Gothic 2 Guide and Walkthrough (PC)
Gothic 2 Guide and Walkthrough (PC)
Gothic 2 Guide and Walkthrough (PC)
0.95 | Updated: 09/02/2003
INDEX
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Each idex entry has a corresponding ID (like C3.1.1). Using the Search function
of text documents (CTRL+F) can help you look up a specific quest or item of
interest from the index and then let you jump directly to that information
without going through everything else. As a whole the structure of the guide is
split into info (I), for items of interest you might want to get an
understanding for beginning play, like game mechanics, the factions and so on.
Next comes the chapter guide (C) with listed quests, sidequests and points of
interest. Last you'll find the Appendixes (A) dealing with a breakdown of
statistics, skills, trainers, alchemy recipies, and similar.
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I INFORMATION
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I.1 GUILDS
I.1.1 Paladins
I.1.2 Mercenaries
I.1.3 Mages
I.2 TRAINING YOUR ATTRIBUTES
I.3 TRAINING YOUR COMBAT SKILLS
I.4 SETTINGS
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C1 CHAPTER 1 - THE MENACE
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C1.1 XARDA'S TOWER, THE VALLEY, AND ROAD TO KHORINIS
C1.1.Q1 The Eye of Innos
C1.1.P1 The Chest behind the Porticullis
C1.1.P2 A hidden corpse
C1.1.P3 Down to the valley
C1.1.P4 Lester
C1.1.S1 Lester's Shadow
C1.1.Q2 Wanted Notes and Bandits
C1.1.Q3 The Bandits at Lobart's Farm
C1.1.Q4 How to Get Into the City of Khorinis
C1.1.S2 Another Way In
C1.1.Q5 Lobart's Work Clothes
C1.1.Q6 Harvest the Turnip Field
C1.1.Q7 Bring the Turnips to Hilda
C1.1.Q8 A Pan for Hilda
C1.1.Q9 For a Bottle of Wine
C1.1.P5 A Useful Herb
C1.1.P6 More Bandits
C1.1.P7 Back to the Valley
C3.2 KHORINIS
C3.2.P1 Meeting With Lord Hagen
C3.2.Q1 Diego's Gold
C3.2.Q2 Diego's Business
C3.2.S1 Comfort Gritta
C3.2.S2 A Third Prophecy
C3.2.Q3 Something Lost?
C3.2.P2 Khorinis Merchants' Stock
C3.2.P3 Paladin: A New Sword From Peck
C3.2.P4 Paladin: Joining the Order
C3.2.P5 Paladin: A Magic Blade
C3.2.P6 Paladin: Access to the Ship
C3.2.S3 Fingers' Chest
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APPENDIXES - GENERAL INFO
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A1 SKILLS
A1.1 General Skills
A1.1.1 Sneaking
A1.1.2 Opening Locks
A1.1.3 Pick Pocketing
A1.2 Hunting
A1.2.1 Hunting: Skinning
A1.2.2 Hunting: Remove Mandibles
A1.2.3 Hunting:
A1.3 Forging
A1.3.1 Forging: Self-forged Sword
A1.3.2 Forging: Ore Longsword
A1.3.3 Forging: Ore Two-Hander
A1.3.4 Forging: Ore Bastard Sword
A1.3.5 Forging: Heavy Ore Two-Hander
A1.4 Alchemy
A2 TRAINERS
A2.1 HUNTERS
A2.1.1 Bosper
A2.1.2 Grom
A2.1.3 Gaan
A2.1.4 Grimbald
A2.2 ATTRIBUTE TRAINERS
A2.2.1 Laras
A2.2.2 Carl
A2.2.3 Harod
A2.2.4 Torlof
A2.3 MELEE TRAINERS
A2.3.1 Alrik
A2.3.2 Wulfgar
A2.3.3 Buster
A2.3.4 Rod
A2.4 RANGED TRAINERS
A2.4.1 Bartok
A2.4.2 Niclas
A2.4.3 Dragomir
A2.4.4 Ruga xxx
A2.5 ALCHEMISTS
A2.5.1 Ignaz
A2.5.2 Constantino
A2.5.3 Sagitta
A2.6 BLACKSMITHS
A2.6.1 Harad
A2.6.2 Bennet
A2.7 MAGE TRAINERS
A2.7.1 Vatras
A2.8 OTHERS
A2.8.1 Thorben
A2.8.2 Bartok
A2.8.3 Jesper
A2.8.4 Ramirez
A2.8.5 Cassia
A3 WEAPONS & STATS
A3.1 One-Handed Weapons
A3.2 Two-Handed Weapons
A3.3 Bows
A3.4 Crossbows
A4 ARMOR
A5 SKILLS & STATBOOSTERS
A5.1 Apples
A5.2 Dark Mushrooms
A5.3 Coragon's Special Beer
A5.4 Rengaru's Pick Pocketing Tips
A5.5 Book: The Divine Power of the Stars
A5.6 Potions
A5.7 Thekla's Stew
A5.8 Wulfgar's One-Hander Tip
A5.9 Book: Southern Defense Art
A5.10 Book: Double Blocks
A5.11 Sergio's Two-Hander Tip
A5.12 Donations to Daron
A5.13 Statues of Innos
A6 HERBOLOGY
A7 FOODSTUFFS
A8 EXPERIENCE & LOOT
A9 LEVELCHART
A10 COMBAT TACTICS
A11 EXPLOITS & UNINTENDED ADVANTAGES
A11.1 Unlimited Gold
A11.2 Unlimited Experience
A11.3 Additional Goblin Berries & Dragonroots
A11.4 Mercenary: Unlimited Gold & Experience
A11.5 Paladin: Unlimited Gold & Experience
A12 MAGIC RINGS & AMULETS
A13 BUGS
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I - INFORMATION
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I.1 - GUILDS
There are three possible guilds to join in Gothic 2, and although made up of
different tiers, they will be refered to here as the Paladins, Mercenaries and
Mages. Note that you cannot belong to more than one main guild like this, and
once you have joined a certain guild, there is no way back. Ever. Except
starting a new game. Please read up on the three guilds to get a better
understanding of the quest order, how they are marked with each guild, and most
of all what the differences are.
I.1.1 Paladins
This is the first guild you'll come into contact with, and also the easiest
and most convenient to join with if you just want to get things going.
Paladins are a mix of fighter and mage and will rely both on strong weapon
skills as well as magic later in the game.
The first 'tier' here is to become a member of the City Guard or rather
Militia in Khorinis. From a member here you can later progress to become a
Paladin. There is a bit of confusion here as you'll see references to Militia,
City Guard and the Paladins all over, but in effect they all belong to the
same grouping. If you join the City Guard with Andre, and get your Militia
Armor on you are on the rigth track if Paladin is what you intented to become.
All quests requiring you to be a member of this guild is marked 'Paladin
Quest' even though you are still just a city guard at first.
Paladin Setup
Paladins are a class-type in itself, a warrior/mage setup and you don't
really have much variation when choosing this guild. Your primary skill
will most likely be Strength, relying on either one- or two-handed weapons.
It's quite possible to go the way of Dexterity and use either bows or
crossbows as your main weapon, but as far as paladin-only weapons, you are
limited to swords. When you decide on one main attribute - strength or
dexterity - it's a good idea to sort of ignore the other. Meaning, if you
plan on using strength, don't go training dexterity. Similarily, don't
worry about 'maxing' your off attribute, but rather make us of any stat
boosters you can for this skill as you go. This is not to say that you
should completely ignore your off attribute, but it will rather raise
naturally by items found. No matter what you decide to go with as a main
attribute, the off attribute can easily reach 100+ and will be sufficient
to do anything you like with it - with dexterity that means all
pickpocketing and thief related things, and with strength it means you get
to use pretty much any weapon you wish although dexterity is your main
attribute.
Weapons
Personally I preffer two-handers with paladins (and for mercenaries for
that matter) due to their increased damage and longer range. When you break
it down, there really are no game-affecting differences between one or two
handers, and you will do very well with both. High-damage two-handers can
be a bit tricky to find at first, but later in the game they will outdamage
the one-handers considerably. There is also the matter of being able to
train your two-handed skill to 100% with 10LP less than for one-handers.
- 10% Base
- 10% From wearing Alrik's Sword
- 2% From Wulfgar's Training Tip (See xxx)
- 5% From reading the Book Southern Defense Act (See xxx)
- 33% From regular training using 33 LP
= 60% Master
- 10% Base
- 5% From reading the book Double Blocks (See xxx)
- 85% From regular training, using 85 LP
= 100% Master
For one-handers, the cost is a bit higher since you won't actually use
Alrik's sword in combat. To reach 60% in one-handed weapons, you need:
- 10% Base
- 5% From reading the book Double Blocks
- 45% From training, using 45 LP
- 10% Base
- 2% From Wulfgar's training tip
- 5% From reading the book Southern Defense Act
- 83% From regular training, using 83 LP
Total cost for mastering two-handed weapons is 118 LP, or 12 levels. Total
cost for mastering one-handed weapons is 128 LP, or 13 levels.
Magic
Paladins will recieve their first rune when they become paladins after
serving as militia, in chapter 3 at the earliest, after solving the quest
'Bennet is in Jail' (See C3.6.Q4 and then C3.3.P4). Paladin's selection of
runes are very limited, and you will also find several of them. Recieving a
rune costs 5 LP and is done simply by recieving a rune to use from your
inventory. The paladin magic is split in two types, healing and combat. You
can save yourself some LP by ignoring the less powerful runes in favour of
the greater ones, ie no need to learn Lesser Healing when you could get
Greater Healing instead. Doing this means only a short time of your life as
a paladin will be spent actually using magic, so feel free to take whatever
you can if you like the casting aspect.
You will however need mana if you are going to use magic. Training mana
cost double for paladins, and you have to spend 10 LP for every 5 MaxMana
you train, up to 250. You don't need that much mana really, so around 100
should be enough, then raise it artificcially by items, and potions if
needed. Mana is nevertheless a high-cost avenue for paladins, and you
should expect to spend 150+ LP on this.
Secondary Skills
Paladins don't really need any of the secondary skills, but if you have to
pick one - and trust me, you will have more than enough LP to do so - it
would be alchemy. Learning the healing potions aren't really needed as
paladins will generally use their healing runes, but it is required to
learn the best recipies. Learning all 3 healing potions will enable you to
learn to make Elixir of Strength, costing a total of 20LP. This will favour
your combat skills the most and enable you to brew about 10-12 strength
potions raising your strength by 50-60.
You could also opt for the mana line, learning all 3 mana potions and then
open up Elixir of Spirit that raises MaxMana by 10+, for about +50-60 to
MaxMana using all your King's Sorrel, but I only reccomend this for the
paladins that plan on relying on their magic for the most part. Going both
ways will set you back 40LP, and will have you splitting the Mana or
Strength potions - Each such potions uses a King's Sorrel plant, and you
have a finite amount of them.
For other skills, paladins don't really need or have much use of any of
them. None of the hunting skills will give anything other than a monetary
return, and forging will only let you make a few of the swords where you
find or recieve way better ones pretty soon.
Thieving skills can be just as useful to paladins as the two other guilds,
and I reccomend learning them. They are Sneaking, Picking Locks and Picking
Pockets, setting you back 15LP. It could be argued that the paladins are
great protectors of the law, but really, there is nothing stopping you from
being a goody paladin during the day, and robbing the people you protect at
night.
Apprenticeship
Paladins can basically sign up with any of the three apprenticeships in
Khorinis, but none of them will anything but a monetary advantage. If I had
to pick one, I would go with Constantino, because he won't require you to
learn any skills and will give you a good price on the hundreds of
mushrooms you most likely will never use.
I.1.2 Mercenaries
The mercenaries are pure fighters and also likely the second guild you'll come
into contact with. Signing up with the mercenariers involves several quests
and tasks before you are initiated. A mercenary is a pure fighter specializing
in the heaviest weapons, dealing damage and generally kicking ass. Mercenaries
will never learn magic outside the use of scrolls. Due to this, training Max
Mana is twice as expensive.
The second tier of this guild enables you to become a Dragon Hunter - the
ultimate fighter, but for purpose of branding the mercenary-only quests, all
such quests are marked 'Mercenary Quest' even though you can later become a
Dragon Hunter.
Mercenary Setup
Mercenaries are supposed to be the prime fighters and will have no access
to magic. This is both a boon and a disadvantage, as there's only so much
you can actually spend your hard earned LP on. There's the melee and ranged
weapons, but as with paladins you will master your weapon of choice fairly
early, and thus have a large portion of LP left that isn't so obviously
spent.
Strength is the attribute for melee fighting and dexterity for ranged
combat. Mercenaries can normally become masters at one, but also very good
at the other. I reccomend going melee and then working up a little skill in
ranged as you go.
Weapons
The same weapon setup for paladins apply to mercenaries as well, so have a
look at the breakdown there. Ranged weapons are not to be overlooked
either, so always carry a bow or crossbow - training either of the ranged
skills to 30 or 30/60 is no problem for a mercenary.
Secondary Skills
Once the weapon skills are done and away with, mercenaries will have a load
of LP to spend on secondary skills, and is in fact the only proffesion who
will experience the most of them.
Forging is a good skill for mercenaries, as all the best weapons has to be
made. This is also only available to mercenaries as the smith Bennet will
only teach mercenaries. Forging works a little different than alchemy, in
that you only need prior knowledge of forging basics to be able to make
swords - you don't need to know a "level 1 sword" to make a "level 2
sword", and can simply wait until the best swords can be learnt and learn
those for minimal LP use. New forging techniques follow the chapters where
the best forged swords are available in later chapters.
Alchemy is also good for mercenaries, where they will almost exclusively
concentrate on the healing potions to end up with the permanent Strength
potion. You could also go the way of the mana potions to reach the
permanent dexterity potion, but that is 3 recipes you will never use.
Alchemy to make use of strength potions will set you back 20LP
Hunting seems at first fairly useless, but mercenaries have a few avenues
here where they take direct advantage of the hunting skills. With the
excess of LP several of these skills could be well used by mercenaries:
Apprenticeship
Mercenaries could just as easily sign up with any of the masters, but two
stand out more than others. Harad will give mercenaries a huge amount of
gold both early and throughout the game, as well as making use of a skill
they will probably learn anyway. Bosper is also a good choice, where
skinning and selling the skins at full price will give a slow but steady
income. Constantino and the mushrooms is also a choice, but the mushrooms
are finite, and you could really just skip running all over the forrest
picking them up.
I.1.3 Mages
The third and last option - to become a mage you will have to seek out the
Fire Mages in the Monastery on your own will and join them. You'll start out
as a Novice and then later become a Fire Mage when you have fulfilled all the
tasks of a novice and then passed the Test of Fire.
Fire Mages rely solely on magic spells cast from permanent runes they create
of increasing power. That is not to say a mage will not use weapons, but it
will be more expensive for them to train. Mana is the most important attribute
of a mage, and it costs the normal amount of learning points to train where it
costs double that for mercenaries and un-guilded. Once a Novice, training will
still be at the normal cost so it's quite possible to train up to a
considerable level of melee and ranged skills, but once a Fire Mage, the cost
of training Strength and Melee skills will double making it nearly a total
waste training these skills further.
For the purpose of defining mage-only quests, they are named "Mage Quest" in
the guide, wether they apply to Novices or Fire Mages.
So what are you going to do with all that strength? There's hardly any lightly
clad wimen around to impress, and in chapter 6 there's not much else to do that
you couldn't already do ok with the 90 strength you came with. The conclusion
here is really that it's not worth raising your attributes to the extremes this
way. Personally, when doing melee as the primary skill, I train up to 90 as this
isn't hard doing in chapter 1, and after that start making use of all the
boosters I can find. That way the raised strength (or dexterity/mana) have a
noticable effect there and then, and I get something in return for doing all the
quests and work getting these boosters. I still end up having close to 200
strength in the end either way.
The issue with Mana is a bit different, as the rule here is that the more you
have the better you survive as a Mage. In this case I would seriously consider
training as far as the 250 you're allowed before applying the various potions
and boosters. Hit Points should never be much of a worry to you. You'll start
with 40 and get +12 every level, as well as several items to further boost this,
both permanent potions and items. If you find yourself dying all the time, it's
not your hitpoints that are the cause, but rather your lack of combat skills,
wether melee, ranged, or magical.
That said, take note that you will be most likely to have one major skill you
concentrate. That doesn't mean the two other skills should be totally ignored.
For a strengthy melee fighter, dexterity will a have a nice return when using
ranged weapons, and for a paladin a little extra mana never hurt. If you come
across stat boosters that will raise a skill not your primary, I say make use of
it right away as you'll be better off for it.
10% Rookie
30% Figther
60% Master
Seeing as you would obviously try to increase the skill for the weapon you are
going to use as much as possible, there are some work-arounds and quirks
involving the actual competence levels we can use. For two-handed weapons
atleast, it's even 'possible' to drag the difference to a 51%, albeit not very
likely.
First, if the trainer you are training with has the appropriate skill level,
it's quite possible to pull a skill level atleast 4% over its competence level
before the dependancy take effect. Simply train one and one percentage until you
hit either 29%, 59% or 89%, then opt to train 5% at a time and you will go up
one competence level as well as leaving the preffered skill at 34%, 64% or 94%.
From here on you have to pay double cost or bring the other melee skill up to
the same competence level.
Next there are items and instances raising your skill percentage (See A7 Skills
& Statboosters), and these can be used to further widen the difference. Back to
our one-handed skill, say we have used the 5% trick above to raise one-handed to
34% while two-handed is still at 10% - we could then read the Southern Defense
Art book on top of it, and have 39% one-handed skill, then take Wulfgar's
training tip, and now have 41% one-handed and still 10% two-handed skill.
For two-handed skills there's even another useful item - namely Alrik's Sword
(See C1.3.S4) wich is a magical oddity bestowing 10% one-handed skill. For one-
handed users, this particular sword isn't very useful as such as it's simply not
a very good sword to use regularily, but for two-handers, it's a real gem. Since
training a particular weapon skill doesn't involve you wielding the weapon in
question, two-handed fighters can train while having Alrik's sword equipped to
superfically raise their competence level to another level, thus making it more
efficient to train two-handed skill. Example: train two-handed to 34%, then
equip Alrik's sword and now train one-handed with 10LP bring you to 30% (10%
base, +10% from Alrik's Sword, +10% from 10LP) and competence level 'fighter' in
both skills. Now, with Alrik's sword still equipped, continue training two-
handed now at normal cost, up to 64%. Read the Double Blocks book, then remove
Alrik's sword and bring out your favourite two-handed orc slicer - you'll now be
a rookie 20% one-hander, but a Master 69% two-hander, with only 10LP 'wasted'.
The reason should be obvious - you'll want to be the best you can be in the
weapon of your choice, the earlier the better. This way you can actually make
the LP spent work directly on the tasks at hand, more easily defeating your
enemies and earning more LP. Further to the two-hander trick is a paladin that
could even add another 2% to this, making the difference 51% between the two
skills, but this last requires you to become a mage and not particulary fond of
two-handers to begin with.
Personally I'm not all that comfortable with this system, and would rather have
seen all the wasted skillpoints in the melee type I never ever used put to
better use trying out other skills like the hunting/alchemy/forging skills
instead. Still, there's no way around except a few tips here and there, so lets
deal with it.
When it comes to ranged weapons, bow and crossbow, the system works exactly the
same. Once you reach the next competence level in one of them, you have to train
both at the same time. Sadly there are no readily available ranged weapons
tricks and boosters besides the "4% above" trick. If you are mainly a ranged
fighter, you live by the same rules as a melee figther and most likely solely
rely on ranged weapons, but as a melee fighter (or Warrior), you'd want to
invest a little in ranged weapons nevertheless, bringing one of them to 34% if
you can. The competence levels for ranged weapons are:
10% Rookie
30% Marksman
60% Master
Know that it's also possible to raise a weapon skill above 100%, but there
really should be no reason to, atleast for melee weapons. The skill for melee
weapons is a "chance to critically hit" percentage, and I see no reason how this
could be higher than a critical hit every time. For ranged weapons this works a
bit different as the skill level is a percentage indication on how good you are
at hitting targets, targets in motion, and targets at range, so maybe here a
higher than 100% skill will have some sort of return as I know you won't hit a
creature 3 kilometers away with a bow, even with 100% skill (or 200% for that
matter).
I.4 - SETTINGS
Seeing as the developer wanted to keep everything in Gothic 2 as similar to the
original Gothic as they could, the game will default with many of these
settings. New functionality have been introduced however, but you have to
activate most of it manually. All these settings are adjusted by editing the
file gothic.INI found in the /system folder. It's a good idea to make a backup
of this file for safe keeping. An INI file can be edited using any text-editor,
like Notepad, Textpad and similar.
This section will not touch on in-game settings you can change from within the
game, but rather explain some distinct features you might want to enable and
that can only be done so by editing the INI file.
There are a couple bugs associated with this, so be sure to read up the
buglist too.
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CHAPTER 1 - THE MENACE
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After the opening sequence, you are thrown right into a conversation with
Xardas, a necromancer, who explains the setting for you. Orcs and dragons are
afoot in the land and you need a special artefact to combat this menace. Exhaust
Xardas conversation tree and lets get going. Realistic level range for
completing chapter 1 should be from 1-18, although 20 is possible.
There are 6 bookstands in the tower - one by Xardas, five in an upstairs room.
You can read each for 25xp, for a 150xp total. There's a chest upstairs
requiring a key you can find on a nearby table too. It contains 5gp, 2
Lockpicks, a Dagger and a scroll of Light. Keys quickly clutter your inventory
so know that once used you never need a key again - it's usually a good idea
to leave keys you have used in the chest you used them on or if on a door,
close by. A Heavy Branch found by the fireplace downstairs make a better
weapon than the dagger.
Immediately exiting Xardas' tower, there's some Healing Plants along the tower
wall to your left, hidden under some trees. It's often a good idea to turn on
first person view when looking for herbs. Believe me, in this view you'll spot
them easier and also don't slip off a ledge to certain death.
The Wonderer adds: "There is another corpse behind xardas' tower, with a
potion and 2 scrolls to get there you have to drop from the top of the tower
to the lower platform and go around to the backside of the tower"
At the very beginning, every coin counts and every rusty sword or similar is a
treasure. Be sure to grab everything not nailed down and you'll be better off
for it later.
Look for the completion and all it involves in C3.6.Q3, otherwise pay it no
heed until chapter 3.
The valley is host to lots of herbs as well as wolves and rats. Lester can be
found here at a campfire, and there's also a cave down here with some foes.
Lester can be a pain or a benefit either way you see it as he will charge any
hostiles closing. If you want the experience for yourself, be sure to lure
the monsters away from Lester, or try to get the last hit in so you get the
'kill' and thus the exp.
There's two outcomes to this encounter. You can be brupt and dont fall into
his trickery - at wich point he will attack you. This is if you dont follow
him into the small cave to see his boss (where you will be attacked anyway).
It seems someone is looking for your head on a platter and has passed around
mugshots of you and a promise of rewards.
It's also possible to sweettalk the bandit though, and learn some good
information as well as another quest to your Questlog. Tell him you come from
the Mountains, and ask whom is looking for you. Then have him reassure you
this isn't a trap, and tell a white lie about being tricked earlier. If you
then mention you come from the convict colony (gothic 1) things will change.
Seems this bandit is also from the colony and think the old fellows should
stick together. From that point he will no longer attack you and you can
gather a bit of information. Have him hand you the mugshot, then ask about
who is behind it (not his boss inside the caves). For 10 gold he will reveal
the name of this person.
Exit the conversation and he will warn you about his 'gang' inside the cave
and that they will probably beat you up. And they will if you go inside, so
take it easy and lets deal with this a little later. You now have the quest
"Wanted Notes and Bandits" in your Questlog.
This quest will complete for +25xp when you finally find Dexter in his camp
(see C1.6.P6) and talk to him for the first time.
Darf adds: "You were indeed tricked earlier, this is one of the Quests from
Gothic 1, so it's not a lie!"
The Wonderer adds: "You dont have to pay the 10gold to the bandit to get
Dexter's name if you dont have the cash on you, he realizes it too late."
If you talked and got to know the bandit guarding the entrance, when you
return you can get +50xp if you warn him that the farmers want them dead. He
will then stay out of the fight and walk up to a campfire further up towards
Xardas' Tower.
Inside the cave are Brago and another bandit. Each will yield +50xp when
killed, and carry various foodstuffs, some gold and maybe a potion. The
bandit also has a message offering coinage for your head from this Dexter
person you was told about from the bandit outside. Brago carries a key to the
chest here.
Return to Maleth for your reward - 3 bottles of wine and +100xp. If you
already dealt with the bandits the quest will complete as you speak to Maleth
for the first time, and he will give you the same reward. Further, dealing
with the bandits lower the cost of the farmer's clothes Lobart has another 10
gold (see Lobart's Work Clothes).
There are several ways to complete this quest. One is getting the farmer's
work clothes from Lobart and telling the guards you work there and are just
after supplies. Another way is to talk to Canthar by the crossroads and
accept his free gate pass in return for a favour later (see C1.2.Q8 Canthar's
Favour). The last option is to bribe your way in at the cost of 100 gold.
Getting the work clothes from Lobart and saying you're here to see the
blacksmith is the only option that will net you any xp. +25xp and entrance to
the city, as well as all the xp you get from completing the connected tasks
involved in that.
There's also another way into the city you shouldn't miss - see C1.1.S2
Another way in.
Before embarking on this little romp through the forrest however, it's a good
idea to finnish the "A Pan for Hilda" quest, as Canthar the merchant will pack
up and leave for the city once you have entered it for the first time. Also
note that this little venture is very risky and probably aimed at more
experienced players if you're just starting out.
Anyway, here's how. First find your way up to the Statue of Innos again where
you first met Maleth. On the other side of the road, you can make out the
dense forrest on a lower level than the road, but it looks to be a higher drop
than you can survive. Make your way to the point where the ledge starts and
you can see the steep mountainside continue further. Ie, the absolute earliest
opportunity to jump down (don't yet though). The fall here is too high and
will kill you, but there's a little trick to be done here. If you jump off the
ledge you're on, aiming to crash in mountainside - jumping off the ledge, but
into the cliffside on your left - you will be bounced off it and into the
ground, where the total drop only counts as a risky fall doing some damage and
not killing you. It takes a few tries to get right, but keep at it and you
should find yourself on the forrest floor below the ledge soon enough.
Once down, you are in the close vicinity of a band of Black Goblins - probably
way too tough to take on by this point, so lets try to leg it past them. Run
as fast as you can along the cliffside and you should loose the goblins when
you see this part of the forrest makes way to a greengrass strip and a small
mountain alley. You can probably aslo see the top of a mast on a big ship
anchored on the other side.
At the very bend in this new alley, walk up the corner and there should be a
sloope there that you can jump up on and not slide down again. Finding and
getting up here should leave you atop a very narrow cliffside, where you will
see the Paladin's ship and harbour on the other side. Run along the steep
cliff - almost like a razors edge - all the way over to the bandit cave (see
C1.1.P6). From here the grassy strip on top of the cliff ends, and you should
see some makeshift tents to your left down on the beach. Take a careful
sideways drop down on a mountain ledge just below the one you're standing on
now, and from there, jump across to the roof of the nearest tent, and then
finally drop from the tent roof onto the beach. Congratulations, you're now
right smack inside the city of Khorinis.
So for the sidequest here - make your way along the docks and don't talk to
anybody before you meet Lares (C1.2.S3). He will utter a suprised remark,
asking how you got into the city, and if you actually swam in. This will also
net you a very handsome +500xp. There's also some other suprised remarks
around, but you can now make your way out of the city again through the South
Gate and continue what you were doing. The quest "How to get into the City of
Khorinis" will still be in your questlog, and you can finnish it now by
getting Lobart's work clothes and saying you are here to see the blacksmith as
you would normally.
Xerxes0 also adds: "You can climb the wall off to the right of the south
gate guards. As you walk along the wall a bit, there is a low spot that can
be reached and climbed over, not that far from the city gate; but this is
important, you must jump standing back a little bit, or you will be bounced
back and not make it. It takes a bit of practice but it is a great way to
avoid the guards and get in."
And: "Another way into the city is outside the East Gate; walk up towards
the light house, skirt the bandits there, stay to the left and walk all the
way up and around the mountain; very high up to the ridge. Eventually you
will come down near where the thieves guild is and you can also jump onto
the wall of the harbor district and jump down."
The Wonderer adds: "You can just go around the South Gate guards from the
right side (from near the place where u can climb the wall) because only the
left guard will stop you, stay away from him near the wall, until your are
behind the right guard, then just go in."
Several nice shortcuts into the city in other words, and something you
shouldn't miss.
The clothes can also be stolen to achieve your more pressing goal, but if you
talk to Lobart again he will demand them back or you will get into a fight
with the whole farm if you dont give them back. The price can be brought down
quite a bit so it's usually a good choice to finnish these menial tasks for a
bit of xp and learning the ropes around here instead.
The clothes start at 70 gold, but can be brought down to 30 gold if you
complete all the quests around here. They are:
Once you have a price you can pay, Lobart will take your coin and tell you to
get the clothes from a chest in his house (the side room with 2 beds) and
that will complete this quest.
Canthar the merchant can be found a short bit down the main road from the
farm - just follow the road from where Lobart stands. Talking to Canthar for
the first time will also trigger a follow up to the quest of getting into
Khorinis (see C1.1.Q4 How to Get Into the City of Khorinis). Unless you have
finnished The Bandits at Lobart's Farm quest and gotten the wine from Lameth,
you can buy a bottle from Canthar for use in Vino's quest below.
Returning to Hilda with the pan nets you +50xp and will bring the price of
the clothes down another 10 gold.
There is also another very rare herb up here, but it can't be found from
start but must be triggered by another event in the city (see C1.2.P2 Zuris'
Herbs)
There are some ledges leading down here in several steps, but be careful not
to fall. Along the steep cliff side you'll find some regular herbs, a couple
scrolls, some 6 nasty lizards, a couple giant rats, some meatbugs, and last 2
firece Wargs you shouldn't try to pet unless you can handle it. One advantage
is that most of these can be pelted with arrows from the safety of a higher
ledge.
Khorinis as a city is split into 4 'parts' - The master merchant area where
you enter first, the upper city where all the rich folks live, the merchants
square, and the docks. There's two main gates - the one you came in at first,
the South Gate, and one in the merchants square, the East Gate.
At this point most everyone will have a neutral stance towards you so just
walk around and talk to people. You'll rack up various quests soon enough. The
overlying goal for now though is to get into the upper quarters.
The city will also be a place where you spend a considerable time in chapter
one, so take your time and get it right. It's not uncommon to reach level 8
just doing tasks in and around the city.
There are several ways to get into the upper quarter though. The first and
most obvious one is to become a respected citizen of Khorinis. This can be
done by getting work with one of three Master Merchants, involving quite a
few quests in itself. Once an apprentice for either one, you automatically
gain acess to the upper quarters.
A second way is to become a member of the Militia, one of the three guild
factions in the game. Normally you have to be a citizen of Khorinis to be
considered for Militia work, but there are some shortcuts here. Once a
Militia member, you automatically gain entrance to the upper quarters, as
well as acess to Lord Hagen.
Hooking up with the Mercenaries, the second Guild faction in the game, will
also get you into the upper quarters and access to see Lord Hagen. See the
Mercenary related quests for more info.
And last, becoming a Fire Mage, the third and last Guild, will also get you
access to the upper quarters and Lord Hagen.
However, with all the options present, you can still go about your business
for now and wait until later until choosing a guild to join as this is a
permanent choice. Once guilded there is no way out. And besides, you still
want to experience the part of the game that gets you access without any
guild affiliation as it involves a lot of quests.
This quest will complete when you pass the gate to the upper quarter, but
doesn't give any direct xp.
With Master Merchant, it means the top dogs in the city - the ones with a
proffesion that produce things for the city, not mere merchants peddling
goods. There are plenty of merchants in the city but most of them basically
just sell the stuff the master merchants produce.
With 4 of 5 approvals in order you can complete this quest and sign up with
either Bosper, Harad or Constantino, provided you have completed the quest
for the Master you want to sign up with. Signing on with any of the three
nets you +300xp. Although you would maybe want to finnish all 5 quests first,
it doesnt net you any more direct xp from 'completing' this quest.
Bosper will teach you how to skin an animal, and when you sign up with him,
he'll only require that you drop by now and then and deliver some skins he
can sell to the city. This isn't even a requirement as such and the only
thing you'll hear is that he can get a little upset if you havent visited him
in weeks. There are no repercussions though. The real advantage here though
is that Bosper will buy all skins you bring him for their real value - an
item's value is hardly what you get from normal merchants as they usually buy
items at 30% it's value, rounded down. But here Bosper will pay full price
for all skins you bring him. That includes Sheep Skins, Wolf Skins, Warg
Skins, Shadowbeast Skins, Troll Hides, and Black Troll Hides.
Since you know skinning already (or should), that's thousands of gold you'll
earn extra when selling them back to Bosper instead of normal merchants. Also
as mentioned elsewhere, I'm unsure if you can learn this skill from others
than Bosper, while the skills the two other masters can teach you can be
tougth elsewhere. It would be a drag to spend the LP on skinning and not
reaping the benefits of full price skins in my opinion.
Harod will teach you the basics of Forging (cost 5 LP) wich is a "Self-Made
Sword". Without this skill you cannot learn more about forging and how to
make the really nice weapons later on. Another trainer can also teach you
this however, and that is Bennet in the Mercenary camp. Harod will also train
your Strength up to a max of 50 if you sign on with him.
The Self-Made Sword is really nice though, but better ones can be found and
you can even find readymade Self-Made Swords without making them yourself.
The advantage here is that you can get a nice one hander early on, and also
that Harad buys these swords from you at full price - 100 gold per sword. And
that is really what your task is with Harod, to make swords. You have to buy
or find Steel, then process the steel into these swords and sell to Harod.
Steel comes in limited supply however, and you should be satisfied if you can
find 30+ pieces of steel through the chapters. It's still a hefty amount of
coin though, and the advantage is quick easy money from early on. Compared to
Bosper, you'll make more money at the very start.
Constantino will teach you how to make potions with Alchemy. There's no real
'Basics' in Alchemy as learning any potion will make you a Learned Alchemist
and thus allow you to learn more potion recipies from the various Alchemists
around, but only a couple will teach you the 'first' - Constantino being one
of these. Each and every potion in the game will cost 5LP to learn.
You don't actually need to learn Alchemy from Constantino as his apprentice
though - he really just wants you to gather herbs for him. The advantage here
is that he will buy your ingredients for full value, wich will turn out to be
quite some coin after a while. The downside here is that you really want
these herbs for yourself for the strong potion making later in the game (yes,
spending LP on Alchemy for this is really worth it - see Trainers, Alchemy,
and Stats & Skill Boosters). Even though you can get some quick easy coin
from start, you'd want most of it back later and have to pay him the same as
you sold it for. Another problem would be that Constantinos inventory updates
on chapter changes and you could stand to loose a lot of what you sold him.
Of the three apprenticeships, I consider Bosper the most useful, Harad a good
second if you intend to forge weapons, and Constantino the least useful.
Don't dismiss Constantino as an Alchemist in himself though - once you have
learnt the basics somewhere else, and completes his quest Herbs for
Constantino, he can teach you some of the most powerful potions.
It seems Matteo needs a small favour - Thorben's niece Gritta owes him a good
sum of gold, 100 gold to be exact and he wants it back. Thorben is another
Master Merchant in the city so Matteo won't involve himself directly although
he would still like to see Gritta roughed up a bit.
Thorben is the carpenter working just outside Matteo's Store a bit off. You
can see him sawing on a log and some furniture scattered around outside his
house wich is next to Bosper's. The entrance is around the corner, where you
will find Gritta.
Talk to Gritta and learn of her oh so miserable fate. It's possible to just
rough her up and demand the money by threatening to sell her fancy clothes,
but as with a lot of quests sweettalk and diplomacy will get you a lot
further. Additionally, gold although scarce at the beginning will be in
abundance. If you can pay a little gold and recieve some more experience
instead, it's always the best choice in my book. There's also a bookstand in
here that should most likely yield another +25xp as I dont think you can find
that particular book anywhere else for a long time yet.
With that you can offer to pay off Grittas debt to Matteo. Head back to
Matteo and give him the 100 gold. You'll recieve 100xp for completing the
quest, then ask him to help you get into the upper quarters. You now have
Master Matteo on your side and he will agree with any apprenticeship you
seek. This also nets you another 100xp.
Don't forget to head back to Gritta to let her know you paid her debts, for
another 50xp and a bottle of wine. This will also make Thorben more
favourable against you. On a sidenote, Gritta does indeed have 100 gold on
her for the debt, and you can knock her out later if you can't resist.
Before you go into this however, there's a couple points. You cannot do this
quest without learning the first Hunter skill called Skinning, wich costs 5LP
to learn. When you agree to do the get the furs and say "Teach me how to
skin!" you'll learn this skill and 5 LP is deducted from your total (you
should be level 1 atleast now). Many think this skill is learnt for free, and
then later wonder why they have only 5 or 15 LP left. That said, Skinning is
a really valuable skill wether you want to sign up with Bosper or not and
will bring you in a lot of gold during the game. Have a look at Appendix
A1.2.1 and read up on Skinning before making your choice though. If you
choose NOT to do this quest for Bosper and 'save' the learning points,
there's only one other way of getting his approval, and that is by completing
the "Bosper's Bow" quest.
A word of advice though. When breaking down the advantages and disadvantages
of all 3 possible apprenticeships, it really just boils down to wich is more
lucrative for you, ie just about how much gold you can make out of it - that
is, besides becoming a citizen wich all 3 will do for you. Bosper is the one
the one who will pay out the most gold in the long run, and Harod is the one
paying out the most early on.
Anyway, accepting this quest (it will go into your Questlog wether you do it
or not) involves hunting down 6 Wolves or Young Wolves and deliver their
skins to Bosper (you can even steal some skins if you can find them), for
wich he will pay you 60 gold (full price). Once complete, ask if you will get
his approval to sign up with another master and you recieve +100xp. To this
wether you plan on signing on or not, with all the masters as it will net
100xp for gaining their approval.
First one is straightforward. Vatras can be found a little ways off through
the underpass into the merchants square and temple, preaching to a crowd of
onlookers. Talk to him and say you want his blessing. He'll ask you about
your past, your purpose and your goal, and it's important that you answer
these thruthfully (contrary to what Xardas told you about keeping it secret)
otherwise he will see through your lies. Once you get your story straight you
will get his blessing and +100xp.
Next is a priest of Innos. The quickest here is a fellow called Daron by the
East Gate, a shady character who will surerly become a TV-Preacher scam in a
future life. He's in town to advice the paladins and lurks about in the
merchants square (north from Vatras). Ask him about recieving a blessing and
he'll count the contents of your purse. If you have 50 gold, he will take
that as a donation and then give you his blessing. Alternately you have to
ask him how much the going rate of donations are, and come back later when
you have the dough. Getting his blessing yields +50xp
With both Vatras and Darons blessings in order, return to Thorben and ask for
his approval. Chalk up one more Masters approval and another +100xp.
Note that completing the Matteo and Gritta quest by paying her debts now pays
off a little when talking to Thorben, as you see he can teach you the skill
of lockpicking (he only does that to honest folks). He'll still charge 200
gold for it though, so you might want to hold off a bit on it for now (as a
coincidence he owes the local moneylender 200 gold - more on that later). In
addition he can sell you some lockpicks. Consult the Skills appendix for more
info on LockPicking.
Harad can also take you on as an apprentice like Bosper, but for that and his
approval to any of the other masters, you still need to fulfill his quest. He
wants you to get a hold of an Orc weapon to prove you have killed an Orc, and
nothing else will do.
However, taking down an orc at that level is nigh impossible. Thus the
challenge. Examining his words though, it says nothing about actually killing
an Orc, we just have to deliver him an orc weapon and have him believe we
killed one. That we can do fairly easy. Any orc weapon will do though, so if
you dont want to finnish this quest now - come back at a later point when
you've become a big strong fighter with multiple orc scrathes on your sword.
Either way works, one quicker and simpler than the other.
To find an orc weapon lying around, you need to exit the East Gate, trail
north into a clearing beside the city wall, and find a cave there. There's
some Loafers (bandits) inside but also an old statue of an orcish god and an
orc axe Harad will accept as proof. If you care to wait a little bit with
this, you can also finnish C1.3.P3 Hunting with Bartok, and you just might
get yourself an orc weapon from a real kill.
Another easy way would be to take the trip with Lares (C1.2.S3) and visit
Onar's Farm - Cipher, one of the mercenaries there is selling an old Light Orc
Axe for a mere 10 gold that Harad will take as proof too.
Proving to Harad that you're good for anything will net you a nice +200xp and
when asked about his approval, you'll get another +100xp. If you also got the
approval of the other masters (Matteo, Bosper, Thorben), you're actually
close to having them all now and could sign up as an apprentice already. The
last, Master Constantino the Alchemist, doesnt really care either way and
will give you his approval just like that so you have all five - you still
need to talk to him though. However, read on to "Constantinos Herbs".
Geir Gundersen adds: "If you find getting a orc weapon too hard, you can
just talk to Harad again and he lowers the challenge to killing some bandits
that have been attacking the merchants" - See C1.2.Q11
This list is hefty, so be warned. Besides the common plants you probably
already have by roaming around so far, it includes one of each of the rare
herbs like King's Sorrel, Goblin Berries, and Dragon Root. Another issue with
this is that if you do complete the list, Constantino will take the herbs
from you. Getting the rare herbs back involves dishing out the well
over thousand gold it costs to buy them back from him - you cannot knock him
out for this.
The quest as such is nice to complete either way though, as Constantino will
later teach you about Alchemy (See Appendix Alchemy and Skills). If you want
to become Constantinos apprentice, you need to complete this quest.
For other apprenticeships, Constantino will give you his approval for free -
he doesn't care. So if you at this point want to complete the Apprentice in
Khorinis quest and sign on with either Harod or Bosper, you can. Just be sure
to get the quest about the herbs first as you can always complete this later.
Finding one of all the herbs on his list will net you +200xp.
In addition, Abuyin deals in tobacco for his water pipes - a special blend of
Apple Tobacco. Ask him about this and you will learn how to mix tobacco at an
Alchemist Table (not a skill and does not cost LP), and get two portions of
apple tobacco for free. To actually mix the tobacco, you do however need to
learn Alchemy, even though learning to mix tobacco doesnt cost anything. It's
sufficient to learn any one potion and the "basics" of alchemy and then you
have the option to "..blend tobacco" when you use an Alchemist's Table.
Once learnt you can mix 3 different types of tobacco using the apple tobacco
as a base. This expends one Lab Water Flask per mix. The different ingredients
for the new types of tobacco are Honey for Honey Tobacco, Dark Mushroom for
Murky Tobacco, and Swampweed for Weed Tobacco. You cannot use these types or
the original apple tobacco for anything sensible other than this little
sidequest, atleast to my knowledge, so getting 3 bags of apple tobacco should
be enough. Well, one of the types you mix can be sold back to Abuyin for 10
gold, but that is just waste of coin as the apple tobacco + lab water flask +
ingredient costs more than what you get for selling the finnished product.
What you do with the 3 types of new tobacco however is find 3 people around
the world you can sample them on to see if you have a great business idea on
your hands. Say goodbye to running around the bloody woods with a sword and
hello to your own tobacco industry. No seriously, it's just an amusing little
sidequest.
It seems Canthar has his eyes on a merchant's stall by the gate, but
unfortunately it's already used by a merchant named Sarah. With a little
trickery he hopes to frame Sarah so Andre (the Paladin running the Militia
Barracks) will put her in jail and he can get the merchant stall.
Since you're more or less forced into this quest, lets get it over with.
There are more outcomes to this than meets the eye at first. You can do what
Canthar asks, by taking his forged letter framing Sarah and just giving it to
her in a tradewindow, then go tell Andre what Canthar tells you to say -
namely that Sarah is selling weapons to the landlord Onar whom the paladins
and militia is fighting against. Do this by telling him you want to collect a
bounty on a criminal and saying Sarah is selling weapons to Onar. This nets
you +100xp and 100 gold. This will be enough to put Sarah in jail, and when
you go back down again Canthar has taken the stall. Talk to him to recieve
+100xp more, and a Ship Axe, an ok one hander worth 120 gold. Quest complete
it seems.
However, this quest has a quite moral overtone to it. It's pretty easy to
sense that Canthar is the bad guy here and Sarah the good girl. You can turn
the quest around halfway, by going straight to Andre (in the barracks
courtyard up the stairs where you found Canthar sitting) and tell him how
Canthar is trying to frame Sarah - this will put Canthar in jail instead, and
you get the same +100xp and 100 gold for turning in a criminal. Then go see
Sarah and mention what you just did - she'll give you a better weapon that
Canthar did, a very nice beginner sword called a Pirate's Cutlass, also worth
a bit more, 150 gold. In addition, you'll recieve +200xp this way instead of
just 100 if you frame Sarah. The quest Canthar's Favor will now also show up
in the Failed Quests category.
So there you go, a choice to make. I'm unsure if doing the quest in Canthar's
favor and framing Sarah has any further consequences. If you are strapped for
coin, the 500 gold fee later on is a tough one - not that the merchants in
question have much in the way of value to offer you. Zuris do sell apple
tobacco and potions that are of use later though...but on the other hand,
completing the quest in Sarah's favor does yield more xp and also a much
better beginner weapon.
Personally, I chose to go with Sarah and pay the 500 gold later. Due to my
sticky fingers and generally questonable morale, I had more gold than I could
carry anyway, so the extra 100xp and sword from Sarah was worth more to me
than the 500 gold I chipped out. Your choice.
With Canthar in jail for a while, you can later come back and talk to Pablo
about where the bandits that had your wanted poster came from (see P1 Pablo's
Wanted Poster), if you denied the fact at first. This will make Pablo report
the fact that you are indeed wanted, and from the mining colony, and Canthar
will overhear this from his cell. Head up to Andre to discuss the matter -
doing this has no effect on your standing in the city, or your chances to join
the city guard even though Andre says you should clear it up first - what it
does is release Canthar from jail as the word of a former convict is suddenly
void. If you wait a day after this, Sarah will be gone from her stand,
replaced by Canthar and the merchants in the square suddenly all know you're a
former convict and won't have any more dealings with you.
If you talk to Canthar now, you can pay him 500 gold to clear the matter and
you won't hear anything about this ever again. Personally, I like to get this
matter out of the way in chapter 1 and be done with it. Otherwise it will
happen automatically in chapter 2.
The Wonderer adds: "You are not forced to take his quest when he does not
know you're an escaped convict so if you ignore him while he is sitting
outside of town, or if you get lobart's clothes before you speak to him and
pretend to work for lobart, he wont bother you at all when you are back in
town"
And: "When you take the quest and put him in jail, you dont have to pay the
500gold later. You can visit him in jail and kill him. If you are too weak,
you can attack him and run - with a little luck the guard will do the job.
Just make sure he is finished and you wont see him again."
Again offer to get the gold back for part of what was in it and you'll
recieve this quest. Rengaru shouldnt be too hard to find - he's either
standing by a lamppost between Sarah's stand and Canthar, or down at the
landlord serving free beer. Once found, talk to him and he'll try to make a
run for it.
Give chase and catch up to him down on a plateu on the far side of the
barracks. Talk to him again to 'catch' him for +50xp. Don't attack him to
knock him out though, as that will make him hostile and even report you to
Andre making you a criminal (imagine that, just like in the real world) Now,
this is where things can turn - you have two options here based on what you
want to do later in the game. You see there is a Thieves Guild in the city of
Khorinis (should be obvious with all the thefts around, no?) and Rengaru
happens to be a member of it. If you plan on joining the Thieves Guild
yourself later, you'll want to work up some 'good will' with the guild, and
letting Rengaru go will certainly be a step in the right direction. You can
threaten him and get the 50 gold back for Jora, but if you want the thieves
favour you have to let him off the hook and tell him to get lost, ie, not
reporting him to Andre. Return to Jora and tell him Rengaru got away, then
give him back his 50 gold for +100xp. Jora won't give you part of the stolen
gold either way. This will also fail the quest A Brazen Thief, but put you in
a better position with the Thieves Guild.
Offer to take care of it and Hakon will offer 100 gold if you can do so. This
doesn't involve bringing anything back, but rather finding and killing the
bandits. This can be a bit hard though, as it involves 3 bandits that are
stronger than the first ones you met. Level 4-6 maybe, some healing potions
and a nice weapon should do.
The cave in question is located a bit south of Akil's farm (see C1.3 for more
info on the whereabouts of this farm). Exit through the East Gate and follow
the road up to where the stone staircase will take you to Akil's farm. There's
a road right next to it at the top, so follow this away from the farm. After a
little while, leave the road to your left and you should spot a cave opening.
Be very careful around here though, there are beasts lurking that will swallow
you whole wether you're level 5 or 15. Saving is a good thing in any case when
fighting the bandits or if you follow the road too far.
Inside the cave are 3 bandits, two regular grunts with only branches, but
also one tougher with armor and an axe and bow. It's possible to lure the two
henchmen out and fight them together then come back and finnish the 'leader'.
Once all three are dead you have practically completed this quest, but there
is more to it. Search their cave carefully and pay attention to a special
fish found in a chest in the inner chamber. It's a 'wierd looking fish' you
can open from inventory like you would a bag of coins. Inside is a stinking
note you should read. Aha, a link to the fence the bandits have in the city.
We'll deal with this a little later (in 'The Fishmonger'), so for now just
keep the note and head back to the city.
Upon talking to Hakon again and saying you took care of the bandits, you'll
complete the quest, recieve the promised 100 gold and +100xp.
This little conversation will trigger two rare herbs. First, a King's Sorrel
near the Stone Circle up behind Lobart's farm. The Sorrel can be found a
little bit off the stone circle actually, on the lower ledge behind it. Look
around the generic mushrooms growing there by the edge and you should find
it.
The second rare herb appearing is a Dragon Root just outside the East Gate.
Walk over the bridge and turn left immediately following the dried out
riverbed. The Dragon Root should have appeared by some bushes just where the
riverbed ends.
His dead body can be found just outside the East Gate. Cross the road and
follow the mountainside towards Akil's farm. Be careful though, you'll come
across a cave here with a little surprise in it. It's not the one we are
after though, so trail past it and to a ledge further up. Standing on the top
here you can see an even taller ledge that it looks like you can jump up and
grab. Do so and discover the corpse of the militia man half-hidden under a
tree. With his remains you'll find a militia short sword (worth 90 gold when
sold), but also a Ring of Force that gives +5 to Strength when worn.
Ignaz has just developed a new spell and put it on a scroll he wants you to
test out. In return he'll teach you how to brew a couple potions if you like.
This quest is morally a little on the side, but works as nice introduction to
the wonders of Oblivion - a handy tool for robbing people blind should that
be in your interest.
Oblivion will make a person forget any evil deeds they have either witnessed
or been the victim of. Wether robbed or attacked, or any crime basically. In
Khorinis, attacking anyone unprovoked will cause a stir, making everyone
witnessing the action hostile to you (ie, not talking to you) and the the
person attacked feel the same way after being knocked out. The person being
offended will report you to Andre and you'll have to pay a hefty fine before
that person will even talk to you again. If there were any witnesses, all of
them will chip in on the report causing the fine to raise considerably for
each and every witness. However, the way this works is that you wont be fined
before actually going to andre to resolve the matter - the final fine will
then be calculated based on how many persons are angry with you at the
moment. Oblivion can be cast on such an angry person and they will forget
what happened. This even works on people you have knocked down in a fight you
started.
This is really what Ignaz wants you to do - knock someone out unprovoked, and
use the spell on them afterwards to see if it works. You can basically do
this with anyone to complete the quest. For the morally inclined, there's
even a person in town just begging to get a whopping wich everyone hates (see
Valentino).
Once you've tried it, return to Ignaz and tell him the good news for +100xp.
Now Ignaz will sell you both potions, more oblivion scrolls and other alchemy
stuff, as well as offer to teach you how to make potions. If you read through
the "Apprentice in Khorinis" and signing up with the different masters,
you'll see now why you don't particularily need to sign up with Constantino
to learn Alchemy. If you learn your first potion from Ignaz, then complete
Constantino's quest, Constantino will teach you even more potions. Potions
all cost 5 LP to learn, so check up on the Alchemy appendix before jumping
into this.
If you can give her a statue if you have one for +100xp. Completing this
little sidequest also puts you in favour with Carl the Smith up at Ignaz
house, the only non-affiliated trainer who teaches Strength at first.
Normally Carl charges 50 gold to train you, but if you give Edda a new statue
of Innos, he will tell you how he appreciates it and do it for free. The max
STR he can teach to is 30 though.
Look at C1.2.P7 "The Island Stash" on where to obtain a Statue of Innos. This
is to my knowledge the only place where you use a Statue of Innos for
something, but you can get a whole lot more of them later in the game. They
are worth a bit of gold to merchants I guess.
Fellan, or Mad Fellan who lives next door (around to the back of the
slaughterhouse - look for a man hammering) is obsessed with it raining too
much and leaking into his house. He is slightly mad though as the quest
implies, and although the obvious route would be to threaten him to stop,
he's not really scared of you. Maybe that's mad of him. I haven't found any
other way to stop him hammering than giving him a good beating.
Fellan also won't report you or get mad if you beat him up, just don't leave
any witnesses to the thrashing, for they surerly will report you. You can
find Fellan alone later in the evening when everyone else is heading home to
sleep, still hammering away. Just give him hell with any weapon (except bows
or crossbows! See appendix Combat for more info) and talk to him afterwards.
He will stop hammering but you will be responsible when it rains in his house
- how can we live with that on our conscience?
Head back to Alwin if he's still up and tell him the good news. You'll get
+25xp and even 30 gold, more than what he initially promised you.
The sidequest here though is that Lares can bring you on a 'guided' tour as
far as The Dead Harpy tavern - he offers to take you there to see another old
friend from Gothic 1, Lee, now the leader of the mercenaries. Wether you want
to go there or not, taking this guided tour of the countryside is a good idea
nevertheless. Because you'll be grouped with Lares, all creatures killed will
be considered a 'group kill' and thus you get the experience. A thing with
NPC's in general is that they are a lot more powerful than you in every
aspect and will very seldom die even when fighting multiple foes. With this
in mind, you can take this trip with Lares, have him kill all the critters
along the way without lifting a finger and still get the xp, as well as
clearing a path you'll use later. Once he drops you off at the Dead Harpy
tavern, you can just head back to the city again.
It's even possible to 'train' monsters along the path onto Lares to have him
really clean up the place. When you get to far from him, he will stop and
wait so just trail off a bit and see if you can find anything lurking. Once a
monster notices you and decides you'd be a nice meal, run back to Lares and
have him take care of it with a little help from you once he is the target.
With this tactic it's easy to bring in maybe +1000xp or more from monsters
killed along the path before heading home again.
The first two tidbits are about the orc army and even an orc spotted outside
town. To discover this info you need to head back up to the Barracks and
Merchant's Square area, where the Landlord is handing out free beer. Grab a
couple beers from the stand and then talk to Rangar, a militia man standing
by the beer stand. He's out of work at the moment so he's just hanging out
drinking beer. Ask him about the situation and he'll calm you down. If you
have beers in your inventory you'll get the option to give him one. Do so and
he'll disclose the first piece of info about the orc army wich is holed up
and contained in the valley of the mines. Hand him a second beer and he'll
tell you about the orc outside town. Bring both these pieces of information
back to Garvell and you'll recieve +25xp for each, for +50xp.
The third and last piece of information before completing this quest is why
the paladins are really in town. This can be learnt from Lord Hagen at
the end of chapter 1 when you get an audience with him and ask what they are
really up to. You can however learn this info and not trigger chapter 2, so
it is possible to finnish this quest within the chapter. Once you know why
the paladins are here, head back to Garvell and tell him for +100xp and
completion of this quest.
Geir Gundersen adds "You can also learn this from Andre after you join the
militia, but he gives you less info so Garvell only gives you 75xp for it"
You see, being a hunter and all, talking to Bartok about hunting together for
safety, you can get a companion for a little hunting trip outside of town. To
do this requires that you already learnt the Skinning skill from Bosper as
Bartok won't go hunting with just anyone. Bartok insists you pay him 50 gold,
but that you can keep the skins you take, wich at first doesnt seem like that
good of a deal. But keep reading.
The trip will take place outside of town, through the South Gate where you
first came in. There's a dense forrest area in a lower part close to the road
you came down from the mountains. If you had the guts to check out this area
before entering town, you prolly spotted some wolves, and if you ventured
further in you probably got your first little 'combat-shock' if you decided
to get closer to pet that big hairy dog. Yeah, that's a Shadowbeast, one
though mother of a creature able to kill you in one charge up until the high
levels. Even further into this forrest there's even a thougher creature,
namely an Orc Scout, the one you've been hearing about for a while in town
now. So, with these two creatures in mind, it should be obvious why the 50
gold to Bartok suddenly pays off big-time, especially if we can trick Bartok
into helping us kill both these creatures. This whole trip can be a bit
tricky though, so be careful and save when you can. As mentioned earlier in
the "Lares' Trip" sidequest, we are going to make use of a grouped NPC to
take care of a monster way to tough for us, and at the same time reap the xp
rewards.
A note on those 3 wolves before we start though. It's quite safe to kill them
without Bartok, since you won't get close enough to the shadowbeast by doing
so, so you might want to head out there and take care of them first, for some
xp and 3 wolf skins. You see, this being a hunting trip and all, if you
already killed the 3 wolves in advance, another 3 wolves will be present once
you have Bartok with you for double the xp/skins. If you are of the morally
questionable character I would strongly suggest bringing a scroll of oblivion
on this trip too.
Well, let's get to it. Pay Bartok the 50 gold and then tell him to get going
and he will lead you through the city and out the South Gate. Follow him
until you meet the 3 wolves and take care of those. You can either help or
just let Bartok deal with them. The XP and skins are yours either way. After
they are down, Bartok will venture a bit further in before stopping. This
would be a good spot to save. If you get to close to Bartok he will force you
into a conversation and ask you if you want to continue or not - if he does
you should say continue, but that will make him run into the shadowbeast
right away and you have less control over the situation. Just ahead, the
Shadowbeast is sleeping behind a tree out of view. Try to sneak up on it and
get it's attention. As soon as it catches your scent and wakes up, run back
to Bartok and hopefully he will fire off a few arrows and hit it to get its
attention before it rams you through. Trial and error. It's a good thing to
help Bartok kill it once the attention is on Bartok. When killed the
shadowbeast yields +200xp and a shadowbeast skin worth a nice 250 gold to
Bosper if you're his apprentice (so dont go selling it anywhere before you
have become Bosper's apprentice unless you want good coin for it).
Now Bartok will continue through the forrest until he comes upon a flock of
Bloodflies, 4-5 of them I think and the same applies here - help him or let
him deal with it.
Next up is the Orc Scout and the trickiest part - you have to get the orc's
attention so he comes charging, then run around Bartok until he lands a few
shots in the orc and gets the attention. Bartok won't survive this fight for
long unless you help out, so as soon as the heat is off you, take to your
weapons and try and deal as much damage as you can. Chances are Bartok will
harm it a lot more than you can and thus will keep the attention - if you get
in a few critical hits in a row, it might turn on you and cleave you in half
rather quick. Doing this properly will probably take a few tries, as critical
hits play a role here - the combat outcome can go either way, with Bartok
dying and then you, or just Bartok biting it and you getting a lucky hit in
the end. What we want of course is for the both of you to survive. Once dead,
the Orc Scout drops a Light Orc Axe (can be used for the A Great Challenge
quest) and a little loot, but more importantly +240xp.
Bartok continues a bit further down the forrest, then waits for you to come
close enough to force a conversation saying this is as far as he'll go and
that meeting that orc shook him up pretty bad. He'll leave your group and
start walking back to the city and the free beer stand. Most likely, Bartok
will be near death at this point and out of healing potions...if you get my
intentions. Both of you are out in the wild, all alone with no prying eyes.
This would be the perfect opportunity to rob Bartok if you want to. A couple
arrows in the back and then finnish him off with your melee weapon - don't
use arrows or bolts for the last part of his hitpoints as that will kill him.
Bartok is quite strong and will yield another +240xp when knocked out. Rob
him blind, take his rather peculiar Wolf Knife, and then be sure to cast
Oblivion on him so he won't remember what happened. He'll prolly think that
orc knocked him pretty hard in the head. Just be sure to have an Oblivion
handy to remove his anger-state before he re-enters the city, or he will tell
the guards at the gate and you have to bribe them 100 gold to get in again.
The last part of robbing Bartok probably seemed quite unethical, but if you
choose to play as a thugish thief and general self-minded guy, this would be
the perfect opportunity, this the mention of it. All up to you how you play
of course.
You can talk to Bartok later in the spot you first found him, but cannot get
him to go hunting with you again as he's hellbent on drinking away the images
of that orc.
Jora is the merchant who bought Alrik's sword, and if you talk to him about
it he'll offer to sell it to you for 50 gold. If you completed The Gold of
Merchant quest however and brought the 50 gold stolen from him back, he'll
give you Alrik's sword for free. Returning Alrik's sword to him nets you
+100xp.
By paying 50 gold to a pot (of 100 gold) you can also fight Alrik, and if you
win you'll get the pot. Alrik ain't that great a fighter and beating him
using a simple attack-block-attack tactic should have him down fast enough.
Beating Alrik for the first time also nets +120xp. You can continue fighting
him later if you wish, 4 times in chapter 1, for 200 gold in total. In later
chapters Alrik can be fougth endless for a 'limitless' income.
Once beat, Alrik will teach you One-Handed fighting for free, up to 30 max.
Once inside, talk to Kardif, the owner. Ask him about information and you can
haggle with him until you get the price down to 6 gold for every piece of
information he gives you. Ask about work in docks, the about 'special' work
and he'll point you towards Nagur who sits by a table.
Talk to Nagur about special work and you'll be sent on a little errand. It
seems Nagur has just killed Bartram's errand-boy so Bartram is now looking
for someone to run his errands. Bartram is one of the merchants on Merchant's
Square. It seems Bartram gets his foodstuffs from Alrik and that Nagur knows
of a shipment coming from Alrik soon. You are to sign up as Bartram's new
errand-boy, go to Alrik and get the goods, but instead hand them over to
Nagur who has a buyer standing by. You'll get the quest The False Messenger.
If you are out to catch the thieves for the militia, you can turn in Nagur
already by telling Andre who killed Bartram's errand boy, but it's better to
wait a little so you can also get and complete the next quest, Bartram's
Shipment before doing so. If you're looking to join the Thieves Guild, read
on.
Head up to the merchant's square by the East Gate and talk to Bartram. He'll
offer you some work as intended - to go to Alrik and pick up a package.
Accept and you'll get the quest Bartram's Shipment (below). Head to Alrik's
farm. If you took the sidequest Laras' Trip, the road should be clear. Just
head up the small stone staircase you passed on your way to the tavern - it's
about halfway up the road there. If you didn't go with Laras, just follow the
road to your right out the East Gate, then follow it until you see a stone
staircase leading up to your left (not the one leading down by the bend in
the road to your right).
Talk to Alrik at his farm and say Baltram sent you, you'll get his package.
Return to the city. This is where it split's off. You can turn in Nagur at
this point and put him in jail (+100xp, 100 gold) and still give Bartram his
package to complete that quest too. Otherwise, head down to the PegLeg again
and give Nagur the package. This will fail the Bartram's Shipment quest and
complete The False Messenger. You have to wait a day before collecting your
pay from Nagur, wich with all expenses paid comes to 120 gold. Doing this
also gives you +100xp and puts you in good favour with the Thieves Guild.
Talk to Halvor and ask him about the note and you can see he is busted. What
you want to do with the situation is up to you however. You can strike a deal
with Halvor to supply you with some 'special' fish and let him have the note,
not turning him in, or you can simply tell him it's the slammer for him for
all you care. Making a deal with Halvor gives you some nice items and also
puts you in favour with the Thieves Guild, and can also make use of Halvor's
'fencing skills' later. Turning him in by reporting him to Andre will net you
the usual +100xp and 100 gold, as well as putting you at odds with the
Thieves Guild.
If you strike a deal with Halvor, he can sell you 4 more wierd fishes, a
light fish, a small fish, a heavy fish and a ball-shaped fish. Each of them
costs 25 gold. Open the fishes by clicking them in your inventory like a bag
or satchel. The light fish has a lockpick in it, the small fish contains a
magic Flame Protection ring (+5 Dragon Fire AC), the heavy fish has 50 gold
in it, and the ball-shaped fish contains a Lump of Ore.
- A Brazen Thief
- Bandit Raids + The Fishmonger
- The False Messenger or Baltram's Shipment
Getting into the Thieves Guild the good way: If you let Rengaru get away in A
Brazen Thief you're on the Thieves good side. If you completed the Bandit
Raids, and then gave the stinking note to Halvor, but didn't turn him in for
it but rather struck a deal, you're also on the Thieves good side. And last,
if you completed the False Messenger by giving Bartram's Package to Nagur,
you're also on the good side of the Thieves.
When all this is done, go see Kardif at the PegLeg and he will tell you about
a certain person that was in looking for you. This stranger asked to meet you
behind The Slimy Skate, Halvor's fish store.
Go there and meet Attille, a messenger and assasin for the Thieves Guild
(just down a bit from Edda). Upong meeting him in the Thieves favour, you'll
recieve +300xp. He'll recount all the good deeds you have done, and hand you
a key along with a special invite to the Thieves Guild, then see you off.
Head over to where you found Garvell, and jump off the docks into the ocean.
Swim around the right and you should see a sewer exit with a door. The key
you got from Attille will open this door. Open it and head to the right
immediately, then follow this sewer hall south, then west until you meet
Jesper. Tell him you got an invite from Attille and he'll escort you to see
Cassie, their leader. You don't have to join the Thieves and can walk freely
out again as long as you don't rat them out at this point, but the Thieves
Guild have some additional quests and things to do. Consult the Constantino's
Ring, The Blood Chalices and more for what to do at the Thieves Guild.
If you choose the path of Joining the Militia without being a citizen, and
take up Andre's quest of rooting out the Thieves Guild, you have probably
done the above three quests in a way that has upset the Guild. Once you have
done all three quests disfavourly of the Thieves (put Rengaru, Halvor, and
Nagur in jail), you can go see Kardif at the PegLeg too and he will tell you
similar story about a person wanting to see you behind Halvor's fish store.
This time around however, Attille have been sent to kill you. You'll get
+50xp when you meet Attille and he'll recount all the bad deeds you have done
and how the Thieves Guild see you as a threat. He'll then try to kill you.
Finnish him off and you'll find the sewer key on his body.
When you enter the sewer's after killing Attille you'll meet Jesper as usual,
but this time you won't have any friendly options and have to take him out
(atleast I remember it that way). Head up to where Cassie is after that and
talk to her. You'll still get the option of joining the Thieves Guild instead
of ratting them out, but if you decline at this point Cassie will attack you
(and probably kill you). If you join the Guild here, things will revert to a
normal state where you have to complete the initiation quest for the thieves
and can be a normal member. If you decline to be able to join the Militia
(see Member of the City Guar) without being a citizen, you will have to kill
all three Thieves down here. That is, Cassia, Jesper and Ramirez. This is
extremely hard as both Cassia and Ramirez are strong foes, especially at the
level you probably are at this point. In addition, Cassia is the only one who
can teach you to PickPocket.
Talk to Cassia about teaching and you'll learn that there are 3 things the
Thieves can teach you. Cassia teaches PickPocket and Dexterity, while Jesper
can teach you to Sneak if you haven't learnt it from Bartok already, and
finally Ramirez can teach you how to Pick Locks if you haven't learnt that
from Thorben.
At night, when Constantino is asleep in his bed, sneak into his house and
pick the chest next to his bed. The combination is L-RR-L-R. Inside you'll
find a ring of Wood Protection (+5 Arrows AC) wich is the ring Cassia wants.
Return to Cassia with it for +100xp and she'll make you a full member of the
Thieves Guild. You'll also recieve a key to the backdoor so you won't have to
go swimming - it's located behind Hanna in the Sleepy Moneybag inn. Just
follow the ascending hallway from the room where Cassia and Jesper sleeps.
Once a member of the Thieves Guild, Cassia will also teach you the secrit
guild headshake wich will come in handy later. See The Thieves Headshake
sidequest for who to show it to.
You can also ask Cassia for more work and recieve the quest of the Blood
Chalices, and ask Ramirez where it would be profitable to break in.
However, there's an easier way to get a hold of some leather armor if you
first know how to pick locks. Walk over to the backside of Matteo's store,
through the passageway behind Regis. Just behind Regis there's a section of
the city wall separating the rest of the city from the filthy docks, that you
can climb up on by jumping straight up next to it. Once onto this section of
wall, follow it to the gap, jumping over the cracked area. From this little
section wich is a bit taller than the other, you can jump onto the roof of
Matteo's store if you time it properly. Use Sneak to position yourself (as
sneaking prevents you from falling off ledges and roofs etc) so you have a
tiny bit of running space before jumping. Once onto the roof, you can drop
down into the guarded area behind the guard. Just be quiet and he won't
notice you even in broad daylight.
There's two chests here, one that cannot be opened - ever - and one you can
lock pick. The combination is L-R-L-R and inside you can find a Leather Armor
initially worth 250 gold. To leave the area again, jump up on a crate and
then the back wall again. Careful though as you can fall to your death here.
Trail back the wall and drop down just behind Matteo's Store and you're home
free.
Around this opening is 7-8 Giant Rats so be careful. Inside is a chest you
have to Lock Pick. The combination is RR-LL-R. In the chest you can find
Bosper's Bow and also 8 pieces of Silver. Bring the Bow back to Bosper for
+150xp. Look to the next entry for what to to do with the silver.
In the chest where you find Bosper's Bow, you will also find Coragon's
Silver, 8 pieces of it. Return the silver to Coragon for +150xp and one
pitcher of Coragon's special Beer that adds +3hp and +1mana permanent. It
will show up in your inventory as just Beer, but if you look closer it says
the brand is "Coragon's Special Beer" where the normal Beer is of brand "Dark
Paladin".
Jesper is the only one who has the key for this door, and sadly it's
impossible to knock any of the thieves out - they die instead of being
knocked out. However, once Jesper has told you where he hid Bosper's Bow, and
alternately thought you how to sneak if you didn't have Bartok teach you,
Jesper's role in the game is really played out and you won't have need for
him anymore, except a small sidequest later involving the chest (See C3.2.S3).
Update: If you choose not to do this in chapter 1, you can talk to Jesper in
chapter 3 and he will give you the key freely, telling the story of how a
master lockpicker named Fingers (reference from Gothic 1) hid a chest in the
room that he locked himself, and how no one but him could open it again.
Fingers is missing however, so Jesper will give you the key and let you have
a shot at it. It's also possible to pickpocket Jesper in chapter 3 and out
for 180 gold and the corresponding xp. Telling Jesper you actually picked
the chest nets you +150xp.
So, it all boils down to how you want to go about this. In my opinion,
recieving the amulet and dex potion so early in the game is worth a whole
lot more than than the 150xp and the possible 250xp for pickpocketing Jesper
later. Experience wise, you could simply just kill a few more skeletons off
a skeleton mage to 'make up for it'. When I did this in chapter 3, I already
had an amulet of strength from the valley of mines, closing on 200 strength
total, and was even close to 100 dexterity from other dexterity potions and
goblin berries, so the Elixir of Dexterity didn't seem like that much of an
award. Getting the +15 strength and +5 dexterity in chapter 1 would no doubt
have given me a more direct return.
The obvious chance to kill Jesper is when you first meet him in the sewers
and he takes you to see Cassia, but at that point you are often not strong
enough or know of it to take the opportunity. That said, if you have previous
experience of this stash that would be the best point to kill Jesper, but
there's one other chance.
Take the key and open the door to the secret stash in the sewers. Inside the
room is a single chest with a very tricky combination. The combination is
RRR-L-RRR-L-R-L-R-L-RR-LLL-RR-L. Inside you'll find an Amulet of Strength +15,
an Elixir of Dexterity +5 (permanent potion), 300 gold, a gold chalice, and 5
silver chalices. Nice loot indeed.
Seems he has 3 people of the city in his book of debts. But how can he claim
that money when he no longer has any proof? We'll take a trip to each and
everyone in his book to rack in some sweet rewards.
Thorben, the carpenter owes Lehmar 200 coin - tell him you have the Ledger
and he'll take it, but you recieve +200xp. If you ask Thorben about buying
lockpicks, you can buy the ledger back from him for 100 gold. Alternately you
can beat him up and take the ledger.
Coragon, the innkeeper at the "Happy Fatted Calf" owes Lehmar 150 gold - talk
to him and give him the book for +200xp and another pitcher of his special
beer (the last of the two possible to get). Ask him to show you his wares and
you can buy back the ledger here too for 100 gold.
Hanna, the hotelier owes Lehmar 250 gold - Talk to her and give her the
ledger for +200xp and a bag. Ask about the bag and she'll tell you "it's the
key to a gate of wealth". Open the bag in your inventory and you'll find a
"Key" with the description "A small key" and 10 lock picks. The key matches
that of a chest in the Thieves Guild real stash that Ramirez hints to (see
The Island Stash). You cannot get the ledger back from Hanna unless you knock
her out, so it's best to give it to her last.
A total of 600xp, a pitcher of Coragon's special beer, and the key to the
secret thieves stash - not bad for little pickpocketing.
You'll have to swim a bit to the right and past the island to find a
beachhead you can get up from. On this beach are some Meadow Knotweeds if you
look carefully but also several lizards. Defeat them if you can - otherwise
come back when you're stronger. Follow the beach around the island to the
back and notice the very dense area of shrubs by the cliffside. Behind it is
a hidden cave opening with more lizards inside that will charge you if you
get too close. There's a ledge opposite of the cave entrance that serves as a
good spot to lure the lizard to and pelt them with arrows relatively safe.
There's a total of 6 lizards on the beach.
Once inside the cave, pick up a silver chalice lying in the dark and notice
the single torch on the wall here. The cave only consists of two rooms, but
the small hallway between them is covered with what looks like a metal plate
with holes. Stepping on this plate will puncture you with several sharp
spikes, so be warned. There's a hidden level somewhere that will disable this
deathtrap - try the single torch, and 'use' it.
Once inside the protected room you'll see the Thieves stash - several crates
and chests. There's a silver chalice and a gold candlestick lying around on
top of the crates. There's 4 chests in total, from left to right, the first
two are locked with the same combination (R-LL-RRR-L), the third is open, and
the fourth is the one you need the key from Hanna for. All chests and loose
objects come to 750 gold, 5 silver chalices, 2 gold candlesticks, 1 gold
chalice, 1 gold dish, and one Statue of Innos (see Edda's Statue). Not bad.
Start by swimming around the rock outcropping by the Sewer entrance and look
for a shallow point to get onto the beach. There's a couple Lizards here and
some foodstuffs lying around the abandoned fisherman camp here.
For the next beach, you have to walk up to the very end of the beach, and
take a little jump onto a slope leading down to the next, as the beach doesnt
go far enough into the water for you to climb up. On this little beach,
there's a half-buried chest with some foodstuffs, gold and a weapon of no
imortance in it. The combination is R-LL-R-LL.
For the last beach, you need to jump in the water again and continue
swimming. You'll see a larger broken ship and you can climb up onto the beach
on either side of it. On this beach-stretch, there's another two lizards. In
a broken crate and a skeleton here you can find a very good one-hander for
beginners, a Rough Bastard Sword (45/45). In a chest in the shipwreck you can
find a nice stack of 250 gold - the combination is R-LL-RR-LLL-RRR.
If you swim further along the coast you'll be eaten by a big sea creature and
watch a small video. Swim back and get up at the small gangway on the docks.
Rengaru
When you didn't report Rengaru he went back to his normal business, scouting
the merchants in the merchants square, or drinking beer at the stand. Talk
to him and show him the secret headshake and will give you some valuable
pointers on how to properly pick pockets. This is worth a striking +2
permanent Dexterity bonus, so be sure to remember to drop by him.
Gardener
There's a former thief from the old mining colony working the garden behind
the town hall. Show him the signal and he will tell you about how the rich
folks in the upper quarter often hide their stuff behind hidden panels
activated by hidden levers.
Kardif
The owner of the PegLeg will sell you lockpicks if you show him the thief
signal.
Joe
Once freed from the sixth tower (See C1.2.P12), you can find Joe at the Peg
Leg. Showing him the thieves shake nets you 5 free lockpicks.
Ramirez, Nagur
You can show these people the signal, but nothing special happens other than
a word of encouragement or similar.
Wait until nighttime, then just start in one end and pick the houses clean of
anything not nailed down. As long as you start sneaking before entering a
house, then sneak around in it picking open chests or just taking stuff lying
around, the sleeping inhabitants won't have a clue what's going on. There are
tens of houses that can be entered and stolen from, and every little tidbit
picked up do turn into a tidy sum.
This holds even more true for the Upper Quarter of town, when you get acess
to it, and can net you thousands of coin. Completing the Blood Chalices quest
for Cassie also requires you to sneak around in the upper quarter houses, so
why not take everything else that isn't nailed down while you're at it.
When picking chests, be sure to quicksave before doing so as the chances are
high you might hit a wrong combination somewhere. When the lock breaks there
is a small chance the sleeping occupants will wake up and catch you. I'm
unsure wether the game randomly makes up the combination for the more generic
of chests (the 2-4 number combinations) at each new game, and thus haven't
included the combinations for all chests - if this information changes, I
will see about getting them in. However, save before picking a chest, get the
combination right, then reload and you'll save yourself some trouble with
breaking lockpicks and people catching you in the act.
C1.2.P11 POINT OF INTEREST: Ripping off Lehmar
Lehmar is a moneylender and can lend you some money. After stealing his debts
ledger, grabbing the Blood Chalice, and possibly also robbed him blind of
everything else during the night, you can just as well rip him off on the
moneylending business too to be sure you really did him in.
Ask about what he's doing and he'll ask you to get to the point and how much
money you want to borrow. You have the option of borrowing 50, 200 and 1000
gold. If you ask to borrow 1000, he just laughs and gives you 100, so go with
the 200 gold option. You can of course do this earlier if you're strapped for
cash in a situation, but the thing is you can only do it once. If you
borrowed money from Lehmar earlier and paid it back to him with interest,
this option will no longer apply to you.
With 200 gold borrowed, our intent is to keep it of course. After one day
it's time to pay up, but don't do that. Wait another day and things will heat
up. If you get close to Lehmar's house, his right hand man Meldor will draw
you into a conversation and tell you to pay up - then attack you. He's pretty
easy to beat, so do so. Meldor won't trouble you again after that, and you
won't even get him angry since he started it. Neither will any city guards or
other citizens interfere or get angry. Meldor is also worth 120xp when
knocked out.
Next rub it in by going into Lehmar's house and he'll force you into a
conversation saying you are way overdue and the interest is now 30%. Tell him
you're not going to give him a single coin and he threatens you then attack.
Lehmar is a tough customer so be careful. He uses a one-hander and is skilled
with it, knowing a lethal double-swipe combo that can really hurt you. With
all the nice weapons you have found so far though, it shouldnt be a problem.
Lehmar yields +180xp when knocked out. You have probably said all there is to
say to Lehmar for now, but he won't mention the money again.
The third obstacle is the easiest one. When passing Moe again down at the
PegLeg, he will also bring you aside and tell you he has a message from
Lehmar. If you have beaten him before, you won't get any xp, but if you
haven't he yields +80xp.
When both Lehmar, Meldor and Moe beaten up, they won't trouble you anymore
and you'll hear nothing more about the borrowed coins you never paid back.
Moral/imoral issues aside, I haven't heard anything in the further story that
would indicate doing this has any repercussions besides the fighting
mentioned above.
This takes a little time, as you have to wait til about 4 in the morning to
do this. Since the times when you can get up from sleeping is either at
midnight, or 8 in the morning, we will have to find something to do from
midnight until 4. If you have the Sneaking and Picking Locks skills, this
would be the perfect opportunity to rob some houses while we wait.
Once the time is closing, head to Coragon's tavern and locate Valentino. Take
a seat somewhere and wait until he leaves, then follow him. He will walk
towards the entrance to the upper quarter. Wait until he passes the city
guard that stands next to the temple, and until he is about to round the
corner towards the main street. At this spot you're most unlikely to draw the
attention of either the temple guard, or the two guards at the upper quarter
entrance. Give him a thourogh beating and take his 'Chest Key' and 200 gold,
and his walking stick too if you want. Beating Valentino nets you +80xp. Cast
an Oblivion afterwards or you'll be reported. The key we need for the Thieves
Guild quest "The Blood Chalices".
Once you have beaten up Valentino for the first time, go talk to Regis
sitting outside Matteo's Store the following morning. Tell him you met
Valentino...and gave him a good thrashing. Regis will give you a ring -
Valention's Ring (+5 Weapon AC) that he took when HE beat up Valentino, and
tells you to pass it on to the next person who beats up Valentino.
Stop by Coragon's tavern, and Coragon will tell you something amusing - that
Valentino couldn't pay his bartab last night saying he was robbed, and that
Coragon gave him a good beating. Give him Valentino's ring you got from Regis
and welcome Coragon to the "I-beat-up-Valentino-club". He doesn't quite
understand but leave it at that, for wich you'll recieve +300xp.
The first and most easily accessible tower is the one left of the entrance to
the docks district, just behind where Pablo stops on his route.The key to this
tower can be found in a chest inside the barracks, in the room with the large
fireplace. You can't just waltz into these towers once you get the door open,
but have to sneak in, prefferably at night behind the guards back. In this
very tower you'll find a Fine Short Sword that sells for a nice 60 gold.
The second tower is at the South Gate, the tower closest to the entrance to
the upper quarter, or left of the gate if you will. Pablo has the key for this
one, and you have to pick pocket it off him (around 20 dex). This spot is
relatively safe even in daylight as there are no guards too close. Open the
door, sneak in and grab the Light Two-Hander lying on a crate.
The Third Tower is the one opposite of the second tower, right of the South
Gate. They key has to be pickpocketed off Rangar, the always-off-duty militia
man by the free beerstand (around 30 dex). Inside this tower you'll find a
Rough Longsword and a chest (combination: R-LL-RR-L) containing 70 gold, 3
Mana Essence, and 2 Essence of Healing potions.
The Fourth Tower is the one to the left of the East Gate. Ruga has the key for
this one and it has to be pickpocketed off him (around 30 dex). Ruga is the
militia man training crossbow at the barracks, close to the outer wall. The
left tower contains a Fine Longsword.
The Fifth Tower is the right one at the East Gate. Wambo the city guard, in
the upper quarters has the key for this one, and now it's starting to get a
bit tricky. Wambo can be picked with 55+ dex for the key. The rightmost tower
contains a chest (combination: R-LL-RR-L) with 70 gold and a whole 5 Essence
of Healing potions.
The Sixth and final tower is the one in the center of town, just behind
Thorben and his niece Gritta's house. Peck has the key for this tower, but it
requires atleast 60 in dex to get it off him. Unless you're already a militia
and found Peck, he can be found upstairs having fun in the Red Lantern. Inside
the last tower you'll be surprised by Joe, a silly thief who accidentilly
locked himself within the tower. Freeing Joe who was about to starve to death
nets you +100xp. On a crate here is also a Heavy War Hammer (65dmg, 70str)
worth 360 gold, and probably the nastiest piece of pounding gear you'll find
without venturing outside the city. Joe will head off down to the Peg Leg
where you can talk to him again and show him the thieves headshake for 5 free
lockpicks.
Note that picking pockets give a higher experience reward the higher the
chapter you are in, and thus should be done in chapter 5. Small quests and
sidequests also yield higher experience values, and could also wait until
chapter 5. In this case, stealing the 4 keys nets you +1250xp if done in
chapter 5, and freeing Joe nets you +1000xp instead of just +100 in chapter 1.
There are 6 chalices in total, almost all of them located in the upper quarter
of Khorinis, so you need acess there as well. It's quite possible to get some
of these outside the Thieves Guild, and they will sell to merchants for less
than a normal gold chalice separately. If you do happen to do this though, be
sure to remember who you sold it to.
Loot the place clean, ground and first floor. In a chest on the first floor -
the combination is RR-L-RR-L, you'll find the second Blood Chalice.
You can also pick the chest here - combination LL-RR-LL. Downstairs again,
you'll see the hidden room and a chest by the fireplace. Open the chest using
Valentino's key from earlier (see C1.2.S9 Valentino) for the third Blood
Chalice.
Downstairs you'll see the hidden room right next to the fireplace, and a chest
requiring the judge's key. Inside is the fourth chalice.
Inside, check out the fireplace - there's a key on it that can be a bit tricky
to spot and grab. When sneaking you probably have to sneak up on the crate of
logs for the fire, then exit sneak mode to get the key in your focus. Grab it
and use it to open the chest between the beds in the opposite end of the
house. Inside is the fifth chalice.
Indeed, this works just as well if you want to finnish this quest without
joining any of the guilds just yet. As long as you're not directly in front of
the guards, you won't trigger them stopping you and can safely loot the town
hall, including the sixth chalice. A word of advice though, it's actually
possible to start off chapter 2 without joining a guild, but this can have
dire consequences for your further progress.
With all six chalices safely in your knapsack, return to Cassia for +300xp and
a choice award from her selection. You can choose between a Ring of Iron Skin
(+5 Weapon AC) wich you probably already have one of by now - it's worth about
30 gold. Othwerwise, you can have 4 Elixirs of Healing (+100hp) or 400 gold.
I'd go with the potions, but that's me.
Cassia will also explain that you're pretty much done now and that she won't
have anything else to do for you. The only real thing left is a small task for
Ramirez, and a quest for Jesper if you didn't kill him.
We'll start on the right side of the upper quarter. The third house on the row
there belongs to a normal citizen, but contains plenty of foodstuffs, gold and
some potions. The house is only one floor, but two rooms. The chest in the
inner room has the combination L-RR-L-RR-LL.
The second floor of the third house there, accessed by the ramp on the far
side, houses another citizen and the score of knights and paladins that patrol
the area. Sneak into the room with the knights and then into the room where
the citizen sleep. In a chest opposite the doorway (combination R-L-RR) you
can find a key. Look closely on the far wall in this room, next to a bookstand
and you can make out a button on the wall. Press it and a cupboard behind you
will slide to the side revealing a hidden scroll on the wall. The key will
unlock the chest in the far corner where the knights sleep.
Over to the left side of the upper quarter, start with Fernando's house, this
is the first on the left after going throug the main gates, but before the
passageway separating the two areas. There's a chest on the first floor here -
combination L-RR-L-R.
Through the passageway, the next house on the left belongs to Lutero. There's
some loose foodstuffs and silverware here, but nothing much else. You'll also
find a note of debenture here describing how Lutero traded his Blood Chalice
to Lehmar. If you wanted to rob Lutero for any other reason too, this is the
place to do it at night.
The third house is where you found the fifth chalice, so skip over to the last
house in the line. This is actually a shop belonging to Salandril, a potion
maker. He doesn't have much else going for him than selling you some potions
now and then though. If you talk to him during daytime you can pick pocket his
key. Actually, since this is a shop no one will mind if you go into it at
night, so you could basically just run into the shop at night, wake up
Salandril, talk to him to steal his key, then wait for him to get back to
sleep before sneaking in again. There's some alchemy ingredients lying around,
some silverware, and lastly a hidden button behind his counter towards the
wall that will open a secret panel. Behind it is a chest you'll need his key
to open with some potions.
The lighthouse can be found by exiting the East Gate, head left and along the
mountainside. You'll see a winding mountain path going up, and you should see
the lighthouse when you emerge at the top.
This quest you will probably get rather early, but it's listed almost last
here as it is a painfully hard quest to complete. The bandits in question,
three of them, are extremely tough and skilled bow users - if you get close to
them, they will pelt you with arrows and kill you faster than than you can
run. The trick to this, besides being of a considerably higher level and power
than when you are when you first get this quest (10-15 and you're closer to a
possible success), is to lure them. First dodge the arrow rain and get close
enough to the shack up by the fence. Try popping your head out and see if one
of the bandits take the bait - they will draw their melee weapons and come
running for you. Run down the road again, while dodging the arrows from the
the other bandits, but be sure you still have a single bandit chasing you with
his melee weapon. If the distance between you becomes to wide, he will stop
and pull out his bow again and you're probably had. Drag one bandit out of
range of the others firing arrows, while drawing your melee weapon (or other
form of close combat) and turn around to face the bandit. If you know how to
bring down skeletons, this should work fairly good. Kill all three bandits
this way (+180xp for each) and then search the lighthouse.
There's some potions, scrolls, and gold on the top of the lighthouse, and some
stuff in a chest inside. Right behind the lighthouse on the edge of the cliff
you can also find a Dragonroot.
Return to Jack and tell him the good news for +400xp and he'll invite you to
follow him up to the lighthouse and see the view. Since Jack is a slow old
man, he will walk the whole way wich can take quite a while, and you don't
really get anything for following him up there. Still, Jack still has a part
to play in the story to come.
Upon joining the city guard (wich later will lead you on the path to a
Paladin), you are given a Light Militia Armor, and automatic access to see
Lord Hagen and the city hall. That and some duties of course that are marked
as Paladin quests only.
Peck can be found in Khorinis, a little occupied at the moment, but if you
look around down at the docks district, more specifically in the Red Lanter,
you'll find him on the second floor with one of the girls. Just tell him Andre
was looking for him and he'll get moving.
Talking to Andre after Peck has returned nets you +50xp and you can go see
Peck in the smithy for a Fine Sword if you didn't rat him out.
Look in the storehouse next to Garvell's boathouse and you will encounter a
guard. The weed package is in a locked chest in the back room on the second
floor here, and the guard has the key. Killing him has no consequences.
Returning to Andre you have two options. You can say you threw the package in
the harbour basin for +100xp, or give it to him for +200xp. If you did any of
the quests with the mercenaries before choosing to join the Militia, you could
probably already have done the task for Cipher wich also involves this
package, in wich case you have tell Andre you threw it away. If you give it to
Andre, it will dissapear for good and if you have the quest "The Weed Package"
from cipher running, it will fail.
Considering you get +300xp for completing the "Weed Package" for Cipher,
telling Andre you threw it away for 100xp less will yield more xp total. Being
the first real Militia task too, completing this will also give you a regular
militia pay wich is 200 gold.
Kardif will tell you to maybe check with Meldor - he's smoking all day anyway.
Meldor will tell you check around the Red Lantern and talk to Borka, the
fellow standing outside beckonging people to enter. When you first talk to him
however, he just tells you to piss off. You need to get confirmation that he
is actually selling.
Head into the Red Lantern and talk to the fellow behind the counter. Pay the
50 gold to have som fun with one of the girls (Nadja) and follow her upstairs
and into the last room. Talk to her and ask her where you could buy some weed,
and she will disclose the information for 50 gold.
Head out to Borka again and now ask him again about buying some. He will press
to find out who told you he was the dealer but you can just avoid his
questions and see the deal go through for another 50 gold. Report Borka to
Andre for +100xp and the militia pay of 200 gold.
Geir Gundersen adds: "You don't have to ask around. Go straight to Nadja and
get the info from her. If you tell Borka who you got the info from the quest
will fail and Andre will tell you Nadja was found dead."
When you arrive at his farm, you'll immediately notice that the farmhands are
no longer working, and that the two fields are full of Field Raiders (spawned
by this quest). Talk to Lobart to have him explain the situation, before
killing off all 7 Field Raiders (560xp). Talk to Lobart again and he'll give
you a little spending money, 20 gold, and thank you for the effort. Return to
Andre for +100xp and 200 gold.
Completion of this quest cannot be done within chapter 1 - you have to wait
until chapter 2 at the earliest. The claws in question does not require you to
have any hunting skills to complete, but doesn't come off any regular snapper
either. You have to kill a snapper pack leader in the Valley of Mines (See
C2.8.Q3 Snapper Hunt) and return the special "Leader of the Pack's Claws". For
this you get +75xp if you return in Chapter 2, or +150xp if you return in
Chapter 3, and of course a Ring of Inconquerability (+5 to all ACs). You could
basically wait until chapter 5 before returning the claws for an even greater
xp reward.
TheGreat Moose adds: "You can get the Ring of Invincibility in 2 ways,
Either find it in the cave that you mention in the walkthrough or get it
through the "Pack Leader Claws" quest you get from Lutero. If you already
have found the Ring of Invincibility in the cave before you do this quest
you only get a ring of Inconquerability (and vice versa)"
The Dead Harpy is a tavern, serving as a certain centerpoint in the new world,
atleast as far as travelling goes. Found by continuing up the road past Akil's
Farm, either under or over the stone bridge. Chances are you'll be passing this
back and forth quite a few times on your travels. Orlan the innkeeper can sell
you a Leather Armor if you didn't buy or stole one from Matteo. You can also
rent a room at the tavern wich can serve as a nice spot to drop off items that
have outplayed their use (like keys, notes, etc) to clean up your inventory. You
have to pay 50 gold a week for the room, but then both rooms on the first floor
is available to you, with beds and chests you can store things in. Items put in
any of these chests have never dissappeared on me, even when I was weeks overdue
with the payment.
As far as I know, doing this have no further consequences for the later game,
but the brothers will stop talking to you saying you've caused enough trouble
for now. Not that they have anything useful to say anyhow.
One thing though, it's best to do this before "A Farmer in Need" when you
first meet them coming up from the stone stairs by the main road. The other
farmhands and people here are currently held up on the other side of the farm
so there's no one close to Egill or Ehnim. If you try to get the brothers to
fight after you've cleared up the "A Farmer in Need" quest, Akil or Katie
will be sitting on a bench close to where Egill works. If the brothers start
fighting then, the rest of the farm will get involved and actually kill one
of them for good. Funny to watch how they suddenly turn on them, but one of
them will die for sure.
The farmers in the fight is not grouped to you, so be careful not to hit them
in chaos that ensues as they will come for you next then. You won't recieve
any xp either when the mercenaries die (kill xp) since you and the farmers
are different groups, but if you can somehow manage to get the killing blow
in on either you will get xp for the kill.
Darf and Geir Gundersen adds: "If you give Mika (the third guard outside of
the east gate) his 10 gold then ask him for help later, you get the option
to tell him that Akil is in trouble. You get some nice xp for that and then
he runs up there and kills both of the mercs (and you bag the xp for the
kills). Not bad for 10 gold."
This is only partly correct though. Yes, you can ask him for help with the
mercenaries at Akil's farm - this will give you +25xp. He'll tell you to
follow him up there, and then simply charges them. However, even though you
are grouped with Mika, you are still competing with the farmers for the 'kill
xp' and adding Mika to the fight just adds even more chaos. I tried this
several times over and not once did actually Mika get the last hit in on any
of the mercenaries and got the xp. What you can do however, is cut straigth
left before Mika stops (he will force you into a conversation, saying
something like 'watch how this is done' then charge the mercenaries), and
simply attack the mercenaries yourself. If you're lucky, you get to take out
one (and get the xp) before the rest of the farmers and Mika get to them, then
line up a 'last shot' with a bow or crossbow on the second mercenary once the
others have beaten him up pretty good. So far, this is the only way I've
managed to get both kills for +240xp. Also, talking to Mika after Akil grabs
you for the above conversation, nets you another +25xp.
C1.3.Q2 Bottoms Up
You can get this quest earlier by talking to Randolph down at Akil's farm, but
inside the Dead Harpy is where the action takes place. Talk to Rukhar to learn
about this little drinking contest he has going he calls Bottoms Up. It's
basically just two guys drinking until one hits the floor, but Rukhar seems to
be the undisputed champion. He'll even bet a good sum of coin that he'll beat
anyone. If you talked to Randolph earlier, you knew Rukhar already beat
Randolph, but that Randolph suspects Rukhar was sneaking the near tasteless
spirits Gin into his beer when he wasn't looking.
If we are to win this contest, using Randolph as our champion, we first have
to make sure Rukhar isn't cheating. Wait until around midnight (or sleep if
you have a room at the tavern) and you'll see Rukhar going outside to get some
fresh air around that time. Here's your chance to open his chest without
anyone going mad - take what's inside and leave a bottle of water instead of
the Gin. Now you can go outside and talk to Rukhar again. Tell him you want to
challenge him with Randolph, put down 100 gold in the bet (yields a +25xp when
you give him the money) and then you have to go pick up Randolph.
It's just a short way down to Akil's farm if you take the high route going
around a cliff and over a stone bridge behind the tavern, but watch out for
goblins in the night. Randolph can be found sitting behind the farmhouse at
night, at a campire with roasted sheep with the other farmhands. It seems he's
flatbroke and needs a little drinkingmoney to be able to enter the contest
though, so hand him the 10 gold pieces he needs. This nets you a +50xp reward
too. Randolph will head straight to the tavern and start the contest now. This
will actually take a few days, so find something to do in the meantime.
When you return to the tavern a couple days later, you'll be grabbed by Orlan
the tavernkeeper and given a lesson on how doesnt want anything like those
drinking contests in his tavern again. You'll also get +25xp. Then talk to
Randolph on his way out and you'll get your 10 gold back with a solid
interest, 12 gold. Last talk to Rukhar for +50xp and 200 gold.
You can also hear the spooky tale of how he lost his crossbow way up north
when the walking dead came thumbling out of the dense forrest. He dropped his
crossbow and ran for his life, and naturally it will be up to us to brave the
dangers and retrieve it for him.
Dragomir's crossbow is lying at the 'Sun Circle', a huge stone circle up in
the northern forrests. It's a pretty good ways off, and the most direct route
isn't always the best. You can pick up this quest rather early, but I wouldn't
reccomend taking this trip until later on. If you bring out your map at
Dragomir, find the Monastery just north, and then look for what appears to be
a building a little further to the northeast - that's the sun circle, and the
'safest' route to get there is trailing the winding road far to the east and
up the mountains, past the black troll, and then coming down from the opposite
route.
Once at the sun circle, you should find Dragomir's Crossbow lying on the
ground in the circle itself. Return it to Dragomir for +150xp and 150 gold.
Under this arch there are tracks of a recent battle and what looks like a
small camp or farmstead with the remains of some huts that has been burnt to
the ground. In the middle of the scene are 3 Lizards (not fire lizards mind
you). One of the burnt down huts seems to have had an adobe going into the
mountain - inside you'll find some coin and a chest that survived the fire.
The combination is R-LL-RR-L and the chest contains a Composite Bow, the best
bow you'll find early if you're into that (otherwise worth a nice 240 gold).
Once into the burial chamber, you'll see 4 caskets and some nice items. A
jewelry casket worth some gold, a Paladin Two-Hander and a couple Paladin
Swords. The two-hander is probably the best two-handed weapon you'll get your
hands on in some time to come.
Slayer adds: "There is a trick that will allow you to beat the skeletons and
zombies without a single scratch: lure them outside and jump over the fence.
Now you can chop them from the other side, they won't climb the fence."
Joining the mercenaries involves a couple quests, but also getting the majority
of mercenaries on your side. You see, to get accepted, not only must you fulfill
the tasks given to you, but also pass the vote - every newcomer must be voted on
by the other mercenaries, to avoid bad blood. This is most often done by proving
your worth in battle and defeating them, but also includes small tasks. The
fighting is called "duels" around here, and nets you honour. That is, you can
actually challenge each and every mercenary in the camp to a duel and defeat
them for good xp. Named mercenaries are fought by insulting them through a
conversation tree, but for the none descrit mercenaries just named 'Mercenary'
you can simply hit them over the head once and the duel is on. You won't kill
any of them, and get xp for everyone fought and won.
C1.4.P1 Buster
Down the hill from the Dead Harpy and passed the small lake with the mound in
the middle, you'll see a small hut and two mercenaries guarding the road. One
of them is Buster, a former aquaintance from the mining colony. He will force
you into a conversation and try to intimidate you into a fight. Fighting and
beating him will yield +80xp as well as put Buster in favour of you joining
the mercenaries if you tell him that is your intention (see "Respect"). Buster
will remember you once beat, and can also train your one-handed skill.
Buster warns you about another mercenary up the road, called Sentenza and you
better heed his words - this fellow is a very good fighter and I wouldn't pick
on him before you have a solid weapon skill (30%+) a good amount of healing
potions and even some better armor.
Grom can teach you Remove Mandibles, Remove Heart, Remove Teeth, and
Shadowbeast Horn.
Going head to head with a troll in a normal combat-mode style is pure suicide,
so be careful. They will swing their giant fists at you and throw you several
meters away killing you almost in every blow. There is a way to beat trolls
fairly easy though, by turning their big size and slow moving against them.
When you first spot a troll and move close enough for it to notice you,
they'll throw their arms in the air and roar to scare you, and this is your
chance. Run right at them and get as close as you can. Be sure to lock on to
them, and then immediately start to jump sideways to avoid the first attack.
If you're lucky, you'll dodge the blow and with a lock on them be able to jump
to the flank of the troll. Trolls turn very slow, so if you can keep locked on
while dodging either left or right (making you always turn in accordance with
the target, like circling it). Now all you have to do is keep away from it's
field of view where it can hit you. Dodge left, hit it in the back, doge right
when it turns for you again, hit it again and keep doing this until you have
felled the mighty creature.
This feels almost too easy when you get it right though, but on the other
side, fighting a troll up front is almost certain suicide, so maybe this was
how the developers imagined you'd fight them. Also pay close attention to how
Goblins try to fight you - it's the exact same bahaviour as we will use here.
It's also a good idea to lure the first of the two trolls a bit closer to Grom
so you won't suddenly have two trolls trying to pound you.
Killing a troll nets you a nice +500xp and it's hide (sold to Bosper for 300
gold), as well as 2x Troll Tusks if you know how to Remove Teeth. If your
strength and fighting skills are low, since you could teorethically bring down
a troll at level 1-2, it will take quite some time to bring one down as they
seem to have in the vicinity of 1000hp.
Behind these two trolls you can find a King's Sorrel, some coin and a very
nice Dexterity based one-hander called a Rapier.
Bullco will actually come gunning for you eventually, so that would be a good
opportunity to fight him. This can be triggered by several reasons. One is
accepting Jarvis' quest "Jarvis' Challange" and Bullco will come for you
saying you have a thing in for Sylvio's boys. Another is throwing remarks at
Sylvio's and Bullco will come to teach you a lesson about not talking to
Sylvio without permission. And even talking to Lee about joining up will have
Bullco coming for you with a message he won't permit you to join the
mercenaries and that you have 24 hours to leave the farm. As you see, getting
him angry at you isn't that hard.
Thekla will want to talk to you once you have beat Bullco, so go see her.
You'll recieve a pot of her famous stew and can now also get a quest for
another pot. Also talk to Pepe after beating him for +100xp and completion of
this quest.
Geir Gundersen adds: "You get the option of trying even if you have less
than 30Str. When you fail and Rod asks for his sword back, keep it and fight
him. Then give it back and Rod will say that the main thing is that you can
fight and give you his vote."
Buster - Beat him at the guardpost and tell him you are looking to join up,
and he will say you're okay.
Sentenza - Pay him the 50 gold when he searches you and he will vote for you.
If you beat him first time around, you won't get his vote solely on that, but
will have to actually pay him 50 gold afterwards.
Raoul - Beat him when he starts talking down to you and ask if he will vote
for you afterwards.
Rod - Win the bet and complete "Rod's Sword", alternately beating him up and
asking if he will vote for you.
Wolf - Just talk to Wolf sitting on the bench opposite of Rod and he'll give
you his vote.
Cipher - Cipher says he will vote for you anyway, but that doesnt appear to be
quite true. To get Cipher's vote you really need to complete the quest "For a
Fistful of Herb" for him.
Cord - Complete the "A Good Fighter" quest and Cord will vote for you.
Jarvis - Jarvis can be found in the kitchen behind Bennet. He's on Lee's side
and won't vote for you unless he is sure you will side with Lee too. To get
his vote you have to complete "Jarvi's Challenge"
Torlof - Complete either "Drive the Militia Away" or "Collect the Rent" to get
Torlof's favour.
Dar - Dar won't be mentioned in the voting unless you beat him up and tell
Chiper in "A Fistful of Herb" and "The Weed Package" quests - after that he
will call you a blabbermouth and state he won't vote for you. Torlof mentions
this (if you did the quests) but also says that Dar's vote doesn't count for
much, so it's probably of minimal importance. I haven't seen any way where Dar
actually votes favourably of you.
This quest will complete without any direct reward once you talk to Torlof
after finnishing his test, and he tells you have most of the mercenaries on
your side. He then sends you to Lee and "A Member of the Mercenaries".
Further north along the road to the small chapel you'll see a fellow standing
around smoking, called Dar. Talk to him and threaten him to tell you where the
package is - there's no real proof here, but it seems likely he is the
culprit. You can get a free stalk of swampweed from him when you threaten to
beat it out of him, but he won't reveal anything. Hit him over the head and
defeat him for +80xp (he also has 9-10 stalks of swampweed you can use to
complete the "For a Fistful of Herb" if you need). Then ask him about the weed
and he'll tell you he sold it to 'some bloke' in the city of Khorinis, down by
the docks.
Return to Cipher and tell him who stole the weed. Cipher will run over to Dar
and knock him out once again. Talk to Cipher and ask if he's feeling better,
beating up Dar and all, for another +50xp. Dar will then label you as a
blabbermouth and vote against you, but it's of no importance as no one thinks
his vote count for anything.
The weed package itself and completion of this quest beyond just getting
Cipher's vote and Dar mad, is found in Khorinis. Remember that storehouse you
might have peeked into where there was a guard telling you to get out? That's
the guy. The storehouse is just next to Garvell's boathouse. To get it you
have to defeat the guard (killing him) and use the key he carries to open a
chest in the back room.
Return the package to Cipher for +300xp, 200 gold, and some swampweed stalks.
Note that this package will dissapear forever when you do, and you won't be
able to turn it in to Andre should you choose to become a member of the City
Guard later (see C1.2.Q23 Paladin: A Package Full of Weed). You can always say
you lost it to Andre though, and you will recieve more xp completing the
quests this way.
Geir Gundersen adds: "If you talk (threaten) to the farmer Bobo about it
he'll give you some weed just to get on your good side."
The 5 mercenaries in question are Fester, Sentenza, Raoul, Rod and Bullco. You
get +25xp for each one you defeat (in addition to the xp gotten when defeating
them of course), with a minimum of 3 of them fought for +75xp. Wait until you
have defeated all 5 for +125xp and completion of this quest and Jarvi's
devoted vote.
To complete this quest and joining the mercenaries however, you need to
complete Torlof's test wich will be one of two tasks you can choose between,
and also gaining the respect of the majority of the other mercenaries. Go
outside and talk to Torlof after you have spoken to Lee, and see "Respect" for
how to get the other mercenaries to vote for you. Torlof can give you a
running count of wich mercenary you have convinced so far. No matter how many
votes you have, you still need to complete his test, either "Drive Away the
Militia" or "Collect the Rent", where "Drive Away the Militia" is considered
the best one (ie, weighs more towards you being accepted).
The final verdict is what test you did plus who are voting for you. It seems
some mercenaries are worth more than others. Just have Torlof give you the
overview and you'll see wether it is enough or not. It doesn't really matter
how many you get to vote for you, and you don't get any more direct xp for
getting them all, but there could be some sidequests and indirect xp you're
missing out on if you go with just the minimum.
Once Torlof gives you his vote and tells you you've got the favour of the
mercenaries, talk to Lee. He will tell you to talk to Onar to discuss your
pay. Onar is in the left wing of the house. He will pay you an initial 50 gold
a day, but if you completed the sidequest "Maria's Golden Plate" and didn't
take the gold, he will pay you an additional 10 gold more for 60 gold a day.
Once you pay is settled, talk to Lee again for +400xp and a Light Mercenary
Armor. Congratulations, you are now a mercenary.
Lee will have a quest for you right away getting you an audience with Lord
Hagen (See C1.4.Q19 An Offer of Peace).
It seems Bengar is having trouble with the Militia more than usual and you're
sent out to deal with it. South of Onar's farm there is two valleys with the
mountain separating them. The easternmost has the trolls (see C1.4.P3) while
the western one has the staircase leading up to Bengar's farm at the end.
Coming out on top of the staircase you should see the farm to the east.
Bengar can be found in front of the main building, so go talk to him. Tell him
you've been sent to deal with his militia problem and then let him know when
you are ready to deal with it.
A note here first though. There's two militia people already here - Rick and
Rumbold. They can be bought off, but that doesn't really complete the quest as
they would just return later. You will have to kill them, so their fate is
quite final. If you know pickpocketting, you can talk to them before talking
to Bengar and steal both their purses - 45 gold and +25xp for each and with 30
dex there was no failure. Why? Because you won't get another chance as they
will both be dead shortly. Bengar is pretty wrougth over them pillaging his
farm and they might be considered rouge militia taking the 'law' in their own
hands, just like Sylvio's gang given the chance. That is, killing these two
have no bearing on you being allowed to join the Militia or not.
Tell Bengar you're ready for them, and threaten them to trigger the fight when
they come to talk to Bengar. Both of them yields +80xp. Talk to Bengar after
you've killed both for +100xp. Return to Torlof and report the fact for
another +100xp and completion of this task. You will also recieve Torlof's
vote for completing his test.
It seems Sekob, one of the farmers on Onar's land haven't paid his rent for a
while and you're simply to walk over and retrieve it. Sekob's farm is just a
little ways northwest of Onar's farm, so stroll over the field. Talk to Sekob
and explain the situation - he won't think very highly of you, so threathen
him to get some response. Sekob will be furiated and attack you. Beat him for
+80xp and a more sensible conversation. Sekob will try to lay a poor story on
you and tell you to go back and report to Onar, but don't do that, he's just
playing you for a fool. Threaten to kill him if you do not get the rent and
he'll hand you 60 gold, 10 extra for not killing him. Return to Torlof with
the 50 gold and +100xp for completion of this quest. You will also recieve
Torlof's vote for completing his test.
- The Mercenary besides Buster at the guardpost can be fougth for +240xp
- Both Mercenaries besides Sentenza can be fougth for +240xp each
- The Mercenary besides Rod can be fougth for +240xp
- Wolf can be fougth for +240xp
- The Mercenary besides Cipher can be fought for +240xp
- Cipher can be fought for +120xp
- Torlof can be fougth for +300xp
- Cord can be fougth for +300xp
- Both Mercenaries guarding the front door can be fougth for +240xp each
- Jarvis can be fougth for +120xp
- The lone Mercenary at Thekla's Kitchen can be fougth for +240xp
- Both Mercenaries the right wing with Lee can be fougth for +240xp each
- Khaled can be fought for +300xp
- Lee and Sylvio is invincible at this point and cannot be fought this way
These will certainly be tough battles sub-level 10, or even into your mid
tens, especially Torlof, Cord, and Khaled, so bring a lot of healing potions
Then again, there's lots of xp and a lot of items, coin and foodstuffs you can
take from them. Also note that this segment can be pretty buggy. If you duel a
mercenary inside (With Lee, Kitchen etc), all items on the body and even the
weapon they drop are flagged as items belonging to room - taking any of these
will anger everyone around you and they'll come to take your head off for
stealing. Just defeat them and leave their stuff alone. Also, there's a good
chance the farmers and civilians of the farm will suddenly think you have
attacked on of theirs and report you to Lee. For this you have to pay a fine
of 50 gold pr farmer/civilian that vitnessed this, but you wont anger them.
Sometimes it happens, sometimes it doesnt. Since gold is of abundance, it's
often easier to just pay the damn fine whenever this bugs.
If you have it, bring it to Maria on the first floor of the left wing in the
house for a little reward. You can either have Maria sweettalk Onar into
paying you 10 gold more as daily salary if you join the mercenaries, or you
can take 50 gold.
Sagitta can be found in a cave, not far north from Sekob's farm. Look at your
map (that you bought or stole from Brahim) and find Sekob's farm house on it.
The cave is located north of it, along the mountain side, but before coming to
the road. You could always just run through to the forrest north from Onar's
farm until you find the mountain, and follow it northwards til uou see the
cave. Be careful traversing these woods though, there are wargs and
shadowbeasts here.
Talk to Sagitta and when you ask about the package for Thekla, you recieve
+150xp. Sagitta can heal you for free, has a good selection of potions and
herbs, and can also teach you potion recipies if you complete the quest "The
Sun Aloe" for her.
Return to Thekla with the package for another +300xp, and be sure to ask her
for another potion of stew.
C1.4.P6 POINT OF INTEREST: Dexter's Bandit Camp
If you remember the "Wanted Notes and Bandits" quest you could recieve almost
at the very start of the game, we can finnish up this one here as the bandit's
main camp is located close to Onar's farm.
In the valley where Grom resides ("A Hungry Hunter"), just as you are about to
enter it, there's a dirtroad leading up along the cliffside to your right. It
can be a bit tricky to spot at first, but look carefully and you'll see it.
Start heading up the winding path and you'll come to a small stone bridge
crossing the valley beneath. There's a guard on the other side that will force
you into a conversation, so be sure you are ready for this.
If you didn't get the "Wanted Notes and Bandits" quest at the start of the
game, you will anger this entire camp of bandits and get nothing out of it
other than some loot and xp. If you did get the quest however, you can safely
pass the guard and talk to Dexter for some information on what is awaiting you
(for +25xp and completion of the quest, even less than you would get from
actually beating that bandit way back then). Either way you play this out,
there's nothing else to it. Dexter won't have any impact on the story or
quests one way or the other from this point, and defeating the whole camp,
Dexter included have no bearing whatsoever on your future endeavours.
Talk to the guard and give him their leaders correct name to pass safely.
Dexter can be found close by in a 'lighthouse' like building straight across
from the bridge. Talk to him once to learn about the mysterious shadow that
helped Dexter escape the colony and how he offered Dexter 1000 gold for your
head. Once done talking to Dexter for the first time, he will make it clear to
you that if you come around again he will be forced to kill you (his premise
is the dark shadow, deliver your head or die himself). If you talk to him a
second time, he will attack.
Since clearing this bandit camp is worth a lot of xp and loot either way you
see it, you should consider it wether you're the honorable paladin, or the
thief or thug trying to monopolize the market. As long as you are careful
about where you attack from, you can take out the entire camp in portions.
Start with the Guard on the bridge, he can be taken out from range without
angering the others in the camp. He is worth 120xp. Head back a bit from the
bridge and climb the lower wall to the tower structure here. There's 3 bandits
outside and 2 inside. You can take them on without alerting the rest. All
these are worth +80xp. Be careful so you're not in a difficult spot to reach
or the mindless bandits will just fall off the edge and die by the fall.
Inside this tower is a nice mace and a locked chest you will need a key for.
Back to the bridge and you can slowly advance on the bandits so you only get
4-5 of them angered at once. They are fairly easy to defeat if you have a
feeling for fighting multiple targets. Advance to the building you find Dexter
in and finnish him off to end the bandit camp. Dexter yields +120xp also and a
key that fits the chest in the first tower structure.
There's a total of 16 Bandits here, plus the guard and Dexter wich amounts to
1520 xp. There is a chest in the building where Dexter was (L-R-L-RR) and
another chest in the small cabin by the bridge (L-R-L-RRR-L), as well as they
chest in the tower. On top the tower in Dexter's building are also some
potions, and there are a couple satchels of coins hidden behind some rocks and
the cabin.
You can also spot a cave/mine entrance just outside Dexters building, but
bewarned, it contains Minecrawlers and Minecrawler Warriors. In this mine you
can find some ore.
If you trail behind Dexter's building and follow a narrow path along the
mountainside you'll come upon another mine, but this time the stake is even
higher - inside are skeletons (very tough) and even a skeleton mage, so be
very careful.
Geir Gundersen adds: "You don't need too talk to the guard. When you get to
the bridge turn around and follow the building on your right. This is the
"backdoor" to the camp. As long as you stay away from the guard and any
fighting going on (bandits killing minecrawlers) you'll be left alone.
A much easier way to defeat the bandits is to walk into camp, climb the wood
pile next to the small house. From there you go onto the roof. Now, just
take out your bow and kill most of them with impunity."
You can ask Tilly, Sekob's boy outside the farmhouse, about Bronko and he'll
cook up a grand story as always, but admit that he does indeed have problems
with Bronko demanding this tribute and refusing to work. You can offer to help
Bronko get back to work, but haggle for a few coins first. You can keep asking
for more and more coin until Tilly offers you 100 gold, but in reality he
doesn't have that much on him. If you haggle up to 50 gold, he'll pay that -
anything above and you get nothing.
Just talk to Bronko again and taunt him if you already beat him without
talking to him afterwards, otherwise fight him again - beat him for +120xp,
then intimitade him and he'll hurry back to work. Talk to Tilly again for your
pay and +50xp.
You can talk to Bengar to set things straight - gives you +25xp - but it
requires that you do Bengar a favour first to actually let Balthasar back up
on the high pastures - by completing the "Drive Away the Militia" quest. Once
that is taken care of, talk to Bengar again and threaten him a bit. He'll
yield and tell you the payment thing was just because he didn't like
Balthasar. Having Bengar yield nets you +25xp.
Return to Balthasar and tell him the good news for +100xp, 10 sheep skins and
completion of this task.
Easier said than done - the ingredient is a Sun Aloe, one that only grows in
Black Troll poo of all things. As intimidating as it sounds, this quest isn't
that hard, it just requires a lot of travelling. If you flip out your map and
look far to the north around the middle of it, you'll see Brahim has drawn a
big black troll there. That is your destination and requires quite the trip
trough dangerous terrain. However, once there you don't actually need to
wrestle the herb from the troll, it grows near it's cave and can be picked up
without angering this behemoth of a troll. You DO have to step in black troll
poo though, and the smell will last all the way back to Sagitta again.
Hand her the Sun Aloe for +200xp and access to a selection of new potion
recipies.
Giving Raoul the skin yields +500xp, and you can always beat him when he
starts harassing you again to get it back. Take the skin down to Bosper for
350 gold too if you're his apprentice.
However, it is possible so here's how. You'll find the Tomb just behind Onar's
Farm - look for it a little north and east of the small chapel there. There's
some herbs and rusty weapons lying around the graves. Head inside and spot 2
buttons on each side of the coffin - press them both to slide the coffin away
and reveal a tomb below. Jump down the levels until you hit the ground floor
where you'll see a corpse - search it to find a letter describing a little
backstory and what might await you. You are free to look around a bit at this
point, and pick up the King's Sorrel in one of the insets to your left.
From the entrance the tomb is divided into 3 circular rooms. Each room has a
chest and a Crypt Guard skeleton at first - these won't attack you on sight,
but will fight back if you attack them. They act like regular skeletons so be
careful. We are going to attack them though, so try to get a good 2-3 hits in
their backs before they can turn and attack you back. Each of the guards have
a key, corresponding to the chest in each of the circular rooms.
You don't want to open any of the chests just yet though. You see, opening the
chest on either side room (key 1 or 2) will summon a massive army of
skeletons. That is, a few seconds after you use the number 1 or 2 key to open
a chest, the very room with the chest you open will be filled with skeletons.
We're still going to do this of course - the difference being that the third
chest in the room directly across from the entrance will spawn the shadow lord
Inbubis himself and basically trap you within the tomb, so let's wait with the
good stuff until we have cleared the other rooms first.
So let's get to it. As mentioned, there's a slight delay from the opening a
chest to the spawning and we absolutely have to make use of this delay to get
the hell out of the room - don't be caught with your greasy fingers in their
chest or there's no way you'll survive. Open a chest in either side room and
quickly close it again without taking anything, then hurry over to the next
circular room or the entrance - not the opposite room or you'll be standing in
view of what spawns.
2 Skeletons, 4 Lower Skeletons and 1 Skeleton Mage will spawn in the room
you're hopefully not in now. In addition the Skeleton Mage will summon an
unlimited amount of Skeletons if you let it. The way to go about things now,
is to use the room you're in as a safe spot, and then continue from there to
lure one foe at the time to you and defeating it. The Skeleton Mage will
appear at the entrance of the circular room, so it's best to start with that
one - keep baiting it by showing your face and dodging it's freezing ray. If
it casts the freeze spell and misses you have a clear line of attacking it to
get in a couple devastating blows. If the skeleton mage is too close to the
room with the passive skeletons, you might activate them too so be careful.
Once the skeleton mage is down, keep luring the others out one by one by
slowly stepping into view, and when you hear a weapon being drawn, run back to
the next room and fight the skeleton there.
Once you have killed the skeleton mage, 2 skeletons, 4 lower skeletons and any
possible skeleton summons from the mage, the room is clear. You can now open
the chest you first unlocked with the key and loot it. Neither of the three
chests contains anything out of the ordinary though, some coin, potions,
arrows etc. But then again, you're not really here for the treasure as much as
the massive experience to be had.
With one room cleared, you can head out of the tomb again and find a bed over
at Onar's Farm if you need a breather. The procedure for the opposite room is
exactly the same as you did to clear the first - open the chest and lure them
one by one.
It's with the third chest that things turn sour. When you open this and quckly
close it, you have to run into either of the side rooms while hugging the wall
there so as not to be seen from the short hallways, but you are now
effectively trapped and should be prepared for a long frustrating fight. What
happens this time around, is that first the third room will have the usual
army - 2 skeletons, 4 lower skeletons, and one skeleton mage at the hallway
entrance. In addition, there's now 2 more skeleton mages at each hallway
entrance to the side rooms. And last but not least, the Shadow Lord Inbus have
come home from work and is standing at the entrance with 2 skeletons at his
side.
The way to go about this is to first take out the skeleton mage in the hallway
outside the room you're hiding in, then the one in the opposite hallway by
luring it closer. Whatever you do, don't show your face in the intersection
just yet. Once both of them are down, you really have to beat Inubus and his
skeletons first, or you'll get them into the fight trying to get the third
skeleton mage in the hallway opposite of the entrance.
Lure out first one of the two skeletons by Inubis by carefully stepping
towards the intersection along the wall. If you can get just one of them to
respond the following fight will be much easier. Once the first skeleton guard
is down, you now have to get the attention of Inubis, wich will most likely
also draw out the last skeleton guard. It's possible to get just Inubis, but
this is very much try and fail. Neither can you just run across to the
opposite circular room as you'll draw Inubis, his last skeleton guard and the
remaining skeleton mage with you.
Inubis is like a Shadow Lord, only with a bit more hp it seems - he fights
just the same way, so if you know how to, it shouldn't be a problem. The real
tricky part here is that once you get him to come for you, he'll most likely
have the skeleton guard with him too and you're faced with two very strong
opponents. If you can take out the skeleton first though, expending several
healing potions, only to get Inubis alone, it's worth it. Inubis nets you
+400xp, 2 healing elixirs, 2 mana elixirs and 500 gold.
Now all you have left is to clear the room opposite of the entrance like you
did the two previous and you're home free. Hard, yes. A ton of experience,
definetively. If you let the skeleton mages willingly or unwillingly summon
about 3 skeletons, you're looking at having to slay about:
23 Skeletons
12 Lower Skeletons
5 Skeleton Mages
Shadow Lord Inubis
A quick experience count, and you should have gained a level doing just this
tomb, with about 8100xp. Even more if you get the skeleton mages to summon
more skeletons.
It can be reached however, and unlike many other similar and seemingly
inaccessible areas, this particular riverbed has a lot of herbs growing on it,
and also some corpses with a couple potions and moneybags. To reach it, you
need to trail all the way up to the temple ruins, cut across the road and
climb the cliffs on the opposite side. Follow a strip of grass around further
north and you should be able to see the river down below. It's possible to
drop down a couple ledges and onto this riverbed. Don't expect the grand
rewards, but there's still some herbs and potions of value.
There are some really nice treasures to be had here, but also several strong
creatures so be careful. A Troll is standing in front of the temple, while
there are a couple Fire Lizards behind it. Also lurking in the shadows west of
the temple is a Shadowbeast.
Just as you enter the area coming up the first path, you'll notice some ruins
to your left. This is just an emtied out stone building, but there's a chest
in there (combination L-R-L-R-L-R) with a nice Fire Ring in it (+10 Dragon
Fire AC) that could be of help fighting the Fire Lizards. If you make your way
to the very top of the temple, there's another chest there (combination R-LL-
RRR-L) with a lot of coins scattered about. Inside the chest you'll find an
extremely nice one-hander called Orc Slayer, requiring 65 STR and doing 65
dmg. The area around here is also full of various herbs.
To the east of the temple you can make out what appears to be an old mine
entrance. See P2 A Tomb and Steingolems for what's inside.
Deafeat the Goblin camps to the left and take their treasure from the chests.
The locked chest has the combination L-RR-L-R-L. The mine continues to the
right with Minecrawlers and Warriors, and eventually ends up in a tomb.
There's several pieces of jewelry and weapons here, so take it with you.
There's also a chest here, but beware - when you open and take what's inside,
you'll awaken a host of STeingolems you noticed as just piles of rock coming
in. A Steingolem is a very tough creature, and absolutely requires a blunt
weapon to hurt. (Stein means rock or stone in modern German and many other
european languages evolved from the Germanic old and middle age roots - wether
they forgot to translate it or kept it as an odd sounding name is uncertain.
Nice nevertheless). Luckily, inside the chest you'll find a Mace and Chain, an
ok blunt weapon you can use, but if you're not strong enough to wield it you
are in serious trouble. The Steingolems hits very hard, but can be defeated
easily with blunt weapons if you can charge them before they are fully
ressurected - you'll see them try to get up and hit you over and over, but
just keep pounding them back into pebbles and you should be safe.
In the chest (combination LL-RR-LL-R) you'll find the Mace and Chain as
mentioned, but also one of the greater treasures you'll see - A very powerful
Ring of Invincibility, adding +10 to all 4 armorclasses. There's another such
ring in the game too, but it is less powerful, adding only +5. The ring is
actually hidden inside the leather bag here, so you have to open it to reveal
the ring. If you somehow already have such a ring (from C1.2.Q26), this ring
will turn out to be a ring of Inconquerability instead, giving +5 to all AC's
Be sure to talk to Grimbald the hunter at his camp close by once you have
defeated the black troll, for +25xp and a fan for life.
This is also one of the stronger battles you can encounter in Chapter 1 so be
sure you are ready for it. The mountain cave contains first 3 Skeletons, and
then opens up into a tomb guarded by 2 Shadow Warriors. Skeletons are very
difficult to beat due to their high strength, speed, and very efficient sword
fighting. Shadow Warriors are skeletons in full metal armor and way tougher
than skeletons again. You absolutely need to get any one of these on a one-on-
one fight to stand a chance.
If you can brave these powerful foes however, you are free to loot the tomb of
it's weapons and jewelry, and also the magic two-hander Dragonslicer hanging
supsended in a ray of blue light (80 STR, 80 Dmg).
Betsy the sheep can be bougth at Onar's Farm, from Pepe the Sheepheerder (see
C1.4.Q2). Just pay him 100 gold and Betsy will appear by his side. Talk to
Betsy and tell her to follow you and she will - don't get too far off though,
or she will return to Pepe. At any time you can tell her to wait, if you need
to clear the path of wolves or other pests - it's slightly fun to see a wolf
eat your "100-gold-sheep" after an hour of telling the furry thing to wait and
follow though. Whent telling Betsy to wait, you have a very short range of
movement so beware. Walk to far off and she'll return to Pepe.
Finally at the monastery gate, 1000 gold in hand and a sheep on your tail,
tell Pedro you are ready to take up service as a novice and he will give you a
key to open the main gates. This will complete "Getting into the Monastery",
net you +250xp and make your permanent guild choice. You'll be a novice now,
and can later be ordained a Fire Mage if you pass all the tests and tasks that
awaits you.
First head up to Pedro and notice how the outlying cliffs to the right of the
entrance almost goes as far up the monastery wall as the roof. Simply jump off
to the right, scale the cliff ledge almost to the end, and climb up. From here
you can easily climb the roof. This is the easy part. From the roof, drop down
into the courtyard and you're in. Getting out again seems nigh impossible, but
it can be done.
From inside, on the side where Babo sweeps the floor, find either of the two
pillars closest to him. Climb up on the foundation of the pillar and be sure
to be in walk-mode (shift held down, or caps-lock on). Now, this will include
a lot of fidgeting before you get it right, but what you need to do is turn
around and wriggle (turning around, to each side etc) to the point of where
your face is slighgtly 'in' the pillar, on the dead center of the pillar -
then align yourself with the roof ledge and jump straight up and then hold
forward. If you were at the right position, you'll be bumped slightly out and
grab hold of the roof and climb onto it, slightly to either side of the
pillar. If not, you'll fall off and have to try again. Like I said, it's a
dubious process clearly not intented for, and it is frustrating to get right.
But it can be done, trust me.
So, you snuck into the monastery, what is there to do? Nothing much really,
but you can pick open all the locked chests of the mages and steal their stuff
for one. Or pick their pockets if you like. You can also buy some healing and
mana potions off Gorax, as well as some scrolls. Another nice thing to do is
talk to Neoras the alchemist in the basement, and he will create potions for
you. He'll need the ingredients and 10 gold for each potion made, and he can
create mana and healing extracts as well as speed potions wich is a very
convenient potion you normally don't waste LP on.
And then there is the matter of the sacred hammer in the basement. You can
knock out Garwig and 'borrow' it if you like (See C1.5.P2 The Magic Golem) -
simply return and talk to Garwig later and tell him you'll return the hammer
and he will take it and return it to the altar.
All of this is possible later too of course, but the interest here being that
you can do it in chapter 1. All the mages and novices will treat you like they
would later and there's nothing indicating you shouldn't be there at this
point, other than the tricky entrance that is.
This quest is really about getting the key to the library, and involves a
whole slew of tasks for you to fulfill. Once you have done them all Parlan
will grant you access to the library and give you the key. This will complete
this quest. Serving the community means you have to walk around and talking to
the mages in the monastery, each will have one or more tasks you have to
complete. Talk to Parlan about serving the community and will list all the
things you have done so far, then decide wether or not you get the key. The
thing here though, is that you don't really get to do a majority of the task
to get access, you need to do them all.
This is a recipe you'll come in contact with later (C1.6.Q13) and if you swing
by Opolos to let him read it before returning it, you'll complete this quest
and get +25xp.
Completing this quest however is optional and can only be done after you have
become a Fire Mage. It seems every newly ordained Mage is granted one wish,
and this is one of three quests you can complete with your wish later.
Granting Opolos free access to the library as your wish nets you +100xp, and
then another +25xp when you talk to Opolos in the library.
You can pick up a broom from just outside the church or one of the chambers
and give it a shot (equipping the broom from inventory and moving in any
direction) and you'll see this is going to take forever. This quest has an
underlying lesson though, and that is the "community" aspect. Meaning, get
someone else to do your dirty work:
Talk to the Novice talking to Igaraz and ask him to help you sweep the
chambers. He'll do so but wants 50 gold for the help, netting you +50xp
Talk to Babo sweeping by the rightside of the the church and he'll agree to
help you if you can get him a scroll of Fist of Wind. Gorax have one in stock
if you don't already have one yourself, or you can get one by completing
"Seven Herbs". Getting Babo to help nets you +50xp.
Talk to the Novice praying in the church and he'll help you too, for +50xp.
Talk to the Novice sweeping the first room down in the celler and he will help
you too, but only if you already have got the other three to help you. Another
+50xp.
And four chambers sweeped without you actually holding the broom. Talk to
Parlan again for +100xp and completion of this task.
Run over to the small chapel and just ask Sergio - it's ok and Sergio agrees
to tutor Babo in the mornings. Return to Babo and tell him the good news for
+50xp.
This is the second of the three quests you can complete with your wish as a
full Fire Mage. Wishing that Babo gets to work the garden nets you +100xp and
another +25xp when talking to Babo in the garden.
Sergio the visiting paladin will thank you dearly for your prayer and offer to
teach you a few tips on fighting with two-handed weapons. Doing this will give
you a nice permanent +2% bonus to your two-handed weapons skill.
Go see Isgaroth - the praying mage down by the small temple you passed on your
way up to the monastery. It seems a Black Wolf has come to roam the woods
around the temple, and Isgaroth wants you to kill it. This wolf will only
appear once you have talked to Isgaroth and can be found just a short ways
south of the temple along the road. Kill it for +60xp (it's identical to a
regular wolf, only named "Black Wolf"). Talk to Isgaroth again for +100xp and
completion of this quest.
So, 13 sausages that has to be distributed equally. Not difficult, but a bit
of running around. There's really only 12 that has to be delivered, you are
the 13th novice. It can be a bit confusing at first, but look at the armor the
people around the monastery wears - you'll want to talk to everyone in the
same outfit as yourself, including both the generic 'Novice' and those with
unique names.
Just talk to them one by one and say you have a sausage or similar and they
will take one each - you'll get a message onscreen how many novices are left.
Two of the novices really love them sausages and will beg you to give them
another one. You can do choose to give away your own sausage to one of these,
but not both - if you do so you fill fail this quest. The two novices asking
for seconds are Babo and Pedro (easy to forget, he's outside guarding the
entrance). Babo will give you a Fire Arrow scroll if you give him your
sausage, and Pedro will tell you about some Fire Nettles. In Pedro's case, the
fire nettles can be found and picked up normally and doesn't appear based on
his request, so if you do choose to give away your super deliscious sheep
sausage and go hungry that day, I would give it to Babo.
Besides Babo and Pedro, don't forget Garwig in the cellar guarding the
monastery relics, Agon in the garden, Dyrian outside the church, Igaraz
outside the church, and Opolos with the sheep. Besides those named there are 5
other novices. Two can be found outside, one in the small garden, one talking
to Igaraz. Then there's the one praying the church, the one sweeping the first
room in the cellar, and last the two making wine with Gorax.
Once all 12 have had their sausage, return to Gorax for +200xp and a couple
healing scrolls.
Head down to the Dead Harpy and Orlan will first try a fast one paying you 100
gold. Don't stand for it and demand the 240 gold. He will then try to cut you
a deal for 100 gold and some scrolls someone 'left' at his tavern (the scrolls
are: 2 Light, 1 Heal Light Wounds, and 1 Create Goblin Skeleton). You can take
this deal if you want the scrolls but you have to chip out the remaining 120
gold to Gorax. Or demand the 240 gold paid in full.
Returning to Gorax, pay him the 240 gold wether you took Orlan's scrolls or
not for +150xp and a healing scroll.
Inside, first talk to Karras in the corner to your left. He will have another
quest for you. He knows of Ignaz dealings down in the city of Khorinis, but
really wants to see exactly what it is he does with these experients of his.
Karras will give you 150 gold and ask that you bring him back 3 of Ignaz'
scrolls (Oblivion scrolls) so he can further research these and make sure they
are in accordance with Innos.
You probably have 3 oblivion scrolls already, so give him those for +200xp and
a Summon Wolf scroll. Otherwise you have to trail down to Khorinis and buy
some oblivion scrolls from Ignaz.
Once you have learned this fact, you can talk to Hyglas but he will brush you
away. Talk to Parlan outside the church and insist your claim. Last talk to
Pyrokar the head Fire Mage in the church and eventually you will get your
claim through to them.
The test of fire will complete with you becoming a full Fire Mage, after you
have completed the three quests from each and every council member, "The
Living Rock", "Path of the Believers" and "Create a Rune". Completing the test
of fire nets you +400xp and a wish you can use to complete one of the 3 quests
given to you by the novices. You will also recieve your Fire Mage robes, and
can now start to learn spells and circles. Talk to Parlan to learn the first
circle of magic, then the other mages can teach you 1st circle spells.
The golem in question can only be defeated with a very special and magic
weapon, so let's procure this handy tool first. Head down to the cellar where
Garwig is guarding the monastery's holy relics. The Sacred Hammer is what we
are after and it's lying on a stone altar by Garwig. There's two ways of
grabbing it without causing mayhem in the monastery - one is by using a scroll
of sleep on Garwig and snatch the hammer, and the other is simply knocking him
out, taking the hammer and then casting Oblivion from a scroll on him.
Next is finding the Golem - it is found a little bit before you come to the
sidepath leading off to the temple ruins (C1.5.P1), just next to a bend in the
road. Equip the Sacred Hammer to whack it once when it comes charging and it
will crumble immediately. There's nothing to pick up from the golem itself,
but there's potions in plentitude around it's 'camp' as well as a Longsword,
some scrolls and other rune ingredients. Returning to Serpentes to boast your
feat will net you +200xp. No need to run back just yet though, as the next
test of fire quest is close by.
When you exit the conversation with Ulf and keep following the road past the
temple ruins, you can turn around and see Ulf following you for a laugh. He
can be persuaded not to follow you, but you will encounter him later anyway so
you migth as well bring him along.
We are looking for a 'path behind the path' and it's located almost as far up
as the Black Troll. Just continue along the road you are on and you will
eventually come to a crossroad at a lake. Take to the right and follow the
road until it dissapears and leaves you at a mountain arch. Continue further
and break off to the right again and not left up to the bridge leading to the
Black Troll. If you see a Statue of Innos on your right you're on the right
trail. This cave like path will end in a very dense foliage area, but if you
look very closely along the covered walls, you'll barerly make out a cave
behind it. Enter it and keep to the right and you should eventually appear in
a grand room with huge statues and blue magical light-arcs adorning a circular
plateu. On top of the plateu is a chest, but before you get the chance to open
it with the padlock key you got from Pyrokar, you will encounter Agar.
Whatever you say to Agar won't convince him that you aren't out to doublecross
him. He will attack you no matter what, so defeat him for +80xp.
Inside the chest is a blank runestone we need for the last quest, but also the
target of this very quest, so you can now start your way home.
If you let Ulf follow you all the way in here, he will now attack you as Agar
did to obtain the runestone. You can ask him for a smoke first, but nothing
you say or do will really prevent this, so you have to defeat Ulf too for
+180xp. If you didn't let Ulf follow you, you will encounter him again further
down the path where the same will happen. When thinking about this, I guess it
should be possible somehow to avoid Ulf alltogether by taking a different path
if you don't want to fight him, but it would involve going the other way
through the Sun Circle and down that way. If you aren't doing this very late
in chapter 1, it could very well spell death.
You can also meet Igaraz, but wether you do so before starting this quest, or
after you have completed it, Igaraz only states that he aren't interested in
any help and that he has been off looking around Onar's farm. Igaraz can be
found next to Dragomir in the abandoned hunters camp, but chances are you took
the more direct route to the golem by jumping off the monastery bridge and
swam up river, so you might just encounter Igaraz on your way home instead.
Talk to Pyrokar and tell him the stor for completion of this quest and +200xp.
Learning the formula for creating runes from Hyglas also cost you 5 LP, so if
you are all out you need to level. Use the Rune Table in the library and you
now have the option to create 1st circle runes, then Fire Arrow. Return to
Ulthar and show him the rune and you have completed the last test for +200xp.
--------------------------------------------------------------------------------
CHAPTER 2 - RETURNING TO THE COLONY
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Finally getting to talk to Lord Hagen marks the end of chapter 1. You can still
talk to Hagen and get the information from him and not actually start chapter 2
if you don't want to just yet. To complete the "Information for Garvell", "The
Blood Chalices" and similar quests. The Chapter change doesn't happen before you
specifically ask Hagen how to get past the door locking the pass, at wich point
you get the key and Chapter 2 will start.
There's also more creatures that will appear when chapter 2 starts, most often
in places where you have already been, so it might be a good idea to set out for
a hunting trip. Covering the roads between Lobart's farm, Khorinis, the Dead
Harpy, The Monastery, Onar's Farm and all the way up to the Black Troll, I
encountered a slew of what appeared to be newly appeared creatures - as far as I
can tell, 6 wolves, 4 Field Raiders, 4 Bloodflies, 1 Molerat, 11 Scavengers, 3
Goblins, 2 Black Goblins, 4 Lurkers and 2 Lizards. There could be even more, so
let me know if you spotted more. In itself this isn't much, but if you do take
the time to hunt them down, there's about 1500xp for making the extra effort.
Another thing that happens when a chapter changes is that each and every
merchant or person who has the sligthest bit of wares to sell, gets his or her
stock expanded and/or refreshed. When it comes to high-use items like potions,
scrolls, lab flasks etc, you do well in stopping by the merchants and see what
new items they have to offer after every chapter change. In case of the
alchemists, they can even stock the rare herbs, so if you plan on going that way
you'll certainly would want to chip out the coin to buy a dragonroot, king's
sorrel or similar. The stock the merchants carry also expands in quality, like
Bosper selling better bows, Hakon selling better swords and so on. Of course, if
you're persistent in trying to do everything you most likely have way better
weapons by now, but it's a thing to remember further into the game.
Average level on completing chapter 1 would be around 10-15. It's quite possible
to enter chapter 2 at a very low level, but that will only complicate your
progress further. My highest level when entering chapter 2 is 19, very close to
20. Mages and Paladins will be the ones who can earn the most experience in
chapter 1 by both doing most of the mercenary quests, then their own specific
quests.
Keep in mind that the sequence of quests, sidequests and points of interests
follows the area number, and is probably not in the order you will see them. At
the start of chapter 2, you find yourself in Khorinis, so skip to area 2 if you
want although the list starts with area 1.
In the area on the opposite side of the valley outside Xardas' Tower (See
C1.1.P7) an amulet will suddenly appear on the ground under some trees. It's
in an otherwise empty area where nothing more happen after your initial visit
so you really have no reason to go here. Also the amulet is very hard to see
just lying on the ground like that. Still, follow the topmost mountainside and
keep having it to your left - at a point you should have the top of the bandit
cave on the other side visible and can even jump over and drop down there.
Keep following the clearing and staying to the left. You'll pass the ledge
where the lizards were encountered, and end up on a grassy knoll (I think
there was a giant rat here before). The grassy patch is almost totally
concealed by big pine trees with the branches covering the ground, 3-4 trees
in total. In the middle of the trees, on the ground is the amulet.
In addition, the nature of the amulet will be decided by what guild you joined
in chapter 1. If you are a paladin, you will find an Amulet of Agility (+15
Dexterity) and if you are a mercenary, it will be an Amulet of Life (+15
MaxHP).
To complete this quest you really have to finnish the main task in chapter 2
(Diggers and Ore) and it will be Chapter 3 when you can return to Fernando and
finnish this quest. Informing Fernando on the situation at the mines nets you
the ring and +150xp.
If you are strapped for cash, it's also possible to rob Lutero of these two
books by knocking him out in his house at night. The books both sell-back for
1500 gold too, so if you're a good thief there's even a nice profit involved.
C2.2.Q3 QUEST: The Message
Drop by Vatras down at the temple and he will have a rather rewarding little
task for you. He wants you to seek out Isgaroth at the forrest temple on the
road to the monastery and deliver a message. Doing so will let you pick one of
three simple scrolls. Talk to Isgaroth for +150xp and a couple Extract of
Healing potions, then return to tell Vatras you delivered the message safely
for another +100xp. You'll also get the choice of another 3 rewards, A lump of
ore if you're short, a King's Sorrel, and a Ring of Skill (+5 Dexterity).
Just around the first bend, you can see an alcove in the steep mountain walls
to your left. Move closer and you'll notice a small cave entrance that will
take you up to the ledges you can see higher up above the pass. There's only
some rats in the cave, but coming out topside you'll encounter a small camp of
Goblins. There's also a half-buried chest here (combination: L-RR-L). Cross
the narrow stonebridge over the pass and you'll encounter a pack of young
wolves, as well as a chest by the dark mine entrance (combination: R-L-R-L).
Walk into the mine shaft and before long you'll see the load screen and you'll
exit into the old world at nightfall.
Around the campfires and rocks, you can find a Mage Rune (Circle 1): Heal
Light Wounds, a magic Ring of Stoneskin (Weapon AC +5) and some potions.
There's also a scroll lying on the ground where you exit the pass.
Your main point of interest now should be to get into the Castle. The Valley is
made up of two areas for now, The Valley and Castle, and although you will
probably pick up some quests and points of interest before entering the castle,
you should really try to get within the castle first (see C2.9.P1 Getting into
the Castle) and then go on to explore the Valley itself. Just following the list
of things to do for this area in order of appearance will make no sense to you
whatsoever unless you visit the castle first and the corresponding area (11).
Shortly after where you exit from the alternate route you'll also get a video of
the Dragons attacking the castle.
200 gold, a gold necklace, a gold and a silver ring, a silver candlestick and
an old coin. Pay Brutus back the 200 gold if you wish later (C2.9.Q2) and keep
the rest.
Wether you traverse the valley in a killing spree, or use a sense of stealth
and avoidance, learn to use the map nevertheless. It's a bit tricky giving
proper directions with words alone, so get to know the map and pay attention
to where you are on it for the other quests and points of interest you recieve
as these will function like map directions. Also be sure to get the map from
Garond where the mines are marked or you'll never find them.
On to the first camp - wich is the one located furthest to the northwest along
the mountainridge where you first encountered the dragonsnapper hive
(C2.8.P2). Almost as far as the snowy region. It appears to be a lot of caves
and valleys along this ridge on the map, but the map is old and they probably
all caved in. There is a small forrest area on the way there, with the road
leading through it, but this is guarded by orcs. Following the mountainside is
a safer route. A good tip would be to learn how to combat snappers and
dragonsnappers if you haven't already.
At the camp, 2 paladins are guarding the two entrances in the wall, and they
will probably already be under attack by critters by the time you get there -
help out or hurry inside. It's a fairly small mine and you shouldn't have any
problem finding the head miner Grimes. Dire news however, Grimes tells you how
Marcos thougth storing the little ore they had at the mine was becoming too
risky and decided to bring it back to the castle. Instead of taking a direct
route, he was going to trail around and approach the castle from the west.
And this is where our hunt begins. Marcos isn't far away and almost made it to
the castle, but you still need to track him down. Start by heading out the
other gate from where you came in - a pack of snappers will have regrouped now
and is assaulting the camp once again. Help out or leave it to the paladins.
On top of the hill you should see the snowy mountains and the frozen river
Grimes mentioned, as well as a bridge passing over it. On the other side of
the bridge is the first clue, a dead man-at-arms (militia). From there, locate
a second bridge and cross it. Nearby is a small camp of bandits and loafers
that Marcos and the entourage must have passed through - look for a few clues
around their camp, inluding some ore you can take.
Follow the path through the bandit camp into more flourishing surroundings and
find a couple dead convicts too. You should see a hut in a clearing ahead with
a telltale redish brick roof, so you're almost there. Marcos can be found in a
cave behind the hut, guarding his 4 crates of magic ore. Talk to him to get
his report about the escape and a quest involving getting some more help to
guard the ore. Also pull out your map and see the red roof cabin displayed on
the map for future reference.
Kervo mentions 5 lurkers outside the cave, but there really seems to be 6 of
them. In total there are 12 lurkers in the area, outside the cave, close by on
the other side of the river and near the waterfall cave. Wether you need to
only dispatch the immediate 5 outside the cave or all of them is uncertain,
but doing so will net you +200xp and the lump of ore.
There's also an abandoned orc tent here, with a Goblin Berry growing inside.
Continue down the path going past the red cabin and the road will split in two
leading into the swamp - take the right path and you won't have to deal with 2
lizardmen at once. Both paths lead into a large swamp basin surrounded by
cliffs, close to the Dragon. However, in this first swamp area, there's a
broken tree along the far side, where someone met their fate long ago - look
for a skeleton sprawled on a tree stump. You might have to circle the lumps
and roots here to find it as it's not visible coming in. On the skeleton is a
rusty axe and a nice Amulet of Strength +15.
On him is a bag of coins named "Olav's Bag", but I've discovered no use for
this other than a sort of proof Olav is dead - you'll meet his friend later
on. There's also a chest here with some coin and generic items (combination:
LL-RR), but more importantly a Third Circle Rune of Fear - handy if you're a
mage.
With Olav's Bag in your inventory, you can tell Bilgot (In Fajeth's mine camp,
C2.8.S5) what happened for +75xp, then pocket the 25 gold inside.
Further south-west, still on the road, it passes under a mountain overhang and
you can see some wolves milling about. There's a cave and small room here you
should investigate further (See C2.8.S3 Olav's Demise).
Continue following the dirt road up around a bend where it climbs steep.
There's more wolves and even some lizards here you should be able to dispatch
of quickly by now. Next is a real mess of road intersections, but look for a
short wooden fence and take the path right next to it - it will continue down
a crevice and then split off again. Keep to the left up a hill and you should
spot some wooden barricades right away, and probably a pack of 4 wolves racing
towards their next meal.
This is Silvestro's Mine camp, and something is surerly amiss here. The ground
is littered with bones and the mine entrance doesn't look too inviting. We
have to investigate further anyhow though, so fire up a light scroll or a
torch and brave yourself for a nest of minecrawlers.
The mine entrance is littered with dead paladins and convicts, and the first
minecrawler encounter. The mine from here breaks of both left and right - it
stops short to the left with only a chest as some mushrooms (combination: RR).
To the right, there's no more torches and nearly completly dark opening up to
more cavelike surroundings. The first room has more bodies and 3 minecrawlers,
while the second down has 4 minecrawlers. Among these you will also find the
body of Silvestro. On him is a note explaining how they were about to break
into a new cave structure, but Silvestro had a bad precognition about it and
sent the ore they already had away with Diego and a couple guards. That solved
so far, you can continue into the last chamber for another 2 minecrawlers and
a minecrawler warrior - there's also some treasure in the last room here,
including a gold casket, a black pearl and also some minecrawler plates and
minecrawler mandibles.
We have to track down Diego then - he can't have gotten far. Head back the
road you came, to the mess of intersections. Now take the first right turn
from where you came up from "Olav's Demise". Follow this road swinging around
a plane of broken boulders and bloodflies until you see some wolfs chewing on
a dead knight. There's two dead knights here up the path to your right if you
look closer - the two guards following Diego and the ore. Head up the path and
find Diego's makeshift campsite and his story about the events at the mine.
Diego has the 4 crates of ore tucked away in a small cave behind the campsite,
along with a couple potions too. Diego's Gold bag you found earlier cannot be
used yet, so keep on to it. Now you have enough information about Silvestro's
expedition to finnish this part, so if you want a quick rest you can teleport
back to the castle. Otherwise you can head off to Fajeth's camp, just little
further down the crossroads outside Silvestro's camp.
Returning to Garond and informing him of the events that took place at
Silvestro's camp, and where Diego keeps the ore, nets you +300xp.
Fajeth can be found at the end of the camp, so go get your information on the
ore. Things are never easy though, and Fajeth won't let you have what you came
for before you help the camp with a band of preying snappers that have the men
terrified. Everyone else is tied up or too shaken up, so it has to be you,
naturally. This will give you the quest "Snapper Hunt" and you have to finnish
it (See C2.8.Q3) in order to learn how many chests of ore Fajeth has.
Also have a chat with Tengron for another quest, and bump into Bilgot for the
Olav's Demise sidequest. You can then return to the castle again and inform
Garond of the situation with Fajeth, for another +300xp.
Talking to Bilgot about the snappers will make it evident that there is more
to these snappers than is readily appearant. Bilgot knows they have a leader,
and taking out this one would probably disperse the rest. That is really what
this quest is about, defeating the snapper leader, and not actually hunting
them all down. However, Bilgot is looking for a way out of the camp and offer
to exchange the information he has if you can escort him to safety. There
seems to be no other way around this, so agree to his terms and he'll tell you
about the Pack Leader. Also not you are given the "Bilgots Curse" quest you
can finnish later.
Once you have spoken to Bilgot about the snapper leader, it will appear close
by - by the old watch tower as Bilgot says. Walk up to and face Fajeth and
you'll see a one story watch tower not far up the hill behind him. Head up
there and kill the 'Pack Leader' snapper, and be sure to pick up the 'Leader
of the Pack's Claws' that it drops (See C1.2.Q26). There are plenty other
snappers around for you to kill too, some of wich appears after you've gotten
the Snapper Hunt quest. There's a total of 6 snappers outside the camp
barricades, and another 3 up on the cliff overlooking the camp, but you really
only have to kill the leader if you want the quickest sollution.
Return to Fajeth for +200xp and the wanted information on their mining
progress for Garond.
MERCENARY: Since mercenaries work for gold, you can have Fajeth pay you 100
gold to hunt down the snappers.
Return the ring to Udar the next time you visit the castle for +150xp. Udar is
the crossbow man standing watch over the rift in the castle wall and the ram.
C2.8.Q5 QUEST: Bilgots Curse
Once you have completed the Snapper Hunt, you can make do on your promise to
help Bilgot to safety. Talk to him and tell him to get ready - he will be
grouped to you and follow you wherever you go. Bilgot has to be escorted all
the way to Valley of Mines Pass (almost to the point where the teleport rune
takes you), and this might not be the easiest yet, depending on how much of a
path you have cleared. Since you're already at Fajeth's camp you most likely
have the path all the way down to the SE corner of the castle cleared, so it
shouldn't be a problem escorting him safely there just backtracking, but you
can't have Bilgot stop and wait, so be sure you have a safely enough route
ready. Bilgot can fight, but is very weak and have little in the way of
hitpoints. Wolves and Bloodflies shouldn't be a problem for him, but anything
bigger and he's sure to bite it.
The safest route seems to be to clear both the SE and NE corner of the castle
- most likely where you first came in to the castle by following the river
around as Jergan suggested. Bring Bilgot down to the castle along the road you
came, then down to the river and follow it back around to the mountain path
you came down from. Bilgot has no trouble jumping, wading or swimming, so
don't worry about it. Bring him up the mountain path towards the pass, and
right before the wooden bridge he'll thank you for you trouble and head up to
the pass entrance. This will net you +300xp.
You can get to this area simply by checking the white snowy area on your map,
further west from the first mining site (Grimes & Marcos). Trail up as you
would looking for Marcos, but break off when you see the ice and snow and you
should soon see 2 Ice Golems guarding an icy arch - this is the entrance to
the snowy area, and is full of Lizardmen, Ice Golems, Ghost Lights, and a very
overgrown white lizard.
Besides the dragon in a large icy cave to the leftside, there's a fort-like
structure with some buildings, barricades, a watch-tower and similar, slowly
hindering your progress up towards this valley. In the first building you can
enter there's a bed you can get some rest in. On the roof of this building is
a chest (combination: L-R) with a Elixir of Life (+15 max HP), but it's not
easily accessible just yet. Look above the barricades and the building to a
high wooden watch tower. Getting on top of the first roofs requires either to
climb this watchtower, or jumping from the barricades to the left. Getting
into the watchtower can seem a bit tricky at first, but is quite possible if
you position yourself a little to the right of the opening against the
supporting woodwork beneath it, then jump and turn slightly to the left - you
should grab hold of the ledge in the opening and climb in. Inside the
watchtower is yet another Elixir of Life, lying on the floor in the dark.
Following through the watch-tower and around lets you jump down on the roof on
the first building.
Other points of interest in this area is a Goblin Berry on the far side of the
lake with an Ice Golem, and a couple Ice Golems guarding a big nasty two-
hander axe and a second teleport rune (Valley of the Mines) if you missed the
first.
If you dispatch the black goblins outside their cave, and then sneak a peak at
their loot in a chest there (combination L-R), you'll suddenly hear the warcry
of an Orc Warrior and 4 additional black goblins that was lying in wait for
you.
C2.8.P13 POINT OF INTEREST: Mage Rune of Ice Arrow
From the archway into the snowy area (C2.10.P11) where you first encountered
the two Ice Golems, there's a steep path climbing the mountainside up and
above the two caves (C2.8.P12) to the left. Some herbs grow along the path,
and further into the mountains is a cave of dragon snappers. Keep following
the path however and you'll end up high in the mountains overlooking the
castle again. There is a whole slew of Skeletons guarding this pass, but once
past you should find yourself overlooking a semi-circle of stones around an
altar (See C2.8.P14).
From this altar and stone circle, you should see a small pass next to the
mountain trail you came from - this path between a couple trees and two more
skeletons should take you out on a greenish ledge high up and overlooking the
lake below. Lying to the side here is a second circle mage rune of Ice Arrow.
You can reach this area easily from the other side, but explaining how was
less confusing going over the mountain path from the snowy arch.
You can return and ask wolf about this armor for a quest here in chapter 2 if
you want, but getting this requires you to know the hunting skill remove
crawlerplates. The armor itself is fairly useless as you will come across
better armors very soon, if you don't already wear one way better than this.
See C3.4.Q5 for more info.
You will also encounter you first Harpies here, flying nasty creatures that
can be difficult to beat unless you have a bow or crossbow handy. Once you get
up to the first plateu, you'll see a doorway in the castlewall. Enter it -
this is the ground floor of the castle, with another floor above it you have
to reach from outside. On the ground floor however, in the back going through
a series of dark rooms, you'll come to a library-looking room whith shelves of
books lining a full wall. There are also two harpys in here, and an alchemist
table. Look to the left of the alchemist table for a lever - one that will
push one of the bookcases aside to reveal a secret room.
Careful, the secret room is inhabited by a Demon. These nasty creatures hit
for several hundred hitpoints and can be very tricky to bring down unless you
have the power and guile to strike it hard and quickly. On a shelf in here is
an Elixir of Life, and in one of the chests (combination: L-RR-L-R-LL-R) is a
second Elixir of Life. There's also a bed here should you need a rest later
before fighting the dragon living further up the mountain.
Cross the small swamplake and make your way up to the other side of the tower
and you will the entrance. The layout is almost identical to Xardas' new tower
so finding your way should be easy. Occupying the first floor is a Demon,
guarded by a small army of goblin skeletons - behind it on a wooden bench is
an Elixir of Spirit (+10 MaxMana), and a Mastersword is lying on a shelf here.
On the top floor, on the center table, is also a third rune for the valley -
Teleport to Ancient Demon Tower, that could help you get around a bit more
easy.
Jergan suggests following the river downstream and come up behind the castle,
wich is what we're going to do for now. Know that the entire area is teeming
with monsters, and most notably orcs lining the entire castle walls. Orcs
shouldn't pose much of a problem to you at this point if you went through
chapter 1 thouroghly, but what you have here is often whole groups of them
with 3-4 orcs, an elite and an orc shaman or two - wich can be your end really
quick.
The brutish approach would be to follow the river left and around, fighting
what critters you come across, then make a measured approach at the left
corner - you can lure 1-2 orcs away from the camps here and dispatch them that
way, but expect to spend some healing potions when you enter battle with two
or more. Your goal is the big wooden structure, a big battering ram - now
broken down and can be climbed to reach the a rift in the wall.
Reaching this ramp is what you will be doing no matter what, but there are a
couple passive ways of doing so too. One is simply being faster than the orcs,
by downing a speed potion or chewing on some snapperweed. Another passive way
is to use a scroll of transformation, into something the orc won't pay
attention to, like a wolf, snapper, or similar. As long as you can make it on
to the ramp, you're home free and the orcs will abandon pursuit.
Engor needs you to bring him atleast two dozen pieces of meat - any meat. By
now you should have tons of meat on you, but it would be silly giving away 24
pieces of ham if you have. Engor will accept Raw Meat, Fried Meat, Sausages
and Hams, but will also take them from you in the reverse order. That is,
don't say you have the meat if you have any hams or sausages as he'll just
take what you have and expect you to deliver more of the same until you have
given him 24 of it. Rather drop your other foodstuffs on the ground (dropped
from inventory, you can drop an infinite number of the same item in one go and
also pick them up in one go again later) and don't worry about the germs. You
can get away with giving Engor 24 pieces of raw meat that will net you +150xp
and Parlaf's devotion.
If you haven't already, you will surerly find Den later (See C2.8.P5 Den's
Body), so you might as well chip out the gold now, even though you might be
too strong for Brutus to train you. This quest nets you +75xp either way.
Paying the ransom will give you the key to the dungeon (left of the main gate)
and you'll find Gorn holed up in the innermost cell to the right. Freeing him
will net you +500xp.
MERCENARY: When you free Gorn and talk to him in the cell, he will also hand
you a Medium Mercenary Armor for free - sell it if you already bougth it from
Lee at the start of chapter 2.
Speak to Garond in the main hall in the castle and you will hear of the groups
of diggers sent out to dig ore, but no word has yet to reach the castle.
Garond understands the importance of reporting back to Hagen, but won't let
you have the written proof you need before you do him a 'little' favour. You
are to seek out each of the three teams of diggers and get a tally of how much
ore they have mined so far, then report each of the findings back to Garond.
The three teams are each led by a paladin, Marcos, Fajeth and Silvestro, as
well as crews of diggers and prisoners. Each of the mines these camps can be
found are outside the castle, so consult the 3 sidequests in the Valley of
Mines section - "C2.10.S1 Paladin Marcos' Ore", "C2.8.S4 Paladin Silvestro's
Ore" and "C2.8.S5 Paladin Fajeth's Ore".
Note that this is the majority of the plot in chapter 2 and probably what you
will spend the most time on. Valley of Mines is still a large area with a lot
of exploring to do and monsters to kill, but you don't need to do this yet
unless you're dying to. It's quite possible to complete this quest in an
orderly fashion with stealth and tactics instead of laying waste to everything
that moves.
When "Diggers and Ore" is complete, you'll recieve +500xp and a written letter
to take to Lord Hagen. This will also mark the end of chapter 2 in a way,
since as soon as you exit the valley chapter 3 will begin. If you plan on
heading back to the new world to spend some learning points or similar, and
still stay in chapter 2, be sure to wait with finnishing this quest. There's
also the point of a lot of things happening back in the new world in chapter 3
also, so consider yourself informed.
Of the three camps, I feel "Paladin Marco's Ore" is the easiest to begin with
as it's fairly easy to get to and doesn't involve too many orcs on the way.
Another higly useful item you should get a hold of here is a map - Garond will
give you a map of the valley with the 3 mines marked on, but you won't be able
to pull it up like a regular region map (M), so consider getting a map from
Engor or stealing one from the chest in the main hall.
MERCENARY: You can get paid 500 gold to do this task for Garond if you press
the issue.
PALADIN: Tell Garond you need some gear for a task such as this, and you have
the option to get some free stuff from Tandor. You probably already have way
better gear, but there's some arrows or bolts in it if you want.
You can start by going up the ramp in the back of where Engor has his
provisions. On top of the ramp is a bedroom and an open chest with a very nice
bow, an Ash Bow (40/50). At the far end of this room is another door leading
to the short walkway above the hallway below - be sure to sneak here, or Engor
will spot you going into his room on the other side of the door here.
Actually, sneaking around and stealing in the castle is extraordinary
difficult - first because if you get caught or noticed, the paladins and
people who live here will immediately draw their weapons and come for you.
There's nothing you can do, no one to pay a fine to or anything here, so don't
get caugth. At all. A good rule is to really save before attempting any
looting in the castle, as secondly, you might even be caught without knowing
or hearing it. This way you might sneak around for a while, save accidentally,
only to find out there's a lynchmob waiting for you outside that immediately
attacks.
No risk, no reward though, so let's get back to the task at hand. Across the
hallway is Engor's room - inside you'll find a key on a shelf, marked "The
Second Door" and a name "Gomez" inscribed on it. There's also an open chest
here. Back to the sleeping chamber where you found the ash bow, there's a
hallway leading towards the main gate. Keep going this way and you'll end up
on the roof of part of the main gate that was ruined in the dragon attack.
There's a chest here (combination: R-LLL-R-L), a scroll, and even a Light Fish
from Halvor containing a lockpick.
From the broken roof, drop down to the wall below with the guard, and see how
the convicts are busy repairing the castle. There's an open chest here with
the convicts, and some potions lying around. Continue back the way you came,
only on the first floor now and you end up in a leftmost tower to the
maingate. There's a locked chest here with a lump of ore (combination: L-R-L-
R-LL)
Now onto the paladins themselves and the main castle building. Head up the
ramp in the back to either side and notice the sole guard looking out over the
main hallway. There's four rooms here, one above the chef's kitchen, one above
the dark opposite room going into the throne room, and two rooms facing the
outer walls of the castle. Start with the room to the right of the guard, but
be very careful here. You have to sneak already when opening the doors, then
sneak into the rooms and close the doors again for comfort. It seems a bit
buggy even, as the sole guard will hardly ever notice you, but Garond and the
paladins in the throne room below often spots you...through the ceiling and
whatnot.
The room to the rigth of the guard has another doorkey on a table, marked "Key
to the First Room" and also the name "Gomez" on it. There's a chest here with
the combination: R-LL-R-L. This is Parcival's chambers. If you also plan to
mug the goody paladins, Parcival will be sleeping here at night (+240xp).
Next we'll do the opposite room, to the left of the guard. This is probably
Garond's chambers, but he is never there as he always sits on the throne.
However, this room has extra security during the night, with a knight standing
guard right outside the room. There's two chests in this chamber, the first
near the door (combination: R-LLLLLL) and one by the bed (combination: RRRRRR)
The first door on the opposite wall, right behind the guard, leads to Oric's
chambers. There is a potion and some foodstuffs in here, on the shelves or in
the open chest. Oric is sleeping here during nighttime (+300xp).
Last is the door next to Oric's. This door is initially locked, but the key
"First Door" you found in Parcival's room unlocks it. Inside is a chest
(combination: L-RR-LLL-R) and on the table is a note. Reading this note nets
you +75xp and teaches you about the Bloodfly stingers (an addon appears in
General Information - Specials) and how humans can grow resistant to the mild
poison and use the stingers for healing purposes instead. After you've learnt
this, you can eat bloodfly stingers for a complete heal.
There's also a second door in here, unlocked with the "Second Door" key you
found in Engor's quarters. Just opening this door can be rather buggy as
there's a great chance Garond on the throne directly below you will notice
you. Sometimes it even seems impossible to get this door open without being
noticed, but I have done it on several occasions. If there are some parameters
somewhere that decide wether you are noticed, or plain just buggy, I don't
know. If you are hopelessly stuck getting this door open, there's a 'last
resort' way of getting through, and that is to let yourself be noticed and
just take the punishment coming to you. Everyone in the castle that is either
alarmed or rallied by Garond will give you a beating, but won't kill you, take
your weapon, or steal your gold. This way, if all else fails, you can just
take the beatings so they get it out of the system. The only way around this
bug that I know of.
Behind the door however, through a small hallway, you end up in a dark chamber
directly above Brutus. There's a chest here with a trap (combination: L-R-L-
RRR) with a golden necklace, and a Ring of Ore Skin (+10 Weapon AC). Opening
the chest and taking the contents springs the trap that will spawn a Lower
Skeleton in the hallway behind you.
Lastly in our looting run, the chest in the throne room can be picked at night
when only Garond is present (combination: L-RRRR-L) for some gold and a free
map of the valley - that otherwise cost 350 gold with Engor.
--------------------------------------------------------------------------------
CHAPTER 3 - THE EYE OF INNOS
--------------------------------------------------------------------------------
Chapter 3 will begin immediately after going through either two ways and into
the pass from the valley of mines - if you have completed Diggers and Ore and
have the letter to lord Hagen that is. Before exploring Khorinis again, be sure
to read up on C3.8.P1 before continuing, at the very end of the chapter 3 list.
The big change is to Khorinis, and you'll spend most of your time back here in
chapter 3. As you meet your first Seeker at the barricaded pass entrance, and
the dead knigths outside, you'll know things aren't as you left them. The land
is once again littered with new creatures, now mostly dragon snappers, wargs,
and even skeletons and zombies. Seekers are all over the new world, mostly along
the roads. Don't be surprised if you come across dead Seekers as they wander
back and forth a lot and might be smacked around abit by the other NPC's.
Once you have explored the Onar's Farm & Land area again and picked up any
quests, it's a good idea to head to Xardas to hear what he has to say. Simply
use your Rune to get there and from there head down to Khorinis before exploring
the rest of the new events in chapter 3.
If you cleaned out everything possible in the valley during chapter 2, you
should be powerful enough to go through everything hereafter with a breeze. A
stealthy approach to chapter 2 should land you around level 10-15, and things
ahead won't be as difficult as figthing orcs in the valley. A good average level
on completing chapter 2 would be 20-25. My highest level on entering chapter 3
was 29.
There are some wargs and several seekers on the road down to Khorinis - the
bandit you spared earlier have met his fate too. Things are brewing at Lobart's
farm too, so pay him a visit.
Simply talk to Vatras in the city and mention the medicines and he will give
you a special potion you can give Hilda. This will net you +300xp and 50 gold.
The walking stick can be found up on the stone circle behind Lobart's Farm,
where you previously found the King's Sorrel - only now there's also a
Shadowbeast lurking there. Defeat the beast and retrieve the stick from the
center of the circle, lying on the ground. You can see it's Maleth's by the
'M' carved on the hilt.
You know how poor the farmers are, so when you return to Maleth with the stick
you will recieve +400xp, but no reward as such. Maleth will instead tell you
how he saw some bandits trail past some days ago, carrying what appeared to be
bags of gold, past the dense forrest on the far side of the road (where you
went hunting with Bartok) and into the ravine.
This event only happens when Maleth tells you, and cannot be found unless you
complete this quest. Follow the forrest into the ravine (C1.1.P5) and you'll
encounter a whole group of bandits that have taken up residence in the old
cave. There's 5 bandits total, three 180xp ones and two 80xp ones. In the back
of the cave is their 'Rogue Leader' (no, he left his X-Wing at home) worth
300xp. In addition, the leader carries a unique satchel of coins named 'Bag
full of gold!' that contains 300 gold. Not such a bad reward afterall.
If you have prior knowledge of Bennet's imprisonment, you can discuss this
with Hagen and learn that they are pretty sure he did it, as they have a
witness - one Cornelius on the first floor in the town hall.
You probably already have his bag of gold on you, otherwise see C2.8.P1
Diego's Leather Bag. Give him the bag for +600xp.
Give Gerbrandt the letter - first house on the right in the upper quarter -
for +400xp, and watch him squirm when he learns Diego is after his hide.
Return to Diego for another +300xp and your share of the takeover, 500 gold.
It seems Diego gave Gerbrandt one last chance to flee, otherwise he would have
killed him, and in the process took over his house and all his belongings.
Sometimes this won't really happen and Diego will stay where he is and
Gerbrandt remains outside his house. Otherwise, Diego will change places with
Gerbrandt, and Gerbrandt will move down to the docks district.
Once both these quests for Diego is complete, he can train your Dexterity for
free, up to a nice maximum of 100.
Talk to Brahim down at the docks and look through his wares - he now has a
"very old map" for sale for 150 gold. Pick it up and have a peek at it if you
want. It's supposed to have the appearance of a treasure map, and points out
the location of the old temple ruins (C1.5.P3), but have no value other than
that. This is also the lost document, so return the map to Hanna for +300xp
and 200 gold.
The locked door is just outside the main room in the sewers, around the
corner, and contains a single chest with a rather tough lock on. The
combination is RRR-L-RRR-L-R-L-R-L-RR-LLL-RR-L and contains an Amulet of
Strength (+15 Str) and an Elixir of Dexterity (+5 Dex), as well as some gold.
Press Ehnim on the issue and you can buy the Molerat Fat for 100 gold. This is
the only thing that will enable you to pull the winch in the odd cave south of
the sun circle. Buy the fat and head up there to discover Vino's secret still
- using the fat on the winch nets you +400xp and completes this quest.
Inside the cave is some 400 gold in the two chests (left combination: RR-L-R-
L), a book called 'The Spirit of the Wine' about how Vino closed down the
still when the paladins came, and a whole lot of bottle of Gin lying around
(13 to be precise). You can drop by Vino afterwards if you like, and he will
tell you that the militia discovered his still and that he hopes they don't
discover who owned it, netting you +150xp more, but nothing more can be done
about this.
Seems some new bandits have moved into the cave we previously cleared
(C1.2.Q11 Bandit Raids) and you can now find 3 bandits standing around outside
this cave. These are the sheep thieves in question and you can even see the
sheep they stole behind them in the cave. Kill the three bandits (180xp for
each), and then talk to the sheep to get it to follow you - like Betty if you
are a mage.
Return to Akil and tell him you took care of it for +400xp and 150 gold. Then
give him back his sheep you have following you for another +200xp and 150 gold
more, for completion of this quest.
Talk to Wolf and tell him you might have found him something to do, then
explain the situation at Begar's farm. Wolf says he'll require 800 gold for
the job, but he'd do it for you for free, wich is a bit odd. Still, pay him
the 800 gold and he will head off to Bengar's farm, bringing the two
mercenaries by Sentenza with him. This nets you +300xp.
Talk to Bengar again and see how Wolf is present with the other mercenaries.
Bengar will give you 400 gold, and net you +300xp more.
Next in line is finding Malak - he is hiding along with all the other farmers
in the small underpass beneath Dexter's bandit camp, close to Grom. When you
first find the group you'll recieve +400xp when talking to Malak. Convince
Malak to head back to Bengar's farm once Wolf and the other mercenaries are in
place, for another +300xp. You'll also recieve another +200xp for pointing out
the obvious to Bengar, that Maleth is back.
Note that doing this will remove Wolf as a possible crewmember for an ocean
voyage later, but the effect of this has very little impact on the story. If
you absolutely want to go sailing with wierdos, wait with this quest.
MERCENARY: While a mercenary yourself, Wolf will only require 300 gold instead
of the regular 800 to do the job, netting you a 100 gold over after talking to
Bengar.
There are 4 seekers inside the house - dispatch them as you see fit and talk
to Sekob again. For this you will recieve +400xp and 250 gold.
Following the mountain path up there you'll find a single seeker by the
bridge. Kill it and return to Torlof for +300xp.
MERCENARY: Mentioning to Lee that you freed Gorn will net you another +150xp
Notice how Bennet is not at his forge hammering away, and how Hodges is
standing restless by the forge. Talk to Hodges to learn how he and Bennet was
on a trip down to Khorinis to buy some supplies, and that suddenly someone
yelled murder. Hodges ran, but it seems Bennet was caught and imprisoned - for
the murder of paladin Lothar, something he couldn't possibly have done
according to Hodges. Hodges tells you to also speak to Lee.
Lee will tell you that the mercenary camp is in an uproar and that he's unsure
how long he can hold them back before they take to arms and attack Khorinis to
free Bennet. Offer to help and Lee will ask you to check in with Lares who is
already in the city trying to learn more.
The rest of this quest will take place in Khorinis. Meet up with Lares and
hear what he knows, then go see Bennet himself in the barracks holding cells
to get the full story. It should be obvious by now that he is innocent, so
let's see if we can't solve this little mystery. Convinced that Bennet is
innocent, talk to Lord Hagen and learn the reason they are so sure that Bennet
did it is that they have a vitness - Cornelius, the governor's clerk, who
resides on the first floor in the town hall.
Talk to Cornelius and press him on what he really saw once it becomes
appearant he knows more than he wants to divulge. If you know how to
pickpocket, this is the easiest alternative as you can see he has a book on
him that can be stolen. Doing so will net you +150xp in chapter 3 (also the
last opportunity you have for doing so). This is the diary of Cornelius and
explains how the black hooded figures paid Cornelius 20.000 gold to frame
Bennet, for reasons unknown. This diary is the proof you need.
You can also choose to pay Cornelius 2000 gold to give you his diary, at wich
point he takes off at Rengaru-speed out the south gate and dissapears in the
forrest. You can get your money back later, by finding Cornelius hiding out in
the bandit cave up by Lobart's Farm and killing him there (See C1.1.Q1), but
you loose out on the option to pickpocket him. Pickpocketting Cornelius
requires more than 60 dexterity.
With the proof in hand, go talk to Hagen again and the matter will be solved,
freeing Bennet from jail. For presenting the evidence, you get +750xp. Also
talk to Lee and inquire about Bennet for another +150xp. Last you should go
see Bennet at the smithy for his heartfelt thanks, and a reward (see below)
MERCENARY: You can threaten Cornelius that you will tell the other mercenaries
where he live, and he'll give you his diary for free, then run off. Your
reward from Bennet after freeing him will be a prototype Light Dragon Hunter's
Armor that you'll also need to be able to convince Xardas you're ready for the
dragons later.
PALADIN: Your reward from Bennet will be an Amulet of Life (+15 HP) and you
can now join the order of paladins, required to convince Xardas later that you
are ready for the dragons.
Return to Wolf with 10 crawler plates and ask him if the armor is finnished -
it will take a day to finnish, so sleep until the next morning and ask him
again. There you go, one rather odd-looking Crawler Plate Armor. It's possible
to do this already in chapter 2, but even at that point, this armor will outdo
it's usefullness rather quick. If you have nothing else to spend your hard-
earned LP on and want to experience this oddity, go ahead, but my take on the
armor is that it's fairly useless.
This thing will show up in your questlog as a standalone quest, but it seems a
little bugged - even learning the hunting skill and returning with the plates,
then getting the armor and putting it on will not complete this quest. You can
talk to Gestath again while wearing it and he'll throw a remark on your 'cool
armor' but that's it.
Talk to the Judge in Khorinis, still in his house next to the town hall, and
he will have a task for you right away, namely to steal the sacred hammer of
the monastery. Chances are you've already done this once, so just repeat your
last theft of the hammer, or check C1.6.Q16. Return the hammer to the judge
for +300xp and 300 gold.
His next assignment will have you tracking down some criminals, last seen
heading up towards Xardas' new tower. The first clue here can be found in the
very first cave where you met the bandits plaguing Lobart's Farm (See
C1.1.Q2). You should also find Cornelius here if you freed Bennet. Talk to the
closest Fugitive for +150xp and he will tell you how they are not going back
to jail. On one of the fugitives here is a letter from their leader,
Morgahard, explaining how he travelled ahead and sougth shelter at Onar's
Farm. Killing the fugitives in the cave seem to have no repercussions.
Also stop by the Dead Harpy where another two fugitives are hiding. Talking to
the one closest to Rukhar's chest nets you another +150xp. He also has a
similar letter and can tell you to seek their leader at Onar's Farm, but if
you attack or get into a fight with either of these, the rest of the tavern
will consider you a thug.
Morgahard and another fugitive can now be found at Onar's Farm, near Cord.
Talk to Morgahard for +500xp and you'll have the option of killing him or turn
in the Judge. Either way, you recieve a signed letter explaining how the Judge
was behind robbing the governor, that will serve as the leverage Lee needs.
Give the letter to Lee for +300xp and 500 gold. You can also kill Morgahard,
wich doesn't seem to have any further consequences (240xp) and return to the
Judge telling him you did so for another +300xp and 300 gold. Note that you
have to really kill him - knocking him out isn't enough. If you knock him out,
just attack once more to finnish him off.
Lastly you can mention the fact that the Judge is behind the mugging of Larius
- the governor, found in the town hall in a room next to where you found
Cornelius - for another +200xp. He won't believe you and demand you never
sully the good name of the Judge again. Good for him.
This deal is indeed lucrative, but even though you can buy these horns off
Constantino in chapters 3 and 4, you will have to let Buster teach you the
hunting skill Remove Shadowbeast Horn (or from any of the other hunters,
meaning you have to know the skill either way) - otherwise there's no option
to return any horns you find. There's also some new shadowbeasts lurking
around in Khorinis in chapter 3, so as a mercenary this isn't a too bad skill
to take here - you likely have way more learning points than you need anyway
by now.
Buster also mentions the few gold pieces you might have given him back in
chapter 1 when he warned you about Sentenza, and it seems this will reflect
the share you get for the horns. I did give him 5 gold earlier and received
350 gold for each horn - possibly you only will recieve 300 gold if you didn't
pay him for the information earlier.
Once you know how to take the horns, return to Buster for +200xp and 350 gold
for every horn you deliver. Not bad at all. There is also a quite obvious
exploit here, in that you can deliver an unlimited amount of horns to Buster.
This would not normally be a problem, but the exploit lies in that you can
hand Buster a horn, get the experience and gold, knock him out and take the
horn back to give him again for the same xp and gold, over and over again
indefinite. If you have say 5 horns on you, that's 1000xp and 1750 gold you
could get fairly quickly with no end.
This quest will end in chapter 5 when you talk to Buster. You will recieve
+250xp then and hear how the secret buyer died.
C3.6 - THE MONASTERY
There are a couple ways to enter the monastery now if you are not a Mage,
provided you did one of two things or both, and this is were the Eye of Innos is
usually kept. Becoming a full paladin will automatically grant you access to the
monastery, and so will talking to Hagen and deliver the letter from Garond so
you get the letter to take to Pyrokar.
There are a few other things to do in the monastery too if you haven't been here
before. In the basement you can find Neoras who brew you potions, you just pay
10 gold and the ingredients (Meadow Knotweed + ingredient), but don't expend a
lab water bottle. He can make you extract of healing or mana and speed potions.
There's also several people to steal from, chests to pick and so on.
A new character by the name of Jorgen have now appeared at the foot of the
bridge before the monastery. He's stranded in Khorinis after pirates sunk his
ship, and is looking to join the monastery thinking they serve good food. Wait
until he have a taste of the sheep sausages. Jorgen will help you later in the
story.
You can offer to help out. Talk to Igoraz by the curch and you have two
options - either buy the key to his chest off him for 300 gold, or steal it.
The key fits 'Igoraz' Chest' in the middle room to the left side of the
monastery. If you're still militia or a mercenary, you will have to sneak into
this room unoticed, or you will be caugth for stealing.
In the chest is a bundle of papers. Open them to find a letter to Babo from
what appears to be two brothers or sisters, and a drawing of a nude woman.
Return to Babo - you can just give him the documents back for +300xp and a
healing scroll, but if you opened them and found the nude woman, you can
blackmail him a bit further, based on the 'bare facts' and have him pay up his
life-savings too, 121 gold.
Talk to Hyglas and ask about his work, then of any news. He will explain how
he is baffled by the current star constellation but needs more information in
his studies. He would like for you to bring him a copy of the book 'Divine
Power of the Stars'. Don't try to ask for any reward up front or you will fail
this quest - it is the paladins duty to help the mages.
The book, wich you probably already have read, could be bought from either
Zuris or Constantino. If you sold it, one of them should still have a copy,
otherwise you have to track down whoever you sold it to. Returning with the
book nets you +300xp.
Start by talking to Pyrokar, the foremost of the three Mages in the church
making up the council. Giving Pyrokar a report from the valley of mines will
give you a new Teleport Rune landing you just outside the monastery. Pyrokar
will also take your letter from Lord Hagen, and then explain the unfortunate
events unfolded lately.
It seems the Eye of Innos has been stolen by an agent of the dark. Pedro, the
former gate guard must have been weakened in his solitude and turned by the
seekers, only to sneak in and steal the Eye. It's imperative that you hunt
down Pedro and retrieve the eye as soon as possible. Pyrokar will tell you
have many novices have hurried off to track Pedro, but that they haven't heard
anything yet. Ending the conversation with Pyrokar and setting out will also
give you one of two other quests - see below the completion of this quest.
Lets head out - Following Pedro isn't that hard, all you have to do is follow
the clues. Just outside the monastery, down the bridge, is Jorgen who you met
coming up here. Ask Jorgen about Pedro and he will tell you he saw a novice
jump off the bridge and swim up river. Follow suit yourself.
You'll see we are on our way up to the Black Troll again. Out of the river at
the sharp bend in the road, you will come across a 'Tramp' - Wether this is
another untranslated (or just badly translated) german word or not, I don't
know, but it seems a bit odd a name as in english it can mean hiker or
prostitute. Still, it's a type of Bandit or Loafer, and this one will tell you
about the novice fleeing up the hill.
Continue up the road and discover dead novices, then all the way up to
Grimbald the hunter. Ask him about Pedro and he will give you a little warning
about two odd fellows by the stone arch - talking to Grimbald also nets you
+150xp. By the stone arch in question, leading down to the sun circle, are
another two Tramps looking for a fight. Defeat them both and continue down
into the clearing.
When you encounter the first Seeker here, you are awarded +500xp for
discovering where Pedro went. There are several Seekers spread out through the
forrest around the sun circle, and also more dead novices. In the sun circle
itself, are 3 Seekers performing a ritual to destroy the Eye of Innos. You'll
learn that you have come too late and that they have already managed to
destroy it - kill them all anyway and grab the broken Eye from the altar.
Pedro is nowhere to be seen either.
Return to Pyrokar at the monastery and tell him the bad news. This will give
you +150xp and set you out to speak with Vatras in Khorinis - he might know
how to repair the eye. You can also mention to Karras in the library that you
retrived the eye for another +150xp. A speed potion and all the teleport runes
will make the following roundtrip easier. Down in Khorinis, talk to Vatras for
+150xp and the sollution to repairing the eye. First, you need to have a jewel
crafter repair the eye itself, and then Vatras has an idea on how to recharge
the gem itself, involving a reversal ritual. For this ritual to work, he will
need representatives of each of the three gods, and some swampweed to boot.
The 3 gods are Adanos (neutral), Innos (good) and Beliar (evil) - Vatras will
serve as the mage of Adanos, and will depart to prepare the ritual once you
end the conversation. Head back to the monastery and talk to Pyrokar again for
another +150xp. He will serve as the mage of Innos, but refuse to take part in
the ritual when he learns that Vatras intends for Xardas to represent Beliar.
There is simply no way Pyrokar will join the ritual with Xardas there.
Head to Xardas and explain the situation of the broken eye first, for +150xp.
Then tell him that Vatras sent you and that you will require him to take part
in the ritual for another +150xp. Xardas won't expose himself to Pyrokar or
Vatras unless he is sure you are ready to battle the dragons, and will refuse
to take part in the ritual until you are strong enough. This really means that
you either need to have joined the order of paladins and gotten your Knigth's
Armor, or have gotten the Heavy Mercenary Armor as a mercenary, or the High
Mage Robes as a mage. Once you have either, return to Xardas and tell him you
are ready to fight dragons for +150xp. If you already have any of the 3
armors, this will never occur and Xardas will agree to take part in the ritual
right away (loosing you the meager xp).
Before doing so however, you can explain to Xardas how Pyrokar refuses to show
up with Xardas there - if you talked to Pyrokar before Xardas that is. Xardas
will give you a key to a chest where you can find something that belongs to
the fire mages and should serve as proof of Xardas' good intentions. The chest
is a previously locked one in Sekob's farmhouse, right next to Sekob's wife
Rosi - a service paid by Xardas to keep the contents away from prying eyes.
Find the chest and retrieve the book 'The Halls of Indorath'. There's also a
Mage Rune of Create Goblin Skeleton here, circle 1 and a Ring of Magic (+5
MaxMana).
Return to Pyrokar with the book as proof and he will then take off to join the
others at the sun circle. Now there's only two things left to do. Bennet can
repair the amulet, so be sure to have him freed from jail. Give him the eye of
innos, and he will repair in one day, for +750xp. Next we need 3 swampweed
roots, not stalks of swampweed. Or, you can do the ritual without the
swampweed for some reason, but you loose out on some xp without it. Sagitta
probably has some unless you already have a good stock yourself. Once all this
is in order, head up to the sun circle again.
Here you will find all three mages ready to begin the ritual. Talk to Vatras
and give him the eye of innos for +500xp and the swampweed for +150xp, then
watch as they all start casting and completing the ritual. This will take a
little time, but when they are done, Vatras will tell you. Xardas will give
you a new quest here, 'Dragon Hunt' about finding the earthly source of power
of the dragons, and then leave for his tower again. Talk to Pyrokar to recieve
the now repaired Eye of Innos, +150xp and a new skill on how to recharge the
Eye. This will also finally complete the 'Eye of Innos' quest in your
questlog.
The Eye of Innos is in reality a magic gadget that forces dragons to tell the
truth, and you will use it on each dragon in the valley of mines. The Eye of
Innos is not worn like a normal amulet, but just kept in the inventory.
However, using the eye to talk to a dragon will expend the eye's energies, and
thus has to be recharged before it can be used again. Recharging the eye means
killing a dragon and removing it's heart (done automatically, no need to learn
the hunting skill remove hearts) and then using the dragon heart on the eye at
an alchemist bench.
Now that the Eye of Innos is repaired and the quest complete, chapter 4 will
start as soon as you enter the Valley of Mines again.
- The one before Lobart's Farm, the first shrine you encounter
- The one on the high pastures, close to where Gaan stands
- Behind the small cave before Onar's Farm (C1.4.P2)
- Right outside the cave of Sagitta
- On the road up to the black troll, before the bend coming out from swimming
the river from the monastery
- The one opposite of the temple ruins area (C1.5.P3), following the main
road up to the black troll
- And last the one in the cave right before the black troll, before entering
the hidden cave in the mage test of fire (C1.5.P5)
Once all seven shrines are purified, return to Ulthar for +500xp and an amulet
he calls an 'Amulet of Strength' but in reality is an Amulet of Power (+10
Strength and +10 Dexterity).
It seems Salandril is guilty of a crime in the eyes of the mages, and they
want him brought to the monastery. Since it's basically out of their
juristiction, Serpentes wants you to convince Salandril to come to the
monastery.
Talk to Salandril in Khorinis about this and he will attack you. Defeat him
and he will agree to go see the mages. You can teleport right back to the
monastery and Salandril will be present - talk to Serpentes again for +400xp.
Salandril will not sell any special potions after this wether you take this
quest or not, so don't worry about it. Serpentes hints that you only have a
few days doing this, but I waited a whole week and even went into chapter 4,
while still having this quest and able to complete it.
And your previous Rough Ore Blade, wether one or two-handed will be imbued
with additional power. A one-handed rough ore blade will become a Blessed Ore
Blade (70/40) and a two-handed rough ore blade will become a Sword of the
Order (85/50), even stronger than the Dragon Slicer.
--------------------------------------------------------------------------------
CHAPTER 4 - THE DRAGON HUNT
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Chapter 4 will begin when you enter the valley of mines again, if you have
completed the eye of innos and it is charged. You should also have the quest
'Dragon Hunt' in your questlog. Entering the valley will also give you the quest
'Dragon Hunters' wich is a sort of collection of information about the
dragonhunters occupying the valley now. Neither of these are conventional quests
you complete directly, but will dissapear when the last dragon is dead.
The majority of chapter 4 will obviously deal with killing the four dragons, but
there is also a lot you can do in Khorinis. Heading right back to the pass after
the chapter changes lets you explore further while having the dragons wait for
later.
On the level progress, you won't have gained as many levels during chapter 3 if
you already cleaned it out. I would say a good level for starting chapter 4 is
25+, while anything lower than 15 would put you at a difficulty. My highest
level upon entering chapter 4 is 31.
There is no specific order you should revisit the areas in Khorinis before
heading to the valley, so the questlist and things to do is listed in order of
area.
There are a total of 6 orc warriors camped just off the main road up to the
farm. Killing them all will solve the problem and net you +600xp and 150 gold
when talking to Lobart again.
PALADIN: For paladins there is a total of 7 orc warriors in the group, led by
an Orcish Warlord (See C4.2.Q1)
Even Bosper has suddenly restocked with some really nice items, including a
nice black looking Heavy Crossbow (85dmg) and a Bone Bow (60dmg).
It seems the orcs have come out in the open and are using their best warriors
in an attempt to quickly dispatch the paladins and conquer Khorinis. Ingmar
will give you a lowdown on orc behaviour and how strange this situation is. In
an attempt to deal a lethal blow to the elite orc warriors, you are naturally
sent out to battle the orcish horde alone. The first order will be to discover
the topdog, an orc colonel that is leading the other warlords, and to discover
their headquarters. Ingmar believes the colonel would most likely be found in
a cave near the city and points you toward the ravine outside Lobart's Farm.
The cave to the far end of the ravine is in fact the headquarters, and you'll
find the colonel here with an entourage of warlords. Be sure to gather all the
warlord rings, and also the very nice paladin rune of Greater Healing off the
colonel. The colonel will also have a map of the orc campaign, outlining all
the spots where warlords are dispatched. Each of them carry warlord rings you
should gather as proof they are dead.
Return to Ingmar after killing the colonel for +1000xp and 300 gold. Also note
how you can return each warlord ring to Hagen for +250xp and 150 gold and that
is what this quest is really about. One of the many orc warlords will also
have a small speech prepared for you that nets you +200xp. Who this is appears
to be random. After visiting every entry on the orcish war map I had a total
of 21 rings (minus the one ring delivered to Hagen when getting this quest).
Given to Hagen for +5250xp and 3150 gold. Hagen will say you're welcome to
return more rings but that he doubt there are more of them out there. The
quest will just disappear later when all rings have been turned in to Hagen.
Take the trip to Sagitta and you have to buy the medicine from her for 300
gold. Return it to Randolph for +500xp and 150 gold.
You can talk to Milten and he will say some farmer reported scaly creatures
around his farm - then talk to Akil and he will warn you about going into the
caves as there are lizardmen all over. Once you have found an egg, you can
talk to Lee or Bennet about it however (See C4.4.S1 and C4.4.S2)
A large portion of the caves you have previously visited are now occupied by
hordes of lizard men, each band guarding one or more Dragon Eggs you can
collect. In my total scouring of Khorinis and the caves, I found 13 dragon
eggs (plus one more later in a dragon treasure pile), but there could be more.
Hordes of Lizardmen guard them all, and once I was fairly sure I had gotten
them all, selling off their swords indicated I had killed about 85 lizardmen -
nearly 30k xp. The caves they can be found are as follows:
- Lighthouse/Khorinis Cave
Still outside the eastgate in Khorinis, in the area where Constantino
gathered his herbs, right below Jack's Lighthouse - where you could find
the orc weapon for Harad. Another dragon egg and multiple lizardmen.
When you turn in the eggs, this quest will just dissapear later when it deems
you have found them all.
Each sword cost 5 LP to learn how to make, and you don't need any prior
forging knowledge except the basics. The two-hander requires an additional 4
lumps of ore in the creation process, and the one-hander requires 3 lumps.
Do note that if you decide to learn forging as a mercenary, there will be even
better versions available in chapter 5, so only learn to make one of these if
you feel your current weapon is getting a bit dull. The better versions also
requires dragon blood in addition to the ore, so you will need to learn
another hunting skill for them too.
With the remaining eggs, if you choose to sell them, you will recieve another
+350xp per egg. The eggs can later be used for a special dragon egg potion
boosting strength, so it's up to you if need more strength at the end of the
game, or xp now.
The only thing of possible interest besides killing the orcs for the xp, could
be the warlord ring that has an odd side-effect of lowering strength by 20. If
you're still below the 90 strength that can be trained in chapters 1-5, you
can wear this ring to artificially train strength as far as 110. If you have
90 strength, wear the ring so you get 70, then train up to 90 again and remove
the ring - your new strength will be 110.
For paladins, there are a couple ways to get a hold of a dragon egg. The most
obvious is the dragon egg found in the treasure hoarde of one of the dragons,
but there is also a location in Khorinis during chapter 4 (See C4.1.P1)
Return a dragon egg to Neoras for +600xp and a choice of three rewards. You
can get 3 elixirs of healing, or a magic ring of defense (+10 magic AC) if you
tell him to suprise you. You can also ask for part of the potion when it is
finnished. Choose this option if you are into strength, and wait 2 days then
return. You will be given a potion of 'Dragon Egg Secretion' that is identical
to an Elixir of Strength when drunk.
Talk to the dragonhunters to learn more of what is in store for you. Once you
leave them, they will disperse and find their own camps where they can be met
later on.
- Hokurn can teach anyone one-handed and two-handed skill up to 100% provided
you get him something to drink (wine, beer, or gin) and pay him 300 gold.
- Biff can be hired to follow you around for 100 gold.
- Kjorn has a little stock ready to sell, including some healing potions
- Godar can teach you to hunt, after exploring what he went to jail for,
including the two new available dragon related skills, Collect Dragon Blood
and Remove Dragon Scales. This costs you a hefty 1000 gold, and can be
learnt elsewhere. Be careful not to anger Godar or he will attack outright.
It's quite possible for the orc band to kill all the npcs here, including
Fajeth, Tengron, Fed and Jergen, in wich you don't get to pick their pockets.
Other than that, there doesn't seem to be any further development in this
camp, and these npc's appear to have played out their role. Neither is there
any reward for helping them and if you talk to them afterwards they won't even
mention the incident.
Charging headfirst into the crowd, blade swinging can actually be a good way
to go about things should you choose to interfere. Any convicts or npcs who
falls by your blade will only be knocked out (and thus saved), but while if an
orc kills them they will be dead.
If you have already killed Hosh-Pak, no worries. Once you have learnt what you
can from Ur-Shak, you will get the option to tell him Hosh-Pak is dead -
otherwise you have to kill Hosh-Pak first(See C4.9.Q8). When told that Hosh-
Pak is dead, Ur-Shak will head for the cliff overlook Hosh-Pak used as a base.
You can later encounter Ur-Shak there, and a chance of fate has now seen Ur-
Shak in good favour with the orcs again, carrying out Hosh-Pak's previous
tasks. Talking to Ur-Shak here will net you +750xp as well as learn how Ur-
Shak had a change of heart and now consider you his enemy, and all other
humans for that matter. There's also a couple new orc warriors accompanying
him now. When the talks are over, feel free to send them the same way as Hosh-
Pak. The quest completes when encountering Ur-Shak at this location.
Engrom can be found dead just outside the small cave where Marcos is still
guarding his ore. On his body is the lurker skin with Talbin's named engraved.
Return the skin to Talbin for +200xp, and then Talbin realizes he's had enough
and will head for the pass. You will also be given a rather stranger quest
called 'I Gotta Get out of Here' that will finnish later when you find Talbin
back in Khorinis.
Also note that when the fourth dragon dies, the chapter is in essence
complete. At that point, returning to Khorinis will trigger chapter 5.
Enter the swamp and walk up to the dragon - the eye of innos will work it's
magic, provided it is charged and ready if you didn't fight any dragons before
this one. Pandrodor will give you a little lecture on how doomed your world is
and how futile this is for you, as well as hint towards the location of other
dragons. Once you have exhausted the conversation options, he will attack.
Except an annoying push that will fling you way off his range, a few flying
manevours and dragonbreath, Pandrodor is relatively easy. Cipher and Rod will
also fire arrows at him from behind you to help. When I first fougth the
dragons I was anywhere from level 30-35 and they never posed any danger
whatsoever, going down in 2-3 quick swings from basically any melee weapon.
Your milage may vary here, but if you are at a considerably lower level, these
dragons might be hard to kill.
Pandrodor yields +3500xp and his heart, a 'Heart of a Swamp Dragon'. This is
the heart you need to recharge the eye of Innos with. If you have the hunting
skills Take Dragon Blood or Remove Dragon Scales, Pandrodor will also drop 2
vials of dragon blood and 12 scales.
In the treasure pile behind him is 325 gold in satchels and a jewel casket. A
little to his right, a Dragonroot also grows barerly visible in the mud.
To recharge the eye - it expends it's energies each time you talk to a dragon
- you have to bring some components to an alchemist table. Using your teleport
rune to the castle will drop you right at such a table in the small chapel. In
addition to a dragon heart (any of the 4, swamp, fire, stone, ice) you also
need a Lab Water Flask. If you lack a flask you cannot recharge the eye. This
doesn't really have anything to do with the eye, just that ANY process done at
an alchemy table expends one lab water flask.
Continue scaling the mountain path and castle ruins until the very top, where
Pedrokhan has his lair in a huge mountain cave. With the Eye charged, force
the dragon to talk and learn about the other dragons. Then kill him. Pedrokhan
is worth +4000xp and the usual 2 vials of dragon blood and 12 dragon scales.
In addition you will get his heart to recharge the eye once again.
His hoard of gold is located behind him to the back of the cave and contains
325 gold in satchels, some swords, a silver plate and chalice, a gold plate
and lastly a Sextant worth quite a bit sold, or given to Ramirez to complete
his quest (See C2.2.Q4).
C4.8.S4 SIDEQUEST: The Fire Dragon Feomathar
The fire dragon has it's lair in the tall spire mountain just south of the
castle. Follow the road up past where you met Hosh-Pak, around the bend and
then up the winding path to the top. It shouldn't be hard to miss as you'll
see the red haze of heat lining the mountain path upwards, as well as
surrounding the top. There is no outside help to be had with Feomathar, so you
have to brave him alone.
When all conversation is done and over with, defeat Feomathar for +4500xp. You
could ask him about his hoarde wich is nowhere to be seen and he would explain
that it was hidden where earthbound creatures without wings wouldn't get to
it. For an ancient dragon, he's not too bright and obviously didn't play hide
and seek when he was young. The hoarde is found just a few meters up the
cliffside, out of view. You can jump up easily, or even walk up there from the
opposite side of the cliff ring. There's 400 gold in satchels there, as well
as a fine longsword, an ash bow, and a casket.
Sylvios nature is soon appearant if you didn't read the hints earlier. It
seems he had a group of other dragonhunters with him too, but they were sent
to their deaths against the ice golems and can be found littering the front of
the archway. Talk to Sylvio and he will coherse you into dealing with the ice
golems if you let him. There's even a promise of 1000 gold if you do so, but
this is just trickery. Still, agree to help Sylvio.
If you already dispatched of the ice golems earlier, no problem. Just talk to
Sylvio again for +600xp. Sylvio and Bullco will then move up to the arch - you
can press about your 1000 gold, and you will realize Sylvio intends to
actually pay you with part of the dragons treasure, after you have dispatched
the dragon. Furthermore, you won't get any help at all from these crooks and
have to continue up to the cave yourself.
Killing Finkregh nets you +5000xp and more dragon scales and blood. His large
treasure hoard in the back contains 650 gold, a two-hander called
Stormbringer, and a dragon egg. There's also a note in a small partly snowed
in building to the right from some 'Saturas' that left this cave earlier.
When you return down to the icy arch where you defeated the Ice Golems, some
new lizardmen will have spawned there. Also talk to Sylvio and Bullco wich
nets you +200xp, and the final battle with Sylvio. He is literary dying to get
his hand on the dragon treasure and will attack you outright. Sylvio won't be
knocked out and will die when you fight him. After that, Bullco will head down
to the other dragonhunters, if you let him live.
Udar wants you to find Sengrath, if he is still alive. Sengrath is quite dead,
by the hands of the orc, and can be found not far from the castle. At the top
of the ramp, just go directly east, across the river and you'll see Sengrath's
dead body with an Orc Elite standing next to him. On his body is his entire
inventory, including everything you possibly sold him during chapter 2, as
well as a regular crossbow named 'Sengrath's Crossbow' that will serve as
proof of his fate to Udar.
You've probably realized already that you can take great (and unfair)
advantage of this knowledge that Sengrath will retain his inventory when dead.
Retrieving all the crap sold to Sengrath in chapter 2 and then selling it
again to anyone else in the castle can quickly net you 10-15.000 gold. Do with
that information what you wish.
Returning to Udar with Sengrath's crossbow and explaining his fate nets you
+600xp.
His bag can be found just lying around near the smithy, next to Jan the
dragonhunter. Return it to Keroloth for +400xp. You can also ask for a finders
fee and recieve 150 gold as a mercenary or 50 gold as a paladin.
When asked where you found it, there are some possible outcomes. You can
simply don't tell him, saying you don't know who might have stolen it, or
directly imply the dragonhunters. Saying where you found it will also imply
the dragonhunters, in wichever case Keroloth will charge over and attack Jan.
MERCENARY: If you refuse to imply the other dragonhunters as the thieves, then
get cocky with Keroloth, he will attack you. You can knock him out without
angering the other knigths for +240xp and also take back his bag wich contain
300 gold in addition to your finders fee.
Chances are you already have his amulet (See C2.8.P14) so you can return it
right away for +750xp. Otherwise you have to trek out and do the point above.
Angar will go look for his amulet if you don't give it to him right away, and
can be found at a camp by the stone circle later. When you give him his
amulet, he will then move down to the vicinity of where Marcos is guarding the
ore, by a campfire there. If you talk to him again you will recieve another
+350xp and learn how he didn't want to hook up with the dragonhunters anyway
seeing as they were just bandits. In chapter 5 he will move through the pass
and end up on Bengar's farm with Wolf.
Later you can talk to Brutus and say you think you saw a meatbug behind him to
see him run off like crazy before returning later. Fun touch.
Sleep until midnight and Gerold will be standing in the chapel. Just walk up
to him and the nigthsnack frenzy will begin. You get the option to give him a
piece of basically whatever you have, including Hams, Sausages, Cheese, Fried
Meat, and Fish Soup. Give him one piece and you'll recieve the odd 116xp and
50 gold. Keep feeding him various foods (or the same type) until you have
given him 9 helpings and he'll say that's enough and reward you with +350xp
and a whole 450 gold.
Parcival the advisor to Garond has decided he wants nothing to do with the
dragonhunters, and has become really hostile lately. Simply go over his head
and talk directly with Garond, vouching for Jan being an ok enough fellow and
Garond will allow him to man the smithy. Talk to Jan again for +200xp.
MERCENARY: Letting Jan man the smithy lets you later get some improved
dragonhunter armor from him, if you can deliver some dragon scales to him
(See C4.9.P2).
PALADIN: As a paladin you will recieve the +200xp from vouching for Jan with
Garond, instead of when talking to Jan afterwards.
The sword can be found right next to Hosh-Pak, up on the hill overlooking the
castle, but you are likely to anger Hosh in the process (See C4.9.Q8). Return
the sword to Fero for +400xp and he can now train your Strength and Dextery as
an added 'bonus'. His max levels are 70 in both though, so the usefulness is
so so - if you've cleaned house so far, you probably have have thrice that in
your main skill.
Hosh-Pak is found on the hill overlooking the castle, just south of the ramp.
He is an orc shaman and shouldn't be too difficult to spot. Kill him and
return to Oric for +600xp.
Jan requires 20 dragon scales to make the armor, and also charges a whopping
12.000 gold for it after that. Each dragon yields 12 scales so you need to
kill atleast 2 before you can get this armor. Any excess dragon scales can be
sold to Bennet later.
C4.9.P3 PALADIN POINT OF INTEREST: Dragon Blood for Jan
As a paladin you can learn how to take the blood of dragons from either Godar
or Gestath, but you won't be able to use it to forge dragonslayer weapons as
Bennet is the only one doing this and won't teach paladins. You can however
sell the dragon blood to Jan if you have it, for +200xp and 200 gold per vial.
Just talk to him about it and you will get the option to sell it to him. There
is a total of 8 vials of dragon blood to be had from the four dragons.
Is it worth it? The 5LP needed to learn the hunter skill is practically half a
level, and the return is only 1600xp towards your next level and more LP. On
the other side, this can be used as an exploit very similar to mercenaries and
the shadowbeast horns for Buster. Simply knock out Jan and take the 8 vials of
dragon blood back - then you can give them to him again for another +1600xp
and repeat the process indefinite.
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CHAPTER 5 - DEPARTURE
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Chapter 5 begins when you enter the pass again from the valley of mines, after
the four dragons are dead. Not a whole lot will have changed back in Khorinis,
and the major plot line of chapter 5 is to leave Khorinis all together, heading
after the Master Dragon. This is a quest now present in your questlog and was
gotten when defeating the last dragon.
Level progress through chapter 4 should have left you with a good level boost
seeing as most the orcs where back and the quests and dragons also gave you a
good portion of xp. A good level for starting chapter 5 would be around 30+. My
highest level upon starting chapter 5 was 40.
Immediately entering Khorinis again, you should make your way to the Monastery,
then Xardas tower - this will set the presedence for what your tasks will be in
this chapter. The questlist is still listed by order of area however.
If you returned the sextant to Ramizer (found in the stone dragon's hoarde)
there is nothing left to do with the thieves guild. None of them will join you
on the ship, and neither have any more tasks for you. Diego will train your
dexterity better than Cassia can too. If you want to, you can now kill off the
three thieves down there (be sure to pickpocket them first), Cassia, Jesper
and Ramirez and return to Lord Andre saying you did. This will net you +500xp
and 300 gold.
These paladins are called "Ship Guard" and were previously 'immortal'. Now
however, they can be knocked out if you wish, where both carry one goblin
berry each. This doesn't hold true to all Ship Guards, but if you really want
to wreck havoc, there's atleast one more goblin berry on one of the ship
guards in the upper quarters, and even some of the knights.
The pickpocket victims in and close around the city of Khorinis in chapter 5
are: Mika, Jack, Niclas, Daron, Canthar or Sarah, Jora, Hakon, Zuris, Rengaru,
Baltram, Ruga, Peck, Mortis, Wulfgar, Borka, Abuyin, Hanna, Cassia, Jesper,
Ramirez, Ulf, Rangar, Coragon, Rosi, Till, Vatras, Pablo, Constantino, Brian,
Harad, Meldor, Lehmar, Fenia, Moe, Mario, Kardif, Joe, Lares, Brahim, Garvell,
Fellan, Alrik, Alwin, Carl, Ignaz, Halvor, Bromor, Nadja, Gritta, Thorben,
Regis, Matteo, Diego, Bosper, Wambo, Judge, Lutero, Salandril, Cedric,
Albrecht, Ingmar, Larius, Gardener.
Note that you might have already picked some of these in previous quests, and
that some might not be available here depending on quest outcomes and guild.
Still, saving your little thefts until chapter 5 can net you in excess of
15.000xp and several thousand gold.
Note that Mages and Paladins get access to the ship way earlier and will still
have it at the point where mercenearies do.
- Buy everything you think you will need, like scrolls, potions etc. Once on
the island you will have very little use for coin except to buy a few king
sorrels and arrows/bolts.
- Pickpocket your crew on the docks if you haven't already. They can be
pickpocketed again when you reach the island.
- Knock out any irritating npc's if you wish, as you'll never see them again
(perhaps in G3, but lets hope they don't remember what we did in G2 =).
- Remember to fully take advantage of the stat boosters around. Did you pray
10 times at the Innos statues? Did you donate 1000 gold to Daron? Ate the
Apples or Mushrooms?
Once you're sure you have everything in order, enter the captain's quarters
and you'll see a nice FMV of the ship setting sail and reaching the shrouded
island. You'll start on the ship inside a huge natural cave, and chapter 6
will commense a few seconds later.
MERCENARY: This sidequest will be a bit different for mercenaries. See C5.4.Q3
before doing this.
This is in relation to another quest (C5.4.Q2 below) and it's up to you how
you want to go about things. Returning Rosi and Till to Sekob will net you
+250xp and 650 gold. Talking to Rosi after you returned her to Sekob will also
net you +250xp and hear her otherwise lithe voice throw out a series of
curses. This will complete this quest, and fail C5.4.Q2
There are two outcomes here. You can either accept her assignment, in wich
both Rosi and Till will follow you wherever you take them, and then drop them
off back at Sekob's Farm again (See C5.4.Q1) or escort them safely to the city
of Khorinis, dropping them off at the East Gate. Escorting them to the city as
promised will net you +1000xp and 450 gold, and Rosi and Till will 'set up
shop' at one of the benches by the merchant's square in Khorinis. Look to
C5.6.Q1 on the outcome of returning them to Sekob.
Once you have saved Rosi you can return to Sekob and tell him you did so for
+250xp. This will complete "Rosi's Flight" but fail "Sekob Misses His Wife".
You have to fail one of them anyway, so don't worry about it.
However, there seems to be a bug with solving this and telling Sekob, atleast
when playing a paladin. Once you tell Sekob he will be outraged and attack you
- but if you as a paladin never took the "Collect the Rent" quest (C1.4.Q12)
Sekob will still be flagged as 'Immortal' and beating him will be impossible.
The only solution here is to drop your gold somewhere and let him beat you up.
For +250xp, why not.
MERCENARY: When you are a mercenary doing this quest, you will recieve +250xp
when first talking to Rosi, and will take them to Onar's Farm instead of the
city.
The victims around are: Wolf, Angar, Bengar, Malak, Gaan, Biff (after
traversing the pass), Sagitta, Pepe, Grom, Cord, Bodo, Hodges, Bennet, Torlof,
Elena, Dar, Jarvis, Thekla, Khaled, Gorn, Wasili, Maria, Raoul, Gunnar,
Sentenza, Fester, Buster, Babera, Bronko, Rega, Balthasar, Till, Rosi, Sekob,
and Buster. Some of these might be unavailble, especially if you're a paladin
during the orc attacks. Rosi and Till are either here or in Khorinis depending
on how you solved the quest concerning them.
Still, pocketing all this change should net you up to a maximum of +8250xp.
Once you know, simply buy a piece of raw steel, heat it in the forge, then use
the anvil and you have the choice of making either a 1h 'Ore Dragon Slayer' or
2h 'Large Ore Dragon Slayer'. The Ore Dragon Slayer (90/80) requires 4 vials
of dragon blood and 5 pieces of ore, while the Large Ore Dragon Slayer
(110/100) requires 5 vials of dragon blood and 5 pieces of ore.
After learning about the armor in the monastery cellars, simply talk to Bennet
about it, and he will already have one ready as he figured it out in the
meantime. This armor - a Heavy Dragon Hunter's Armor - will cost you 20.000
gold if you choose to buy it.
In this first library there's nothing much of interest except a few bookstands
you have probably already read. Grab the Halls of Irdorath from a table and
open it. Inside is a small key, and a crumpled note you can read - it will
point out a lamp on the far wall. Opening the book nets you +1000xp. The lamp
in question, to the right on the far side of the library, when turned, will
move a bookshelf and reveal a hidden passage, netting you another +1000xp.
Inside the secret library itself there are a few things of high interest. The
items found here varies according to what guild belong to, so read below on
what they are. First read the Almanac (a bookstand) to learn more about the
magical barrier erected in Gothic 1. On page two of this almanac is also some
information relating to your class. Reading the Almanac nets you +1000xp. Next
is a few items on a table, most notably here a Dusty Book and a Map - a sea
chart to the isles of Irdorath. Picking up and reading the chart will give you
the quest "I Need a Ship" as well as +2000xp. There is also a potion here -
"The Tears of Innos".
PALADIN: The Almanac and Dusty Book will tell you how to get the best paladin
armor, and also how to further improve your sword. In addition there is a
blank rune on the table you will use in the creation of a teleport rune for
your best armor (See C5.6.S2).
MERCENARY: For mercenaries, the Almanac and Dusty Book will outline how to
create the two most powerful weapons in the game, and also how to make the
best armor. Reading the almanac will teach you two weapon forging processes,
Large Ore Dragon Slayer and Ore Dragon Slayer. You can also learn these two
swords from Bennet at the start of chapter 5, but don't - reading it here
will let you learn both for free instead of expending 5-10 LP. For the armor,
talk to Bennet (See C5.4.P3)
Once you been to the secret library, return to Talamon and tell him about the
hidden vaults, then that you have been there for +1000xp. Then head to Pyrokar
to learn about the halls of Irdorath, the tears of Innos and more information
about what you are about to embark on. Telling Pyrokar that you opened Xardas'
book will also net you +250xp.
The ship in question should be obvious by now - Hagen's grand galleon mired at
the city harbour. Getting the actual ship isn't that hard however, but require
you to first have signed on a captain. Once the captain is waiting for you at
the docks, Girion will also be there and you can negotiate with him about
'borrowing' the ship. Girion will accompany you on the trip as a crewmember,
unless you get into a fight with him and kill him.
Once the captain and ship is secured, talk to the captain to see what you are
missing. If you also have 5 crewmembers, the captain will take your seachart
and give you a key to the captain's quarters. Enter these quarters to the back
of the ship to set sail - ending chapter 5. You should also read up on C5.2.P6
before heading out.
- Jorgen
Jorgen is the stranded captain that took refugee with the mages.
Unfortunately, he ate three weeks worth of novice rations when he first
joined, and have yet to deliver either a sheep or the 1000 gold
contribution. Due to this, Jorgen has to work off his 'debts' with the
mages for another three months, unless you can find a way to free him.
Talk to Pyrokar about this and you will recieve the quest "Return to the
Tower" (See xxx) wich you have to solve to free Jorgen. Once complete, you
can ask Jorgen to be your captain for +2000xp. Don't worry about doing the
captain quests as you don't have to make up your mind until after the
quests are complete, so this is a good way to rack up some additional xp.
- Torlof
This seems to be the most questionable captain. Getting Torlof to agree not
only gives you less xp than the others and requires you to chip out 2500
gold for his services, but also wrecks total havoc on the paladins in the
valley of mines.
You see, for Torlof to agree he needs to be certain that the paladins in
the city are occupied with other 'matters' than Onar and the farmers. The
only way to accomplish this in his opinion, is to open the gate to the
castle in the valley of mines, letting the orcs storm it. That would force
Hagen to abandon his post in the city and leave for the valley of mines.
If you have no qualms about doing this, it's as simple as stealing the key
from the 'Main Gate Guard', requiring only some 10-20 dex, then opening the
gate. For this you get +250xp when you tell Torlof. He will also require a
payment of 2500 gold on top and then agrees to be your captain. If you want
more info about the invasion of the castle, see xxx.
- Jack
Jack is probably the simplest of the three captains. Simply talk to him in
his lighthouse (requires that you did solve this quest of course - see
C1.2.Q20) and you will learn he would give his right arm to get one more
chance at sailing the high seas. The problem however, is that someone would
have to look out for his lighthouse in the meantime. Jack will mention
Brian, Harad's apprentice as a possible replacement.
Talk to Brian and he will agree right away, planning on turning the
lighthouse into a smithy and starting his own practice. Brian will head for
the lighthouse, so go see him there. Talk to Jack again for +1000xp and
everything is settled. You still have to directly ask Jack to 'Be my
captain' to sign him on.
You can do the subquests for all three captains, without asking any of them to
sign on, then choose who you want in the end. Doing so will net you +4250xp in
direct xp, and maybe even more when tackling the orcs in the castle. Whenever
you are ready, ask any of the three to 'Be my captain' for +2000xp and
completion of this quest.
From various people you talk to, you will quickly learn that you need atleast
5 crewmembers in addition to the captain, but that you can have as many as 10.
This should generally be your friends and people you trust. Each crewmember
you get to join you will net you +500xp (except one or two on occasion, but it
feels like a bug) and they will pick up their stuff and move down to the
harbour. Don't worry about picking the right ones just yet, as you can simply
tell them you don't want them along at the harbour later. Meaning, you can
move anyone you consider as crewmen to the harbour, then take your picks later
before setting off. Getting all possible crewmembers to sign on - by signing
on 10, then tell a couple of them they are out, to sign up the rest - is worth
in excess of +5000xp.
You should be familiar with where you can find them all by now. The possible
crewmen and their advantages are as follows.
- Bennet
Simply ask Bennet and he will come along as your smith, glad to leave
Khorinis and Onar's Farm. There are hints towards Bennet not being the
only smith you can bring, but who that could be beats me. Neither Carl,
Harad or Jan will accompany you, the only other smiths in the game, so it
looks like Bennet is it. Still, it doesnt seem like you absolutely need a
smith, but you never know.
Once on the island, Bennet can sell you some weapons you probably don't
need, a few lumps of ore, arrows & bolts, as well as giving you a little
xp for mentioning dragon eggs.
- Milten
Probably the first crewmember you get, Milten will be staying outside the
monastery and clue you in on gathering a crew. He will also suggest
several other members.
Once on your team, Milten can teach you mana past 100, how to create runes
of all circles if you are a mage, and even have a good selection of
potions and herbs to sell, most notably a King's Sorrel, a Dragonroot and
a Blank Runestone.
- Gorn
Always ready for action, Gorn will accompany you without hesitation.
- Lee
Lee needs to go to the mainland anyway and will pack up his things right
away and go with you (hints towards the story in Gothic 3 perhaps?).
Once on the island, Lee can train both your one- and two-handed skill to
100, but very little else.
- Angar
If you help him out in chapter 4, Angar will leave the valley and take up
residence at Bengar's farm with Wolf. He is suffering from terrible
headaches and will join you to get further away from Khorinis and the
valley.
- Biff
The looney dragon-hunter-for-hire you met up in the mountains in chapter
4. Biff is also the only crewmember you have to go to the valley to pick
up, by promising him more riches than he can carry.
- Vatras
The water mage Vatras will be at his usual preaching spot in Khorinis and
will join your crew willingly. In fact, he will insist clearly that it is
important that you bring him if your crew is already full, telling you to
make room for him.
On the ship, Vatras can teach you all alchemy recipies, heal you for free,
heal possesion from seekers, and even have a small stock of herbs and
potions. This includes 2 King's Sorrel.
- Lester
Good old Lester. You didn't forget about him now? Lester will be standing
outside Xardas' abandoned tower where he gave you the letter from Xardas.
He suffers similar headaches like Angar - strange since they both belonged
to the same cult earlier? Better take him with you.
- Lares
Down at the harbour district where he's always found, Lares will join your
crew gladly.
- Diego
Still in Khorinis where you left him, at Gerbrandt's old house, or near
Rupert if he never made it up there. Diego have followed you since you
first got thrown in the prison colony and is not about to leave you now.
When asked to join, he will enter his new house (Gerbrandt's old house)
and dress back up in his 'Shadow Armor' - if the bug happened when
Gerbrandt didn't leave and Diego is still standing outside Matteo's Store,
try talking to Gerbrandt, but don't say anything. Just hit END and see if
the switch takes place then. If you ask Diego to join you if he is outside
Matteo's Store, he won't change to his armor.
On the ship, Diego can give you advice if you are stuck wich is fair
enough. He will also teach you Bow and Dexterity to 100, as well as have a
good stock of arrows, bolts and lockpicks.
- Mario
This rather odd fellow show up at the Peg Leg bar in Khorinis after
chapter 5, and will join your crew if asked. He boasts his skills as a
veteran seafarer, and cannon manning skills.
- Girion
The swordmaster of Hagen is guarding the ship while the rest of the
paladins prepare to leave for the valley. He will force you into a
conversation when you approach the ship and you have to strike a deal with
him that he comes along to make sure the ship is returned once your
business at the Irdorath Island is complete. It is possible to anger him
and instigate a fight to the death, but this doesn't seem to remove Girion
from the list of crewmembers. Thus, Girion will be your tenth crewmember
wether you like it or not.
Once aboard, Girion is a very good trainer and can be talked into training
your one- and two-handed skill to 100, as well as even crossbow to 100.
That leaves us with a few choices to make. You can only enlist 9 additional
crewmembers with Girion onboard, as well as a captain after that. I tend to go
with the people you know and that helped you both through the game and the
previous Gothic, so the reccomendation here is really to skip the two
'strange' elements - Biff and Mario. That leaves you with 9 friends and a full
crew, ready to sail. You should also take a look at XXX before heading off.
Simply use your teleport rune and head up to the tower. It seems Xardas didn't
want anyone snooping around his tower when he left and in place as guardians
are a group of powerful demons. On the ground level and second level is a
total of 5 demons, lead by a Demon Lord on the top level. Taking them all out
will not only complete the quest, but net you a nice +2000xp. Return to
Pyrokar with the news for another +1000xp and completion of the task. You can
now get Jorgen as your captain should you wish.
Some of the targets might be unavailable to you according to what guild you
play, or if you completed quests/points of interests earlier in the chapters.
Each victim pickpocketed in chapter 5 will net you +250xp for a rather heavy
gain if you get them all. Also note that they will yield quite some gold, but
that should really be the least of your problems now so I won't list how much
gold each target yields.
The victims in the monastery are: Pyrokar, Ulthar, Serpentes, Babo, Opolos,
Dyrian, Agon, Garwig, Marduk, Sergio, Karras, Hyglas, Neoras, Talamon. In
addition, Gorax, Igoraz, Milten and Jorgen, but you might have done some of
them already or taking them with you. Nevertheless, this can easily net you in
excess of +4000xp and +2000 gold.
For the second consecration, you need your previously blessed sword (either
Sword of the Order or Blessed Ore Blade) already consecrated once, and the
Tears of Innos potion you found in the cellar. Simply enter the small temple
inside the monastery and pray to the statue of Innos there - you should see a
second option named 'Consecrate Sword (Tears of Innos)'. Choosing this option
will use the tears to create either the two-handed Holy Executioner (100/50)
or the one-hander Wrath of Innos (80/40). The second consecration doesn't
require a donation as before. Consecrating your sword this way also nets you
+1000xp.
But me (a mighty alien dwarf, wich not depends to this game story, and wich
name is not of public interest here!) wanted to warn you. You have been
tricked to believe a story wich is not true (they want to get you!)
Still, if you absolutely must, the wall can be climbed in the spot where the
long river down from the old ruins and stone dragon ends up. It's a bit tricky
to say the least, so save often. Use caps-lock to walk and not fall off the
boards, and simply jump up where it seems feasible. You'll end up halfway up
the wall, and can continue to jump/climb the edges along the wall, across the
river, then jump over the wall and end up on the other side.
The only thing to do behind here, except reading the sign from the mighty
alien dwarf, is to take advantage of a game mechanic for a couple items. You
see, whenever an NPC crosses from the oldworld (valley of mines) to the
newworld (Khorinis), a new instance of the NPC spawn, while the old is killed
and moved to a 'secret location' - all the way across the landscape behind the
wall is one such cave where the dead npc's end up where they move to Khorinis.
You can find a whole pile of them here, including an instance of Gorn, Milten,
Geppert, Kervo, Talbin etc - every npc that has at one time moved through the
pass. Their inventory is intact though so you can loot them if you wish.
The storeroom itself doesn't contain much of interest really. There is an open
chest in a small room to the right, containing some gold and 2 lumps of ore.
Otherwise, there's a total of 4 locked chests with some gold, arrows etc -
generic stuff. The chest combinations, from the rigthmost one and counter-
clockwise is R-LL-RRR-L, L-RR-L-R, L-R-L-RR-L, and LL-RRR-L.
First you need to pickpocket the Main Gate Guard that stands on the wall right
of the main gates. He couldn't be picked earlier, but can now. The key on him
will unlock the door to his left, where a lever will raise the main gates.
Upon doing this you get to see a nice FMV where the orcs storm the castle
(wether there are any orcs left outside or not). At this point, the whole
castle will be full of orcs killing everyone they can, and as far as the
Torlof sidequest goes your task here is done.
If you are going to do this however, getting the most out of your evil actions
should be a consideration. First, the orcs will kill a lot of the castle
inhabitants - doing the work for them beforehand will net you some xp. As a
paladin, this is even easier as you will meet no resistance in knocking out or
killing the knights and henchmen in the castle. It's only when you attack any
of the dragonhunters in the castle, as a paladin, that a mass fight will
instigate with the other knights killing the dragonhunters. Still it's up to
you if you want to knock out the castle beforehand. Even killing off the
entire castle have no repercussions for the rest of the story as everyone here
has played out their role.
Another thing to consider is that once the orcs storm in, you could basically
kill them all yourself if there are no one left in the castle to fight them.
There's a total of 13 Orc Elites, 7 Orc Warriors, 3 Orc Shamen and 5 Wargs in
the storming force and you could take them all on except maybe a shaman and
warrior that runs straight for Gerond. Gerond will also loose his 'immortal'
state when the orcs storm, and you can even knock him out if he survives.
If you let the orcs storm the castle with everyone in it, Parcival will be
convinced it was you and attack you if you go near him after the gates are
open and the orcs beaten back.
A1 SKILLS
A1.1 General Skills
A1.1.1 Sneaking
A1.1.2 Opening Locks
A1.1.3 Pick Pocketing
A1.2 Hunting
A1.2.1 Hunting: Skinning
A1.2.2 Hunting: Remove Mandibles
A1.2.3 Hunting:
A1.3 Forging
A1.3.1 Forging: Self-forged Sword
A1.3.2 Forging: Ore Longsword
A1.3.3 Forging: Ore Two-Hander
A1.3.4 Forging: Ore Bastard Sword
A1.3.5 Forging: Heavy Ore Two-Hander
A1.4 Alchemy
A2 TRAINERS
A2.1 HUNTERS
A2.1.1 Bosper
A2.1.2 Grom
A2.1.3 Gaan
A2.1.4 Grimbald
A2.2 ATTRIBUTE TRAINERS
A2.2.1 Laras
A2.2.2 Carl
A2.2.3 Harod
A2.2.4 Torlof
A2.3 MELEE TRAINERS
A2.3.1 Alrik
A2.3.2 Wulfgar
A2.3.3 Buster
A2.3.4 Rod
A2.4 RANGED TRAINERS
A2.4.1 Bartok
A2.4.2 Niclas
A2.4.3 Dragomir
A2.4.4 Ruga xxx
A2.5 ALCHEMISTS
A2.5.1 Ignaz
A2.5.2 Constantino
A2.5.3 Sagitta
A2.6 BLACKSMITHS
A2.6.1 Harad
A2.6.2 Bennet
A2.7 MAGE TRAINERS
A2.7.1 Vatras
A2.8 OTHERS
A2.8.1 Thorben
A2.8.2 Bartok
A2.8.3 Jesper
A2.8.4 Ramirez
A2.8.5 Cassia
A3 WEAPONS & STATS
A3.1 One-Handed Weapons
A3.2 Two-Handed Weapons
A3.3 Bows
A3.4 Crossbows
A4 ARMOR
A5 SKILLS & STATBOOSTERS
A5.1 Apples
A5.2 Dark Mushrooms
A5.3 Coragon's Special Beer
A5.4 Rengaru's Pick Pocketing Tips
A5.5 Book: The Divine Power of the Stars
A5.6 Potions
A5.7 Thekla's Stew
A5.8 Wulfgar's One-Hander Tip
A5.9 Book: Southern Defense Art
A5.10 Book: Double Blocks
A5.11 Sergio's Two-Hander Tip
A5.12 Donations to Daron
A5.13 Statues of Innos
A6 HERBOLOGY
A7 FOODSTUFFS
A8 EXPERIENCE & LOOT
A9 LEVELCHART
A10 COMBAT TACTICS
A11 EXPLOITS & UNINTENDED ADVANTAGES
A11.1 Unlimited Gold
A11.2 Unlimited Experience
A11.3 Additional Goblin Berries & Dragonroots
A11.4 Mercenary: Unlimited Gold & Experience
A11.5 Paladin: Unlimited Gold & Experience
A12 MAGIC RINGS & AMULETS
A13 BUGS
A1 - SKILLS
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The skills you can learn, their usefulness and application, including all
general skills, hunting skills and forging.
A1.1.1 Sneaking
Sneaking is a Basic skill you only learn once. Sneaking enables you to use
the X key (default) for entering sneak mode. Sneak mode is very useful for
lurking about at night and getting entry to houses without someone noticing.
Although you could live without the ability to sneak, it is a quite
profitable skill that will line your pockets from early on in the game.
Without sneaking you cannot enter most houses without upsetting and angering
most people, and get to all the items lying around in their houses, like
chests and loot.
Sneaking only works 'against' humans and somewhat humanoids and your success
or failure depends on your Dexterity skill. Most monsters will smell you from
afar wether you sneak or not. Although one would suspect an attack from
behind while in sneak-mode would do more damage, that doesnt appear to be the
case. Still, overall Sneaking is a reccomended skill that will pay
itself.
Learned from: Thorben (200 gold) & Ramirez (Thieves Guild, 150 gold)
A1.1.3 Pickpocketing
The art of further robbing the poor citizens of their belongings. To learn
this skill you need to be connected to the Thieves Guild, and it migth not be
for everyone. If you choose to play 'honorable' and turn in the thieves, you
will not get to learn this skill. That said, becoming a member of the thieves
guild have no real moral bearing on the game wether you're a goody two-shoes
Paladin or a Mercenary, and you can still choose any of the three guilds and
still be a full member of the Thieves Guild on the side.
Once Pickpocketing is learned, you will get a new option in the conversation
tree for named NPC's you talk to if they can be pickpocketed. Ie, when
speaking to almost any named human (not Citizen, Farmer, Mercenary, Worker
etc, generic NPC's) you will get a new option in paranthesis like "(it would
be easy to steal his purse)". Choosing this option will take you to another
step where you can choose to "(Pickpocket)" or Cancel. Although pickpocketing
is very strict, the wording of the choice to pickpocket or not should give
you a hint. If a target is 'easy' to pickpocket it means you probably can do
it, while if a target is 'risky' it probably means you don't stand a chance.
Only use this a pointer though, as pickpocketing is very success/failure
oriented with no real middle ground.
Thus, Pickpocketing is DEX based but very strict. The easiest pickpocketing
targets require as low as 10 DEX while the thoughest and most lucrative
targets require in excess of 100. Possible pickpocketing loot could be pure
gold, a potion, arrows or even keys that unluck doors to even better loot.
Also note that you get experience for every target pickpocketed, and that
they can only be robbed once in the entire game. If you rob a person in
chapter 1, you cannot steal more later. Another important thing about
pickpocketing is that the experience given actually raises by chapter
progress. A successful pickpocket in chapter 1 yields 25xp independent of the
skill required or item robbed, but if you wait until chapter, suddenly the
experience gain for doing so raises to 75. Wether the skill for picking a
target in Chapter 1 is lower than picking the same target instead in Chapter
2 also raises is unknown. That said though, there are tons of people to rob
and quite a hefty amount of xp to be gained by doing so - a level or two
worth, making this skill pay for itself more or less. That is, if you wait
until chapter 5 or the last chance to pickpocket a target, to yield the best
possible 250xp. No thief should be without this skill.
A1.2 - Hunting
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Hunting is the art of removing various pieces from the animal or monsters you
kill, like their skins, claws, horns etc. Once you have learnt the basic
hunting skill, skinning, you can build on your knowledge by learning more
tricks from hunters. Each and every hunting skill, including the basics, costs
5 LP to learn.
A1.3 - Forging
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Forging allows you to make your own weapons, but is a bit more tricky to get
into than hunting. There are only a very select few that can teach you these
skills, and the weapons you get to make aren't all that good until the very end.
To be able to forge the following weapons, you need to know the basics. The
basics can be tougth to you in two ways - either by signing up as Harad's
apprentice, or from Bennet at Onar's Farm. However, whoever you learn it from,
know that Bennet will only teach you more weapons (from magic ore) if you are a
mercenary, and Harad won't teach you anything unless you signed up with him.
All the sword skills cost 5 LP to learn, so be wise when you choose what to
learn. If you are using two-handers, learning how to forge one-handers is a
waste of LP. Forging neither follows the style of alchemy where you have to
learn a simple type to be able to learn the stronger version, so if you can wait
you'd be better off just learning the stronger versions. Check the weapon tables
to find the strength of these swords.
A1.4 - ALCHEMY
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Alchemy is the art of brewing potions. To do this you need to first learn any
recipie, and the acess to an Alchemist's Bench. Once you have learnt a recipie,
it will show up as options on what you can make when interacting with the bench.
Brewing potions require two components for each potion besides the ingredients.
First you need one Lab Water Flask and then one piece of Meadow Knotweed, both
are used up in the process. Considering the Knotweed sells for 100 gold a stalk,
potion brewing is mostly for your own use and seldom for making any profit.
In addition you also need to learn the actual recipies. Each recipie costs 5LP
to learn from the various Alchemy trainers, but there's also a sort of
"experience" level involved. You cannot simply choose to learn the best potions
at once, but need to have prior knowledge of the lesser potions first. An
example would be healing potions wich come in 3 different strengths, Essence of
Healing (50), Extract of Healing (75) and Elixir of Healing (100). You can't
simply learn Elixir of Healing and forget about the others. You must first learn
the 2 prior potions to learn how to make an Elixir. This works quite simple with
the teachers that they give you only the option of learning two potions at once.
Learn Essence of healing and you will have Extract as another choice. You can
also learn Essence with one teacher, and then learn Extract from another
teacher. More so, some teachers only know a set number of potions, where you
have to seek out the masters for the really good ones. With alchemy you can
learn all the potions already in chapter 1 though, unlike forging where you have
to wait for the story to progress before being able to learn better swords.
A2 - TRAINERS
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Trainers are those NPC's that can teach you a particular skill, or raise an
existing stat. Trainers are often aligned to a certain group and will only train
members of their own group or alignment. In most cases, trainers require payment
or fulfillment of a quest before you can train with them, but once complete you
can learn all they have to teach provided you have the learning points to spend.
All skills (hunting, alchemy, forging etc) cost 5 Learning Points (LP) to learn,
while all attributes and stats (STR, DEX, One-Hand, Bow etc) can be raised
either 1 or 5 points at a time.
A2.1 - HUNTERS
Hunters are experienced in gathering resources from their kills and will teach
you about how to gather hides, claws, teeth and similar.
A2.1.1 Bosper
Bosper is the first Hunter you meet (well, part-time hunter) in Khorinis. He
runs the bowyer shop the Deadly Arrow. He can teach you the basics of
hunting, namely Skinning for free.
A2.1.2 Grom
Grom can be found south of Onar's Farm, down in a valley. To have him teach
you hunting skills, you need to complete his quest (C1.6.Q1 The Hungry
Hunter). Grom can teach you Remove Mandibles, Remove Heart, Remove Teeth, and
Shaowbeast Horn.
A2.1.3 Gaan
Gaan is the hunter working Bengar's farm up by the Valley of Mines pass. For
100 gold he can teach you the following skills. Bloodfly Wings, Bloodfly
Stinger, Remove Claws, Remove Teeth. If you also complete his quest "The
Snorting Creature", he can then teach you Dragon Snapper Horn in addition.
A2.1.4 Grimbald
Grimbald is a true hunter, living off the land and generally staying way out
in the wild. He can be found eyeing some Snappers, up by the Black Troll in
the new world. Grimbald can teach you Bloodfly Wings, Bloodfly Stinger,
Remove Mandibles, Remove Claws, and Remove Crawlerplates.
A2.1.5 Gestath
Gestath is the 'dangerous' hunter found in the high hills in the valley of
mines, and only hunt the beasts no one else will. In chapter 2 and 3 he can
teach you Dragon Snapper Horn, Tounge of Fire, Remove Crawler Plates and
Remove Mandibles. In Chapter 4 he is joined by Gorn and can then teach you
Remove Dragon Scales and Take Dragon Blood in addition to the previous
skills.
A2.2.1 Laras
Laras can be found in the docks district of Khorinis (see C1.3.S3 Laras Trip)
and trains Dexterity up to a maximum of 30. Training with Laras is free.
A2.2.2 Carl
Carl is the Smith down at the docks district in Khorinis, near Ignaz house.
He can train your Strength up to 30. To train with Carl you either need to
pay him 50 gold, or complete C1.3.S2 "Edda's Statue".
A2.2.3 Harad
If you agree to sign up with Harad as an apprentice he can train your
Strength up to 50 . Harad is found in Khorinis, forging weapons at the end of
the main road coming in from the South Gate.
A2.2.4 Torlof
Torlof is Lee's right-hand man and can be found just outside the front door
of Onar's farm. He can train both STR and DEX up to 90. That is, if you're
either unguilded or a Mercenary. Once you join either the Militia or Mages he
will refuse to train you.
A2.3.1 Alrik
Found behind Bahmin the mapmaker's shop, in a secluded alley in Khorinis. To
make him train you, you have to complete the sidequest C1.3.S4 Alrik's Fights
& Missing Sword, and beat him in a fight. Alrik can train your One-Handed
skill up to a max of 30.
A2.3.2 Wulfgar
Wulfgar is the trainer in the barracks in Khorinis and charged with the task
of training any inhabitants of the city in case of an Orc attack. He can
train both one-handed and two-handed up to 60%
A2.3.3 Buster
Buster is the first Mercenary you meet. After beating him, he can show you a
bit on the use of one-handers. Even though Buster is a mercenary, he will
train you regardless.
A2.3.4 Rod
Another mercenary at Onar's farm, after beating him or winning his bet, he
can train your two-handed skill.
A2.4.1 Bartok
Bartok can be found in Khorinis, by the free beer stand. He can train your
Bow accuracy up 30 before and after you take him hunting.
A2.4.2 Niclas
Niclas is a survivalist trying to get away from Khorinis and all the noise.
He can be found opposite of Jack's Lighthouse outside Khorinis, following a
high winding trail up to the top of the mountain. He's sitting on a wooden
log. He can train your Bow skill up to 30 for free.
A2.4.3 Dragomir
Just a bit off the Dead Harpy tavern, Dragomir occupies the camp abandoned by
Bartok. He can train your crossbow skill, but won't do so unless you have a
minimum of 30 Dexterity. He also requires 150 gold to train you, wether you
complete his quest or not.
A2.5 - ALCHEMISTS
Alchemists teach you how to brew potions. You only have the option to learn two
potions at any one time, so you have to know the basics before moving on to
better and stronger potions.
A2.5.1 Ignaz
Ignaz can be found in Khorinis, in his house to the right of the main road
leading into the Docks District. He can teach you the following potion
recipies, provided you complete the quest C1.3.Q12 "An Experiment". Essence
of Healing, Mana Essence and Potion of Speed. Ignaz will also teach you your
first potion (basics) without prior skill.
A2.5.2 Constantino
The master Alchemist in Khorinis which you can sign up with as an apprentice.
Constantino can teach you your first potion if you choose to be his
apprentice, otherwise he can teach you the following recipies if you already
have prior Alchemy knowledge. Mana Essence, Mana Extract, Essence of Healing,
Extract of Healing, Elixir of Healing, Elixir of Life, and Elixir of Strength
A2.5.3 Sagitta
Sagitta is the Herb Witch living in a cave close to Onar's Farm. She can
teach you several potion recipies if you complete her quest C1.6.Q16 The Sun
Aloe. The recipies are Mana Essence, Mana Extract, Mana Elixir, Essence of
Healing, Extract of Healing, Elixir of Spirit and Elixir of Dexterity.
A2.6 - BLACKSMITHS
Blacksmiths will teach you how to forge weapons, simply put. Forging works a
bit different than Alchemy in that what the blacksmiths can teach you is more
limited and can often involve quests for additional items needed, or even a
chapter change to be able to teach you more.
A2.6.1 Harod
You have to sign up with Harod as his apprentice in Khorinis to have him
teach you the basics of Forging - how to make a Self-Forged Sword.
A2.6.2 Bennet
Bennet, the blacksmith working for the Mercenaries at Onar's Farm can also
teach you the basics of Forging for 30 gold. Later on he can also teach you
how to forge a magic blade, involving a small sidequest.
A2.7 - MAGIC TRAINERS
Magic Trainers teach you Mana as the main skill, but if you become either a
Fire Mage (from Novice) or a Paladin (from City Guard/Militia), they can also
show you how to make magic runes, a sort of permanent scroll. Mercenaries
cannot learn to use any magic runes except basic teleport ones, and have little
to no use of Mana except what comes naturally to them through special items and
potions found.
A2.7.1 Vatras
Vatras is first found in Khorinis, preaching in the Temple Square. He can
teach you to increase your Mana for free - +10 to your mana pool for 5LP.
A2.8 - OTHER
The basic skills you can learn that doesn't expand with further knowledge.
Basic skills are learnt once, and then the only thing that affects how good or
bad you are at it, is the governing attribute.
A2.8.1 Thorben
Thorben is one of the Master Merchants in Khorinis and can be found hammering
away on his furniture close to the South Gate. By first proving you are an
honest fellow (by completing the Matteo and Gritta quest), he can teach you
the skill of Lock Picking for 200 gold.
A2.8.2 Bartok
Bartok can be found in Khorinis, by the free beer stand. He can teach you
about Sneaking for free.
A2.8.3 Jesper
Jesper is a member of the Thieves Guild in Khorinis. Training with him
requires membership in the Thieves Guild, and can teach you Sneaking for
free.
A2.8.4 Ramirez
Ramirez is also a member of the Thieves Guild in Khorinis. Training with him
requires membership in the Thieves Guild. He can teach you how to Pick Locks
for 150 gold.
A2.8.5 Cassia
Cassia is the leader of the Thieves Guild. Once you accept to become a member
of the Thieves Guild, she can teach you the skill of Pick Pocketing. Cassia
is the only one in the game that can teach you this skill.
There are also a very few swords that has Dexterity as their wielding skill
instead of strength. Why this is I have no idea, but if it is intentional, I
suppose it's to provide an alternative for those preffering ranged weapons (DEX
based). If you choose STR and one or two handed weapons, you'll still want to
carry around a bow and xbow simply due to different weapons having different
uses, wether you know to use them properly or not. A dexterity based sword is
geared towards the more pure archers or crossbow users perhaps? I have no
problem seeing why a light sword like a rapier or cutlass would rely more on
dexterity than strength, but for in-game mechanics I have no idea if these DEX
based swords use DEX as their damage calculation, or if it's still STR. An
oddity nevertheless. Dexterity based weapons are listed in their own table.
There are different types of both one and two handers that work exactly the
same, but only have different looks. This is purely aesthetic I think for
players who prefer say Axes over Swords. An axe, club, mace, or sword can be
found with the exact same stats, just different looks. In the only case where
this matters is blunt weapons vs particularily strong skinned monsters - a
sword will have virtually no effect against a stone golem, while a blunt mace
or club-like weapon with the same stats works a lot better. I'm not sure if
this is present in other cases (blunt weapons against skeletons maybe?) or if
there's any difference between axes and swords (edged/piercing?).
The disadvantage here is that you tire more often from combos and can suddenly
find yourself resting the big weapon on towards the ground and no chance of
raising it for a block when that big Orc Axe is coming down on your skull.
Generally, one handers are for style and two handers for brute force. You
should still read about the one handers and the additional tips there even
though they dont interest you, as much of the same tactic with one handers
apply to two handers (blunt vs edged etc).
A3.3 BOWS
Bows use the Bow skill when determining how far away and how likely you are to
hit a target from a distance or while the target is in motion. Bows require
Dexterity to wield and also take their critical hit damage from Dexterity. Bows
compared to Crossbows are faster to shoot and ready in combat situations, but
deal less damage.
A3.4 CROSSBOWS
Compared to bows, crossbows are slower to fire and reaload, slower to ready,
but do considerably more damage pr hit. Another thing to note about crossbows
is that the damage dealt compared to DEX requirements to use is much wider -
where bows might require 10 dex and do 10 damage, a crossbow can do 20 damage
with the same 10 dex requirement.
² This is a crossbow named just "Crossbow" like the regular bad version, but is
much more powerful. It can be found in chapter 1 on a corpse, and later from
stores in chapter 3 and above. Always look for 'Hero' brand crossbows and don't
settle for the local Peasant-Mart crap.
A4 - ARMOR
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Armor works quite simple in Gothic 2 - what I really like about the whole
concept. Any armor rating in the four categories is how much damage you can
expect to block completely from an attack. Say a Goblin has a branch doing 10
damage. If your Weapon AC is 10, it wouldn't be able to hurt you. There are of
course more factors playing in here like strength/dexterity and criticals. The
basics are still simple - AC in a category decides how much damage you can
prevent from each blow. Ie, the higher the better. Armors are also few and far
between, and quite expensive, so treasure what you can find.
A5.1 Apples
Green regular Apples have a nice side-effect to them that if you eat 25 of
them, you get a permanent +1 to Strength. Note that this only works ONCE so
even though you can get an unlimited amount of apples only the first 25 eaten
counts.
A5.6 Potions
A master alchemyst can brew potions that raise attributes permanently. These
are Strength and Dexterity by +5 each, Hitpoints by +15 and Mana by +10. Said
potions can also be found as part of very lucrative loot. Look at Alchemy for
further info.
So what are these bonuses you say? As mentioned, they are 'semi-random' but
will include atleast 3 unique bonuses (randomness is on when you recieve
these), and then +5 permanent HP for each donation in addition to the three
have appeared. The three special bonuses are first +2 permanent mana, then
+250 experience, and last a free Learning Point.
Doing this the optimal way of 20 donations of 50 gold each will net you a
total of 2 MaxMana, 1 Learning Point, +250xp, and an utterly nice +85 HP wich
would normally constitute 7 levels worth of natural HP advancement.
You have to donate 100 gold to recieve the bonus, but you can only do so once
per day. The bonus granted is also randomly selected from a set of available
bonues to your guild/class, inluding Strength, Dexterity, Mana and HitPoints.
Paladins are true servants of Innos and recieve an even greater benefit from
praying. In their case, a prayer will randomly grant either +2 Strength, +2
Dexterity, +8 HP or +4 Mana. If you plan on going the paladin route, wait
until chapter 3 and your initiation into the order before you expend your 10
prayers.
A6 - HERBOLOGY
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Picking up herbs wherever you go can really make a difference if you later get
to learn the various Alchemy skills. If not, most of them net you some good
coin, and like foodstuffs some of them are excellent for replenishing HP and
Mana. Specific rare herbs that are used in making the strongest potions can also
permanently raise your stats simply by eating and is worth quite a bit.
Another note on gathering herbs though - they have an air of randomness to them.
That is, some herbs seems to appear in the same spot every time, but others
seems to show up on completely random locations. And taking about randomness -
there's a sneaking suspicion herbs actually respawn during the game, and not
between chapters where most solid respawning happens. Some times you can really
scourge an area running back and forth to be sure you got all the herbs, but a
little later when walking through the same area you suddenly find another herb
right in your path, in a location so obvious you are almost certain you would
have picked it up last time. They either spawn here and there random, or the
designers spent months extra making sure every little herb was placed in the
most intelligent spot possible...My gold is on the former.
Gathering herbs is also a matter of knowing where to look. Most herbs have a
conection to the foliage around them so you quickly learn what you are likely to
find just by looking at your surroundings. Swampweed grows around swamps,
mushrooms grow in shaded spots usually around tree roots etc - it will come to
you naturally as you play.
Also don't worry about having to pick up EVERY herb as there is plenty to go
around. Starting chapter 2 the first time around my character had several
hundreds of the most common herbs, so dont be afraid to use them for a little
healing or mana replenishing on the fly either.
The rare herbs are often in special locations, but you will find them by natural
progression and exploring. Some of them even must be spawned by certain
triggers, and some can even be bought from merchants later in the game.
In the herbs table, "Alchemy" means the herb is part of a potion or other
alchemy recipie, so you might want to conserve those for that purpose. "Stat
Bonus" indicates a rare or special herb that is either used for the strong +5
stat potions, eaten plain for the permanent bonus listed, or other anamolies.
Consult the Alchemy or Skills & Statboosters appendix for more info on how to
process these.
A7 - FOODSTUFFS
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Not every wound needs a healing potion - often a good meal and some sleep will
cure most ails. There's a lot of foodstuffs around that will replenish your
health and/or mana when eaten, and works good as a supplement to your healing
potions and a good nights sleep. Some foods heals just a little but is
expensive, while others are cheap and heal a moderate amount. Consult the table
below for the most efficient road-snack, and what is better sold to the lazy
citydwellers. HP is amount healed pr item eaten. Mana is amount of mana
regenerated pr item used, and Sell Value is the amount of coin you get when
selling to a merchant - not the actual value listed when viewing the item in
inventory. There are also special foodstuffs that can boost other traits than
HP/Mana, but these do so permantently and are considered special. Look at the
section for "Skills & Statboosters" for those items and take care not to mistake
them for regular foodstuff. Where that is the case, the item is noted as
special.
Price and efficiency varies a lot. Raw Meat for an example is a very good
supplement to healing potions when you fry it into Fried Meat. You can carry
around hundreds of Fried Meats, and they sell for practically nothing to
merchants. Bread and Cheese is another example - they don't heal much, a little
less than the fried meat for bread, and a few points more for the cheese.
However, they sell to merchants for ok coin. A fish is practically worthless,
but turned into fish soup, they are worth more. Still not as good healing as the
fried meat, but nice for merchants fodder. Actually buying to use the expensive
low-yield foodstuffs like bread and cheese again would be simple waste of coin.
The same applies to beverages. They heal very little hp and mana and is usually
very expensive for the little they do heal. More merchants-fodder.
And last a note on preparing the few foods that can be. Raw Meat can be fried in
a pan on ANY stove as long as it's not in use and show up as interactable. You
don't need a Pan either - they seem to come free with any stove. As long as you
have Raw Meat in your inventory, just use a stove and for each piece you get a
piece of Fried Meat. This can be a bit cumbersome as you progress though, so if
you want to be efficient, try frying up some 5-10 pieces whenever you pass a
stove. A good while into the game Fried Meat had become my main source of food,
but I had some 300+ pieces of raw meat and frying that many pieces will simply
take forever.
Fish Soup can only be made one place in the game to my knowledege, in the town
of Khorinis, down at the docks area. There's a woman by the name of Edda
(C1.2.S2) behind Ignaz house in Khorinis that can make fish soup for you once
per day.
The "Stat Bonus" on Apples - refer to the Appendix section "Skills &
Statboosters".
The dropped loot listed are often random, except the weapon a monster wields, if
any, wich is listed first. If a monster is listed as dropping several types of
items it doesn't always drop all of them but can drop instances of everything
listed. In some cases monsters always drop an item of their particular nature,
like skeletons always drop Skeleton's Bone or a certain 'meaty' creature always
drop a piece of Raw Meat.
Some drops require you to have certain skills in hunting beforehand. These
always include items like skins/pelts, claws, mandibles, etc. Items dropped
requiring a certain hunter skill (see appendix A1.2) is listed last.
A9 - LEVELCHART
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As you progress through the game your levels will go up as you gather xp from
killing foes and completing quests. Each new level will raise the amount of xp
needed for the next level a little more making it non-linear and increasingly
difficult to level. Each level will also give you 12 additional HP and 10
Learning Points (LP). There are other ways to raise HP, so the listed amount is
only what you would have minimum.
So, this section is a foe by foe guide to knowing how to combat the different
creatures. How they act, how you can counter, what works and in some cases what
doesn't. Have any tips and tactics yourself for a particular monster? Let me
know. The list is arranged alphabetically.
If you can lure out a single one though, start by walking backwards to match
it closing in on you. If you get it some 5-10 meters away from the rest of
the pack before it starts it's charge, the others won't notice. When it does
charges, they key is to get the first hit in, effectively stunning it and
breaking the charge. Time your most powerful melee swing and you can whack it
over the head just as the charge is about to connect, then have time to get a
couple quick slashes in for the kill. Once perfected, snappers will go down
one by one without you getting a scratch.
The orc tactic is simply to run towards you roaring, then try to hit you with
an overhead swing. Since orc are big, slow and stupid, all you have to do is
break their attack with a blow of your own - any will do. Once you land a
good hit, the orcs will fall back and try again. Depending on how close they
are at the time the attack is disrupted, they'll try a side swing, but if you
attack to break their attack, jump back a bit and in the process block a
possible swing, then they'll close the distance on you again for the overhead
swing and you can break it all over again. Repeat 2-3 times at most to kill
any orc warrior or scout using a one or two handed melee weapon.
Each of these two attacks aren't dangerous in their own and can be blocked
with the proper skill rather easy - it's when these two attacks are combined
into combos that the skeletons show why they are by far one of the thoughest
creatures to fight. Blocking one attack pushes you back a bit and it's then
you get hit by the other attack. To successfully combat a skeleton one-on-
one, you need to aticipate their attack, and block accordingly. If you think
it's going for a overhead swing and block once, but it's really doing a
doubleswing, the second attack will hit you good. If you anticipate a double
swing and do a rapid double block, but the skeleton only does a overhead
swing, you open your side completely coming out of the second block and you
can be absolutely sure it's going to use the advantage to land a blow in your
kidney. However, if you do manage to guess the type of attack and block it
properly, you have a small opening to plant your counter-attack, any will do.
Keep successfully anticipating and blocking the two attacks, counter-attack
then step back, over and over until you've crushed the skeleton. Around level
10 as a melee fighter, you probably need some good 5 hits or more on a
skeleton, and 10-20 on a shadow warrior, so expect intense and rewarding
fights. All in all, I personally feel that the skeletons are the most fun
fights to be had - one would think a properly trained swordfighter would
offer more of a challenge and more combos, but this doesn't seem to be the
case. Once you have bested skeletons in one on one swordfights, there's
really nothing else that will stand much of a chance against you.
Anyway, the trick involves isolating a Skeleton Mage. Skeleton Mages have the
ability to Summon Skeleton, and have a very predictable array of spells they
will cast. First they will try to freeze you, then summon a skeleton to chop
away at your frozen body, and then last keep pelting you with ice like bolts.
However, dodge the freezing ray, then stay in view until the skeleton is
summoned, then drag the skeleton out of view from the skeleton mage and defeat
it for +220xp. Now save, then reload. The skeleton mage is still present
around a corner or similar where you left it, but has returned to it's usual
array of spells, first with the freeze, then with summons. Repeating this
process over and over will net you a skeleton to fight for +220xp indefinite.
Or near-indefinite, since I honestly don't think anyone has the stamina to
beat hundreds of skeletons this way (100 skeletons = 22.200 xp, about one
level when you're closing on level 30).
A11.3 Additional Goblin Berries & Dragonroots
There's two creatures that seldom drop these herbs as loot. A black goblin can
drop a single Goblin Berry, while an Orc Elite sometimes have a Dragonroot on
them. Loot is completely random and decided in game-mechanics when the
creature dies. Both these herbs can be eaten as is for +1 dex or +1 str.
With that in mind, it's quite possible to isolate any of said creature, save
before defeating it, and keep on loading the game until it drops such a
preffered herb. Testing with Orc Elites show that you can basically get a
dragonroot off every single Orc Elite, while doing the same with Black Goblins
is an effort in futility - normally, you can pretty much get any group of 3-4
or more black goblins encountered to drop atleast 1 goblin berry, but every
single goblin? That would border on insanity.
Some of these rings and amulets are very nice, while others you will seldom use.
For melee characters, the strength rings add a nice damage bonus or lets you
equip weapons above your skill. For Mages, added mana from rings allow for a
couple more spells. AC bonuses are generally useless when they come in single
instances, and I have never seen much of an effect here. The exception are the
'all AC' bonus rings wich are the best found in my opinion. With both on, +15 to
all four armorclasses does make a difference. HP bonus rings or amulets seems a
total waste.
A13 - BUGS
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There's a number of bugs in the game to be aware of - not that many, but a few -
some show-stoppers and some merly annoying. Knowing about them, and thus
avoiding them is fairly easy and makes the game nearly appear bug-free, so read
up.
- In Chapter 5, completing the quest where Sekob's wife runs away and then
telling Sekob about it will make him attack you. At this point, no matter what
you did before, Sekob has become immortal and cannot be hurt. Simply let him
beat you up, dropping your gold and de-equipping your weapons somewhere else
beforehand, and that's it. Another way is to simply just teleport out when he
attacks, but he will attack you again if he sees you another time.
- Jumping into water can be hazardeous on occasions. If you jump into any type
of water that is deep enough that you will dive and enter the underwater
swimming position, everything is fine, but if you jump into water where it's
only deep enough that your character will enter a 'wading' positure, you will
become totally stuck. Wading into knee deep water works fine, it's only when you
jump into it from land that this happens. Stuck in this odd situation, you can
simply reload and it's ok. Problem is jumping around when you haven't saved for
a while =)
JemyM adds:
- After reloading a game, the 'selected item' often change to a rune instead.
Very annoying if you are using weapons.
- It is possible that a button locks up. You might lock your view towards an
item/person, or start jumping like a rabbit. If this happen, click the
button that does the same thing, and the character will stop (If you are jumping
all the time, press the jump button again).
- It is possible to get stuck in water if you jump from a high cliff. If this
happen there is little more to do than reloading the game.
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