Character Creation .01 Backgrounds .02 Races .03 Genders .04 Notes .05 Suggestions 03.00 Companions 04.00 Masters and Experts 05.00 Equipment .01 Necklaces .02 Rings .03 Found Schematics .04 Offerings .05 Weapons .06 Armor .07 Miscellaneous 06.00 Locations .01 Cities .02 Passes .03 Quest Areas .04 Other Areas 07.00 Ancient Gods / Altars Quest .01 The Gods .02 The Order 08.00 Fate Points 09.00 Gameplay Tips 10.00 Walkthrough .01 Crash Site .02 Shrouded Hills .03 Dernholm .04 Tarant .05 Tarant (Closed) Sewers .06 Elven Ruins 07 Thieves Underground .08 Black Root .09 Liam’s Workshop .10 Black Mountain Mines .11 The Boil .12 Ashbury .13 Isle of Despair .14 Wheel Clan .15 Stillwater .16 Stonecutter Clan .17 Qintarra .18 Caladon .19 Caladon Thieves Underground .20 Tarant (2) .21 Pit of Fires .22 Caladon Sewers .23 Roseborough .24 T’sen-Ang .25 First Panarii Temple .26 Iron Clan .27 Acquiring a Ship .28 Thanatos .29 Gateway to the Wastes .30 Tulla .31 Vendigroth Ruins .32 The Void 11.00 Thanks 12.00 Revision History 13.00 Permissions and Updates **************************************************************************** * 01.00 INTRODUCTION * **************************************************************************** I’m intending this to be a one-stop source for all the Arcanum information you might need. The first half of the document is for reference and general strategy information, and the second half is for the walkthrough. I’m including information I’ve discovered on my own, as well as information gleaned from web sites and forums. Everything in the document should be true for version 1.0.7.4. Since Arcanum is a complex and detailed game, there is a good chance I won’t find all the information there is to find. If you’re looking for something not included here, you can also check places such as the Terra Arcanum web site http://www.terra-arcanum.com/ and Sierra’s official Arcanum web site http://www.sierrastudios.com/games/arcanum/ Good luck and happy hunting. **************************************************************************** * 02.00 CHARACTER CREATION * **************************************************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 02.01 BACKGROUNDS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Afraid of the Dark (halfling, human only) : +2 perception when in lighted areas; +2 strength, -2 dexterity, -2 intelligence, -2 willpower otherwise Agoraphobic (dwarf, gnome, halfling, human only) : +2 intelligence when indoors; +2 strength, -2 dexterity, -2 willpower otherwise Apprenticed to a Blacksmith (all) : +1 strength, +2 repair, -1 dexterity Apprenticed to a Shopkeeper (all) : -1 dexterity, +3 to haggle Army Training (not half-ogre) : +1 strength, +1 to melee and bow skills, -1 dexterity Arsonist (gnome, half-orc, halfling, human) : +20 to explosives, -1 strength, -1 constitution Bandit (human, half-elf, half-orc only) : +2 to firearms skill, quality revolver, 50 bullets, -1 charisma, -400 gold Barbarian (not elf, half-ogre) : +2 strength, +1 constitution, +1 to melee, barbarian armor, -1 intelligence, -2 charisma, -2 to haggle, -300 gold Beat with an Ugly Stick (all) : +2 strength, +2 dexterity, +1 to all combat skills, -6 beauty Bookworm (not half-ogre, half-orc) : +1 intelligence, -1 perception Born Under a Sign (all) : fewer but more impressive critical hits and failures Bride of Frankenstein (half-orc, human female only) : +4 beauty, +4 constitution, +20% electrical resistance, +10 poison resistance, -4 dexterity, -10 fire resistance, dialogue penalty, -400 gold Bully (not half-ogre or half-orc) : +1 strength, -1 intelligence Charlatan’s Protégé (not half-orc, half-ogre) : +6 charisma, -2 strength, -2 constitution, -1 to all combat skills Child of a Hero (all) : enchanted sword, recognized, penalty for evil deeds Clanless Dwarf (dwarf only) : quality hammer, no bonus to tech skills Dark Elf Follower (elf only) : +2 willpower, -2 charisma Dark Sight (all) : reversed skill lighting penalties Day Mage (not dwarf) : +20% magical aptitude during the day, -20% otherwise Debutante (female only) : +3 beauty, +3 charisma, -1 strength, -1 dexterity, -2 to all combat skills Disenfranchised Gnome (gnome only) : +1 strength, no bonus to haggle Educator (all) : ability to teach followers, -1 follower Elven Blood (half-ogre, halfling, human, gnome only) : +5% magical aptitude, -1 to technological skills Escaped Lunatic (human only) : +25% resistances, -25 reaction, -400 gold Extreme Personality (all) : stronger reactions to presence Factory Escapee (half-orc only) : +1 strength, -350 gold Feral Child (not dwarf, elf, halfling) : +3 dexterity, +1 to prowl and pick pocket, -6 intelligence, -1 to haggle and persuasion, -200 gold Foppish Elf (elf only) : -1 dexterity, +1 perception Frankenstein Monster (half-orc, human male only) : +4 strength, +4 constitution, +30% electrical resistance, +20 poison resistance, -6 dexterity, -20% fire resistance, dialogue penalty, -400 gold Freed Bodyguard (half-ogre only) : -1 intelligence, +100 gold Halfling Orphan (halfling only) : -1 intelligence, +2 to pick pocket Hydrophobic (not elf, half-elf, half-ogre) : +2 to persuasion when not in water; +2 strength, -2 dexterity, -2 intelligence, -2 willpower otherwise Hyperactive (all) : +1 speed, -1 charisma Idiot Savant (not dwarf, elf, halfling, gnome) : +6 intelligence, +3 to gambling skill, -1 strength, -2 dexterity, -1 constitution, -2 willpower, dialogue penalty Inheritance (all) : -1 willpower, +400 gold Lady’s Man (male only) : +6 beauty, -2 strength, -2 dexterity, -2 constitution Mad Doctor (all) : +2 intelligence, +2 perception, +20% electrical resistance, +20% poison resistance, +4 to heal, -1 beauty, -1 charisma, -2 dexterity, -3 constitution Magic Allergy (not elf, half-elf) : +10% technical aptitude, inability to wear magical items Miracle Operation (all) : +5 perception, +3 intelligence, +3 charisma, -5 constitution, -3 strength, -3 dexterity Nature Mage (not dwarf) : +20% magical aptitude on a natural surface, -20% otherwise Nietzsche Poster Child (all) : 10% bonus to experience, more critical failures Night Mage (not dwarf) : +20% magical aptitude at night, -20% otherwise Only Child (all) : +6 willpower, -4 charisma, -2 to haggle and persuasion Professional Knife Tosser (all) : -1 perception, +3 to throwing skill Raised by Elves (human only) : elven chain mail, -1 to technological skills Raised by Monks (all) : +1 perception, -300 gold Raised by Orcs (not dwarf, elf, half-elf) : +2 strength, +2 perception, +1 to all combat skills, -6 charisma Raised by Snake Handlers (all) : +20% poison resistance, -1 beauty Raised in the Pits (all) : +2 strength, +2 dexterity, +1 to all combat skills, -6 intelligence, -300 gold Ran Away with the Circus (all) : +6 strength, -2 intelligence, -3 willpower, -1 perception Rare Half-Ogre Birth (half-ogre only) : +2 intelligence, -1 strength, -1 constitution Sent to Charm School (human female only) : +2 charisma, +1 beauty, -2 strength, -1 intelligence Sheltered Childhood (not dwarf, half-ogre) : +2 intelligence, +2 willpower, +1 perception, -6 strength Sickly (all) : +6 intelligence, -2 strength, -4 constitution, -1 dexterity Sky Mage (not dwarf) : +20% magical aptitude when the sky is visible, -20% otherwise Sold Your Soul (all) : +20% magical aptitude, -20 reaction, -20 alignment Special Person (all) : -2 intelligence, reaction bonus for good deeds Super Model (female only) : +6 beauty, -2 strength, -4 intelligence Suppressed Orcish Looks (half-orc only) : +2 beauty, -2 charisma Technophobia (half-elf, half-orc, halfling, human only) : +1 strength, +1 constitution, inability to pick up technological items Tomboy (female only) : +1 strength, -1 constitution Tough Hide (half-ogre, half-orc only) : +10% damage resistance, -1 charisma Troll Offspring (all) : +2 strength, +2 constitution, +1 dexterity, -4 beauty, -4 charisma Wild Half-Ogre (half-ogre only) : +1 willpower, -1 charisma /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 02.02 RACES | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Dwarf : +1 strength, +1 constitution, +15% technological aptitude, +2 to technological skills, -1 charisma, -1 dexterity, spells twice as expensive to cast Elf : +1 dexterity, +1 willpower, +1 beauty, +15% magical aptitude, -2 constitution, -1 strength, -2 to technological skills Gnome : +2 willpower, +2 to haggle, +10 to negative reactions, -2 constitution Half-Elf : +1 dexterity, +1 beauty, +5% magical aptitude, -1 constitution, -1 to technological skills Half-Orc : +1 strength, +1 constitution, +2 to melee and dodge, +10% poison resistance, -2 beauty, -2 charisma, Half-Ogre : +4 strength, +10% damage resistance, -2 to prowl, -4 intelligence, -1 beauty Halfling : +2 dexterity, +2 to prowl, +1 to dodge, +5% critical hits, -3 strength Human : no modifiers /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 02.03 GENDERS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Female : +1 constitution, -1 strength Male : no modifiers /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 02.04 NOTES | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ You’ll earn 64 character points during the course of the game (if you reach level 50). If you can get your speed over 20, you’ll go first in every battle. Lock picking and gambling are skills that aren’t very useful unless you put a lot of points into them. Since money isn’t overly important in the game, I’d recommend you skip gambling entirely. Disarm traps and spot traps are fairly useless skills. The traps in the game just aren’t powerful enough to warrant spending character points to avoid them. Ditto for repair. Repairing items is very cheap, and there are enough capable repairers in the game so you shouldn’t have a problem with your equipment. Every combat style other than melee requires ammunition, so it’s a good idea to have a melee weapon -- and some points in the skill -- as a backup option. Technologists need to carry around a lot of doodads to make their skills work. If you want the game to be simpler, then play a magician or a class (melee fighter, thief) that doesn’t require either aptitude. It takes four points to improve a skill by a full rank, so if your chosen race and background don’t give you four points in a skill, you’ll still have to spend 5 character points on it to reach your maximum ability. That is, backgrounds that add skill points are mostly worthless. Also, try to avoid backgrounds that give you an object. You’ll find much better objects as you progress in the game, and it’s better to get bonuses that will always help you, like increased stat points in the right places. If you’re ugly but intelligent, you’ll still be able to talk to people and get (almost) all of the quests. But if you’re stupid and pretty, you won’t. Unlike the Fallout games, it makes almost no difference whether you’re male or female. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 02.05 SUGGESTIONS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Melee Fighter ------------- Like the strategy tips at the back of the manual suggest, being a melee fighter is the easiest way to play through the game. With full points in strength, dexterity, dodge, and melee -- call it 25 character points -- you can win any battle, and it doesn’t really matter what you do with the other 40 character points. So you can then go for a high aptitude rating, dump points into hit points and fatigue, or go for extra skills. Some possibilities include: The ugly fighter (half-orc, troll offspring) : You’ll only get one follower, but that’s all you’ll need. (Virgil is a good choice because he heals.) You’ll still get all the quests because your intelligence will make up for bad initial reactions. The stupid fighter (half-ogre, raised in the pits) : This is something to try after you’ve played through the game once. The stupid conversation choices are much funnier than the regular ones, but you’ll lose out on many quests. The well-rounded fighter (human or half-elf, hyperactive) : The extra speed will come in handy, and other backgrounds will cost you character points. Magician -------- The important thing here is not to hedge. Just be a magician, and don’t try to build up fighter skills as a backup. You should max out your willpower and dexterity, and you should put points into constitution and intelligence, so that your magician is convenient to play as well as being powerful. Learn all the spells in the force and conveyance colleges, and then pick out other spells that might be useful (like harm and major heal). Note: The bonus to magical aptitude isn’t really important (you should get to 100 anyway), and so elves and half-elves aren’t necessarily the best magician choices. Some possibilities include: The ugly magician (half-orc, only child) : You won’t have many followers, so you should delve into the summoning college and create your own. The persuasive magician (human, bookworm) : If you can’t talk your way out of trouble, then your friends and spells should be able to do the job. Thief ----- As with magicians, don’t try to make a combo class. Get into being a thief and learn skills like backstab, prowl, pick pockets and pick locks, plus the old combat standbys dodge and melee. Then try to find a good, fast weapon and rack up the bonus multipliers by hitting enemies from behind. Some possibilities include: The tech thief (dwarf, beat with an ugly stick) : You’ll need to build your own equipment -- especially with armor, so you can wear something good and still prowl. Learn all the schematics from the smithy college, and also learn charged rings (to negate the dwarf dexterity penalty) from the electricity college. You might also want to consider skipping backstab and making guns your primary weapon. The aptitude-neutral thief (halfling, raised by monks) : Balance the tech skill of picking locks with a few select spells like strength of earth (to negate the halfling strength penalty) and major heal. Then take advantage of the thieving bonuses on magical equipment while still being able to use choice tech items. **************************************************************************** * 03.00 COMPANIONS * **************************************************************************** Chukka ------ Location: Tarant (Bates mansion) Level : 16 Training: None Align : Good Level 50 stats: 26 st, 8 cn, 18 dx, 2 be, 6 in, 16 wp, 9 pe, 8 ch 5 dodge, 5 melee 270 hp, 136 fatigue Notes: You can only add Chukka to your group after exploring the Black Mountain Mines for Bates. You don’t have to be level 16 to get him, but there is some other requirement (and I have no idea what it is). Chukka starts out with 22 strength, and he’s an excellent melee fighter. Dante ----- Location: Black Root (Sour Barnacle) Level : 12 Training: None Align : Good Level 50 stats: 20 st, 11 cn, 18 dx, 8 be, 17 in, 18 wp, 8 pe, 10 ch 5 dodge, 5 melee 5 air spells, 5 force spells, 4 necromantic white spells 164 hp, 144 fatigue Notes: Dante learns spells from the necromantic white, force, and air magic colleges. Dante doesn’t like orcs, and I suspect he won’t join you if you’re a half- orc. Dog (Worthless Mutt) -------------------- Location: Ashbury (next to inn) Level : 12 Training: Melee (apprentice, expert, master) Align : None Level 50 stats: 20 st, 8 cn, 18 dx, 8 be, 8 in, 16 wp, 8 pe, 8 ch 5 dodge, 5 melee 257 hp, 136 fatigue Notes: You have to rescue Dog to get him into your party, but once he joins he won’t count against your follower limit. Dog is an excellent melee fighter. In fact, he’s so good that he might make combat boring if you have him. If Dog is in your party, you won’t be able to ride on trains. Franklin Payne -------------- Location: Black Root Level : 35 Training: None Align : Notes: Payne only shows up in Black Root after you’ve visted T’sen-Ang. He knows the first schematic in each of the tech disciplines, but that probably won’t be very useful by the time you can get him. Gar (Garfield Thelonius Remington III) -------------------------------------- Location: Tarant (H.T. Parnell’s) Level : 10 Training: None Align : Good Notes: You must have at least 2 ranks of persuasion to add Gar to your group. (Talk to him about tea and then talk to Parnell.) Gar is a good melee fighter, but he’s a little picky about body armor. Geoffrey Tarellond-Ashe ----------------------- Location: Ashbury (next to cemetery) Level : 12 Training: None Align : Evil Level 50 stats: 7 st, 20 cn, 15 dx, 8 be, 20 in, 18 wp, 10 pe, 8 ch 3 dodge, 2 melee, 3 backstab 5 fire spells, 4 force spells, 5 necromantic black spells 132 hp, 162 fatigue Notes: You need to be evil to get Geoffrey in your group. Geoffrey learns spells from the fire, force, and necromantic black magic colleges. Jayna Stiles ------------ Location: Dernholm Level : 6 Training: None Align : None Level 50 stats: 8 st, 8 cn, 18 dx, 12 be, 18 in, 8 wp, 20 pe, 8 ch 4 gamble, 5 heal, 5 dodge, 5 melee 4 herbology schematics, 4 therapeutics schematics 140 hp, 128 fatigue Notes: You need a positive technical aptitude to get Jayna to join you. (5 isn’t enough but 11 is.) Jayna creates mixtures from the herbology and therapeutics disciplines. Jormund ------- Location: Qintarra Level : 20 Training: None Align : Level 50 stats: 19 st, 21 cn, 11 dx, 8 be, 20 in, 18 wp, 8 pe, 7 ch 2 heal, 2 dodge, 2 melee 5 fire spells, 5 force spells 158 hp, 164 fatigue Notes: You must solve Wrath’s murder before adding Jormund to your party. Jormund learns spells from the fire and force magic colleges, but he has the dwarven spell fatigue penalty, so he’s not a very useful party member. Loghaire Thunder Stone ---------------------- Location: Wheel Clan (in the Dredge) Level : 35 Training: None Align : Good Level 50 stats: 20 st, 9 cn, 18 dx, 9 be, 8 in, 16 wp, 8 pe, 7 ch 5 dodge, 5 melee 252 hp, 138 fatigue Notes: Getting Loghaire to join is sort of an involved process. First, even before getting to Loghaire, you have to talk to his son Randver about the Stone and the Shape (which requires intelligence). Then, knowing about that, you have to bring it up while talking to Loghaire to get him to come out of exile. Finally, you have to discover what happened to the Black Mountain Clan, and then Loghaire will join. Magnus ------ Location: Tarant (by P. Schuyler & Sons) Level : 8 Training: None Align : Good Level 50 stats: 19 st, 20 cn, 15 dx, 8 be, 13 in, 8 wp, 8 pe, 7 ch 5 dodge, 5 melee 4 smithy schematics, 4 mechanical schematics 210 hp, 152 fatigue Notes: Magnus builds items from the smithy and mechanical disciplines. You must have a positive alignment and be at least level 7 to get him to join you. Perriman Smythe --------------- Location: Tarant (at the Willoughsby residence, after visiting Qintarra) Level : 25 Training: None Align : Notes: Smythe learns spells from the fire, necromantic white, and phantasm magic colleges. Raven ----- Location: Qintarra Level : 32 Training: Bow (expert) Align : Good Level 50 stats: 9 st, 17 cn, 18 dx, 10 be, 17 in, 18 wp, 12 pe, 8 ch 5 bow, 4 dodge, 1 melee 5 water spells, 5 necromantic white spells 140 hp, 155 fatigue Notes: You have to discover what happened to the Black Mountain Clan before Raven will join your group. Raven learns spells from the water and necromantic white magic colleges. Sebastian --------- Location: Tarant (in Boil, after talking to Willoughsby) Level : 30 Training: None Align : Notes: You need to talk to Edward Willoughsby and get him to describe his plans for the Boil before Sebastian will appear. Then you’ll have to kill a gang leader to get him to join. Sebastian learns schematics from the electricity and explosives disciplines. Sogg Mead Mug ------------- Location: Shrouded Hills Level : 2 Training: None Align : None Level 50 stats: 24 st, 8 cn, 18 dx, 7 be, 3 in, 16 wp, 8 pe, 8 ch 5 dodge, 5 melee 266 hp, 136 fatigue Notes: You must have at least 9 charisma to get Sogg in your group. Sogg is an excellent melee fighter. Thorvald Two Stones ------------------- Location: Isle of Despair Level : 23 Training: None Align : None Notes: You must have at least 3 ranks of persuasion to add Thorvald to your group. You must also be at least level 22. Thorvald starts with 21 strength and is an excellent melee fighter. When you reach the Wheel Clan, Thorvald will leave your group when you talk to the guards at the entrance. You can get around this by telling Thorvald to wait when you approach the guards, and then have him join back in after you finish the conversation. Tollo Underhill --------------- Location: Dernholm (in the pit) Level : 30 Training: None Align : Evil Notes: To get Tollo to join, you have to be evil, you have to rescue him from the Dernholm pit, and then you have to shame him into staying in your group. Torian Kel ---------- Location: Ancient Temple Level : 20 Training: None Align : Evil Level 50 stats: 19 st, 8 cn, 18 dx, 9 be, 8 in, 16 wp, 8 pe, 8 ch 5 dodge, 5 melee 252 hp, 136 fatigue Notes: You must be evil, and you must retrieve dragon’s blood for Kel before he’ll join you. If you decide to fight (rather than talk) to get through the final conflict, Kel will leave your group. Virgil ------ Location: Crash Site Level : 1 Training: None Align : None Level 50 stats: 9 st, 8 cn, 18 dx, 8 be, 18 in, 18 wp, 9 pe, 8 ch 3 pick locks, 5 heal, 5 dodge, 5 melee 5 necromantic white spells 182 hp, 138 fatigue Notes: Virgil learns spells from the necromantic white college, plus he picks locks. As long as you don’t garner too high of a technological aptitude, Virgil is useful to have around (otherwise his healing spells will fizzle on you). Virgil is also the most interesting of the companions, and he’ll add the most dialogue as you explore the world. Vollinger --------- Location: Dernholm (King’s Inn & Pub) Level : 15 Training: None Align : None Level 50 stats: 9 st, 6 cn, 20 dx, 8 be, 15 in, 10 wp, 20 pe, 8 ch 4 gamble, 5 prowl, 5 firearms, 5 melee 4 gun smithy schematics, 4 chemistry schematics 154 hp, 126 fatigue Notes: Vollinger learns schematics from the gun smithy and chemistry disciplines. However, he secretly works for the Molochean Hand, and he’ll attempt to betray you eventually. Waromon ------- Location: Bedokaan Village Level : 20 Training: Bow (expert), Melee (expert, master) Align : None Level 50 stats: 20 st, 19 cn, 18 dx, 8 be, 8 in, 12 wp, 20 pe, 8 ch 5 bow, 3 dodge, 5 melee 2 earth spells, 3 fire spells, 2 nature spells 148 hp, 154 fatigue Notes: You must solve the Bedokaan poacher problem peaceably in order to get Waromon. Waromon doesn’t wear body armor or a shield, but his natural hide provides protection. He also seems to avoid two-handed weapons. Weldo Rubin ----------- Location: Gateway to the Wastes Level : 25 Training: Pick locks (expert) Align : Notes: If you’re low on persuasion, then you have to be polite to Weldo when you meet him (and not act surprised that a halfling can be an adventurer) to get him to join your group. Z’an Al’urin ------------ Location: T’sen-Ang Level : 29 Training: Align : Evil Notes: Z’an learns spells from the earth, force, and temporal magic colleges. **************************************************************************** * 04.00 MASTERS AND EXPERTS * **************************************************************************** Backstab -------- Expert : Mr. Black, Tarant Mr. Razzia, Caladon Master : Dr. Edmund Craig, Roseborough There isn’t a quest to receive master training, but Craig will attack you after he’s trained you, and you’ll have to kill him. Bow --- Expert : Elite Bow Captain, Dernholm Master : Kietzel Pierce, Black Root and then Caladon When you find Pierce in Caladon, he’ll offer to train you as a bow master if you can retrieve a bow for him from the Ruins of Szabo. He’ll mark the location on your map, and when you get there you’ll find some bludgeoners plus some skeleton bowmen to kill. The only trick to the area involves some torches you’ll find. Three times in the ruins you’ll come to the end of an area, and the only thing there will be a torch. So just shoot the torch with your bow to move on. In the last room, you’ll find three torches, and in that case you should shoot the one on the right. Then just take the bow back to Pierce to receive your training. Note: The bow is a Bow of Ecclesiastes, which has a long range but a slow speed. If you want to keep the bow and still receive training, you can either steal the bow back from Pierce, or you can tell Pierce that you didn’t find it, and he’ll offer to train you for 2000 gold. Disarm Traps ------------ Expert : Thrayne Iron Heart, Wheel Clan Adam Maxwell, Caladon Jason C. Guy, Roseborough Master : Daniel McPherson, Caladon To get master training, you just have to prove yourself to McPherson. To do that, accept the key that he gives you and then head down through the trap door in his house. You’ll find yourself in a maze of sorts, and all you’ll have to do is walk through all of the tunnels and then go back up the ladder and talk to McPherson. The traps in the maze aren’t any worse than the traps in the rest of the game, so you can simply bite the bullet and walk right through them if you have a competent healer with you. Note: When McPherson trains you he’ll also give you trapmaker spectacles (+2 dexterity, +2 perception) which are pretty nice. Dodge ----- Expert : Herkemer Oggdoddler, Black Root Winde, Qintarra Master : Adkin Chambers, Stillwater To receive master training, Chambers will require you to kill Sir Garrick Stout of Dernholm and return with his eyes. However, Stout is the melee master, and for Chambers’ story to work best, you should do Stout’s quest even if you don’t plan on being a melee master yourself. (See the melee section for information on Stout’s quest.) Once you’ve killed Stout, you may or may not find his eyes on the corpse (it depends on if you talked to Chambers before killing him). You’ll be able to receive master training from Chambers regardless. Also, be sure to talk to Lady Druella to get the cure blindness potion, and then return to Chambers. Take the dialogue option about giving him the eyes, and then give him the potion. You should become a dodge master, and Chambers and Druella should live happily ever after. (You’ll be able to meet them later in Roseborough.) Firearms -------- Expert : Doc Roberts, Shrouded Hills Herkemer Oggdoddler, Black Root Master : William Thorndop, Ashbury When you talk to Thorndop, you should recognize him as the firearms master, but he won’t want to train you. However, after you finish speaking with him a halfling (who looks like a dwarf) will run up to you and deliver a message. If you read the note and talk to Thorndop again, you’ll discover that the Willenbecker gang is after him and that they’ve kidnapped the halfling’s wife to lure him to the barn where they’re waiting. Since Thorndop can’t do anything about the gang, offer to help out and then head east to the barn. You’ll find seven gang members inside, ranging in level from 10 to 30. The gang member to pay the most attention to is the half-ogre in the back. He’s the one guarding / attacking the halfling wife, and so you need to distract him before he kills her. Once the gang is dead, simply head back to Thorndop and convince him to train you. Gamble ------ Apprentice: Langley, Tarant (Bridesdale Inn) Expert : Bartenders Master : Gurin Rockharrow, Tarant (Wellington Gentlemen’s Club) There isn’t a quest here. Just talk to Rockharrow and then gamble with him. Once you’ve won about 20,000 gold (not counting your losses), Rockharrow will declare you to be a master. Note: In earlier versions of the game, triggering the Matt de Cesare quest sometimes “scares” Rockharrow into not talking to you any more. So if you’re playing without any patches, and if you want to get gambling mastery, deal with Rockharrow before dealing with de Cesare. Haggle ------ Expert : Bartenders Master : J.M. Morat, Tarant (Grant’s Tavern) There isn’t a quest here. Just pay Morat 10,000 gold and he’ll train you to be master. Plus he’ll give you his ring of influence (if you haven’t stolen it already). Heal ---- Expert : Gaylin, Shrouded Hills Perriman Smythe, Tarant Herbalists Master : Fawn, Qintarra There isn’t a quest here. As long as you are good enough, Fawn will train you (and give you her amulet, if you haven’t stolen it already). Note that you must have high intelligence to be trained, so if you’ve been using potions of intellect to learn heal, make sure you have one when you talk to Fawn. Melee ----- Expert : Herkemer Oggdoddler, Black Root Master : Sir Garrick Stout, Dernholm The master quests for dodge and melee are related. If you plan to do both, it’s best to talk to the dodge master (and accept his quest) before talking to the melee master. Regardless, to receive master training you have to “rescue” Lady Druella from the Gyr Dolour. (Stout will mark the location on your map.) The Dolour can freeze opponents, but otherwise they’re easy to kill. Once you’ve woken Lady Druella, talk to her and formulate a plan for killing Stout, and then kill Stout after receiving your training. Then be sure to get the cure blindness potion from Lady Druella before leaving. Persuasion ---------- Expert : Madam Lil, Tarant Master : Edward Willoughsby, Tarant Willoughsby will only show up in Tarant after you’ve been to Qintarra. When he does show up, you’ll find him in front of his house. Willoughsby’s quest involves going to Caladon and convincing the king’s advisors that Caladon should join the Unified Kingdom. He’ll give you a dossier describing the ten terms of agreement, and you should read the dossier so you know what to expect. Then go to Caladon and talk to Renard in front of the Castle, and then go inside and stand in front of the podium. (Ignore the lobbyists.) The king’s advisors will ask you about each of the ten terms of agreement from the dossier, and you’ll have to give answers that are good for Tarant. To get the best agreement, simply select the first dialogue option for each question. If Caladon doesn’t agree using those choices, then take a more moderate approach. As long as the agreement favors Tarant Willoughsby will train you, but if you get the best agreement you’ll also earn a reputation as an honorary ambassador for Tarant. Pick Locks ---------- Apprentice: Lloyd Gurloes, Shrouded Hills Expert : Garret Almstead, Black Root Adam Maxwell, Caladon Master : J.T. Morgan, Caladon (in prison) To receive master training, first visit Mrs. R.L. Morgan in Roseborough. If you’re skilled enough at lock picking, she’ll ask you to smuggle J.T.’s lock picks in to him at Caladon’s high security prison (which is part of police headquarters there). You’ll have to pick some locks and possibly kill some guards, but when you get to J.T. and give him his picks, he’ll train you to be master. Pick Pocket ----------- Apprentice: Thieves (but only after discovering the Thieves Underground) Expert : Poone, Tarant Mr. Black, Tarant Master : Sammie White, Tarant (Kensington Park) This is a master quest you might want to skip. The master bonus is worthless, and doing the quest will lower the reaction rating of everyone in Tarant towards you. But if you really want to do it... Trade barbs with Sammie, and then keep talking to him until you can ask what he does for a living. He’ll admit to being a pick pocket, and you should then be able to ask for master training. Sammie will tell you that he doesn’t want money for training you. Instead he’ll ask you to take off your body armor and run up and down Kensington Broadway. So do that and watch all the people make fun of you (and earn the reputation of Pervert of Tarant), and then go back and talk to Sammie. He’ll train you as master. Prowl ----- Expert : Mr. Black, Tarant Mr. Razzia, Caladon Elite Bow Captain, Dernholm Master : Albert Leek, Caladon (Sobbing Onion) The quest here is simply to find the master, Albert Leek, and to do that you have to follow the clues from three notes. You’ll get the first note when you train to be an expert, and it should lead you to the Mushroom Inn, room 4 (in Caladon). There you should find a second note, and it will give you clues to look under the bed, put on the glasses you should find there, and then look at the portrait. You’ll receive a new location on your map -- a Mysterious Location (1586W, 1816S) -- and there, if you travel northeast, you’ll find a hollow tree stump guarded by several brute fangs. Brute fangs are nasty in groups, so be prepared before you go in. In the stump you’ll find the third note, and it will tell you to read the note again by the fireplace in the Mushroom Inn. So go back to the inn, read the note again, and learn that the master is named Albert Leek and can be found at the Sobbing Onion. When you find Leek, he’ll introduce himself as “A.L.” but if you have a couple drinks with him, you’ll eventually recognize who he is, and he’ll give you training (plus a ring of silence). Note that the drinking might lower your prowling skill enough that you’ll have to wait until you’re sober again to train. Also note that it doesn’t appear as if you really have to get the notes. Once you get expert training you can just walk right up to Leek to train with him. Repair ------ Expert : Mellin Bungerton, Tarant (Boil) Garret Almstead, Black Root Junk dealers Master : Hieronymous Maxim, Caladon To get master training, you need to prove that Maxim’s heavier-than-air machines actually worked. To do that, just give him the camera from the crash site. Spot Traps ---------- Expert : Herkemer Oggdoddler, Black Root Vegard Molten Flow, Wheel Clan Master : Frederick T. Fitzgerald, Tarant You’ll have to prove yourself to Fitzgerald by retrieving the Staff of K’an T’au from the Castle of S’nel N’fa. The castle is full of traps, of course, but since you should be skilled at spotting traps (and probably disarming them as well), it shouldn’t be too difficult for you to work your way to the back of the castle, kill K’an T’au, and then get his staff from the chest in the room. (The trap door there just leads out of the castle.) Then just return to Fitzgerald to receive training. Throw ----- Expert : Lianna Pel Dar, Dernholm Theo Brightstart, Ashbury Master : Clarissa Shalmo, Black Root Shalmo will ask you to retrieve Azram’s Star from K’na Tha, and this quest will go essentially the same as the bow master quest: you’ll have to kill things using ranged attacks, and you’ll have to shoot out torches when you run into a dead end. If you don’t like trial and error, then the correct choices are: middle torch, right torch, unlit torch, left torch, left branch (of the purple intersection), middle torch, middle torch. That will take you to the final area, where you’ll find Azram’s Star in an altar. Then just shoot the nearby torch to be taken back to the world map. Note that you can’t complete this quest using the aerial decapitator. It doesn’t have enough range. So if that’s your weapon of choice, be sure to bring along a boomerang or something to shoot out torches. (You can find a boomerang in K’na Tha.) **************************************************************************** * 05.00 EQUIPMENT * **************************************************************************** This section includes statistics for interesting and useful items. You can use it to see what might be available in the game, or to see what tech college might be best for you. Most objects in the game load in random locations, but there are some trends: all schematics seem to load in appropriate shops, and all magic items seem to load at gypsies -- provided you’re patient and keep looking for them there. Other items load in particular places or have an excellent chance to load in a particular place, and for those items I’ve listed a location as well as statistics. Notation: * The item is guaranteed to be at the location. + The item is sometimes at the location. M The item is magical. T The item is technical. N The item is neither magical nor technical. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 05.01 NECKLACES | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Amulet of K’nan-el (M): (+4) constitution @ Worn by Fawn, Qintarra* Amulet of N’Tala (M): (+1) strength, (+1) constitution, (+100%) healing rate @ Worn by Myrth, Stillwater* Charming Medallion (M): MR (10) @ Worn by Ristezze, Shrouded Hills* The Finger of Mannox (N): Bonus to crit hits, PR 20, +1 willpower, +2 melee @ Hadrian’s collection at the First Panarii Temple, Caladon* Jewel of Hebe (N): +2 beauty, +1 charisma @ Panarii Temple, Tarant* Lucky Medallion (N): +2 gambling @ Worn by Poone vagrant, Tarant* Medallion of Beauty (M): (+2) beauty @ Tarant (Closed) Sewers+ Worn by woman in King’s Inn & Pub, Dernholm* Worn by wandering woman, Black Root* Worn by woman at the Roseborough Inn, Roseborough* Inside the innkeepers’ chest at the Roseborough Inn, Roseborough* Ancient Maze+ Lair of Bellerogrim+ Medallion of Silence (M): +2 prowling @ Elven Ruins* Pelojian’s Amulet (N): +40 MR @ Tulla* /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 05.02 RINGS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Arcane Ring (M): PR (20), FR (20), ER (20), MR (20) @ Worn by female innkeeper, Roseborough* Charged Ring (T): +2 dexterity Charmed Ring (M): PR 5, FR 5, ER 5, MR 5 @ Sorcerous beast lair, Isle of Despair* Fated Ring (M): +5 crit hit, +1 gambling @ Barach’s Magerium, Tarant+ Magick Ring (M): PR 10, FR 10, ER 10, MR 10 @ Uncharted Cave* Mystic Ring (M): PR (15), FR (15), ER (15), MR (15) Ring of Concealment (N): +2 prowl @ Worn by Gildor Nightwalk, Stillwater* Ring of Influence (M): (+3) beauty, (+3) charisma @ Worn by J.T. Morat, Tarant (Grant’s Tavern)* Ring of Poison Resistance (M): AC (10), PR (20) @ Forbidden Pit* Ring of Protection (M): AC (10) Ring of Virility (N): +2 constitution @ Worn by Mr. Franklin, Tarant* /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 05.03 FOUND SCHEMATICS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Automaton @ 12 Trellis Way, Ashbury* Blade Launcher: D30-60, FT 5-15, RNG 15, B 6, SP 1 Bronwyck’s Gun: D 1-4, FT 1-8, FD 1-25, RNG 10, F 2, SP 6 @ Shades Beach, Isle of Despair* Charged Accelerator Gun: D 1-15, FT 1-3, RNG 15, B 3, 8 SP Charged Sword: D 3-12, FT 3-9, ED 1-20, SP 10 Compound Bow: D 5-18, FT 3-9, RNG 15, A 1, SP 6 Droch’s Warbringer: D 20-40, FT 1-10, ED 10-10, RNG 15, B 1, SP 8 @ Vendigroth Ruins* Electro-Armor (medium): AC 18, DR 45, FR 10, ER 65, NP -80 Elixir of Hypnotic Suggestion @ Tarant (Closed) Sewers* Envenomed Axe: D 1-12, FT 1-9, PD 20-40, 5 SP Envenomed Sword: D 1-8, FT 1-4, PD 10-35, 8 SP Flow Disruptor Shield: AC 30, MR 30 Goggled Helmet: AC 6, DR 9, +3 perception Grenade Launcher: D 1-4, RNG 15, FD, 2-20, B 1, SP 1 Machined Plate Mail: AC 25, DR 45, PR 20, FR 20, ER -10, NP -90 @ Grey King’s chest, Wheel Clan (the Dredge)* Mechanized Gun: D 1-30, FT 1-5, RNG 15, B 6, SP 20 Miner’s Helmet: AC 15 Necromizer @ Stonecutter Clan (laboratory)* Potion of Paralysis @ Half-ogre Island* Pyrotechnic Axe: D 1-12, FT 1-9, FD 30-50, SP 5 @ Tarant (Open) Sewers* Pyrotechnic Bow: D 1-10, FT 2-5, RNG 20, FD 5-20, SP 8 @ Black Mountain Mines forge* Reanimator @ Shades Beach, Isle of Despair* Rifled Cannon: D 10-30, FT 5-20, RNG 15, B 5, SP 2 Tesla Gun: ED 10-80, RNG 0, BA 4, SP 1 Telsa Rod: ED 10-40, RNG 0, BA 1, SP 5 Vendigrothian War Gauntlets: AC 15, D 15 @ Vendigroth Ruins* Vivifier: Permanent +1 to all attributes @ Vendigroth Ruins* /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 05.04 OFFERINGS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Black Diamond @ Ancient Maze (on the ground)* Bangellian Deeps (on ground)* Caladon Castle (in upstairs guest room)* Bone Dagger @ Carried by Krag Berserkers, Caladon (old sewers)* Carried by orc bandits (in random encounters) Carried by bone butchers, Caladon (catacombs)+ Geode @ Stonecutter Clan (on ground)* Next to Kaitan’s altar, Gorgoth Pass* Heartstone @ Bedokaan Village (on ground north of pit)* Bedokaan Village (on ground north of Kan Kerai)* Bedokaan Village (on ground southeast of Kan Kerai)* Lava Rock @ Black Mountain Mines (on ground)* Li’tani @ Elven Trader, Ashbury (for sale)* Olive Branch @ Wheel Clan garden* Passion Root @ Near Qintarra (on ground)+ Stillwater (next to Geshtianna’s altar)* Wheel Clan (in garden)* Reaper’s Axe @ Gypsies (for sale) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 05.05 WEAPONS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Aerial Decapitator (N): D 20-40, RNG 8, SP 12 @ Worn by Old Blind Master, Old Blind Master’s House* Arcane Axe (M): D 3-14 (+20), FT 2-10 (+9) @ Worn by cursed paladin, Bangellian Deeps* Arcane Bow (M): D 1-10 (+8), FT 2-5, RNG 20, SP 8 Arcane Dagger (M): D 1-6 (+12), FT 1-2 (+4), SP 17 Arcane Great Sword (M): D 4-16 (+16), FT 3-11 (+16), mana +20, SP 8 @ The Bog* Arcane Staff (M): D 1-8, FT 3-12 (+24), 80 mana, SP 8 Arcane Sword (M): D 1-8 (+16), FT 1-4 (+8), mana +16, SP 10 @ Worn by Stringy Pete, Stringy Pete’s Cove* Azram’s Star (M): D 1-10 (+20), FT 1-3, RNG 20, SP 16 @ K’na Tha* Balanced Sword (T): D 3-12, FT 3-9, SP 18 @ Caladon armory (under guardhouse near Shoreline Park)* Bow of Ecclesiastes (M): D 1-10, FT 2-5, TH (+30), RNG 15 (+50) @ Ruins of Szabo* Charged Axe (T): D 1-12, FT 1-9, ED 20-30, SP 5 @ Worn by Sebastian, Tarant Boil* Clarington Rifle (T): D 1-15, FT 1-10, RNG 15, B 1, SP 8 @ Worn by Albert, Tulla* @ Worn by Edward Willenbecker, Ashbury (firearms master quest)* Elephant Gun (T): D 20-50, FT 1-15, RNG 15, B 2, SP 4 @ Worn by Robert Milton, Poachers’ Camp (Bedokaan quest)* Ellumyn’s Bow (M): D 10-20, (+50 crit hit vs. animals), RNG 20, SP 20 @ Quest reward from Ellumyn, Qintarra* Feather Weight Axe (T): D 1-16, FT 3-11, SP 12 @ Wheel Clan smith (for sale)* Hand Cannon (T): D 5-20, FT 1-10, RNG 12, B 1, SP 13 @ Worn by Sammie White, Tarant* Iron Clan Hammer (T): D 15-35, FT 1-8, TH 5, FD 1-5, SP 10, indestructible @ Iron Clan* Kryggird’s Falchion (N): D 35-50, FT 10-20, TH 20, SP 15 @ The Void* Large Bore Vendigrothian Rifle (T): D 2-25, FT 1-7, RNG 15, B 1, SP 5 @ Vendigroth Ruins* Looking Glass Rifle (T): D 10-30, FT 1-15, TH 20, RNG 25, B 1, SP 1 @ Carried by William Thorndop, Ashbury* Mechanized Dagger (T): D 2-12, FT 1-6, SP 15 @ Carried by Sammie White, Tarant* Mechanized Gun (T): D 1-30, FT 1-5, RNG 15, B 6, SP 20 @ Worn by one of Captain Wheeler’s men, Tarant (Donn Throgg quest)* Power Axe (T): D 5-18, FT 3-11 @ Worn by Orc Activist, Tarant (Donn Throgg quest)* Worn by Bludgeoner, Ruins of Szabo* Repeater Rifle (T): D 5-12, FT 1-8, RNG 15, B 2, SP 19 @ Worn by Hieronymous Maxim, Caladon* Staff of Xoranth (M): D 1-4, FT 2-9, TH (25), SP 8 (+25) @ Carried by Jormund (quest reward)* Sword of Air (M): D 5-20, FT 1-5, (weight 20), SP 12 Sword of Baltar (M): D 15-25, FT 5-15 @ Worn by Lianna Pel Dar, Dernholm* Staff of Xoranth (M): D 1-4, FT 2-9, TH (25), SP 38 @ Quest reward from Jormund, Qintarra* Torian Kel’s Ancestral Sword (M): D 10-25 (+10), FT 1-4, TH 10 (+21), SP 10 (+20) @ Worn by the Bane of Kree, the Void* /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 05.06 ARMOR | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Arcane Gauntlets (M): AC (5), DR 5 (+5) @ Carried by dead ogre, Caladon new sewers* Arcane Helmet (M): AC 10 (+10), DR 12 (+8), PE -1 @ Worn by Stringy Pete, Stringy Pete’s Cove* Arcane Leather Armor (M): AC 9 (+20), DR 16 (+20), FR 5 (+20), PR (20) Arcane Platemail (M): AC 15 (+10), DR 36 (+10), MR (10), FR 10 (+10), PR (10) Arcane Robes (M): AC 3, DR 3, other resistances +50 Arcane Shield (M): AC 10 (+16), FR 2 (+16) @ Worn by Stringy Pete, Stringy Pete’s Cove* Basic Mechanized Plate (T): AC 20, DR 30, FR 10, ER -20, NP -80 @ 12 Trellis Way, Ashbury* Caladon Crusading Chain (M): AC 14, DR 25, FR 5, ER -5, NP -25, +1 strength, +1 constitution, +1 dexterity, +1 beauty, bonus to reaction @ Caladon armory (under guardhouse near Shoreline Park)* Charmed Helmet (M): AC 10 (+4), DR 12 (+2), PE -1 Creep Armor (M): AC 10, DR 5, FR 5, NP -10 (+15) Dark Helm (M): AC 6, DR 9, PE -1, Magical Aptitude 20, Alignment -20 @ On the Lord of the Damned, Haunted Castle, Tarant* Dread Armor (M): AC 19 (+31), DR 5, FR (5), NP -20 Dwarven Chainmail (T): AC 14, DR 27, FR 10, ER -20, NP -20 @ Wheel Clan smith (for sale)* Dwarven Platemail (T): AC 17, DR 40, FR 15, ER -20, NP -80 @ Wheel Clan smith (for sale)* Elite Plate (T): AC 20, DR 40, FR 30, NP -35 Elven Boots (M): DR 5, NP (25) @ Gideon Laier, T’sen-Ang Eye Gear (T): +2 perception @ Black Mountain Mines forge* Feather-weight Chainmail (T): AC 13, DR 24, FR 5, ER -10, NP -25 Fleet Helm (N): AC 2, DR 10, NP 10 @ worn by magical smith, Caladon* Flow Disruptor Shield (T): AC 30, MR 30 @ Worn by Sebastian, Tarant Boil* Helmet of Strength (N): AC 2, DR 15, PE -1 @ Worn by clerk, Tarant (Castleman’s General Store)* Helmet of Vision (T): AC 3, DR 7 Iron Clan Armor (T): AC 45, DR 50, PR 30, FR 30, NP -20 (small size) @ Iron Clan* Machined Plate Mail (T): AC 25, DR 45, PR 20, FR 20, ER -10, NP -90 @ Worn by Albert, Tulla* Worn by Edward Willenbecker, Ashbury (firearms master quest)* Mechanized Gauntlets (T): AC 5, DR 7, D 15 @ Black Mountain Mines forge* Worn by Lianna Pel Dar, Dernholm* Worn by blacksmith, Ashbury (Ashbury Premium Armature)* Miner’s Helmet (T): AC 15, provides light @ Vegard Molten Flow, Wheel Clan (quest reward)* Regenerative Jacket (T): AC 10, DR 5, FR 5, NP -20, accelerates healing @ Worn by Sebastian, Tarant Boil* Shield of Force (M): AC 30, ED 1-10 to attacker @ Worn by Gideon Laier, T’sen-Ang* Tempered Shield (T): AC 30, DR 10 @ Carried by Richard Leeks, Stillwater* Trapmaker Spectacles (N): +2 dexterity, +2 perception @ Daniel McPherson, Caladon (master quest reward)* Vendigrothian Padded Leather Gauntlets (T): AC 4, D 2 @ Vendigroth Ruins* /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 05.07 MISCELLANEOUS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Kathorn Crystal @ Black Mountain Mines throne room* Ancient Shipwreck (at night, on the skeletons)* Lock Picks: +5% lock picking @ Character creation store* Wolf Cave* Junk dealers, general stores Mithril Ore @ Wheel Clan smith (for sale)* Grey King’s chest, Wheel Clan (the Dredge)* Stonecutter Clan (storage room)* **************************************************************************** * 06.00 LOCATIONS * **************************************************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 06.01 CITIES | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Ashbury (505W, 978S) Black Root (1097W, 1442S) Caladon (1605W, 1828S) Dernholm (1236W, 1653S) Qintarra (1545W, 658S) Roseborough (1750W, 1516S) Shrouded Hills (1409W, 1317S) Stillwater (1189W, 755S) Tarant (972W, 1029S) Wheel Clan (953W, 668S) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 06.02 PASSES | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Gorgoth Pass (1500W, 1443S) Hardin’s Pass (1288W, 714S) Gateway to the Wastes (466W, 742S) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 06.03 QUEST AREAS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Arbalah’s House (1451W, 1304S) The Bangellian Deeps (1180W, 289S) The Bedokaan Village (1180W, 315S) The Black Mountain Mines (1308W, 955S) Boat Landing on Thanatos (628W, 1594S) Dungeon of the Dragon Pool (993W, 790S) The Castle S’nel N’fa (1385W, 643S) Elven Ruins (711W, 1023S) Falcon’s Ache (1627W, 565S) Half-ogre Island (923W, 1698S) The House of Maximillian (320W, 838S) Isle of Despair (323W, 877S) K’na Tha (1435W, 616S) Kree (636W, 1204S) A Lair of Gyr Dolours (1182W, 1583S) Lethe Wyvern Sighting (1580W, 1010S) Liam’s Workshop (1179W, 1466S) Mysterious Ruins of the Wastes (474W, 694S) A Mysterious Location (1586W, 1816S) Nasrudin’s Resting Place (722W, 1892S) The Pit of Fires (1365W, 937S) The Place of Lost Voices (1321W, 830S) The Poacher’s Camp (1205W, 277S) Razors Pointe (1505W, 1772S) The Ruby Glade (794W, 211S) Ruins of Szabo (1028W, 1325S) Secret Entrance to the Iron Clan (1514W, 1185S) Shades Beach (346W, 827S) Simon Fahrkus’ Shack (1450W, 1325S) Stonecutter Clan (1344W, 886S) Stringy Pete’s Cove (682W, 1341S) Stringy Pete’s Treasure (807W, 1341S) Thieves’ Cave (1550W, 1536S) T’sen-Ang (1506W, 297S) Torin Quarry (1419W, 1101S) Vendigroth Ruins (308W, 587S) Vooriden (871W, 1193S) The Williamson Homestead (509W, 1114S) The Women’s Camp (268W, 824S) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 06.04 OTHER AREAS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Ancient Maze (1367W, 1585S) Ancient Ruins (1755W, 1480S) Ancient Shipwreck (499W, 892S) Ancient Temple (776W, 920S) The Bog (1075W, 515S) Bolo’s Altar (1626W, 1636S) Broken Cathedral (1627W, 1207S) The Cold Place (1611W, 1415S) Crash Site (1452W, 1292S) Dark Elf Camp (345W, 650S) The Fan Graveyard (1060W, 809S) Forbidden Pit (831W, 1033S) Kerlin’s Altar (882W, 423S) The Lair of Bellerogrim (769W, 839S) The Lair of Bogaroth (640W, 1765S) Land Bridge (720W, 1886S) Old Blind Master’s House (750W, 556S) Old Lagoon (1695W, 1319S) Secret Village (1320W, 181S) Small Camp (1261W, 479S) Small Pond (1595W, 882S) Strange Ceremony (1373W, 706S) Strange Pond (618W, 528S) Torg’s Altar (1215W, 1139S) Uncharted Cave (1048W, 695S) Village of the Ashlag Tribe (744W, 1702S) Vollinger’s Meeting Place (1230W, 982S) Wolf Cave (1230W, 1530S) **************************************************************************** * 07.00 ANCIENT GODS / ALTARS QUEST * **************************************************************************** The Ancient Gods quest is a way for you to improve your character -- perhaps drastically -- during the course of the game. But it isn’t an official quest, and it won’t show up in your quest log. It involves making offerings to the 12 ancient gods -- and doing so in the correct order. If you talk to Aldous T. Buxington at the Tarant University, he’ll give you a book with information about the gods, and he’ll also point you to a mural showing the relationships between the gods. The book and the mural provide all the information you need to complete the quest, but if you don’t want to puzzle it out on your own, then keep reading. The next two sections include information about the gods and the correct ordering for the ultimate blessing. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.01 THE GODS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ The Noble Lesser Gods --------------------- Ter’el, Elven God of Wisdom Location: Falcon’s Ache Offering: Li’tani Blessing: +1 perception, +4 bow skill Geshtianna, Human Goddess of Love Location: Stillwater Offering: Passion Root Blessing: +1 beauty The Neutral Lesser Gods ----------------------- Alberich, Dwarven God of Stone Location: Wheel Clan Offering: Lava Rock Blessing: +1 strength Makaal, Bedokaan God of the Hunt Location: Bedokaan Village Offering: Heartstone Blessing: +1 dexterity Bolo, Halfling God of Thieves Location: Bolo’s Altar Offering: Any Ring Blessing: +4 pick locks, +4 pick pockets Kerlin, Gnome God of Gold Location: Kerlin’s Altar Offering: Mnura Coin Blessing: +4 haggle, +4 persuasion The Darker Lesser Gods ---------------------- Shakar, Orcish God of War Location: Kree Offering: Bone Weapon (bone dagger or reaper’s axe) Blessing: +4 dodge, +4 melee Torg, Ogre God of Heart Location: Torg’s Altar Offering: Ruby Blessing: +1 constitution Greater Gods ------------ Halcyon, God of Truth Location: Vooriden Offering: Olive Tree Branch Blessing: +2 willpower, +2 perception, +4 spot traps, +4 heal Moorindal, God of Shadows Location: Ancient Temple Offering: Black Diamond Blessing: +8 backstab, +4 prowling, +4 melee Kaitan, God of Balance Location: Gorgoth Pass Offering: Geode Blessing: +1 beauty, +1 charisma, +4 bow All-Father ---------- Velorien Location: Vendigroth Ruins Offering: Yourself (just walk onto the platform) Blessing: +100 hit points, +100 fatigue, +12 melee, +12 dodge, +12 pickpocket, +12 firearms, +12 persuasion, +4 dexterity, +30 damage resistance, +30 magic resistance Note: Some skills might not appear as if they received the full benefit of the blessing. This happens when the associated attribute value is lower than it should be for the skill level. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.02 THE ORDER | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ You can pick out any single lesser god and get its blessing by making the correct offering, but in order to accumulate blessings and eventually receive Velorien’s blessing, you need to make offerings in the following order: First Circle ------------ Ter’el, Makaal, Alberich, Geshtianna, and then Halcyon Second Circle ------------- Torg, Bolo, Kerlin, Shakar, and then Moorindal Third Circle ------------ Alberich, Makaal, Kerlin, Bolo, and then Kaitan Final Blessing -------------- Velorien Every time you get a blessing from a greater god, you’ll lose the blessings of the first four gods in the circle, and when you receive Velorien’s blessing, you’ll lose the blessings of the greater gods. However, you can stop making offerings at any point and keep the blessings you have. So you might want to stop before reaching Kaitan or Velorien so you can keep the strength and dexterity bonuses from Alberich and Makaal in the third circle. **************************************************************************** * 08.00 FATE POINTS * **************************************************************************** Fate points aren’t really critical to finishing the game, but they certainly are convenient. If you have lots of followers, then the best place to use them is probably to force good reactions from your followers, so they don’t get mad at you and leave. It’s also useful sometimes to use a fate point to guarantee a success at picking a pocket or picking a lock. Listed below are some of the situations where you can get fate points: -- Convincing the bridge thieves to leave (Shrouded Hills). -- Killing the bridge thieves (Shrouded Hills). -- Freeing Gar from H.T. Parnell’s (Tarant). -- Exploring the tunnel under the Bates mansion (Tarant). -- Killing Gilbert Bates (Tarant). -- Delivering Gilbert Bates’ journal to Cedric Appleby (Tarant). -- Convincing Loghaire to end his exile (Wheel Clan). -- Killing the Stillwater Giant (Stillwater). -- Discovering the journal on Half-ogre Island (Caladon). -- Freeing the half-ogres (T’sen-Ang). -- Discovering the journal of St. Mannox and relating its contents to Alexander (Caladon). -- Curing Cynthia Wit of lycanthropy (Caladon). -- Convincing Donn Throgg to work with Councilman Babcock (Tarant). -- Convincing Donn Throgg to attack Captain Wheeler (Tarant). -- Killing Donn Throgg (Tarant). (This is worth 2 fate points.) -- Repairing the Altar to Halcyon (Vooriden). -- Solving Wrath’s “murder” (Qintarra). -- Betraying the Bedokaan lizards to the poachers (Bedokaan Village). -- Curing Adkin Chambers of blindness (Stillwater). -- Killing everyone in Stillwater (Stillwater). -- Assassinating King Farad for Heinrich Jenks (Caladon). (You’ll get the fate point when you return to Jenks.) -- Killing the Schuylers with Magnus (Tarant). (You’ll need to first agree to make a deal with the Schuylers, then tell Magnus to think about it, and then attack.) -- Stealing the idol at Kree without killing anybody (Kree). **************************************************************************** * 09.00 GAMEPLAY TIPS * **************************************************************************** You can put any objects you want into your hotkey slots, so it’s useful to keep some slots available for large inventory objects (like armor) so you can carry more items around. Tarant makes a good hub for your adventures. There is a gypsy there to identify your objects, and the junk dealer will buy most anything and is a capable repairer. The best two things to buy at the character creation shop: lockpicks and a fine steel dagger. Don’t use trash bins to store your objects. They get emptied periodically. Do use trash bins to “throw away” objects you don’t want your party members to pick up. The easiest way to hear all the rumors for a town is to talk to a bartender. You can get into a conversation loop and keep asking for rumors until there are no more to hear. If you need to pick up a large object, but you don’t have enough room in your inventory and you can’t tell how big the object is (and therefore don’t know how much room to create), try to pick up the object, and when that fails, drop an object. You’ll create a “junk pile” with the large object, and you’ll be able to see how big it is. If you click on the sign or plaque identifying a building, the name of the building will appear on the area map. If you wear heavy gloves, they’ll adversely affect your pick pocketing skill. Save your game before entering bars. Patrons will randomly bet you 500 gold on trivia questions, insult you, ignore you, or even attack you. When traveling on the world map, you can set waypoints any place on the map, not just on known locations. To identify an object using a scroll: select the scroll, move it to the hand icon on the right side of the inventory screen, and then select the item you want to identify. At several points in the game, you’ll receive a note or a book, and a quest will only be triggered once you read the item. So even if you’ve played through the game once, be sure to read everything that comes your way. Non-obvious items you should hang onto: shovel, kathorn crystal, Molochean Hand amulet, mithril, scroll of shrink, offerings for the altars quest. **************************************************************************** * 10.00 WALKTHROUGH * **************************************************************************** This section contains a walkthrough for Arcanum. The goal is to allow you to do as many quests as possible, and see as many things as possible, but stay on the side of good when there are conflicting options. (I’ll touch on some evil activities, but the story doesn’t work as well when you take the evil path, and performing evil acts has overly negative consequences, like turning towns against you.) For the most part I’m assuming characters have average intelligence and charisma, but don’t be surprised if your game doesn’t go exactly as I’ve described. That’s part of the beauty of Arcanum, that no two games are exactly alike. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 10.01 CRASH SITE | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Let VIRGIL join your group and then search the area around the wreck. There are a few useful things you should find -- the matchbook and passport on PRESTON RADCLIFFE’s body, the camera on ISAAC ZAPRUDER’s body, and the note on WILHEMINA CARPENTER’s body -- plus some other gadgets that you can sell later. You should also find the wreckage of one of the planes that shot down the zeppelin. Note that an ogre was piloting the plane, and that the plane came from Maxim’s Machinery in Caladon. “Ah. Something isn’t quite right about all this.” -- Virgil Continue exploring and kill the wolves, boars and little warriors you run into. If you’re confident you can take on the enemies yourself, tell Virgil to back off (F5) so you can get more experience. On the northeastern edge of the area, on the far side of the lake, you should find a cave. Inside the cave are some sewer rats that you should have no trouble killing, plus some more gadgets to pick up, plus a spirit to talk to. The spirit is CHARLES BREHGO, and he’ll tell you how an evil wizard named ARBALAH cursed him and his friend. Agree to kill the wizard to break the curse. Then exit the cave, finish exploring the crash site if you need to, and head southeast. Eventually you’ll come to a shrine with an inscription on it. Conveniently, the inscription is the prophecy that Virgil couldn’t quite remember before: “And his spirit shall be reborn on wings of fire in hills shrouded in fog.” After Virgil says his bit, save your game. Once you walk a little past the shrine, you’ll be approached by a hooded man. The man is a bad guy, and if you let Virgil do the talking, he’ll scare the man away. However, if you do the talking, you can provoke the man to fight and pick up some extra experience. So try fighting first, and if that doesn’t work let Virgil talk. If you kill the man, notice that he was wearing the same sort of amulet as the ogre pilot. (It’s a Molochean Hand amulet.) A little past the confrontation, you’ll finally be able to access the world map. Virgil will tell you about it, and you can also tell by the blue globe that shows up on the upper left part of the interface (assuming you’re not in fullscreen mode). Don’t go to Shrouded Hills yet; instead go to Arbalah’s House. Notice the two fresh graves outside the house, and then go in to talk to Arbalah. (If it’s night you’ll have to wait for morning.) Arbalah will give you a different story than Brehgo, that Brehgo and his partner SIMON FAHRKUS killed his family and stole his holy artifact. Arbalah is the one telling the truth, so agree to help him get his artifact back, and then go back to talk to Brehgo. Inform Brehgo that you talked to Arbalah, but then lie to him and say that Arbalah will lift the curse if he gives back the artifact. Brehgo will take about two seconds to give up his partner and point out the location of his shack on your map. So exit the cave and head for the shack, but don’t tell Brehgo you lied to him when you leave. At the shack, you can kill Fahrkus, rob him, or lie to him to get the artifact. It doesn’t matter which you do, but killing him gives the most experience, so try doing that first. Then take the artifact back to Arbalah and receive a blessing (+5 reaction) in reward. “I do have something to give you, something of immeasurable value. I bestow my blessing upon you.” -- Arbalah Now, if you’re feeling particularly evil, you can kill Arbalah and then talk to Brehgo again to finish Brehgo’s quest. You’ll get the reward for the quest, plus you’ll be able to keep Arbalah’s blessing. Then proceed to Shrouded Hills. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 10.02 SHROUDED HILLS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ______ ____ | | | | _ North | | ____ ____ | | /| | | | | | | |____| / |______| | | | | ____ Mine |____| |____| | | | | Herbalist |____| ____ | | | | ______ |____| | | ____ _ | | | | |_| ____ ____ ____ ________ |______| | | | | | | | | | | Percival |____| | | | | | | |________| Toone |____| |____| |____| Doc Shop Smith Ristezze ______ ____ ____ | | | | | | | | | | | | o | | |____| |____| |______| Jongle Bank ______ Temple Dunne | | |__ | | | | | |___| Inn /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ If it’s dark, sleep until morning so you can see the town better. Then talk to SHERIFF OWENS. He’ll give you a little background information on Shrouded Hills and the BESSIE TOONE mine, and then he’ll tell you that the only exit from the town, a bridge to the northeast, has been blocked by brigands. Agree to help him get rid of the brigands. Then head north and talk to the gnome. He’ll claim to be WILLIAM RADCLIFFE, but he’s lying. So don’t give him the ring, and don’t worry if the encounter seems incomplete. You’ll run into him again later. Now head west and enter RISTEZZE’s shop. Talk to Ristezze and show him the ring. If you want to make some extra money, take the following dialogue options: ask who G.B. is, ask who else might know who the owner is, say it was given to you by a victim of a blimp crash, and then say you’re the only survivor. Ristezze will give you 50 gold. Also, you can sell the ring by asking how much it is worth, and Ristezze will give you 150 more gold. “Ristezze is a business man, but he has a heart as well.” -- Ristezze Now you can ask Ristezze about P. Schuyler & Sons. He’ll decide that he needs something back for the information, and he’ll ask for a camera or an item of Bessie Toone’s. The camera is actually useful for something else later in the game, so hang onto it and get back to Ristezze when you find something of Bessie Toone’s. Then wander around the town, talk to everybody, and sell the stuff you found at the crash site. (The general store gives better prices than Ristezze, so start there.) You’ll come across several quests: -- DOC ROBERTS will ask you to help him defend the bank against the Bowen gang. (The magical reward is a sword, the tech reward is a gun, and the indecisive reward is an axe.) -- LLOYD GURLOES (the blacksmith) will ask you for pure ore. -- GAYLIN (the herbalist) will ask you to find an elven amulet called N’Tala. -- JONGLE DUNNE will ask you to destroy the town’s steam engine. -- PERCIVAL TOONE (western house) will ask you to free his mother’s ghost. -- JACOB BENS (in the inn) will ask you to rob the bank. Accept all of the quests except for robbing the bank. That’s the kind of quest that can get the whole town after you, even if you do it right. “There’s a conspiracy here at Shrouded Hills, a dark plan full of mystery and intrigue.” -- Jongle Dunne There are also two things of interest at the inn. SOGG MEAD MUG is there, and he’ll join your group if your charisma is over 8. And ELDER JOACHIM’s room is at the back. When you go there you’ll find two dead assassins and a note. The note will tell you to look for a telegram when you get to Tarant. The easiest place to go from here is the mine, so head west and find it at the western end of town. Inside you’ll find some spiders and wolves to kill, a sprocket with “...groth” written on it (save it for later), plus maybe some pure ore if you’re lucky. If you’re not lucky, you’ll either have to make some yourself (or have Magnus make it for you if he joins your group in Tarant), find it lying around somewhere, or get some in the mine (in Bessie’s room) after you put Bessie to rest. The blacksmith will make a fine steel dagger for you when you give him the ore. Also in the mine, on the western side, you’ll find Bessie Toone’s ghost. If you click on her you’ll hear her mumble about “Sara, my dear Sarah” which is a clue about why she’s there. Also in the room you should find a metal can, and inside you can pick up one of Bessie’s boots (for Ristezze). So head back to town. When you talk to Percival he’ll let you know that Sarah is his sister and that he doesn’t like her very much. He’ll also let it slip that Sarah is living in Dernholm and that the new owners of the mine are living in Tarant. Then talk to Ristezze and give him Bessie’s boot. He’ll let you know that P. Schuyler & Sons is located at 44 Devonshire Way in Tarant, and he’ll mark Tarant on your map. (The sheriff can also mark Tarant on your map, once you have a reason to go there.) If you want, immediately buy back the boot for a few coins. You’ll be able to sell it for a profit later. Then save your game and talk to Doc Roberts next to the bank. If it’s daylight then the robbery will start right away, and you’ll have to do some fighting. Otherwise you’ll have to wait for morning. Once you do get to defend the bank, you’ll find three robbers inside. Sometimes Doc will help you in the battle and it will go easily, and sometimes he’ll get stuck at the door and you’ll have more work to do. Depending upon how you’ve been developing your character, the battle still might be easy, but if you have problems, keep trying. When the robbers are dead, loot their bodies for some good stuff, and be sure to talk to Doc to get your reward. Depending on what you said to him before, you’ll receive an enchanted sword, a revolver, or an axe. If you’re feeling evil, you can now help Jongle Dunne. The steam engine is located in the temple, and you’ll find it “guarded” by a dwarf technologist named Hervor. Move your mouse cursor over the engine, and you’ll find that part of it -- the control box -- highlights when the cursor is over it. That’s the part you need to destroy. You can either attack it outright (go into combat mode and then alt-click on it) or you can use dynamite on it and then attack whatever is left (if anything). You should kill Hervor while you’re there (he’ll probably attack you anyway) to prevent him from telling the sheriff about your deed. Then go back to Dunne to collect your reward, and learn that he now wants you to pick up a secret ingredient from CHARLES DOLAN in Dernholm. Go ahead and pick up the quest, if for no other reason than Dunne will mark Dernholm on your world map if you do so. When you talk to the sheriff next, you’ll get a quest to fix the steam engine. He’ll want a sprocket (the “...groth” sprocket) but don’t complete the quest yet. Doing so will upset Dunne, and then you won’t be able to complete his second quest. So instead head out of town to the northeast, wave to the gypsy on the way past (she can identify magic items for you when you find them), and then approach the bandits at the bridge, but save your game before talking to them. You have a few options to get past them: you can pay a fee of 1000 coins, you can talk your way past them if you have a rank of persuasion, or you can kill them. (If you hadn’t agreed to help the sheriff to get rid of them, you could also have done a quest to get past them.) “Who am I? WHO AM I? I am Lukan! Lukan the Witless! Where I roam, the masses quabble in pertubisiveness and trepidunction!” -- Lukan the Witless The best solution is to persuade the bandits to leave. So ask to cross the bridge, say the “persuade you” dialogue option, and then pretend to be with the Thieves Underground, but don’t mention leaders or handbooks. If you do everything right, the bandits will even pay you 200 gold before departing. But don’t let them leave. Instead, immediately start combat mode and attack them. There are two reasons for this: their equipment is useful (especially if you’re a half-ogre or have Sogg Mead Mug with you), and you can get a “bonus” fate point for killing them. (You should already have received one for convincing them to leave.) But killing the bandits can be difficult. If you’re a melee fighter, you might be able to just wade in and kill them, but otherwise you’ll have to use some strategy -- or at least some heavy explosives. Along the way you should have picked up some grenades (in Brehgo’s cave, for instance), and this is the perfect opportunity to use them. So as soon as you start combat mode, immediately use an explosive grenade on Lukan and a stun grenade on one of the ogres. If you’re standing close enough, you should always hit your targets, and with Lukan dead or badly wounded, and one of the ogres stunned for a couple rounds, you should be able to win the battle. If not, make sure your group has the best equipment possible and try again until you succeed. Then collect your reward from the sheriff, and head out of town. When you get past the gate, you’ll meet up with the gnome “William Radcliffe” again. This time you’ll have to fight him, but he should be easy to kill. Once he’s dead, loot his corpse and discover a note from “G.L.” directing him to kill Preston Radcliffe. Then exit the area and head for Dernholm. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 10.03 DERNHOLM | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ____ /|\ To pit ____ | | _ North | entrance | | | | /| | | | |____| ____ / |____| | | Gladys | | _______ |____| ____ ____ | | | ____ | | | | | | | | | | | | | | | | | | Garrick | | |____| |____|__| |____| Stout |____| Lianna Blacksmith Dolan Pel Dar ____ ____ ____ __________ ___ | | | | | | | | | | o | | | | | | | | _ |___| | | | | | | | | / \ |____| |____| |____| | | \_/ ___ Sarah | | Pit | | ____ _____________ | | |___| | | | | |__________| | | | | Palace ____ | | | | | | |____| |_____________| | | Shop Pub / Inn |____| ____ ______________________ Jayna | | | | | | | | Stiles | | | | | | | | |____| |____ |____| |____| |____________ | | Archi | | | |____| Docks /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Explore the town and talk to the people you meet: -- Sarah Toone will tell you how Percival sold the family mine, and how that drove Bessie to kill herself. She’ll also tell you that the new owners of the mine are the Stanton Importers, and that they can be found at 25 Lion’s Head Circle in Tarant. Agree to help Sarah get the mine back. -- Dolan will give you the package for Dunne. -- LIANNA PEL DAR will give you some background information on the city. In particular, she’ll let it slip that King Praetor isn’t the rightful king. -- SIR GARRICK STOUT will brush you off, but you’ll have more to do with him later. -- JAYNA STILES will join your group, provided you have enough technological aptitude. (It has to be some value greater than 5.) -- GLADYS will tell you how a valuable family ring was stolen many years ago, and she’ll suggest you talk to ARCHIBALD at the docks. Archibald will yell at you and say he’ll never give the ring back. Furthermore, he’ll threaten to send his son BERNARD after you. Don’t kill him (although that’s one way to get the ring). Instead, go southeast a bit and talk to Bernard. He’ll tell you how Gladys sends somebody after Archibald every month or so. Go back and talk to Arcihbald again and suggest that Gladys is attracted to him. He’ll then give you the ring, and you can return it to Gladys. -- KING PRAETOR (in the palace) will ask you to collect taxes from Black Root. This will mark Black Root on your world map. “Cursed technology has toppled my dear Cumbria from its former glory.” -- King Praetor Once you’re done with Dernholm, travel back to Shrouded Hills. Give Dunne his package to finish that quest, and then give the sprocket to the sheriff to fix the steam engine. Then head off to Tarant. (You’ll likely discover Torg’s Altar along the way, but ignore it for now.) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 10.04 TARANT | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ uuuuuu bbbbbbb ffffffff fff _ North uuuuuu bbbbbbb ffffffff fff /| bbbbbbb +-------------+ / uuu uuu bbbbbbb | +---+ +---+ | uuu uuu | | fff| |ooo| |OOO| | | | fff| |ooo| |OOO| | zzz dddd | | fff| |ooo| |jjj| | zzz dddd | | fff| |ooo| |jjj| |44 +----------------+ +----------+ +---+ +---+ +---+ 33| +--------------+ +--+ +-------+ +-----------+ | ZZ| | | | | | | | | | ZZ| | mmmm+---+ | | | +-------+ +---------+ | | | | mmmm+-+ | | | | +-------+ +-------+ | | | | | mmmmmm| |hhh| | | |III AAA| |aaaaaaa| | | | www| | mmmmmm| |hhh| | | |III AAA| |aaaaaaa| | | | www| | mmmmmm| |hhh| | | |III AAA| |aaaaaaa| | | | | +--------+ +---+ | | +--+ | |aa aa | | | | | +------+ +-----+ | +--+ | | | aa | | | | | |NNDDEE| | | | | | 55| |iii aaa| | | | | |NNDDEE| | +---+ +---+ | | | |iii aaa| | | | | +------+ | | +-+ +-+ | | +----+ +-------+ | | | | +------+ | | | | | +------+ +---------+ | | VVV| | | | | |77 | | | | | | VVV| +------+ | | | | | +------+ +-----------+ | VVV| +------+ | | +-+ +-+ | | +----+ +-----------+ | VVV| |ssssss| | +---+ +---+ | |pppp| |rr QQQQ YYY| | 22| |ssssss| | | | | |pppp| |rr QQQQ YYY| | | +------+ +-----+ | +--+ |pppp| | QQQQ | | yy ++ +-------------+ | | +--+ | | +------+ | BBB| |FFF XXXXX sss| | | |LLL RRR| |SSSS| +----+ + BBB| |FFF XXXXX sss| | | |LLL RRR| |SSSS| | | | ZZZ BBB| |FFF XXXXX tt| | | |LLL RRR| |SSSS| | | | ZZZ ZZ | | tt| | | |LLL | |SSSS| | | +---ZZ ZZ ccc| |HHH MMM gggg| | | |LLL TTT| | | | +-----ZZ / ccc| |HHH MMM gggg| | | |LLL TTT| |66 | | || ccc| +-------------+ +--+ +-------+ +----+ | || | +---+ +-------+ +--+ +----------------+ ee CCC| |WWW| |GGG ss| | | |jj ee CCC| |WWW| |GGG ss| | | | CCC| |WWW| |PPP sss| | | | Docks CCC| |WWW| |PPP sss| | | | CCC| +---+ +-------+ | | | CCC+---------------+ | | | 11| | | | | +--+ | | +----+ To the Boil /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Legend: a Water and Power Plant 1 Rail Station A: W. Garillon Bridge A Appleby Residence 2 Rail Station B: Vermillion Station b Bates Residence 3 Rail Station C: Tarant University B Bridesdale Inn 4 Rail Station D: Warehouse District c Wellington Gentleman’s Club 5 Rail Station E: Commercial District C Cemetery 6 Rail Station F: Tarantian Docks d Dept. of Water, Hall of Records 7 Rail Station G: Kensington Park D Delores Beston, Seer e Entrance to Closed Sewers E Fitzgerald Residence f Factories F Franklin Residences g Grant’s Tavern Q 17 Quilton Bend G Garringsburg Residence r 36 Low Dervish Road h H.T. Parnell’s R 11 Low Dervish Road (Thief Fence) H Halster Residence s Miscellaneous Shops i Stanton Importers S Simon Plough’s Warehouses I Panarii Temple t Telegraph Office j Joseph the Stone Cutter T Toussaude’s House of Secrets J Junk Dealer u University Buildings L Madam Lil’s V Vermillion (Train) Station m Magic Shops w Wellington Residence M Mooreland Residence W Willoughsby Residence N Newspaper Office X P. Schuyler & Sons o 32 Mulligan Bone Alley y Gypsy O 57 Mulligan Bone Alley Y Mynor Residence p Poone’s Flophouse z Zoological Society P Pettibone Residence Z Miscellaneous Buildings /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ You’ll find yourself on the edge of the Boil, a disreputable part of Tarant -- and a part you’re not powerful enough to mess with yet. So cross the bridge to the northeast and make your way to the main part of the city. Tarant is a large city, but it is organized nicely, and so finding your way around shouldn’t be too bad. A river cuts the city in half, and the “rich” side (with residences, shops, and the university) is to the north and west, while the “poor” side (with docks, warehouses, and factories) is to the east and south. Explore the rich side first. Here are some of the people and places you should see: -- CASSANDRA PETTIBONE will be waiting at the corner of Lungsten and Kensington during daylight hours (she’ll be locked in her home at night). She’ll ask you to steal an elven funerary stone from the Elven Ruins, and she’ll mark the location on your map. If you’re persuasive, you can get her to increase her payment to 300 gold. -- There is a man loitering next to the Pettibone Residence. If you found out about the Thieves Underground from Lukan in Shrouded Hills, you’ll be able to talk to the man. He’ll tell you that THADDEUS MYNOR is the contact for the Underground in Tarant, and he’ll also suggest that you see him for some work. (See section 10.08 for the Thieves Underground quests.) -- EVELYN GARRINGSBURG will ask you to retrieve a stolen painting, but she won’t have any idea who took it. However, she’ll tell you that her husband might have mentioned the painting while drunk, and the newspaper article will say that the husband frequents the Wellington Gentleman’s Club. -- At the Wellington Gentleman’s Club, you can learn a few things. If you talk to the doorman, he’ll give you a guest list for the night of the robbery, and you’ll find that everybody there was a member except for somebody named RORRY LIMES. If you check at the Hall of Records, you’ll find that Limes owns a warehouse at 57 Mulligan Bone Alley. Inside the club, you’ll meet a dark elf noble who will ask you to deliver a note to 36 Low Dervish Road. You’re not supposed to look at the note, but if you do you’ll find it says “57 Mulligan Bone Alley,” and so there are two ways to find out the address. Note: If you’re female, the doorman won’t let you into the club. So you’ll have to find Wendell Wellington (near the university) and convince him to let you enter. The only way to avoid his “fee” is to kill him or steal an invitation from him. Since his ogre bodyguard is only level 1, it’s easy to kill him. You can also steal the key to the club from the doorman, but he seems fairly alert, and so it’s easiest to deal with Wellington. -- MATTHEW JAMESON will be standing at the corner of Devonshire and Kensington. He’ll ask you to retrieve his wedding ring, which he lost in the sewers. Go ahead and solve this quest right away. The entrance to the sewers is right next to you (a manhole), and the ring can be found on the ground in a room with a few sewer rats in it (take the western tunnel at the first fork you come to). If you don’t see the ring, check your companions to see if they picked it up. You can also explore the rest of the sewers if you want, and pick up some extra loot and experience. “Looks like I won’t be sleeping on the porch.” -- Matthew Jameson -- At the telegraph office you’ll be able to pick up another message for Virgil, provided you read the note at the Shrouded Hills inn. -- DELORES BESTON will ask you to find her a new crystal ball, and she’ll suggest that you steal one from MADAM TOUSSAUDE (whose shop is on the poor side of town). -- VICTOR WRIGHT (at the newspaper office) will offer to pay you 500 (or 800) gold for your story about the zeppelin crash. Go ahead and do it. Not only will you get the gold from Wright, but from now on random townsfolk will sometimes give you money when you talk to them. Wright will also pay you 75 gold to deliver a note to MRS. HALSTER. Do that as well. The Halster residence is only a couple of blocks away to the southwest. -- There are a couple things you can do at H.T. PARNELL’s. If you have at least two ranks of persuasion, you can talk to Gar about tea and coax him into showing his real intelligence. If you then talk to Parnell, you can get him to release Gar from his contract by pretending to blackmail him. Now Gar will join your group, but you can also release him to get a fate point (but note that Gar won’t ever rejoin you if you release him). The second thing you can do at the museum is sell Parnell Bessie Toone’s boot for 250 gold. -- At the university, you’ll find BENJAMIN GERSHWIN, phrenologist. He’ll ask you to find the skulls of JIN and XIN, the Ren’ar Siamese twins, and he’ll tell you that they’re interred at the local cemetery. But if you go there you’ll only find a matchbook (for the Wellington Gentleman’s Club) in their tomb. You’ll also find ALDOUS BUXINGTON at the university. He’ll give you some clues on the Ancient Gods Quest. Lastly, you’ll find the university bookseller. He’ll offer to sell you technical manuals, which will improve your technical expertise (by the same amount as your intelligence) while they’re in your inventory. -- You can give the note you found at the zeppelin crash to JARED, a guard in front of the train station. He’ll then ask you to talk to the local stonecutter (whose shop is on the poor side of town), so he can make arrangements for Wilhemina’s tombstone. Also on the rich side of town you should find the P. Schuyler & Sons building with MAGNUS standing out front. Magnus will give you some background on the establishment, and he’ll even join your group if you want him to. “Beyond the rumors of murder, mysticism, and foul play? No, I think that just about covers what I know, my friend.” -- Magnus, on P. Schuyler & Sons Once inside the shop, talk to JAMES KINGSFORD, the salesperson. If you’re persuasive, you can pretend to be with the authorities, and he’ll give you the key to the basement. Otherwise he’ll just give you the run-around when you talk to him, and you’ll either have to rob him or kill him to get the key. Then explore the areas under the shop. You’ll find some zombies to kill and some loot to pick up, and eventually you’ll come to the Schuylers. If you talk to them you’ll learn that they’re a family of necromancers and that they built their shop on top of some ancient dwarven ruins. Plus, you’ll get to talk to dead Pelonious Schuyler, who will tell you that the ring was made for Gilbert Bates. However, the Schuylers are just a little bit evil, so you might want to kill them instead. In fact, if you have Magnus with you, you won’t have any choice. He’ll decide that the dwarven zombies are really his kin, and he’ll demand revenge. Fortunately, the Schuylers are spellcasters without powerful spells -- and two of them are only level 4 -- so they’ll die quickly. Then you can pick up the key to their file cabinets (on Winston’s corpse) and find a telegram from Benjamin Bates commissioning the ring for his son, Gilbert. “Thank you, friend, for fighting by my side.” -- Magnus Now you can explore the seedier side of Tarant. Here are some of the people and places you should visit: -- MADAM LIL will give you several quests. The first will be to retrieve a necklace from the Mooreland residence. Simply walk over there and talk to LAURA the maid. She’ll want a reward for it, and you can pay her, threaten her, or persuade her to give up the necklace. (If you persuade her to join Madame Lil’s, she’ll give you a “freebie” later as a reward.) Note: The necklace is non-magical and gives +40 magic resistance. That sounds pretty good, but you won’t face many spellcasters in the game, and all the necklace will usually do is cause heal spells to fail. In any case, you can steal it back from Madam Lil later if you want. For the second quest, Madam Lil will ask you to collect 400 gold from MR. LANGLEY at the Bridesdale Inn. He won’t have the money on hand, so you’ll have to wait five days to get it. Since time doesn’t matter in the game, just advance the clock five days and pick up what he owes. For the third quest (male players only), Madam Lil will ask you to deliver a package to Mrs. Halster and tell her it’s from Mr. Halster. (It seems Mr. Halster visits the brothel more often when he’s getting along with his wife.) For the last quest, Madam Lil will ask you to find a Medallion of Beauty. Sometimes you can find one in the closed part of the city sewers, but sometimes you can’t. If it’s not in the sewers, then you’ll have to pick it up in another city at some point (such as from the woman in the King’s Inn & Pub in Dernholm). “Come on, honey... let’s get hopping!” -- Bunny -- At MADAME TOUSSAUDE’s, the madam will know why you’ve come, and she’ll ask you to choose a side between her and Delores Beston. Pick Madam Toussaude’s side (she gives the better reward), and she’ll give you a crystal ball to give to Beston. Do the delivery, watch the result, and then return to Toussaude to get a blessing of +1 charisma. Note: Don’t do this quest before finishing the Garringsburg painting quest. If you do, Toussaude will only give you the location of the painting, which you can find by other means. “Delores Beston tried to run from her fate. It’s as I always say, traveler -- the future is inevitable.” -- Madam Toussaude -- SIMON PLOUGH will ask you to clear his warehouses of rats. You’ll face lots of rats, but they shouldn’t pose much of a problem. Clear the western (smaller) warehouse first because that’s where you’ll find the key to the other warehouse. Once they’re clear, you can use the warehouses for your own storage. They’re conveniently located between the junk dealer and the gypsy, and they’re right next to a stealrail station. -- At 36 Low Dervish Road, you can deliver the note that the elf from the Wellington Gentleman’s Club gave you. If you didn’t look at the note, you’ll receive 1000 experience for the job. Otherwise you’ll have to fight the trio of bandits you’ll find there. You can fight the bandits regardless and pick up some armor to sell, plus Rorry Limes’ passport. (If you didn’t get the guest list from the Wellington Gentleman’s Club’s doorman, you can use the passport to get an address for Limes from the Hall of Records.) -- At the Stanton Importers building you can either buy back the Bessie Toone mine, or you can trick STANTON into believing you’re with the Industrial Council and convince him to simply give you the mine. -- CEDRIC APPLEBY will give you an alternate, evil method to learn about Gilbert Bates (instead of working with Bates). He’ll ask you to destroy a prototype steam engine at the Bates factory to prove yourself, and then he’ll ask you to sneak into the Bates mansion and find some incriminating evidence. The evidence is Bates’ journal, located in his bedroom on the second floor. Reading the journal is essentially the same as talking to Bates. However, the story flows better if you work with Bates instead, and, in terms of the walkthrough, that’s the method I’m going to assume you’re going to use. -- At the Panarii temple, you can pick up a funny pamphlet. You can also find the Jewel of Hebe, a quality neutral-aptitude necklace. -- At 12 East End Avenue you’ll find JOSEPH the stonecutter, and you can tell him about Jared's wish for a tombstone. -- At 57 Mulligan Bone Alley you’ll find a half-ogre guarding a closet. The Garringsburg painting is in the closet, and you can either kill the half-ogre or steal the key from him to get it. Then you just need to return the painting to the Garringsburgs to complete the quest. -- On the “island” at the center of Tarant you’ll meet a man named THOM GRAK. He’ll ask if you know MATT DE CESARE. Answer that you do (you should have met him at the Wellington Gentlemen’s Club) and agree to deliver a message to him. When you get to the club, you’ll discover that the message was just a ruse to allow an assassin to follow you and find de Cesare. De Cesare will kill the assassin and then go outside so you can talk privately. When you join him, he’ll ask that you to find the skulls of the Ren’ar Siamese twins and suggest that they might be in a warehouse somewhere in town. The correct warehouse is at 17 Quilton Bend (near Simon Plough’s warehouses). It has locked metal doors, and if you can’t pick them, then this is a good place to use dynamite (if you have it). Plus, inside you’ll find a wererat and a half-ogre, and dynamiting the doors might kill them at the same time. If you have to kill them in normal battle, though, concentrate on the wererat first since it is the much more dangerous of the two. (It will also have some gold on its corpse, so be sure to check it after it’s dead.) You’ll find the skulls inside some locked barrels, and when you take them back to de Cesare (the phrenologist can wait), he’ll ask you to deliver them to ARTHUR TYRON, who was last known to be in Black Root. “Some years ago, bizarre breeding experiments were begun in secret which would eventually affect the balance of power here in Tarant.” -- Matt de Cesare Note: In earlier versions of the game, the skulls were treated the same as pure ore, so don’t leave them in the inventory of a character who makes balanced swords (like Magnus). Also, at some point when you’re in Tarant, newspaper vendors will announce the headline, “Anarchist Laborers Take Over Factory!” When that happens you can go to the orc factory at 15 Ten Hands Alley and either try to save DONN THROGG, the half-orc activist, or get him killed. If you want to save him, talk to COUNCILMAN BABCOCK (the gnome) outside the factory, and he’ll give you a key so you can go inside and convince Throgg to slip away at night. If you want to kill Throgg, then talk to CAPTAIN WHEELER (the human wearing chainmail). He’ll also give you a key, but this time you can go inside and convince Throgg to “surrender” to Wheeler. Both solutions will net you 10,900 experience, but the best thing to do (morals aside) is to get Wheeler’s men to fight the orcs so you can loot their bodies at the end. You’ll find things like a mechanized gun, a power axe, and lots of bullets. “Thank you for luring that bastard Donn Throgg out here for us! You’ve done the city of Tarant a great service!” – Captain Wheeler With most of the city quests complete, now is a good time to finally head over to the Bates mansion (on the northeastern edge of the city) and talk to Bates. However, his door guard won’t let you just waltz in. If you’re persuasive, you might be able to convince him that you’re an old friend. Or, if Cedric Appleby asked you to destroy Bates’ steam engine, then you can rat him out to gain entry. Otherwise, you’ll have to complete a quest to prevent the steam engine from being destroyed. To complete the quest, go to the factory at 18 Ten Hands Alley. The steam engine is in the back. (It has a control box like the steam engine at Shrouded Hills.) Stand by the door leading to the steam engine, and advance the time to midnight. Three low-level bandits will teleport in, and you should be able to kill them pretty easily. You’ll find Bates on the second floor of his mansion. He won’t be able to tell you much, but you’ll learn three things: that the “gnome” who gave you the ring was really a dwarf named STENNAR ROCK CUTTER, that Bates earned his wealth by stealing steam engine technology from the Black Mountain Clan, and that the Black Mountain Clan disappeared some time ago. Further, Bates will ask you to investigate the clan, and he’ll mark the location of their former home on your world map. You should probably be around level 20 before you try exploring the clan home, and a good place to get the experience you need is in the closed Tarant sewers. The entrance is southwest of the gypsy, across a land bridge and in a house surrounded by water. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 10.05 TARANT (CLOSED) SEWERS | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ___ | |___ ____ | 3 _ | | | |___| | | | | _| | ____ _ | _| | |_| | | |_______| |_ | _ | _____________| ____ ____| |____| |_ | | ___________ | | | | | _| | | | | | | |_ | _| ___ | | __| | | T|___ ___| |___| |_____| | | __| | _ | | _______ _____ | | |___ |____| | |_ ___ | | |___| | | |_ _| | |___| |_________| |_________________| | | | | ___ _____T__________ ____________ T| _| | |___| | T|____ _| |_ | | | |___ ___ | __ | | T| | | | _ | | |___ ___ |___| | | |_____| | | |___| | | | 2 _ | ___ | T|___ | | _____ _____ | | | | |___| | |_| | | M _ | ___ | | | _ | _| _ | | | | | |___ | |___| | |_| |__| |___| | | | | _| | | | | _____| |_ |_ _| |___ __________| | |___|D| _| | | | | _______| | | ___ |___|