Guide And Walkthrough - Guide for Arcanum: of Steamworks & Magick Obscura
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Arcanum: Of Steamworks and Magick Obscura
Guide and Walkthrough
(Incomplete)
By Steven W. Carter
[email protected]
Last Updated
September 10, 2001
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* INTRODUCTION *
****************************************************************************
Im intending this to be a one-stop source for all the Arcanum information
you might need. The first half of the document is for reference and general
strategy information, and the second half is for a walkthrough. Im
including information Ive discovered on my own, as well as information
gleaned from web sites and forums. Everything in the document should be
true for version 1.0.7.0.
Since Arcanum is a complex and detailed game, there is a good chance I wont
find all the information there is to find. If youre looking for something
not included here, you can also check places such as the Terra Arcanum web
site
http://www.terra-arcanum.com/
and Sierras Arcanum forums
http://www.sierrastudios.com/games/arcanum/
Good luck and happy hunting.
****************************************************************************
* CHARACTER CREATION *
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| BACKGROUNDS |
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Afraid of the Dark (halfling, human only)
: +2 perception when in lighted areas; +2 strength, -2 dexterity,
-2 intelligence, -2 willpower otherwise
Agoraphobic (dwarf, gnome, halfling, human only)
: +2 intelligence when indoors; +2 strength, -2 dexterity, -2 willpower
otherwise
Apprentice to a Shopkeeper (all)
: -1 dexterity, +3 to haggle
Army Training (not half-ogre)
: +1 strength, +1 to melee and bow skills, -1 dexterity
Arsonist (gnome, half-orc, halfling, human)
: +20 to explosives, -1 strength, -1 constitution
Bandit (human, half-elf, half-orc only)
: +2 to firearms skill, quality revolver, 50 bullets, -1 charisma,
-400 gold
Barbarian (not elf, half-ogre)
: +2 strength, +1 constitution, +1 to melee skill, barbarian armor,
-1 intelligence, -2 charisma, penalty to haggle, -300 gold
Beat with an Ugly Stick (all)
: +2 strength, +2 dexterity, +1 to all combat skills, -6 beauty
Bookworm (not half-ogre, half-orc)
: +1 intelligence, -1 perception
Born Under a Sign (all)
: fewer but more impressive critical hits and failures
Bride of Frankenstein (half-orc, human female only)
: +4 beauty, +4 constitution, +20% electrical resistance,
+10 poison resistance, -4 dexterity, -10 fire resistance,
dialogue penalty, -400 gold
Bully (not half-ogre or half-orc)
: +1 strength, -1 intelligence
Charlatans Protégé (not half-orc, half-ogre)
: +6 charisma, -2 strength, -2 constitution, -1 to all combat skills
Child of a Hero (all)
: enchanted sword, recognized, penalty for evil deeds
Clanless Dwarf (dwarf only)
: quality hammer, no bonus to tech skills
Dark Elf Follower (elf only)
: +2 willpower, -2 charisma
Dark Sight (all)
: reversed skill lighting penalties
Day Mage (not dwarf)
: +20% magical aptitude during the day, -20% otherwise
Debutante (female only)
: +3 beauty, +3 charisma, -1 strength, -1 dexterity, -2 to all combat
skills
Disenfranchised Gnome (gnome only)
: +1 strength, no bonus to haggle
Educator (all)
: ability to teach followers, -1 follower
Elven Blood (half-ogre, halfling, human, gnome only)
: +5% magical aptitude, -1 to technological skills
Escaped Lunatic (human only)
: +25% resistances, -25 reaction, -400 gold
Extreme Personality (all)
: stronger reactions to presence
Factory Escapee (half-orc only)
: +1 strength, -350 gold
Feral Child (not dwarf, elf, halfling)
: +3 dexterity, +1 to prowl and pick pocket, -6 intelligence, -1 to
haggle and persuasion, -200 gold
Foppish Elf (elf only)
: -1 dexterity, +1 perception
Frankenstein Monster (half-orc, human male only)
: +4 strength, +4 constitution, +30% electrical resistance,
+20 poison resistance, -6 dexterity, -20% fire resistance,
dialogue penalty, -400 gold
Freed Bodyguard (half-ogre only)
: -1 intelligence, +100 gold
Halfling Orphan (halfling only)
: -1 intelligence, +2 to pick pocket
Hydrophobic (not elf, half-elf, half-ogre)
: +2 to persuasion when not in water; +2 strength, -2 dexterity,
-2 intelligence, -2 willpower otherwise
Hyperactive (all)
: +1 speed, -1 charisma
Idiot Savant (not dwarf, elf, halfling, gnome)
: +6 intelligence, +3 to gambling skill, -1 strength, -2 dexterity,
-1 constitution, -2 willpower, dialogue penalty
Inheritance (all)
: -1 willpower, +400 gold
Ladys Man (male only)
: +6 beauty, -2 strength, -2 dexterity, -2 constitution
Mad Doctor (all)
: +2 intelligence, +2 perception, +20% electrical resistance,
+20% poison resistance, +4 to heal, -1 beauty, -1 charisma,
-2 dexterity, -3 constitution
Magic Allergy (not elf, half-elf)
: +10% technical aptitude, inability to wear magical items
Miracle Operation (all)
: +5 perception, +3 intelligence, +3 charisma, -5 constitution,
-3 strength, -3 dexterity
Nature Mage (not dwarf)
: +20% magical aptitude on a natural surface, -20% otherwise
Nietzsche Poster Child (all)
: 10% bonus to experience, more critical failures
Night Mage (not dwarf)
: +20% magical aptitude at night, -20% otherwise
Only Child (all)
: +6 willpower, -4 charisma, -2 to haggle and persuasion
Professional Knife Tosser (all)
: -1 perception, +3 to throwing skill
Raised by Elves (human only)
: elven chain mail, -1 to technological skills
Raised by Monks (all)
: +1 perception, -300 gold
Raised by Orcs (not dwarf, elf, half-elf)
: +2 strength, +2 perception, +1 to all combat skills, -6 charisma
Raised by Snake Handlers (all)
: +20% poison resistance, -1 beauty
Raised in the Pits (all)
: +2 strength, +2 dexterity, +1 to all combat skills, -6 intelligence,
-300 gold
Ran Away with the Circus (all)
: +6 strength, -2 intelligence, -3 willpower, -1 perception
Rare Half-Ogre Birth (half-ogre only)
: +2 intelligence, -1 strength, -1 constitution
Sent to Charm School (human female only)
: +2 charisma, +1 beauty, -2 strength, -1 intelligence
Sheltered Childhood (not dwarf, half-ogre)
: +2 intelligence, +2 willpower, +1 perception, -6 strength
Sickly (all)
: +6 intelligence, -2 strength, -4 constitution, -1 dexterity
Sky Mage (not dwarf)
: +20% magical aptitude when the sky is visible, -20% otherwise
Sold Your Soul (all)
: +20% magical aptitude, -20 reaction, -20 alignment
Special Person (all)
: -2 intelligence, reaction bonus for good deeds
Super Model (female only)
: +6 beauty, -2 strength, -4 intelligence
Suppressed Orcish Looks (half-orc only)
: +2 beauty, -2 charisma
Technophobia (half-elf, half-orc, halfling, human only)
: +1 strength, +1 constitution, inability to pick up technological
items
Tomboy (female only)
: +1 strength, -1 constitution
Tough Hide (half-ogre, half-orc only)
: +10% damage resistance, -1 charisma
Troll Offspring (all)
: +2 strength, +2 constitution, +1 dexterity, -4 beauty, -4 charisma
Wild Half-Ogre (half-ogre only)
: +1 willpower, -1 charisma
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| RACES |
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Dwarf
: +1 strength, +1 constitution, +15% technological aptitude, +2 to
technological skills, -1 charisma, -1 dexterity, spells twice as
expensive to cast
Elf
: +1 dexterity, +1 willpower, +1 beauty, +15% magical aptitude,
-2 constitution, -1 strength, -2 to technological skills
Gnome
: +2 willpower, +2 to haggle, +10 to negative reactions,
-2 constitution
Half-Elf
: +1 dexterity, +1 beauty, +5% magical aptitude, -1 constitution,
-1 to technological skills
Half-Orc
: +1 strength, +1 constitution, +2 to melee and dodge, +10% poison
resistance, -2 beauty, -2 charisma,
Half-Ogre
: +4 strength, +10% damage resistance, -2 to prowl, -4 intelligence,
-1 beauty
Halfling
: +2 dexterity, +2 to prowl, +1 to dodge, +5% critical hits,
-3 strength
Human
: no modifiers
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| GENDERS |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Female
: +1 constitution, -1 strength
Male
: no modifiers
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| NOTES |
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Youll earn 64 character points during the course of the game (if you reach
level 50).
If you can get your speed over 20, youll go first in every battle.
Lock picking and gambling are skills that arent very useful unless you put
a lot of points into them. Since money isnt overly important in the game,
Id recommend you skip gambling entirely.
Disarm traps and spot traps are fairly useless skills. The traps in the
game just arent powerful enough to warrant spending character points to
avoid them.
Ditto for repair. Repairing items is very cheap, and there are enough
capable repairers in the game so you shouldnt have a problem with your
equipment.
Every combat style other than melee requires ammunition, so its a good idea
to have a melee weapon -- and some points in the skill -- as a backup
option.
Technologists need to carry around a lot of doodads to make their skills
work. If you want the game to be simpler, then play a magician or a class
(melee fighter, thief) that doesnt require either aptitude.
It takes four points to improve a skill by a full rank, so if your chosen
race and background dont give you four points in a skill, youll still have
to spend 5 character points on it to reach your maximum ability. That is,
backgrounds that add skill points are mostly worthless.
Also, try to avoid backgrounds that give you an object. Youll find much
better objects as you progress in the game, and its better to get bonuses
that will always help you, like increased stat points in the right places.
If youre ugly but intelligent, youll still be able to talk to people and
get (almost) all of the quests. But if youre stupid and pretty, you wont.
Unlike the Fallout games, it makes almost no difference whether youre male
or female.
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| SUGGESTIONS |
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Melee Fighter
-------------
Like the strategy tips at the back of the manual suggest, being a melee
fighter is the easiest way to play through the game. With full points in
strength, dexterity, dodge, and melee -- call it 25 character points -- you
can win any battle, and it doesnt really matter what you do with the other
40 character points. So you can then go for a high aptitude rating, dump
points into hit points and fatigue, or go for extra skills.
Some possibilities include:
The ugly fighter (half-orc, troll offspring)
: Youll only get one follower, but thats all youll need. (Virgil is
a good choice because he heals.) Youll still get all the quests
because your intelligence will make up for bad initial reactions.
The stupid fighter (half-ogre, raised in the pits)
: This is something to try after youve played through the game once.
The stupid conversation choices are way funnier than the regular
ones, but youll lose out on some quests.
The well-rounded fighter (human or half-elf, hyperactive)
: The extra speed will come in handy, and other backgrounds will cost
you stat points (unless you want to be a debutante and start more
slowly).
Magician
--------
Thief
-----
Diplomat
--------
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* COMPANIONS *
****************************************************************************
Gar (Garfield Thelonius Remington III)
--------------------------------------
Location: Tarant
Level : 10
Training: None
Notes:
You must have at least 2 ranks of persuasion to add him to your group.
(Talk to him about tea, and then talk to Parnell.)
Gar is a good melee fighter, but he is good aligned and will become upset if
you kill good creatures. He is also a little picky about body armor.
Jayna Stiles
------------
Location: Dernholm
Level : 6
Training: None
Notes:
You need a positive technical aptitude to get Jayna to join you. (5 isnt
enough but 11 is.)
Jayna can create mixtures from the herbology and therapeutics tech colleges.
Magnus
------
Location: Tarant
Level : 8
Training: None
Notes:
Magnus is an above average melee fighter, and he can build things in the
smithy and mechanized tech colleges. However, he is good aligned and will
become upset if you kill good creatures.
Sogg Mead Mug
-------------
Location: Shrouded Hills
Level : 2
Training: None
Notes:
You must have at least 9 charisma to get him in your group.
Sogg is an excellent melee fighter, but hes also really boring.
Virgil
------
Location: Crash Site
Level : 1
Training: None
Level 50 stats:
9 st, 8 cn, 18 dx, 8 be, 18 in, 18 wp, 9 pe, 8 ch
3 pick locks, 5 heal, 5 dodge, 5 melee
5 necromantic white spells
182 hp, 138 fatigue
Notes:
Virgil is a good (magical) healer, but he wont add much on offense. Hes
the most interesting of the companions, and hell add the most dialogue as
you explore the world.
****************************************************************************
* MASTERS AND EXPERTS *
****************************************************************************
Backstab
Bow
Disarm Traps
Dodge
Firearms
Expert: Doc Roberts, Shrouded Hills
Gamble
Apprentice: Langley, Tarant
Expert: Bartenders
Haggle
Expert: Bartenders
Heal
Expert: Gaylin, Shrouded Hills
Melee
Master: Sir Garrick Stout, Dernholm
Persuasion
Pick Locks
Pick Pocket
Expert: Poone, Tarant
Prowl
Repair
Expert: Junk dealer, Tarant
Spot Traps
Throw
Expert: Lianna Del Par, Dernholm
****************************************************************************
* EQUIPMENT *
****************************************************************************
Goggled Helmet: inventor (Tarant), orc factory foreman (Tarant)
****************************************************************************
* ANCIENT GODS / ALTARS QUEST *
****************************************************************************
****************************************************************************
* GAMEPLAY TIPS *
****************************************************************************
You can put any objects you want into your hotkey slots, so its useful to
keep some slots available for large inventory objects (like armor) so you
can carry more items around.
Tarant makes a good hub for your adventures. There is a gypsy there to
identify your objects, and the junk dealer will buy most anything and is a
capable repairer.
Dont use trash bins to store your objects. They get emptied periodically.
Do use trash bins to ``throw away objects you dont want your party
members to pick up.
The easiest way to hear all the rumors for a town is to talk to a bartender.
You can get into a conversation loop and keep asking for rumors until there
are no more to hear.
If you need to pick up a large object, but you dont have enough room in
your inventory and you cant tell how big the object is (and therefore dont
know how much room to create), try to pick up the object, and when that
fails, drop an object. Youll create a ``junk pile with the large object,
and youll be able to see how big it is.
If you click on the sign or plaque identifying a building, the name of the
building will appear on your world map.
Non-obvious items you should hang onto: shovel, kathorn crystal, molochean
hand amulet, offerings for the altars quest.
****************************************************************************
* WALKTHROUGH *
****************************************************************************
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| CRASH SITE |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Let Virgil join your group and then search the area around the wreck. There
are a few useful things you should find -- the matchbook and passport on
Preston Radcliffes body, the camera on Isaac Zapruders body, and the note
on Wilhemina Carpenters body -- plus some other gadgets that you can sell
later. You should also find the wreckage of one of the planes that shot
down the zeppelin. Note that an ogre was piloting the plane, and that the
plane came from Maxims Machinery in Caladon.
``Ah. Something isnt quite right about all this. -- Virgil
Continue exploring and kill the wolves, boars and little warriors you run
into. If youre confident you can take on the enemies yourself, tell Virgil
to back off (f5) so you can get more experience.
On the northeastern edge of the area, on the far side of the lake, you
should find a cave. Inside the cave are some sewer rats that you should
have no trouble killing, plus some more gadgets to pick up, plus a spirit to
talk to. The spirit is CHARLES BREHGO, and hell tell you how an evil
wizard named ARBALAH cursed him and his friend. Agree to kill the wizard to
break the curse.
Then exit the cave, finish exploring the crash site if you need to, and head
southeast. Eventually youll come to a shrine with an inscription on it.
Conveniently, the inscription is the prophecy that Virgil couldnt quite
remember before: ``And his spirit shall be reborn on wings of fire in hills
shrouded in fog. After Virgil says his bit, save your game.
Once you walk a little past the shrine, youll be approached by a hooded
man. The man is a bad guy, and if you let Virgil do the talking, hell
scare the man away. However, if you do the talking, you can provoke the man
to fight and pick up some extra experience. So try fighting first, and if
that doesnt work let Virgil talk. If you kill the man, notice that he was
wearing the same sort of amulet as the ogre pilot.
A little past the confrontation youll finally be able to access the world
map. Virgil will tell you about it, and you can also tell by the blue globe
that shows up on the upper left part of the interface (assuming youre not
in fullscreen mode). Dont go to Shrouded Hills yet; instead go to
Arbalahs House.
Notice the two fresh graves outside the house, and then go in to talk to
Arbalah. (If its night youll have to wait for morning.) Arbalah will
give you a different story than Brehgo, that Brehgo and his partner SIMON
FAHRKUS killed his family and stole his holy artifact. Arbalah is the one
telling the truth, so agree to help him get his artifact back, and then go
back to talk to Brehgo.
Inform Brehgo that you talked to Arbalah, but then lie to him and say that
Arbalah will lift the curse if he gives back the artifact. Brehgo will take
about two seconds to give up his partner and point out the location of his
shack on your map. So exit the cave and head for the shack, but dont tell
Brehgo you lied to him when you leave.
At Fahrkus shack, you can either kill Fahrkus, rob him, or lie to him to
get the artifact. It doesnt matter which you do, but killing him gives the
most experience, so try doing that first. Then take the artifact back to
Arbalah and receive a blessing in reward.
``I do have something to give you, something of immeasurable value. I
bestow my blessing upon you. -- Arbalah
Now, if youre feeling particularly evil, you can kill Arbalah and then talk
to Brehgo again to finish Brehgos quest. Youll get the reward for the
quest, plus youll be able to keep Arbalahs blessing. Then proceed to
Shrouded Hills.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| SHROUDED HILLS |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______ ____
| | | | _ East
| | ____ ____ | | /|
| | | | | | |____| /
|______| | | | | ____
Mine |____| |____| | |
| | Herbalist
|____|
____
| |
| |
______ |____|
| | ____ _
| | | | |_| ____ ____ ____ ________
|______| | | | | | | | | | |
Percival |____| | | | | | | |________|
Toone |____| |____| |____| Doc
Shop Smith Ristezze
______
____ ____ | |
| | | | | |
| | | | o | |
|____| |____| |______|
Jongle Bank ______ Temple
| |
|__ |
| |
| |
|___|
Inn
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
If its dark, sleep until morning so you can see the town better. Then talk
to SHERIFF OWENS. Hell give you a little background information on
Shrouded Hills and the BESSIE TOONE mine, and then hell tell you that the
only exit from the town, a bridge to the northeast, has been blocked by
brigands. Agree to help him get rid of the brigands.
Then head north and talk to the gnome. Hell claim to be WILLIAM RADCLIFFE,
but hes lying. So dont give him the ring, and dont worry if the
encounter seems incomplete. Youll run into him again later.
Now head west and enter RISTEZZEs shop. Talk to Ristezze and show him the
ring. If you want to make some extra money, take the following dialogue
options: ask who G.B. is, ask who else might know who the owner is, say it
was given to you by a victim of a blimp crash, and then say youre the only
survivor. Ristezze will give you 50 gold. Also, you can sell the ring by
asking how much it is worth, and Ristezze will give you 150 more gold.
``Ristezze is a business man, but he has a heart as well. -- Ristezze
Now you can ask Ristezze about P. Schuyler & Sons. Hell decide that he
needs something back for the information, and hell ask for a camera or an
item of Bessie Toones. The camera is actually useful for something else
later in the game, so hang onto it and get back to Ristezze when you find
something of Bessie Toones.
Then wander around the town, talk to everybody, and sell the stuff you found
at the crash site. (The general store gives better prices than Ristezze, so
start there.) Youll come across several quests:
-- DOC ROBERTS will ask you to help him defend the bank against the Bowen
gang. (The magical reward is a sword, the tech reward is a gun, and the
indecisive reward is an axe.)
-- LLOYD GURLOES (the blacksmith) will ask you for pure ore.
-- GAYLIN (the herbalist) will ask you to find an elven amulet called
NTala.
-- JONGLE DUNNE will ask you to destroy the towns steam engine.
-- PERCIVAL TOONE (western house) will ask you to free his mothers ghost.
-- JACOB BENS (in the inn) will ask you to rob the bank.
Accept all of the quests except for robbing the bank. Thats the kind of
quest that can get the whole town after you, even if you do it right.
``Theres a conspiracy here at Shrouded Hills, a dark plan full of
mystery and intrigue. -- Jongle Dunne
There are also two things of interest at the inn. SOGG MEAD MUG is there,
and hell join your group if your charisma is over 8. And ELDER JOACHIMs
room is at the back. When you go there youll find two dead assassins and a
note. The note will tell you to look for a telegram when you get to Tarant.
The easiest place to go from here is the mine, so head west and find it at
the western end of town. Inside youll find some spiders and wolves to
kill, a sprocket with ``...groth written on it (save it for later), plus
maybe some pure ore if youre lucky. (If youre not lucky, youll have to
make some pure ore using the steel and iron ore lying around, or youll just
have to keep your eyes open during the remainder of the game. Its also
possible pure ore will appear in the mine after you free Bessie.)
Also in the mine, on the western side, youll find Bessie Toones ghost. If
you click on her youll hear her mumble about ``Sara, my dear Sarah which
is a clue about why shes there. Also in the room you should find a metal
can, and inside you can pick up one of Bessies boots (for Ristezze).
So head back to town. When you talk to Percival hell let you know that
Sarah is his sister and that he doesnt like her very much. Hell also let
it slip that Sarah is living in Dernholm and that the new owners of the mine
are living in Tarant.
Then talk to Ristezze and give him Bessies boot. Hell let you know that
P. Schuyler & Sons is located at 44 Devonshire Way in Tarant, and hell mark
Tarant on your map. (The sheriff can also mark Tarant on your map, once you
find a reason to go there.)
Then save your game and talk to Doc Roberts next to the bank. If its
daylight then the robbery will start right away, and youll have to do some
fighting. Otherwise youll have to wait for morning. Once you do get to
defend the bank, youll find three robbers inside. Sometimes Doc will help
you in the battle and it will go easily, and sometimes hell get stuck at
the door and youll have more work to do. Depending upon how youve been
developing your character, the battle still might be easy, but if you have
problems, keep trying. When the robbers are dead, loot their bodies for
some good stuff, and be sure to talk to Doc to get your reward.
If youre feeling evil, you can now help Jongle Dunne. The steam engine is
located in the temple, and youll find it ``guarded by a dwarf
technologist named Hervor. Move your mouse cursor over the engine, and
youll find that part of it -- the control box -- highlights when the cursor
is over it. Thats the part you need to destroy. You can either attack it
outright (go into combat mode and then alt-click on it) or you can use
dynamite on it and then attack whatever is left (if anything). You should
kill Hervor while youre there (hell probably attack you anyway) to prevent
him from telling the sheriff about your deed.
Then go back to Jongle to collect your reward, and learn that he now wants
you to pick up a secret ingredient from CHARLES DOLAN in Dernholm. Go ahead
and pick up the quest, if for no other reason than Jongle will mark Dernholm
on your map for you if you do so.
When you talk to the sheriff next, youll get a quest to fix the steam
engine. Hell want a sprocket (the ``...groth sprocket) but dont
complete the quest yet. Doing so will upset Jongle, and then you wont be
able to complete his second quest.
So instead head out of town to the northeast, wave to the gypsy on the way
past (she can identify magic items for you when you find them), and then
approach the bandits at the bridge, but save your game before talking to
them. You have a few options to get past them: you can pay a fee of 1000
coins, you can talk your way past them if you are persuasive enough, or you
can kill them. (If you hadnt agreed to help the sheriff to get rid of
them, you could also have done a quest to get past them.)
``Who am I? WHO AM I? I am Lukan! Lukan the Witless! Where I roam,
the masses quabble in pertubisiveness and trepidunction! -- Lukan the
Witless
The best solution is to persuade the bandits to leave (it requires a rank of
persuasion). So ask to cross the bridge, say the ``persuade you option,
and then pretend to be with the Thieves Underground, but dont mention
leaders or handbooks. If you do everything right, the bandits will even pay
you 200 gold before departing.
But dont let them leave. Instead, immediately start combat mode and attack
them. There are two reasons for this: their equipment is useful (especially
if youre a half-ogre or have Sogg Mead Mug with you), and you can get a
``bonus fate point for killing them. (You should already have received
one for convincing them to leave.)
But killing the bandits can be difficult. If youre a melee fighter, you
might be able to just wade in and kill them, but otherwise youll have to
use some strategy -- or at least some heavy explosives. Along the way you
should have picked up some grenades (in Brehgos cave, for instance), and
this is the perfect opportunity to use them.
So as soon as you start combat mode, immediately use an explosive grenade on
Lukan and a stun grenade on one of the ogres. If youre standing close
enough, you should always hit your targets, and with Lukan dead or badly
wounded, and one of the ogres stunned for a couple rounds, you should be
able to win the battle. If not, make sure your group has the best equipment
possible and try again until you succeed. Then collect your reward from the
sheriff, and head out of town.
When you get past the gate, youll meet up with the gnome ``William
Radcliffe again. This time youll have to fight him, but he should be
easy to kill. Once hes dead, loot his corpse and discover a note from
``G.L. directing him to kill Preston Radcliffe. Then exit the area and
head for Dernholm.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| DERNHOLM |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____
____ | | _ East
| | | | /|
| | |____| ____ /
|____| | |
Gladys | |
_______ |____|
____ ____ | | | ____
| | | | | | | | |
| | | | | | | | | Garrick
| | |____| |____|__| |____| Stout
|____| Lianna Blacksmith
Dolan Del Par
____ ____ ____ __________
___ | | | | | | | |
| | o | | | | | | | | _
|___| | | | | | | | | / \
|____| |____| |____| | | \_/
___ Sarah | | Pit
| | ____ _____________ | |
|___| | | | | |__________|
| | | | Palace
____ | | | |
| | |____| |_____________|
| | Shop Pub / Inn
|____| ____ ______________________
Jayna | | | | | | | |
Stiles | | | | | | | |
|____| |____ |____| |____| |____________
| | Archi |
| |
|____| Docks
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Explore the town and talk to the people you meet:
-- Sarah Toone will tell you how Percival sold the family mine, and how that
drove Bessie to kill herself. Shell also tell you that the new owners of
the mine are the Stanton Importers, and that they can be found at 25 Lions
Head Circle in Tarant. Agree to help Sarah get the mine back.
-- Dolan will give you the package for Jongle.
-- LIANNA DEL PAR will give you some background information on the city. In
particular, shell let it slip that King Praetor isnt the rightful king.
-- SIR GARRICK STOUT will brush you off, but youll have more to do with him
later.
-- JAYNA STILES will join your group, provided you have enough technological
aptitude. (It has to be some value greater than 5.)
-- GLADYS will tell you how a valuable family ring was stolen many years
ago, and shell suggest you talk to ARCHIBALD at the docks. Archibald will
yell at you and say that hell never give the ring back. Furthermore, hell
threaten to send his son BERNARD after you. Dont kill him (although thats
one way to get the ring). Instead, go southeast a bit and talk to Bernard.
Hell tell you how Gladys sends somebody after Archibald every month or so.
Go back and talk to Arcihbald again and suggest that Gladys is attracted to
him. Hell then give you the ring, and you can return it to Gladys.
-- KING PRAETOR (in the palace) will ask you to collect taxes from Black
Root. This conversation also appears to put Black Root on your world map.
``Cursed technology has toppled my dear Cumbria from its former
glory. -- King Praetor
Once youre done with Dernholm, travel back to Shrouded Hills. Give Jongle
his package to finish that quest, and then give the sprocket to the sheriff
to fix the steam engine. Then head off to Tarant. (Youll likely discover
Torgs Altar along the way, but ignore it for now.)
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| TARANT |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
uuuuuu bbbbbbb ffffffff fff _ East
uuuuuu bbbbbbb ffffffff fff /|
bbbbbbb +-------------+ /
uuu uuu bbbbbbb | +---+ +---+ |
uuu uuu | | fff| |ooo| |OOO| |
| | fff| |ooo| |OOO| |
uuu dddd | | fff| |ooo| |jjj| |
uuu dddd | | fff| |ooo| |jjj| |44
+----------------+ +----------+ +---+ +---+ +---+
33| +--------------+ +--+ +-------+ +-----------+ |
ZZ| | | | | | | | | |
ZZ| | mmmm+---+ | | | +-------+ +---------+ | |
| | mmmm+-+ | | | | +-------+ +-------+ | | |
| | mmmmmm| |UUU| | | |III AAA| |aaaaaaa| | | |
EEE| | mmmmmm| |UUU| | | |III AAA| |aaaaaaa| | | |
EEE| | mmmmmm| |UUU| | | |III AAA| |aaaaaaa| | | |
| +--------+ +---+ | | +--+ | |aa aa | | | |
| +------+ +-----+ | +--+ | | | aa | | | |
| |NNDDFF| | | | | | 55| |iii aaa| | | |
| |NNDDFF| | +---+ +---+ | | | |iii aaa| | | |
| +------+ | | +-+ +-+ | | +----+ +-------+ | | |
| +------+ | | | | | +------+ +---------+ | |
TTT| | | | | |77 | | | | | |
TTT| +------+ | | | | | +------+ +-----------+ |
TTT| +------+ | | +-+ +-+ | | +----+ +-----------+ |
TTT| |wwwaaa| | +---+ +---+ | |pppp| |rr QQQQ YYY| |
22| |wwwaaa| | | | | |pppp| |rr QQQQ YYY| |
| +------+ +-----+ | +--+ |pppp| | QQQQ | | yy
++ +-------------+ | | +--+ | | +------+ |
BBB| |FFF XXXXX sss| | | |LLL RRR| |SSSS| +----+ +
BBB| |FFF XXXXX sss| | | |LLL RRR| |SSSS| | | | ZZZ
BBB| |FFF XXXXX tt| | | |LLL RRR| |SSSS| | | | ZZZ ZZ
| | tt| | | |LLL | |SSSS| | | +---ZZ ZZ
ccc| |HHH MMM gggg| | | |LLL hhh| | | | +-----ZZ /
ccc| |HHH MMM gggg| | | |LLL hhh| |66 | | ||
ccc| +-------------+ +--+ +-------+ +----+ | ||
| +---+ +-------+ +--+ +----------------+ ee
CCC| |WWW| |GGG ss| | | |jj ee
CCC| |WWW| |GGG ss| | | |
CCC| |WWW| |PPP sss| | | | Docks
CCC| |WWW| |PPP sss| | | |
CCC| +---+ +-------+ | | |
CCC+---------------+ | | |
11| | | |
| +--+ |
| +----+
To the
Boil
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Legend:
a Water and Power Plant 1 Rail Station A: W. Garillon Bridge
A Appleby Residence 2 Rail Station B: Vermillion Station
b Bates Residence 3 Rail Station C: Tarant University
B Bridesdale Inn 4 Rail Station D: Warehouse District
c Wellington Gentlemans Club 5 Rail Station E: Commercial District
C Cemetery 6 Rail Station F: Tarantian Docks
d Dept. of Water, Hall of Records 7 Rail Station G: Kensington Park
D Delores Beston, Seer
e Entrance to Closed Sewers
E Wellington Residence
f Factories
F Franklin Residences P Pettibone Residence
g Grants Tavern Q 17 Quilton Bend
G Garringsburg Residence r 36 Low Dervish Road
h H.T. Parnells R 11 Low Dervish Road
H Halster Residence s Miscellaneous Shops
i Stanton Importers S Simon Ploughs Warehouses
I Panarii Temple t Telegraph Office
j Joseph the Stone Cutter T Toussaudes House of Secrets
J Junk Dealer u University Buildings
L Madam Lils V Vermillion (Train) Station
m Magic Shops w Weapon Shops
M Mooreland Residence W Willoughsby Residence
N Newspaper Office X P. Schuyler & Sons
o 32 Mulligan Bone Alley y Gypsy
O 57 Mulligan Bone Alley Y Mynor Residence
p Poones Flophouse Z Miscellaneous Buildings
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Youll find yourself on the edge of the Boil, a disreputable part of Tarant
-- and a part youre not powerful enough to mess with yet. So cross the
bridge to the northeast and make your way to the main part of the city.
Tarant is a large city, but it is organized nicely, and so finding your way
around shouldnt be too bad. A river cuts the city in half, and the
``rich side (with residences, shops, and the university) is to the north
and west, while the ``poor side (with docks, warehouses, and factories) is
to the east and south.
Explore the rich side first. Here are some of the people and places you
should see:
-- CASANDRA PETTIBONE will be waiting at the corner of Lungsten and
Kensington during daylight hours (shell be locked at home at night).
Shell ask you to steal an elven funerary stone from the Elven Ruins, and
shell mark the location on your map. If youre persuasive, you can get her
to increase her payment to 300 gold.
-- EVELYN GARRINGSBURG will ask you to retrieve a stolen painting, but she
wont have any idea who took it. However, shell mention that her husband
might have mentioned the painting while drunk, and the newspaper article
will say that the husband frequents the Wellington Gentlemans Club.
-- At the Wellington Gentlemans Club, you can learn a few things. If you
talk to the doorman, hell give you a guest list for the night of the
robbery, and youll find that everybody there was a member, except for
somebody named RORRY LIMES. (And if you check at the Hall of Records,
youll find that Limes owns a warehouse at 57 Mulligan Bone Road.) Inside
youll meet a dark elf noble who will ask you to deliver a note to 36 Low
Dervish Road. Youre not supposed to look at the note, but if you do youll
find it says ``57 Mulligan Bone Alley, an address that should look
familiar.
Note: if youre female, the doorman wont let you into the club. Youll
have to find Wendell Wellington (near the university) and convince him to
let you enter the club. The only way to avoid his ``fee is to kill him or
steal an invitation from him. Since his ogre bodyguard is only level 1,
its easy to kill him.
-- MATTHEW JAMESON will be standing at the corner of Devonshire and
Kensington. Hell ask you to retrieve his wedding ring, which he lost in
the sewers. Go ahead and solve this quest right away. The entrance to the
sewers is right next to you (a manhole), and the ring can be found on the
ground in a room with a few sewer rats in it (take the western tunnel at the
first fork you come to). If you dont see the ring, check your companions
to see if they picked it up. You can also explore the rest of the sewers if
you want, and pick up some extra loot and experience.
``Looks like I wont be sleeping on the porch. -- Matthew Jameson
-- At the telegraph office youll be able to pick up another message for
Virgil.
-- DELORES BESTON will ask you to find her a new crystal ball, and shell
suggest that you steal one from MADAM TOUSSAUDE (whose shop is on the poor
side of town).
-- VICTOR WRIGHT (at the newspaper office) will offer to pay you 500 gold
for your story about the zeppelin crash. Go ahead and do it. Not only will
you get the gold from Wright, but from now on random townsfolk will
sometimes give you money when you talk to them. Wright will also pay you 75
gold to deliver a note to MRS. HALSTER, and do that as well. The Halster
residence is only a couple of blocks sway to the southwest.
-- At H.T. PARNELLs you can add Gar to your group. You must have at least
2 ranks of persuasion (and perhaps an apprenticeship). Talk to Gar about
tea, and then talk to Parnell about releasing him. You can also simply free
Gar instead of adding him to your group, and youll get a fate point for
that.
Note: If you gave the camera to Ristezze in Shrouded Hills, and if you still
have Bessie Toones boot, you can sell the boot to Parnell.
-- At the university, youll find BENJAMIN GERSHWIN, phrenologist. Hell
ask you to find the skulls of JIN and XIN, the Renar Siamese twins, and
hell tell you that theyre interred at the local cemetery. But if you go
there youll only find a matchbook (for the Wellington Gentlemans Club) in
their tomb. Youll also find ALDOUS BUXINGTON. Hell give you some clues
on the Ancient Gods Quest. Lastly, youll find the university bookseller.
Hell offer to sell you technical manuals, which will improve your technical
expertise while theyre in your inventory.
-- You can give the note you found at the zeppelin crash to JARED, a guard
in front of the train station. Hell then ask you to talk to the local
stonecutter (whose shop is on the poor side of town), so he can make
arrangements for Wilheminas tombstone.
Also on the rich side of town you should find the P. Schuyler & Sons
building with MAGNUS standing out front. Magnus will give you some
background on the establishment, and hell even join your group if you want
him to.
``Beyond the rumors of murder, mysticism, and foul play? No, I think
that just about covers what I know, my friend. -- Magnus, on P.
Schuyler & Sons
Once inside the shop, talk to JAMES KINSFORD, the salesperson. Hell just
give you the run-around, so either kill him or rob him to get the key to the
basement. Hes only level 6, so hes not too hard to kill.
Then explore the areas under the shop. Youll find some zombies to kill and
some loot to pick up, and eventually youll come to the Schuylers. If you
talk to them youll learn that theyre a family of necromancers and that
they built their shop on top of some ancient dwarven ruins. Plus, youll
get to talk to dead Pelonious Schuyler, who will tell you that the ring was
made for Gilbert Bates.
However, the Schuylers are just a little bit evil, so you might want to kill
them instead. In fact, if you have Magnus with you, you wont have any
choice. Hell decide that the dwarven zombies are really his kin, and hell
demand revenge. Fortunately, the Schuylers are spellcasters without
powerful spells -- and two of them are only level 4 -- so theyll die
quickly. Then you can pick up the key to their file cabinets (on Winstons
corpse) and find a telegram from Benjamin Bates commissioning the ring for
his son, Gilbert.
``Thank you, friend, for fighting by my side. -- Magnus
Now you can explore the seedier side of tarant. Here are some of the people
and places you should visit:
-- MADAM LIL will give you several quests. The first will be to retrieve a
necklace from the Mooreland residence. Simply walk over there and talk to
LAURA the maid. Shell want a reward for it, and you can either pay her,
threaten her, or persuade her to give up the necklace. (If you persuade her
to join Madame Lils, shell give you a ``freebie later as a reward.)
Note: The necklace is non-magical and gives +40 magic resistance. That
sounds pretty good, but you wont face many spellcasters in the game, and
all the necklace will usually do is cause heal spells to fail. In any case,
you can steal it back from Madam Lil later if you want.
For the second quest, Madam Lil will ask you to collect 400 gold from MR.
LANGLEY at the Bridesdale Inn. He wont have the money on hand, so youll
have to wait five days to get it. Since time doesnt matter in the game,
just advance the clock five days and pick up what he owes.
For the third quest (male players only), Madam Lil will ask you to deliver a
package to Mrs. Halster and tell her its from Mr. Halster. (It seems Mr.
Halster visits the brothel more often when hes getting along with his
wife.)
For the last quest, Madam Lil will ask you to find a medallion of beauty.
Sometimes you can find one in the closed part of the city sewers, and
sometimes you cant. If its not in the sewers, then your only other option
seems to be to acquire it from the woman in the Kings Inn & Pub in
Dernholm. Youll either have to steal it from her or kill her for it.
-- At Madam Toussaudes, the madam will know why youve come, and shell ask
you to choose a side between her and Delores Beston. Pick MADAM TOUSSAUDEs
side (she gives the better reward), and shell give you the crystal ball to
give to Beston. Do the delivery, watch the result, and then return to
Toussaude to get a blessing of +1 charisma.
Note: Dont do this quest before finishing the Garrisburg painting quest.
If you do, Toussaude will only give you the location of the painting, which
you can find by other means.
``Delores Beston tried to run from her fate. Its as I always say,
traveler -- the future is inevitable. -- Madam Toussaude
-- SIMON PLOUGH will ask you to clear his warehouses of rats. Youll face
lots of rats, but they shouldnt pose much of a problem. Clear the western
(smaller) warehouse first because thats where youll find the key to the
other warehouse. Once theyre clear, you can use the warehouses for your
own storage. Theyre conveniently located between the junk dealer and the
gypsy.
-- At 36 Low Dervish Road, you can deliver the note that the elf from the
Wellington Gentlemans Club gave you. If you didnt look at the note,
youll receive 1000 experience for the job. Otherwise youll have to fight
the trio of bandits youll find there. You can fight the bandits regardless
and pick up some armor to sell plus Rorry Limes passport. (If you didnt
get the guest list from the Wellington Gentlemans Clubs doorman, you can
use the passport to get an address for Limes from the Hall of Records.)
-- At the Stanton Importers building you can either buy back the Bessie
Toone mine, or you can trick STANTON into believing youre with the
Industrial Council and convince him to simply give you the mine.
-- CEDRIC APPLEBY will offer you a quest to destroy one of Gilbert Bates
steam engine prototypes. Its an evil quest, so turn it down. (Magnus and
Gar will become upset if you attack the engine) There are other ways to get
into the Bates mansion.
-- At the Panarii temple, you can pick up a funny pamphlet.
-- At 12 East End Avenue youll find JOSEPH the stonecutter, and you can
tell him about Jared's wish for a tombstone.
-- At 57 Mulligan Bone Alley youll find a half-ogre guarding a closet. The
Garringsburg painting is in the closet, and you can either kill the half-
ogre or steal the key from him to get it. Then you just need to return the
painting to the Garringsburgs to complete the quest.
-- On the ``island at the center of Tarant youll meet a man named THOM
GRAK. Hell ask if you know MATT DE CESARE. Answer that you do (you should
have met him at the Wellington Gentlemans Club) and agree to deliver a
message to him. When you get to the club, youll discover that the message
was just a ruse to allow an assassin to follow you and find de Cesare. de
Cesare will kill the assassin and then go outside so you can talk privately.
When yo join him, hell then ask that you to find the skulls of the Renar
Siamese twins and suggest that they might be in a warehouse somewhere in
town.
The correct warehouse is 17 Quilton Bend (near Simon Ploughs warehouses).
It has locked metal doors, and if you cant pick them, then this is a good
place to use dynamite (if you have it). Plus, inside youll find a wererat
and a half-ogre, and dynamiting the doors might kill them at the same time.
If you have to kill them in normal battle, though, concentrate on the
wererat first since it is the much more dangerous of the two. (It will also
have some gold on its corpse, so be sure to check it after its dead.)
Youll find the skulls inside some locked barrels, and when you take them
back to de Cesare (the phrenologist can wait), hell ask you to deliver them
to ARTHUR TYRON, who was last known to be in Black Root.
``Some years ago, bizarre breeding experiments were begun in secret
which would eventually affect the balance of power here in Tarant.
-- Matt de Cesare
With most of the city quests complete, now is a good time to finally head
over to the Bates mansion (on the northeastern edge of the city) and talk to
Bates. However, his door guard wont just let you waltz in. If youre
persuasive, you might be able to convince them that youre an old friend.
If Cedric Appleby asked you to destroy Bates steam engine, then you can rat
him out to gain entry. Otherwise, youll have to complete a quest to
prevent the steam engine from being destroyed.
To complete the quest, go to the factory at 18 Ten Hands Alley. The steam
engine is in the back. (It has a control box like the steam engine at
Shrouded Hills.) Stand by the door leading to the steam engine, and advance
the time to midnight. Three low-level bandits will teleport in, and you
should be able to kill them pretty easily.
Youll find Bates on the second floor of his mansion. He wont be able to
tell you much, but youll learn three things: that the ``gnome who gave
you the ring was really a dwarf named Stennar Rock Cutter, that Bates earned
his wealth by stealing steam engine technology from the Black Mountain Clan,
and that the Black Mountain Clan disappeared some time ago. Further, Bates
will ask you to investigate the clan, and hell mark the location of their
former home on your map.
You should probably be around level 20 before you try exploring the clan
home, and a good place to get the experience you need is in the closed
Tarant sewers. The entrance is southwest of the gypsy, across a land bridge
and in a house surrounded by water.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| TARANT (CLOSED) SEWERS |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___
| |___ ____
| 3 _ | | |
|___| | | | |
_| | ____ | _|
| |_| | _________| |_
| _ | _____________| ____ ____|
|____| |_ | | ___________ | | |
| | _| | | | | |
| |_ | _| ___ | | __| |
| T|___ ___| |___| |_____| | | __|
| _ | | _______ _____ | | |___
|____| | |_ ___ | | |___| | | |_ _|
| |___| |_________| |_________________| | | |
| ___ ________________ ____________ T| _| |
|___| | T|____ _| |_ | | | |___
___ | __ | | T| | | | _ |
| |___ ___ |___| | | |_____| | | |___| | |
| 2 _ | ___ | T|___ | | _____ _____ | | | |
|___| | |_| | | C _ | ___ | | | _ | _| _ | | | | |
|___ | |___| | |_| |__| |___| | | | | _| | | | | _____| |_
|_ _| |___ __________| | |___|A| _| | | | | _______|
| | ___ |___| |__ __| | |_| | | | _____
| |__| | ____________ | | | A _ | | | | T|
|____ | | T | | ____| | | |____| | | | |_| |
Legend |_ _| | | | T| | | |T| |___ B |
| | ___ | D | | | | | |_| | |
1 To docks | |_____| | |___|_|__ _| | | |_____|
2 To Boil |_______ | | | | | ___
3 To Boil |_ _| | |___| |___ |T |___
4 To Power Plant | | | _______ | | 4 _ |
+ Elemental Snakes | | __________| | | | |___| | |
| | | __________| | | | |
A Slime Demons _ | | | |__ | |_______| |__
B Elemental Snakes |1| | | |__ | |______________|
C Muck Walkers | | | | | |
D Thief Hideout | |__| |____| |
T Treasure |_____________|
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
There are several level 20+ creatures in the sewers, so you might have to
avoid some places for now and then come back later. When youre ready to
move on, exit the city and head east to the Elven Ruins.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| Elven Ruins |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
At the Elven Ruins, youll meet four dark elf nobles. They wont be
thrilled to see you, but, as far as I can tell, there isnt any way to talk
your way past them and enter the dig. (You can talk to them and go away,
but what fun is that?) So talk to them (but dont rat out Cassandra
Pettibone or youll botch the quest) and then get ready to fight.
``Explore? Dont you mean pillage and rape our ancient burial
ground? -- dark elf noble
The excavation is pretty small, but you should find a few chests with magic
items, plus the funerary stone (6x4). Just grab it and then head back to
Tarant. On the way, you might want to stop by the Forbidden Pit (831W,
1033S) to kill three spiders and pick up a ring of poison resistance.
After you give the funerary stone to Cassandra Pettibone and collect your
reward, youll finally be able to talk to the man loitering in the alley
next to her front door. Hell tell you that THADDEUS MYNOR is the contact
for the Thieves Underground and suggest you pay him a visit.
There are several quests with the Thieves Underground, but if youre not a
thief, you might want to skip them and head straight for Black Root.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| Thieves Underground |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
| Black Root |
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
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* PERMISSIONS AND UPDATES *
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This guide may be posted on any web site as long as the text is not changed
and as long as I am informed of the posting. I will always submit new
versions to Cheat Code Central (www.cheatcc.com) and GameFAQs
(www.gamefaqs.com) first, so if you are looking for the most up-to-date
version of this guide, that is the place to look.
*****
Copyright © 2001 by Steven W. Carter



