This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | Dragon's Dogma | | | o======================================================================o Version 1.02 Written by: Nathan Garvin Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "DRAGON'S DOGMA" in the title, or I'll probably end up deleting it as junk. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work.. if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Capcom, or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Supporting HaeravonFAQs <----------------------------------------------------------------------> Now, I know this is a not-for-profit FAQ, but FAQ writing is time consuming work. 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Table of Contents o======================================================================o >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<< I. Introduction {INT001} 1. Video Walkthrough {INT002} 2. Holding Your Hand {INT003} 3. Using this FAQ {INT004} 4. Challenge Pack {INT005} 5. Item Grinding {INT006} 6. Monster Info {INT007} 7. NPC Affinity {INT008} 8. Online Play {INT009} 9. Quests {INT010} 10. Rewards {INT011} 11. Saves {INT012} 12. Treasure {INT013} II. Character Creation {CHR001} 1. Appearance {CHR002} 1.1 Gender {CHR003} 1.2 Size Matters (Kind of...) {CHR004} 2. Attributes {CHR005} 2.1 Hit Points {CHR006} 2.2 Stamina {CHR007} 2.3 Strength {CHR008} 2.4 Magick {CHR009} 2.5 Defense {CHR010} 2.6 Magick Defense {CHR011} 3. Vocations {CHR012} 3.1 Vocation Types {CHR013} 3.2 Levels 2-10 {CHR014} 3.3 Levels 11-100 {CHR015} 3.4 Levels 101-200 {CHR016} 3.5 Leveling versus Play Style{CHR017} 3.6 Fighter {CHR018} 3.7 Strider {CHR019} 3.8 Mage {CHR020} 3.9 Warrior {CHR021} 3.10 Ranger {CHR022} 3.11 Sorcerer {CHR023} 3.12 Mystic Knight {CHR024} 3.13 Assassin {CHR025} 3.14 Magick Archer {CHR026} 4. Suggested Builds {CHR027} 4.1 Justifying Offense {CHR028} 4.2 Hybrid Build {CHR029} 4.3 Magick Build {CHR030} 4.4 Strength Build {CHR031} 4.5 Building a Phenom: {CHR032} Step-by-Step III. Pawns {PWN001} 1. Main Pawns and Support Pawns {PWN002} 2. Pawn Limitations {PWN003} 3. Recruiting Pawns {PWN004} 4. An Educated Pawn {PWN005} 5. Pawn Inclinations {PWN006} IV. Gameplay {GMP001} 1. Game Screen {GMP002} 2. Pause Menu {GMP003} 3. Party Screen {GMP004} 4. Controls {GMP005} 5. Elements {GMP006} 6. Debilitations {GMP007} V. Hints and Tips {HNT001} >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<< VI. Prologue: He Who Shall Be King 1. Savan and The Tainted {WLK001} Mountain Temple (8 Steps) VII. Chapter 1: A New Arisen 1. Cassardis {WLK002} (24 Steps) 2. The Encampment {WLK003} (17 Steps) 3. To Gran Soren {WLK004} (21 Steps) 4. Exploring the Estan Plains {WLK005} (14 Steps) 5. Cassardis Revisted {WLK006} (32 Steps) 6. Exploring the Pawn Guild {WLK007} (12 Steps) 7. Questing Gran Soren {WLK008} (32 Steps) VIII. Chapter 2: The Wyrmhunt 1. Aiding A Research Team {WLK009} (25 Steps) 2. Exploring the Vestad Hills {WLK010} (28 Steps) 3. Investigating A Cult {WLK011} (25 Steps) 4. Exploring the Deos Hills {WLK012} (18 Steps) 5. Deciphering a Text {WLK013} (10 Steps) 6. Exploring Northface Forest {WLK014} (20 Steps) 7. Clearing the Ancient Quarry {WLK015} (14 Steps) 8. Exploring Devilfire Grove {WLK016} (7 Steps) 9. Routing a Monster Infestation{WLK017} (16 Steps) 10. Exploring the Verda {WLK018} Woodlands (21 Steps) IX. Chapter 3: Rise of the Fisher Knight 1. Hearing the Duke's Directive {WLK019} (18 Steps) 2. More Missions in Gran Soren {WLK020} (8 Steps) 3. Exploring the Frontier {WLK021} Caverns and Fighting Off Assassins (9 Steps) 4. Saving Selene, and Other {WLK022} Stuff (23 Steps) 5. Questing the Castle {WLK023} (10 Steps) 6. Returning to the Catacombs {WLK024} (10 Steps) 7. Exploring the Wilted Forest {WLK025} (13 Steps) 8. Exploring Cursewood and {WLK026} Heavenspeak Fort (15 Steps) 9. Exploring the Barta Crags {WLK027} (14 Steps) 10. Exploring Soulflayer Canyon {WLK028} (18 Steps) X. Chapter 4: The Duke's Directives 1. Aiding the Corps on a {WLK029} Hunting Expedition (7 Steps) 2. Exploring the Pastona Cavern {WLK030} (11 Steps) 3. Exploring Bluemoon Tower {WLK031} (20 Steps) 4. Gathering Evidence for an {WLK032} Important Trial (10 Steps) 5. Recovering a Stolen Item {WLK033} (10 Steps) 6. Assisting Ser Mercedes {WLK034} (8 Steps) 7. The Cockatrice Conspiracy {WLK035} (6 Steps) 8. Exploring the Blighted Manse {WLK036} (18 Steps) 9. Merchant Matters {WLK037} (10 Steps) 10. Salvation's Last Stand {WLK038} (14 Steps) XI. Chapter 5: The Ever-Turning Wheel 1. The Tainted Mountain Temple {WLK039} (16 Steps) 2. Showdown with the Dragon {WLK040} (14 Steps) 3. Wandering Through a Ruined {WLK041} World (12 Steps) 4. Unfinished Business {WLK042} (14 Steps) 5. Exploring the Everfall {WLK043} (30 Steps) 6. Ascension {WLK044} (8 Steps) XII. New Game+ {WLK045} Total Walkthrough Length: 690 Steps >>>>>>>>>>>>>>>VIDEO PLAYTHROUGH<<<<<<<<<<<<<<<< 1. Savan and the Tainted Mountain Temple{VID000} https://www.youtube.com/watch?v=lNOCIpNSi-0 2. Cassardis {VID001} https://www.youtube.com/watch?v=ZLH2tsBj3c4 3. Seabreeze Trail {VID002} https://www.youtube.com/watch?v=M0dIpMikROE 4. Call of the Arisen {VID003} https://www.youtube.com/watch?v=vPQ4E7Xy1R0 5. Escorting Madeline {VID004} https://www.youtube.com/watch?v=e2YoXrXd9v8 6. Strength in Numbers {VID005} https://www.youtube.com/watch?v=7yyTMQmRnRs 7. A Rude Awakening {VID006} https://www.youtube.com/watch?v=zCSpl3dxtxQ 8. Off With Its head {VID007} https://www.youtube.com/watch?v=6DOmdfwfW9o 9. Deep Trouble {VID008} https://www.youtube.com/watch?v=RRJSxyQOlCY 10. Low Level Bluemoon Tower Run {VID009} https://www.youtube.com/watch?v=3wMgJt5b-vY 11. Low Level Heavenspeak Fort Run {VID010} https://www.youtube.com/watch?v=FraM3b5LfAU 12. Exploring the Barta Crags {VID011} https://www.youtube.com/watch?v=1PjyokvEYV4 13. Low Level Soulflayer Canyon Run {VID012} https://www.youtube.com/watch?v=nn4lg-YKV1g 14. Lost and Found {VID013} https://www.youtube.com/watch?v=PGotIHwDCtg 15. An Uninvited Guest {VID014} https://www.youtube.com/watch?v=8QNCW0TbdQ4 16. A Troublesome Tome {VID015} https://www.youtube.com/watch?v=QIq1sCGTqmQ 17. Exploring the Vestad Hills {VID016} https://www.youtube.com/watch?v=s4yvUBBTXxM 18. Exploring the Verda Woodlands {VID017} https://www.youtube.com/watch?v=GrnPmhWFP_w 19. No Honor Among Thieves {VID018} https://www.youtube.com/watch?v=OJoZs8QPiG0 20. Deeper Trouble {VID019} https://www.youtube.com/watch?v=LxAVsc8i0wI 21. Lure of the Abyss {VID020} https://www.youtube.com/watch?v=xfArFhINNEY 22. Chasing Shadows {VID021} https://www.youtube.com/watch?v=McbcV9Fhcjs 23. Of Merchants and Monsters {VID022} https://www.youtube.com/watch?v=iPszZbivSHI 24. Dying of Curiosity {VID023} https://www.youtube.com/watch?v=zfm9p3-Z4gk 25. Exploring Gran Soren {VID024} https://www.youtube.com/watch?v=Yjpj-_T4OnA 26. Land of Opportunity {VID025} https://www.youtube.com/watch?v=wIhazAnVaug 27. The Cypher {VID026} https://www.youtube.com/watch?v=PU13RQPyhLc 28. A Fortress Besieged {VID027} https://www.youtube.com/watch?v=in4hIFkTH-w 29. Escort Duty {VID028} https://www.youtube.com/watch?v=03s_bGp0Xco 30. Seeking Salvation {VID029} https://www.youtube.com/watch?v=7fABh-cfIfI 31. The Watergod's Altar {VID030} https://www.youtube.com/watch?v=TW0tReDeN-k 32. Come to Court {VID031} https://www.youtube.com/watch?v=2z3Rmzvufow 33. Exploring the Frontier Caverns {VID032} https://www.youtube.com/watch?v=QFbY83Ze_5I 34. Witch Hunt {VID033} https://www.youtube.com/watch?v=V7VIdzxrw1U 35. Farwell, Valmiro {VID034} https://www.youtube.com/watch?v=OXo7huK7o5A 36. Mettle Against Metal {VID035} https://www.youtube.com/watch?v=gCOcKf6Mbek 37. The Dragon's Tongue {VID036} https://www.youtube.com/watch?v=7te2iH7v5hA 38. Supply and Demands {VID037} https://www.youtube.com/watch?v=Ea7ePmZpucw 39. An Innocent Man {VID038} https://www.youtube.com/watch?v=cPyauO5PGpQ 40. Arousing Suspicion {VID039} https://www.youtube.com/watch?v=makxER9TycE 41. The Conspirators {VID040} https://www.youtube.com/watch?v=84StwPYM1aQ 42. Rise of the Fallen {VID041} https://www.youtube.com/watch?v=EbMy-dbZN6Q 43. Griffin's Bane {VID042} https://www.youtube.com/watch?v=mFKfmSCRCz4 44. Nameless Terror {VID043} https://www.youtube.com/watch?v=RreVw245osE 45. Trial and Tribulations {VID044} https://www.youtube.com/watch?v=vjgDJz1E3aU 46. The Wyrmking's Ring {VID045} https://www.youtube.com/watch?v=_LbEL4r0GZo 47. Pride Before A Fall {VID046} https://www.youtube.com/watch?v=Se2wqw8eglw 48. Honor and Treachery {VID047} https://www.youtube.com/watch?v=2ON5BNZ0AOg 49. Bad Business {VID048} https://www.youtube.com/watch?v=9aw2MT11fzg 50. Talent in Bloom {VID049} https://www.youtube.com/watch?v=A3AsqUZ3EsM 51. A Parting Gift {VID050} https://www.youtube.com/watch?v=osL_TA6jqN8 52. Reward and Responsibility {VID051} https://www.youtube.com/watch?v=899ybYDCgZk 53. Duchess in Distress {VID052} https://www.youtube.com/watch?v=K8HATaTc__E 54. Deny Salvation {VID053} https://www.youtube.com/watch?v=XZKxw6fvbio 55. Exploring the Tainted Mountain {VID054} Temple https://www.youtube.com/watch?v=2nvNAW7KKYg 56. The Final Battle {VID055} https://www.youtube.com/watch?v=2ruuXsRKQkg 57. Return to Gran Soren {VID056} https://www.youtube.com/watch?v=u_wDiQ8c9IQ 58. A Warm Welcome {VID057} https://www.youtube.com/watch?v=NCOJEcaDR5Q 59. Chamber of Confusion {VID058} https://www.youtube.com/watch?v=oiRSHkuRqnQ 60. Chamber of Anxiety {VID059} https://www.youtube.com/watch?v=s1Rbw9EcWKQ 61. Chamber of Absence {VID060} https://www.youtube.com/watch?v=hN2xJTd8G2A 62. Chamber of Hesitation {VID061} https://www.youtube.com/watch?v=Td3rU4n1rG4 63. Chamber of Apprehension {VID062} https://www.youtube.com/watch?v=lwopkS4QHpI 64. Chamber of Remorse {VID063} https://www.youtube.com/watch?v=DzxVrv7ArXs 65. Chamber of Tragedy {VID064} https://www.youtube.com/watch?v=Pf4vxzsRX1Q 66. Chamber of Lament {VID065} https://www.youtube.com/watch?v=aBMl6MwLvPU 67. Chamber of Fate {VID066} https://www.youtube.com/watch?v=TWiS5MXigBY 68. Chamber of Distress {VID067} https://www.youtube.com/watch?v=nkf_QIywPmU 69. Chamber of Estrangement {VID068} https://www.youtube.com/watch?v=LSpDQ7CY2_Y 70. Chamber of Woe {VID069} https://www.youtube.com/watch?v=rcmNzjPiNZQ 71. Chamber of Sorrow {VID070} https://www.youtube.com/watch?v=ipucyzeyEN8 72. Chamber of Resolution {VID071} https://www.youtube.com/watch?v=9_RGcfkAYCM 73. Chamber of Inspiration {VID072} https://www.youtube.com/watch?v=O2Ug4_pElu0 74. Chamber of Hope {VID073} https://www.youtube.com/watch?v=Z6Hb6LeB6a0 75. Final Judgment {VID074} https://www.youtube.com/watch?v=5jsf3VOW5Sc >>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<< XIII. Enemies {EMY001} XIV. Notice Board Quests {NBQ001} XV. Placing Portcrystals {PRT001} XVI. Quests {QST001} XVII. Treasure {TRE001} XVIII. Update/Thanks {UPD001} o======================================================================o | | | Introduction {INT001} | | | o======================================================================o Not so long ago, I was playing through Final Fantasy VI. I came to the game late, I didn't have a SNES, I was a SEGA kid. Anyways, it's a great game from the golden age of JRPGs, and needless to say, it's a pretty complicated game. Since I didn't care to play through the game a dozen times so I could learn all about it, I decided to get a FAQ for it. I wanted to actually beat the game, without having to spend quite as much time figuring everything out for myself-probably like many of you reading this right now. Since I share the hobby of FAQ-writing, I decided to send the author of the guide I was using a good old fashioned thank you E-mail (us FAQ-writers live on such fare). The author, being a responsible chap, looked up my claim that I wrote FAQs myself and noted that I "was in the business of western RPGs". It's true. Most of you reading this will know me from my Fallout 3 and Baldur's Gate FAQs. But honestly, I'm a pretty diverse gamer, although I carry a special spot in my heart for RPGs. Any game that will keep me playing for 60+ hours is just a good investment of my limited money. It's sad, but it seems that the JRPG has become an endangered species, and given the mediocrity being spewed forth by Square-Enix lately, it doesn't seem like the traditional sources of JRPG greatness are up to snuff anymore. In steps Capcom with Dragon's Dogma. I heard great things about this game via word of mouth (figuratively, text still counts as conversaton), and decided to give it a try. Great combat and character customization, they said, and they were right. It's got enough character customization options to (almost) satisfy my girlfriend, who was absolutely livid when Skyrim didn't have a RGB color slider for the hair. It's easily my favorite RPG of 2012-and my favorite JRPG since Dragon Quest VIII, although to be fair, it's more of a WRPG made in Japan. At least Capcom has decided to step up and adopt the new RPG conventions, instead of rehashing tired old melodrama and androgenous leads, or retreating into hand-held remakes. If you are intrigued by Shadows of the Colossus-esque boss battles, Devil May Cry-ish combat, and character customization that puts Skyrim and Kingdoms of Amalur to shame, you'll like Dragon's Dogma... so long as you're willing to ignore the story. Video Walkthrough {INT002} o======================================================================o The video walkthrough was created some time after the text guide for the game-with a different protagonist, heck, even on a different console! The video walkthrough does not follow the guide step-by-step. Whereas the text walkthrough often attempts to be efficient-picking up quests and completing them when it's more convenient, often much later and inter-mixed with other quests. The video walktrhough, however, compartmentalizes each quest, and each video covers a step from start to finish (albeit often with pointless travel omitted). That being the case, it's obviously impossible to have the two mirror each other. Sometimes the video walkthrough segments are posted in the walkthrough when a quest/exploration is actually being performed. Other times, the video is posted when a quest is assigned-even if the text guide doesn't tackle said quest until later... again, usually as part of another quest. On top of that, my previous videos (often created to highlight a specific critter) were not integrated into the video walkthrough. Videos that cover quests/exploration have a [VID###] tag, whereas tactics videos do not. View the videos as enhancements to-not substitutes for-the text walkthrough. Holding Your Hand {INT003} o======================================================================o Many of my guides tend towards hand-holding. In the walkthroughs, I tend to discuss everything, no matter how minute, for the sake of completionism. Not so for this game. In Dragon's Dogma, there's lots of miscellaneous looting that can be done, which will result in typically insignificant (not to mention random) rewards. Side quests where you have to escort NPCs, kill 'X' amount of 'X' monster, or gather 'X' amount of 'X' ingredient also abound. Often these have random triggers (raising your affinity with said NPC, for example, or completing a number of previous fetch quests), which translates to a bit of a nightmare from a writing perspective. Instead of omiting them entirely, they are included in their own section 'Side Quests' [SDQ001], removed from the main walkthrough. They will not be covered in as great of detail as the main quests, but since they're entirely optional anyways, it shouldn't matter too much. The main walkthrough will be dedicated to two things-completing every main quest in the game, and scoring the best gear you can possibly get. Picking flowers I leave to you. Using this FAQ {INT004} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <----------------------------------------------------------------------> Of course, I reserve the right to break my own rules during the FAQ.. mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. Sequence of Events <----------------------------------------------------------------------> Unlike some of my other guides, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Each different Sequence of Events is separated by a large heading, while each step is divided by a thick line (if we travel to a different area) or a thin line (if we don't.) Challenge Pack: A Trial For Adventurers {INT005} o======================================================================o In December 2012 Capcom released a free DLC which contained two new challenge modes for the game. Free stuff is cool, so it'll be mentioned in this guide. As a concession for wussies, Easy Mode was added, but the more important features added by this Challenge Pack include Hard Mode and Speed Run Mode. Why are they more important? Because you can score a bit of extra gear for completing these modes. Even so, they will nevertheless be ignored in the main walkthrough, which assumes a normal run through the game by new players with new characters. Hard Mode runs are discussed in the Hard Mode Section of the guide [HRD001], while Speed Run Mode runs are discussed in the Speed Run Section of the guide [SPD001]. Item Grinding {INT006} o======================================================================o Items in chests contain the gear you'll need to make your character super-awesome like. Sure, you could always buy it from shopkeepers, but there's plenty of gear you can find in chests long before anybody will sell it... and for free, and there's some gear that no shopkeeper will sell. There are two ways you can get this yummy chest loot. Be a chump and clear, clear, and reclear a dungeon a hundred times, or be an obnoxious loot grinder. I'm the latter. If you save your game BEFORE you open a chest that has some bit of loot in it you want, you can open the chest and-if you don't get what you want-reload until you find something better. Some things to note-most of the really great loot has a low chance of spawning (sometimes as low as 2%), which can make this process tedious. Another thing that conspires against you is the fact that you'll have to manually save, then go to the title screen, and reload your game, and for some absurd reason this game takes FOREVER to check your hard drive, load your character, then allow you to wait as it loads the game. If you loot-grind, loot grind for gear that matters. If it can ever be purchased, purchase it. This pretty much means you can wait until the end of the game to loot grind. On that note, there are areas with numerous chests that are easy to loot-grind in bulk... unless you have stupid Pawns traveling with you picking up crap you don't want. So long as you don't pick something up (looking is fine, touching is bad) you can save/load if you do/don't like what you got. If you want to loot several chests in one run, and you get crap in the first few chests, but something you want to keep in the third chest, only pick up what's in the third chest, then save/load when your run is done. Since Pawns are cleptomaniacs, they will pick everything up... so, when loot grinding chests late in the game, it's a good idea to ditch your Pawns. Monster Info {INT007} o======================================================================o Whenever new monsters are encountered in the walkthrough, they will be briefly discussed under the heading ***MONSTER INFO***. Here I'll generally talk strategy-their attacks, soft spots, weaknesses, etc. You can find more detailed information about monsters in the Monster Section of the guide [MON001]. NPC Affinity {INT008} o======================================================================o NPCs in Dragon's Dogma will gain (or lose) affinity for you depending on your actions. Most of the NPCs are poorly fleshed out, and there's no obvious indicator that an NPC has gained affection for you save at certain benchmarks. For example, if you significantly improve an NPC's affinity, they'll be surrounded by an aura, and their cheeks will be flushed. Again, however, since there is no way to see exactly how much affinity somebody has for you, the best that can be done is to check your 'History' menu to see how many people have maximum affinity for you. ***SPOILERS*** There is a romance sub-plot in this game, but it is, like most quests in Dragon's Dogma, poorly fleshed out. You might be near the end of the game before you realize that the game is forcing a romance upon you... and it doesn't care what your gender is, what the gender of the NPC is, or their respective ages. It's a huge, huge fail on the part of Capcom here. Online Play {INT009} o======================================================================o As people who read my other FAQs might know, I do not have a stable internet connection at home. I do not play games online. Yes, I know the pawn system was built for online play, and I know that I can't discuss trading, fighting the online Ur-Dragon, and certain uber gear because of this. I also won't be discussing any DLC for this game. Find your online information elsewhere-it shouldn't affect your gaming if you use this guide, since this game is-first and foremost-a single player RPG with a few online elements you can interact with. Quests {INT010} o======================================================================o Quests are the substance of RPGs... but like so many things in life, not all are created equal. Major quests (ones not scored off some Notice Board or another) will be recorded under the ***QUESTS*** heading. This will occur in the walkthrough when the quest is assigned... although the quest will later be completed... well, whenever the hell I feel like it. If you don't want to read the walkthrough's often scattered (but detailed!) quest information, check out the Quest Section [QST001] for more condensed information about each quest. Rewards {INT011} o======================================================================o Complete quests, get rewards. Rewards gained during play will be recorded under the ***REWARDS*** section, listing the gold, experience, Rift Currency, and items obtained from a particular action, as applicable. Saves {INT012} o======================================================================o Oh boy, it's a Capcom game, and if you've played Dead Rising, you know that Capcom is frustratingly capable of making a fun game bungled with an absurd saving system. Dragon's Dogma can be one of those games. You essentially have two save slots, a conventional 'hard' save (you know, you save the game manually, and expect everything to be peachy). You also have two 'autosave' slots that save independently of one another, and at different times. One is a true autosave-it'll save when you enter/leave areas and complete quests (this overwrites your hard save). You also have a checkpoint autosave (in the Save/Load submenu of the Pause Menu, you'll see one of the options is 'Return to last Checkpoint'-this refers to that save slot), which is saved specifically when you rest at inns or when you visit Riftstones. If you die and find yourself back at the start of a dungeon, it's because the game restored your autosave slot. If you 'Restart from last Checkpoint' and find yourself ten levels back at the last inn you rested at, it's because the game loaded the last checkpoint save. Your manual save can only be reloaded from the main menu. Treasure {INT013} o======================================================================o Treasure is good. We all like treasure. In fact, one of the reasons people play RPGs is to score cool loot! What would an RPG be like without it? Probably like Mass Effect 2, which to say, not an RPG. Anyways, all loot isn't created equally, as we should all know, and much of it is not worth my time to record, nor your time to read. Anything that can be equipped or worn, however, will be recorded in the guide under the ***ITEMS*** heading... along with the container in which the treasure is found. If you don't want to read the descriptive text in the walkthrough to find a particular bit of loot, consult the Treasure Section of the guide [TRE001]. o======================================================================o | | | Character Creation {CHR001} | | | o======================================================================o Being an action-RPG, character creation is, of course, an important part of the game. This section should, perhaps, be called 'party creation', as you not only need to worry about creating your protagonist-the Arisen, but you'll need to create your Main Pawn. For the most part, the same rules that apply to one apply to the other. Just keep in mind that the goal of this section will not just be the creation of one character on their own merits-but two characters, who will be joined by two other characters. Your gameplay preferences will determine how you should build your Arisen and Main Pawn. Appearance {CHR002} o======================================================================o Before you get to any of the numbers, vocations, or other immensely important gameplay issues, you'll have to create your character's appearance. This actually matters somewhat in Dragon's Dogma, unlike in most RPGs. Gender {CHR003} <----------------------------------------------------------------------> First, know that your gender will not change too much throughout the game. Everybody refers to you as 'Arisen' or 'Ser', and what 'romances' exist in this game are largely blind to gender. Pick whatever you prefer aesthetically. There are a few slight benefits towards playing a female, however. First, there's a quest that either requires you to be female... or dress in drag to complete. Not a big deal either way. Second, there are many female-only clothes and pieces of armor in the game, which cannot be worn by male characters. Many of them are quite strong... especially considering how early you can get some of them. There are no male-only pieces of equipment in the game. On the other hand, your armor/clothing isn't a big deal, so don't feel compelled to play a female based upon item considerations. Size Matters (Kind Of...) {CHR004} <----------------------------------------------------------------------> Another, much more important aspect of your apperance is your height and weight. According to the manual: "How a Character's Body Type & Gender Affects Gamplay: The bigger the body, the heavier the character. Although this increases the amount the character can hold, it decreases the speed at which Stamina is restored. In addition, although the character will have a wider attack range, there is increased susceptibility to enemy attacks. The opposite holds true for characters with smaller body types. There are also instances where gender affects in-game elements as battles and storylines." I'll be honest, I didn't check this out as much as I probably should have. A few things that your height may affect includes your jumping distance, how easy it is for your character to get soaked, and a few areas can only be accessed by very small characters... leading to inconsequential loot. As for running speed, Stamina drain/recovery, all I bothered to note empirically was the difference between two characters I had-one a female with a height/weight of 186/73, and the other a male with a height/weight of 197.9/99. It took the heavier (male) character 2:04:12 to recover his stamina meter fully, while the lighter (female) character needed only 1:46:88. Stamina consumption, however, seemed higher on the lighter character than the heavier... so, I really just suggest picking for aesthetics. Either way, Stamina is easy enough to recover with items. Attributes {CHR005} o======================================================================o One might assume that your Vocation would be the next most important part of character creation... and it's true, it's a very important part, indeed. However, a large part of why it's so important is that it determines how your attributes increase, and there's no point in worrying about that if you don't know what your attributes are, what they're good for, and so on. I assume everybody understands the general idea-attributes include such parameters as your Hit Points, Stamina, Strength, Magick... you know, those old gameplay conventions. Hit Points {CHR006} <----------------------------------------------------------------------> How much punishment you can take before you die. Your Pawns die, no big deal, you go over and give them a hand, and life goes on. If you die, however, it's game over, so these are somewhat important... at least, for your Arisen. --> Every time you suffer damage, 25% of the damage taken is semi-permanent damage, which can only be recovered by resting, using healing items, or entering a healing spring. The rest of the non-permanent damage (75% of damage taken) is displayed as grey on your Hit Point meter, while semi-permanent damage is black. Still, there are a few reasons why I don't consider Hit Points to be terribly important... I mean, it's always nice to have more, but it's not a primary attribute concern. First, your Hit Points are only as good as your Defense and Magick Defense. Having loads of Hit Points means little if it's not mitigated by Defenses. The classes that are high in Hit Points (Fighter and Warrior) also have good Defense, but you will never have high Hit Points, Defense AND Magick Defense. Second, since you can enter your inventory at any time and use healing items (even while scaling a foe or in mid-swing) Hit Points are somewhat less of an issue than they might have been, if the game was less generous about inventory access... third, there are several ways to mitigate damage. Not getting hit is good, dodging should always be your first option, but blocking works too... in fact, if you plan to use a shield, having high Stamina (to block multiple attacks) is better than having high Hit Points... lastly, Invisibility outrights makes you immune to most damage. You've got plenty of reasons to focus on other attributes. Stamina {CHR007} <----------------------------------------------------------------------> You use Stamina to sprint, block, cast spells, climb, use skills, and perform special attacks. Yeah, everything uses Stamina, and since using skills, casting spells, and climbing are the best ways to kill most foes, Stamina essentially funds your offense. It's a very, very important attribute, only diminished in importance due to the fact that you can use recovery items at will to heal it in the midst of combat. --> Stamina regeneration does not improve as your Stamina does, so keep in mind that having more Stamina only affects what you can do before you're forced to take (increasingly longer) breaks to recover Stamina. On the other hand, there are no ways to mitigate Stamina usage the same way damage can be reduced or avoided. You will use Stamina in every fight, or from just running from place to place-you won't always be getting injured. All in all, I find it best to have a good fund of Stamina... if you had to choose between Hit Points and Stamina. Strength {CHR008} <----------------------------------------------------------------------> Strength determines the damage you deal with physical attacks-be it with bows, fists or swords. If you plan to make any sort of melee character or archer, this attribute is essential. A few things might seem to impair its usefulness-your weapons will probably have as much of an influence on damage as your base Strength, for example, and there are several skills that boost your Strength, but the two greatest boosters-Autonomy and Bloodlust-actually improve your ultimate attacking power based upon your base Strength (modified by other skills and your weapons, of course). So, your Strength score is exceedingly important to your overall offensive prowess, and you should focus on it-or Magick-exclusively. After all, Hit Points and Stamina can be restored by inventory items at will, and Defense and Magick Defense only mitigates damage taken... Considering how easy it is to restore Hit Points and Stamina, you should focus on offense. Pick one, and do it well. Magick {CHR009} <----------------------------------------------------------------------> The damage you deal with magical attacks-spells and weapons with elemental properties, for example. If you wish to play a magic-user, this attribute is essential. Magick functions exactly like Strength-it's boosted by skills and weapons. Both Strength and Magick-based builds are viable options, and should be your only real goal when leveling up. Just keep in mind that Magick is more difficult to level up, as playing a Sorcerer is... tiresome, and if you make a Magick build, do so with the intention of playing a Magick Knight, Mystic Archer, or Assassin-not a Mage or Sorcerer. Pawns do the latter roles just as well. Defense {CHR10} <----------------------------------------------------------------------> Reduces the physical damage you take from attacks. There are several reasons this attribute is... not worthy of consideration. First, Hit Points can be healed easily enough, and damage can be avoided. Second, even with a rather low base Defense, with skills and gear you can reduce the damage you take down to negligibility... save from stronger foes, who hit hard enough that they likely won't ever deal negligible damage. Plus... you know the saying 'the best defense is a good good offense'? Well, it's true. Dead foes don't deal damage very well, and I prefer to be a death-maker than a damage soaker. Magick Defense {CHR011} <----------------------------------------------------------------------> Reduces the magical damage you take from attacks... same thing as Defense, really, with the same suggestion. One thing to note, however, is that magical attacks tend to be more powerful at their worst than physical attacks. Vocations {CHR012} o======================================================================o Your Vocation-or class, job, profession, role... whatever gameplay convention you've grown up calling it-is the most important part of character creation. It determines what weapons you can wield, what armor you can wear, which skills you can use, and how your attributes improve every time you level up. It's the last part that matters most, really, as everything else can be changed at a whim. I will start by talking about how the vocations work... and we'll worry about the differences in play-style later. Vocation Types {CHR013} <----------------------------------------------------------------------> There are three types of Vocations; Basic, Advanced, and Hybrid. Basic Vocations (Fighter, Strider, and Mage) are the only three initially available, whereas Advanced and Hybrid Vocations become avaiable later, after you've hit level 10, reached Gran Soren, and you have the Discipline to spend on changing Vocation. Advanced Vocations are... well, like the Basic ones, but typically stronger. The three Advanced Vocations are Warrior, Ranger, and Sorcerer. Finally, the Hybrid Vocations combine the perks of two Basic Vocations-the Fighter/Strider Vocation is the Assassin, the Fighter/Mage Vocation is the Mystic Knight, and the Strider/Mage Vocation is the Magick Archer. Only the Arisen can assume a Hybrid Vocation, Pawns only have access to Basic and Advanced Vocations. Levels 2-10 {CHR014} <----------------------------------------------------------------------> When you start the game you can only choose one of three 'Basic Vocations'-Fighter, Strider, and Mage. Not only is this an arbitarily limited selection (which will not persist very long), but the growth rates of each of these classes is quite different in the early levels than they will be later on... simply put, the first ten levels are just getting you into the game. You just got to get them over with as best you can before you can really start making any strategic leveling plans. Your starting stats, and the first few growth levels of each of the three Basic Vocations are listed below: o===============================================o | Starting Stats | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Fighter | 450 | 540 | 80 | 60 | 80 | 60 | <---------------|-------|-------|-------|-------|-------|-------| Strider | 430 | 540 | 70 | 70 | 70 | 70 | <---------------|-------|-------|-------|-------|-------|-------| Mage | 410 | 540 | 60 | 80 | 60 | 80 | o===============o=======o=======o=======o=======o=======o=======o o===============================================o | Basic Vocations Levels 2-10 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Fighter | 30 | 20 | 4 | 2 | 3 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Strider | 25 | 25 | 3 | 3 | 3 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Mage | 22 | 20 | 2 | 4 | 3 | 3 | o===============o=======o=======o=======o=======o=======o=======o The early growth for each class is more general than it will be later on, but for the first few levels, there are no extraordinary gulfs in power... at least, not compared to how specialized your growth will become later on. Levels 11-100 {CHR015} <----------------------------------------------------------------------> Once you hit level 10 you can change vocations (provided you have the Discipline and have reached Gran Soren). Also, growth becomes more dynamic. Now is the time when you really must choose how you want to play the rest of the game... two-thirds or so of your growth will occur during this stretch of time. The growth rates for all classes from levels 11 to 100 are as follows: o===============================================o | Basic Vocations Levels 11-100 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Fighter | 37 | 15 | 4 | 2 | 4 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Strider | 25 | 25 | 3 | 3 | 3 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Mage | 21 | 10 | 2 | 4 | 1 | 4 | o===============o=======o=======o=======o=======o=======o=======o o===============================================o | Advanced Vocations Levels 11-100 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Warrior | 40 | 10 | 5 | 2 | 3 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Ranger | 21 | 30 | 4 | 3 | 2 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Sorcerer | 16 | 15 | 2 | 5 | 1 | 5 | o===============o=======o=======o=======o=======o=======o=======o o===============================================o | Hybrid Vocations Levels 11-100 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Mystic Knight | 30 | 20 | 2 | 3 | 3 | 3 | <---------------|-------|-------|-------|-------|-------|-------| Assassin | 22 | 27 | 6 | 2 | 2 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Magick Archer | 21 | 20 | 2 | 3 | 3 | 4 | o===============o=======o=======o=======o=======o=======o=======o Levels 101-200 {CHR016} <----------------------------------------------------------------------> After you've hit level 100, your growth rate slows down considerably. By this time, you've certainly maxed whatever Vocaction(s) you've found the most interesting, and have probably beaten the game. Only the most power-gamey folks out there (my brothers and sisters in gaming) will bother with these levels: o===============================================o | Basic Vocations Levels 101-200 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Fighter | 15 | 5 | 1 | 0 | 3 | 0 | <---------------|-------|-------|-------|-------|-------|-------| Strider | 5 | 15 | 1 | 1 | 1 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Mage | 10 | 10 | 0 | 2 | 0 | 2 | o===============o=======o=======o=======o=======o=======o=======o o===============================================o | Advanced Vocations Levels 101-200 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Warrior | 15 | 5 | 2 | 0 | 2 | 0 | <---------------|-------|-------|-------|-------|-------|-------| Ranger | 5 | 15 | 2 | 0 | 1 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Sorcerer | 10 | 10 | 0 | 3 | 0 | 1 | o===============o=======o=======o=======o=======o=======o=======o o===============================================o | Hybrid Vocations Levels 101-200 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Mystic Knight | 15 | 5 | 1 | 1 | 1 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Assassin | 5 | 15 | 3 | 0 | 1 | 0 | <---------------|-------|-------|-------|-------|-------|-------| Magick Archer | 10 | 10 | 0 | 1 | 0 | 3 | o===============o=======o=======o=======o=======o=======o=======o Leveling Versus Play Style {CHR017} <----------------------------------------------------------------------> Now, I've discussed earlier what the attributes do, so you should be able to scan over the attributes here and-if you trust my words-see something obvious. The Assassin and Sorcerer have the best Strength and Magick scores, respectively, and since they're the most important attributes (one or the other), they're what you should shoot for. While leveling, you should be playing an Assassin or a Sorcerer. Period... which pretty much means for the entire game, until level 200, when leveling obviously isn't an issue anymore. Of course, we're talking leveling. You only need to be the vocation you want to level as the moment you get enough experience to level up. The rest of the time, your play style should determine what vocation you are (and what you'll ultimately end up playing as once you hit level 200.) To be safe, I'd advocate just sticking to your leveling class for... most of the levels between 10 and 100. Still, since it matters how the classes play, lets take a look at each vocation in depth. Three things (besides attributes, which we've discussed enough to cause even the most interested and patient gamers to have a nose bleed by now) that matter the most when looking at the vocations are their skills (both the skills they can learn, and the skills they can use), their weapon selection (usually tied to what skills they can use, has a huge affect on gameplay) and what they can wear... so when discussing the vocations, that's what we'll worry about. Okay, and I'll reiterate attributes, too. They're important, dammit! Fighter {CHR018} <----------------------------------------------------------------------> Type: Basic Vocation Primary Weapon: Sword Secondary Weapon: Shield Attributes: ----------- Many gamers will probably walk out of Cassarids with a Rusty Sword in hand... the Fighter is just an obvious choice for getting used to the game. An innocent gamer may be tricked into thinking that... oh, I don't know, the Fighter would have the best combat stats in the game... but it's not so. The Fighter does have the 2nd best Hit Points in the game (and by a fairly wide margin), and the best Defense... but their Strength is tied for 3rd (and since there are only nine classes...) They have one of the worst Stamina progressions in the game, and their Magick Defense is abyssmal. All in all, they're the best physical tank build in the game, but if you've been reading along, I don't put much stock in tanking in this game. Gameplay: --------- The Fighter is your basic tank-block with the shield, do damage with the sword. Typical fantasy fare. Although I don't find them much for leveling, once appropriately leveled, the Fighter is a fairly decent class to play as. One should note that more Stamina will allow you to block more attacks, and also, some attacks (and all spells) cannot be blocked. The Fighter doesn't really have much in the way of mobility to counter this short-coming, nor will one have much Magick Defense if they're built anywhere near proper. Still, they're a tough nut to crack when it comes to physical defense, and the sword is a proper agent of destruction in the hands of a Fighter, who arguably gets the best physical damage sword attacks in the game. Heavenward Slash somewhat mitigates their lack of ranged attack, and Burst Strike is great for quick offensives. They do not, however, have anything in the way of mobility-enhancement, no Double Vault and no Levitation, so navigation will be more difficult as a Fighter. They've got three Augments worth looking at-Sinew allows you to carry more crap, which can be useful if you're an avowed pack-rat, while Vehemence increases your Strength... although not as much as Clout. Still, for a Strength build, it's a useful skill. The real catch, however, is Exhilaration, which massively increases your Strength and Magick when your life is low (the Hit Point bar is red.) Stacked with Autonomy and Bloodlust (Assassin skills) this turns any character into a phenom. All in all, it's a mediocre class to play as, and a poor leveling choice, although having a Pawn to soak up damage might not be a bad idea. Strider {CHR019} <----------------------------------------------------------------------> Type: Basic Vocation Primary Weapon: Daggers Secondary Weapon: Bow Attributes: ----------- The most balanced class in the game, the Strider excels at... well, Stamina growth is 3rd, overall, and equal to their Hit Points. Really, though, a host of mediocres does not a great build make. To make the point crystal clear, though, this class isn't even good for balanced builds; a pure (level 200) Strider build will score 467 Strength and 467 Magick over 200 levels (934 offense overall). An Assassin/Sorcerer hybrid (Strider until level 10, Assassin 11-100, and Sorcerer 101-200) on the other hand would end up with 637 Strength and 597 Magick (1234 offense). That's a difference of 300 points. Enough said. Gameplay: --------- Bows are just wonderful in Dragon's Dogma. Really, they are. I can't imagine going through this game without some kind of directed, aimed attack. Fortunately, four classes have them, although the Strider is possibly the weakest when it comes to their bow skills. They get Fivefold Flurry and Pentad Shot, sure, but no long-range sniping skill, which both Assassin and Ranger have. Their Dagger skills are likewise basic-passable, but nothing special. Speaking of which, Daggers are fast weapons that are as handy in a fight as a sword, but they lack a definitive 'rush' attack like Burst Strike... or rather, they lack a *good* one. Cutting Wind, besides sounding hilarious, just doesn't... cut it... for me. Probably because it, unlike Burst Strike, doesn't offer much in the way of stagger or knockdown, which is an issue that plagues daggers regardless of skills used. For defense, all they really have is the 'Forward Roll' ability, which has to be learned. Only rarely does this actually come in handy, as it's quite slow. I know, we gamers are used to characters who can roll around quickly and endlessly... but alas, not in this game. A better defense-and a great mobility/navigation skill-is Double Vault, an absolute essential as far as I'm concerned. This skill makes some high/far ledges accessible, and makes already accessible jumps that much easier. One also shouldn't underestimate the humble daggers skill Reset/Instant Reset, which essentially returns you to a neutral stand position, which is a great way to prevent follow up attacks if you get staggered or knocked down. Perhaps the best advantage to being a Strider is a hidden one-they are the fastest climbers in the game by quite a margin, which arguably makes them the best Vocation in the game for grappling and taking down large foes... if you ignore an Assassin's Invisibility skill, and ignore the fact that the Ranger and Magic Archer both have superior bow skills, and hence don't benefit as much from grappling. As for their augments, they're forgettable. Many of them deal with retaining composure and climbing/moving faster/more economically. Another poor leveler, and a good play class, the Strider is just ultimately outshadowed by the superior Hybrid and Advanced Vocations that do most of what they do-but better. If you're considering a Strider, look to the Assassin, Magic Archer, or Ranger, instead. Mage {CHR020} <----------------------------------------------------------------------> Type: Basic Vocation Primary Weapon: Staff Secondary Weapon: None Attributes: ----------- Well... ah... the Mage... Anything the Mage does, the Sorcerer does better, when it comes to attributes. Except for Hit Points, Strength, and Defense, but who cares about those-you're a Mage! They've got the 2nd best Magick and Magick Defense in the game, but are tied for last when it comes to Stamina growth. Ultimately, if you want to do a Magick build you're better off playing a Sorcerer, and no more needs to be said. Gameplay: --------- Mages in Dragon's Dogma suffer quite a bit. Their spells have rather lengthy casting times, only moderate range, and despite skills that promise prevention, they're pretty easy to knock out of their spells. Taking some along as Pawns is fine-recommendable, even, but playing one is not. Anything that moves fast and attempts to get in close to a Mage is bad news-Wolves, Direwolves, Goblins, Harpies, Snow Harpies... they'll all plague you. Sitting back and casting spells is a luxury that you can rarely indulge in, and since you're out-ranged by every bow-weilding bandit in the game... it's a recipe for frustration. Sad, then, that the Magick build requires you to play as a Mage (briefly) then as a Sorcerer. For dodging/defense, the Mage has none. No shield, no dodge, no Double Vault. Again, youre a Mage. Your higher Magick Defense will allow you to weather more magic damage, however, which is... soemthing. The staff is the source of your power-no staff, no spells. No spells... well, what kind of Mage has no spells? The Mage is less potent in offensive spells than the Sorcerer, and not all spells are shared between the two (although many are). The basics-Ingle, Levin, etc., are sufficiently powerful for most foes, and Comestion is just a great offensive spell. The Mage, however, is a more versatile caster, having access to both healing (Anodyne) and status-curing (Halidom) spells that the Sorcerer just doesn't have. Simply put, you'll want a Mage around to heal you and enchant your weapons, but you won't want to play one. For their Augments, they have two decent abilities: Attunement, which increases Magick, and Apotropaism, which decreases magic damage. The Sorcerer has superior versions of both. A poor leveler, and a poor play, the Mage should be left to Pawns... and even then, preferably to Pawns who've leveled as Sorcerers, first. Warrior {CHR021} <----------------------------------------------------------------------> Type: Advanced Vocation Primary Weapon: Heavy Weapons Secondary Weapon: None Attributes: ----------- The Warrior has the second-best Strength score in the game and the best Hit Point growth. On the other hand, they've got the worst Stamina progression, mediocre Defense and abyssmal Magick Defense growth. By now, you know that the latter two are largely unimportant. The fact that they have such good Strength growth, however, makes them appeal as build classes for Strength-based Pawns. Whether you want a Warrior, Fighter, or Ranger Pawn, leveling them as a Warrior (at until 100th level) will get you a stronger Pawn in the end. Gameplay: --------- I'll be honest, I've seen people talking about playing the Warrior, but I don't see the appeal. They've got one damning weakness in my eyes- a pathetically slow attack speed that seems to be becoming a hallmark of two-handed weapons in RPGs. The Warrior specialized in 'Heavy Weapons', in this case, two-handed swords and war hammers. The class is clearly around absorbing great amounts of abuse (aided by Augments to retain composure) while charging devastating weapon attacks... so, essentially they place like a Mage/Sorcerer, using physical damage to obliterate foes with charged attacks during which they're largely immobile... except spell-casters at least have some range. Like the Mage, the Warrior too has no real defense. They cannot dodge, Double Vault, or block, so really, they're just relying on their Hit Points and Defense. They've got a variety of attacks, but few sweeping area-of-effect attacks like you'd expect, and many attacks have surprisingly limited range, making it a class that takes some finesse to use correctly. For my money, the most reliable attack is their jumping heavy attack... but Exodus Slash and Arc of Deliverence are both handy, too... if you can hit anything. For all that trouble, their best weapons have about a 20% damage advantage over the strongest one-handed weapons, which really makes me wonder... why bother? When an Assassin and Ranger can dodge better and deal more damage at a range (or even up close, considering they strike faster), and a Fighter or Mystic Knight both have shields, better weapons skills, and only a small decrease in damage... why actually play as a Warrior? What really annoys me is that, although they only have one weapon, they cannot assign skills to both bumpers like the Mage and Sorcerer can. Having only three active skills at a time sucks, and it's a disadvantage no other vocation has. They do, at least, have a handful of Augments that are worthwhile. Clout massively increases Strength, and makes maxing this Vocation a must for any Strength build, while Bastion is great for early-game defense. A good leveler (for Pawns) with some great Augments, I can see the appeal... but this Vocation really isn't to my taste. Ranger {CHR022} <----------------------------------------------------------------------> Type: Advanced Vocation Primary Weapon: Daggers Secondary Weapon: Longbow Attributes: ----------- The Ranger's watchword, like the Strider's, is balance. They have slower Hit Point and Defense growth, but more than balance it out with the best Stamina growth in the game, and a superior Strength. All in all... a somewhat better choice for a build, but still not great. After level 100 their stats are somewhat more noticable, as their Strength growth-although not as good as an Assassin's-is still decent, which makes them a worth-while consideration for Pawn leveling. Gameplay: --------- As far as mobility and daggers go-they differ little from their Strider roots. They climb slower, and have lackluster dagger skills, but they get Double Vault and dodge for defense/mobility. The issue, then, is the Longbow. Simply put, it's the best ranged weapon in the game-out damaging the normal bow and coming with a host of superior skills. Tenfold Flurry instead of Fivefold Flurry, for example, and a long-ranged sniping skill in Comet Shot. The best part of the Longbow, however, is that it's basically the ranged equivilent of a Longsword. It comes with tremendous stagger and knockdown power, and some foes are just incapable of responding to it. The Longbow does have some downsides, though-drawing and firing speeds are both slower than with normal bows, and you move much slower with an arrow nocked. If you can handle that, the Ranger is a great class to play as, indeed. Their Augments, however, are somewhat lack-luster, mostly dealing with mobility and improving their archery... but not in terribly useful ways. A mediocre build, but a great playing class, the Ranger is one of the best Pawn Vocations... but an Assassin-leveled Arisen-Ranger is more fearsome, still. Sorcerer {CHR023} <----------------------------------------------------------------------> Type: Advanced Vocation Primary Weapon: Archistaff Secondary Weapon: None Attributes: ----------- Since the only two attributes worth a damn are Strength and Magick, and since this class has the best Magick growth in the game... yeah, the Sorcerer is one of the few Vocations worth actually leveling as. Their Hit Points are the lowest in the game, and their Stamina isn't much better... but healing items are plentiful, and their Magick Defense mitigates damage somewhat. If you plan to play as a Mystic Knight or Magick Archer, the Sorcerer is a good-if awfully tedious- build, and in the case of the former, heavy armor and a shield will go a long way towards addressing their vulnerability to physical damage. Gameplay: --------- Just like a Mage, with all the same problems. The Sorcerer, in fact, exacerbates them by having more awesome-and time consuming-spells... And calling down meteors, causing earthquakes and tornados, or perhaps just a friendly ice spike are all awesome, indeed. Perhaps the best two new Sorcerer spells (certainly the two I used the most often) are Miasma, a high-damage, persistent cloud of poison, and Gicel, which summons an ice spike from the ground. Good luck trying to get these spells off, however. That's what you need-luck, or a ledge to climb on-to manage as a Sorcerer. Pawns ultimately fare better, as foes seem to care about them less. I'm also partial to the 'High Voidspell' ability, as it's the only means of curing petrification save Secret Softener, Cocatrice Liquor or outright immunity. Aside from their spells, however, the Sorcerer has Augments that any spell-caster simply cannot do without. Awareness, at the get-go, lowers magic damage recieved, Gravitas makes it more difficult for you to get interrupted while casting spells, Articulacy allows you to cast spells faster-a godsend for any spell- casting class-Acuity great augments your Magick, making it a necessity for any Magick build and last and probably least, Suasion increases the money you make when you sell stuff-very handy when mass-selling Sour Beast Steaks, Wakestones, Putrid Dragon Scales, and other easy-to-farm items. The best Magick-growth in the game ensures this Vocation the top spot for Magick builds, however, it's horrible to actually play as. Life is tough for dedicated Magick builds out there, but it's easy enough to level a Pawn like this. Mystic Knight {CHR024} <----------------------------------------------------------------------> Type: Hybrid Vocation Primary Weapon: Sword & Mace, Staff Secondary Weapon: Magick Shield Attributes: ----------- When you think Mystic Knight, you might get dreams in your head of some badass mage-warrior... but from their stats, you'd be disappointed. The Mystic Knight has decent Hit Point and Stamina growth, but they waste their attribute gains on defense. In fact, they're tied with the Magick Archer for the worst combined Strength/Magick progression in the game, and with a hybrid phsyical/magic character like the Mystic Knight... that's not really what we're looking for. There are three options for leveling the Mystic Knight-a Strength build, which I personally find foolish considering how many of their skills are Magick-based... really, if you wanted to go Strength, why not play a Fighter? On the other hand, the Magick and hybrid builds have more merit. The class uses both Strength and Magick for many of its skills, although some favor one more than the other (or entirely.) But since you can find enchanted weapons, or enchant your own, and since their bread-and-butter skills seem to favor Magick, you should consider Magick somewhat superior to Strength. A straight Magick build is simple, if tedious-play a Sorcerer when you level. The hybrid build usually involves some combination of Assassin and Sorcerer (although the Ranger's seven points of Strength/Magick per level is equal to the Sorcerer's.) Ultimately, however, your offensive prowess will come at the cost of Hit Points, Defense, and Magick Defense... acceptable losses, in my book. Gameplay: --------- On paper, it seems like the Mystic Knight would place like the Fighter, with some spells. True, they can block, wear heavy armor, and weild swords, and true, they get Burst Strike and many other sword skills... but for really taking down big game (or lots of little game), Magick Cannon/Great Cannon steals the show. Create two of these, then smack them to release 'spellshot' at foes. You can't aim it too well, but an offensive-minded Mystic Knight can pulverize groups of foes with this attack... especially if they enchant their weapon with an element beforehand, which passes said element onto the cannon. Other than the cannon and Fighteresque skills, the Mystic Knight thrives on counter-attacks, which I find tedious, even if they can be effective. Standing around waiting for foes to attack doesn't suit me, and I prefer to take the offensive myself. They can also forgo the traditional sword/mace and use a Staff, instead, where they can use the standard elemental attacks (including Comestion), but this just seems like a horrible waste to me. Their Magick Shield enchantments are stronger than the traditional staff ones, and none of their other skills really compare to cannon. As for their Augments... lots of counter-and-blocking ones, a few Pawn-boosters, and Fortitude, which really should belong to the Fighter, as it decreases physical damage recieved. All in all, however, this class is kind of clunky, and personally, I don't see the appeal. Perhaps I just prefer quicker, more hectic, less formulaic combat, but the Mystic Knight really only shines when they're using Magic Cannon. This requires them to cast up one or two of them, potentially cast an enchantment, and to keep things off of them while doing it, perhaps placing a Ruinous Sigil... it's a lot of casting, setting the field, and... I just find it tedious. Compared to the Ranger, Assassin, or Magick Archer, it's really just a much clunkier, delayed way to do what any of them can do by holding down the bumper and spamming archery skills. Overall, a poor leveler, but potentially a good class to play... you really need to plan out your Mystic Knight, though, if you want them to be any good... which unfortunately involves playing most of the game as another class. Such is life... It involves a slower, more deliberate approach to combat than most other classes, but unlike straight spell-casters, it's much less vulnerable while setting up its attacks. Assassin {CHR025} <----------------------------------------------------------------------> Type: Hybrid Vocation Primary Weapon: Sword, Daggers Secondary Weapon: Shield, Bow Attributes: ----------- Oh Assassin... how I love you, let me count the ways... You've got the best Strength progression in the game. Done. Yeah, I only need one good reason. Their eight combined Strength/Magick also gives them the best overall offensive progression. On the other hand, their Hit Points are only mediocre, and their defenses... the worst in the game. Still, it's all about the offense, and nobody does it better. Gameplay: --------- The Assassin's cup runneth over, it seems. Daggers are versatile already, despite their low stagger power. They get the standard Hundred Kisses (good for grappling and smacking around stunned or prone foes), Instant Reset, and on top of it, two new abilities no other class has. Gale Harness, a charged skill that hastens your attack and movement speed, and Invisbility. Invisiblity just breaks the game, as it makes you almost immune to attack. Some attacks can still hit you, especially grapples, and enemies can still target you... but you'll laugh as their attacks pass harmlessly through you. You really can't hit what you can't see, in Dragon's Dogma. Well, the computer can't, anyways. You can do so just fine. On top of this, the Assassin has both swords and shields, but compared to their dagger and bow skills, they're nothing special. Speaking of bows-they get the traditional Fivefold Flurry, as well as Lyncean Sight, a handy sniper ability... and then there's the Augments. Seriously, somebody at Capcom favored the Assassin, as they have two abilities that are absolutely mandatory for all builds-Bloodlust and Autonomy. Bloodlust massively boosts your Strength and Magick-but only at night. Fair enough, fight big foes at night for big rewards. Autonomy does the same, but only when you travel alone. Again, fair enough. Chuck your Pawns to the Brine, load up with Clout/Acuity, Bloodlust, and Autonomy, and you'll see your Strength/Magick jump into the thousands. Take a high-Strength Assassin with powerful weapons, use Invisibility with Clout, Bloodlust, and Autonomy active, and you're a nearly invincible agent of absolute destruction. The best class to level Strength as, it also has the best defensive ability (Invisibility), a good buff (Gale Harness) and Augments that everybody wants. The Assassin is just win. Magick Archer {CHR026} <----------------------------------------------------------------------> Type: Hybrid Vocation Primary Weapon: Daggers, Staff Secondary Weapon: Magick Bow Attributes: ----------- Like the Mystic Knight, the Magick Archer sucks at offense, but excels at defense-boasting the best defensive growth in the game (seven points per level). Their Hit Point growth is poor, and their Stamina growth is only mediocre. Another Vocation that is better played than leveled. It shares in common with the Mystic Knight the need for both Strength and Magick, although to be fair, in this case many of the Magick Archer's attacks are purely Magick in nature (including all attacks with their Magick Bow.) A hybrid build will only improve their daggers, making me much more partial to a pure Magick build... of course, since both builds support both Vocations, you can switch between Magick Archer and Mystic Knight as you see fit... much like how a Strength build makes for a great Fighter, Ranger, or Assasin play. Gameplay: --------- The Magick Archer makes the fourth dagger-using Vocation in the game, and they get the typical skills-Hundred Kisses, Cutting Wind, Instant Reset... all good, but their unique dagger skills... well, they've actually got some interesting ones, but none so powerful that they exclude mentioning of others, like the Mystic Knight's Magic Cannon. I find Sunflare to be a welcome addition to the arsenal, being an area-of-effect attack dealing moderate damage, while Grand Scension does pretty lethal damage, potentially at a range, to all foes in a line... if you can get it charged quick enough, anyways. Immolation can also be surprisingly powerful, and since you can turn it on and off as needed, your 'tactical ambushes' as a Magick Archer really can be as simple as charging Immolation, running up to a foe, and jumping on its face. The damage isn't too severe, either... but it is rather unnecessary when the Magick Archer has other fine attacks that don't require damage or proximity. As for their staff skills... I don't find them to be anything special, really. The standard elements, Comestion, and Brontide all make up a typical-and unexceptional-set of spells. With that out of the way, then, let's focus on their Magick Bow, which is easily their most interesting weapon. It's like a bow... but magic! Okay, maybe not that interesting... it shoots out bolts of pure magical energy instead of the infinite supply of shafts the Strider, Ranger, and Assassin have. The Magick Bow is, however, not a normal bow that just deals magick damage... no that would have been simple. When you aim the Magick Bow, you'll have a large reticle-instead of free-shooting, foes inside that reticle will be targeted by another, smaller circle. When fired at a targeted foe, your attacks will be unerring... more or less. You CAN free-aim with a Magick Archer, but the range of their arrows isn't as great as the traditional archer's bows... targeted or not. Many of their bow skills are charged-up attacks that will ONLY hit foes if they are specifically targeted, which may not be to everyone's tastes. So, now that the downsides-slower skill use rate, and limited range-have been covered, let's talk about these skills. I really only have a few favorite Magick Bow skills (just enough to fill up all my skill slots, as it turns out)-Sixfold Shot should need little introduction-but keep in mind that although the number is higher, the fire rate is much lower... also, the jackass missiles often like to screw around a while before actually hitting their target, which I find annoying. Then there is Hunter Bolt, which allows you to target numerous foes (or many parts of one foe) and unleash a hail of arrows. Each bolt is relatively weak, and whether each one hits the targeted part is a matter of luck, really. Still, a good Hunter Bolt can do enormous damage to one large foe, or... well, paltry damage to many weaklings. Finally, Ricochet Shot can, in ideal circumstances-do absolutely wretched damage to foes... although there are plenty of areas open enough to negate this skill's usefulness entirely, it does shine often enough to keep it ready. Ultimately with the Magick Archer, you trade off the freedom to perform longer-ranged free-aimed shots for (usually) reliable mid-ranged shots. Their shots are more ponderous than a Strider/Assassin, but not so slow as a Ranger's... but their skills, being Magick in nature, tend to have a charge-up period, so their offense at its most intense is quite a bit slower, more deliberate. Also note the with the Magick Archer, you're a slave to your targeting reticle-if it doesn't decide to lock-on to a foe, your shot will be largely ineffective. A poor class for leveling, the Magick Archer is one of the best ways to utilize the Magick build, having powerful, Magick-based Magick Bow attacks as well as versatile Dagger skills. Suggested Builds {CHR027} o======================================================================o "Finally!" cries the nerd with glee, rubbing his (or her) hands together in glee "What I was looking for!" The nerd begins to casually look over the 'Suggested Builds' section, ignoring all the advice given elsewhere in the guide. Such is life... In this section I'll cover three 'suggested' builds. These aren't the only 'viable' builds, I mean, I've heard of people talking about their gosu Warrior build and... you know what? I'm not going to be neutral-the Gamefaqs boards are full of idiots and liars. Yes, you can succeed with a variety of 'builds' in the game, but these are the best, because offense is the best, for reasons I've explained above. What Vocation you like best is subjective, but regardless of that choice, they'll do better with one of the builds below. Therefore, depending on your playstyle, you're likely to find one of the following approaches to be the build you want to emulate-the Strength-based build, the Magick-based build, and the Hybrid build. The builds below are split into steps-basic changes in their growth rates as determined by their level and Vocation. These steps are cumulative, and track attribute gains at the apogee of each step. Base shows the base-or starting-attributes of the initial Vocation (Fighter, Strider, or Mage) that you choose. Levels 2-10 shows their advancment to for said levels in their base Vocation-the numbers shown in this row will be the character's stats as of level ten. Levels 11-100 shows the growth during the next 90 levels (ideally you'll get to Gran Soren and change your Vocation depending on what you want your build to be by level ten). The stats in this row will will be the character's stats as of level 100, which will constitute around 75% of the character's overall growth. Finally, the Level 101-200 shows their stats as of level 200, the ideal finished version of the build. Justifying Offense {CHR028} <----------------------------------------------------------------------> The defining premise of the builds below is that offense trumps all, so I figure I might as well justify that claim-again-because people don't pay attention. Strength/Magick > Hit Points. Strength > Stamina. Strength > Defense. All attributes can be boosted with items, but Defense is only important as it fortifies your Hit Points. Hit Points are good, but unless you get one-hit-killed by something (increasingly unlikely as you level up), you can always gobble some consumables. Same for Stamina, save Stamina, while being useful, regenerates on its own, hence needs even less baby-sitting than Hit Points. Offense, however, has no upper limit, and is ceaselessly beneficial. In fact, the higher your base offensive stats, the more they'll gain from Augments like Acuity, Clout, Bloodlust, Autonomy, and Exhiliration. Offense can be further boosted by Demon's Periapts, Conquerer's Periapts, and Taglius' Miracles. The upper limit of usefulness for Hit Points is based upon the damage foes can do and your Defense/Magick Defense's ability to mitigate said damage. The upper limit of usefulness for your Stamina is... well, it funs your offense and, in the case of shield-bearing classes, your defense. Both can be restored at will with curatives. The higher your offense, the faster foes die. The faster foes die, the less you need to worry about your Hit Points (and by extension, defenses) and Stamina. Offense trumps all. The only questions that remain are what Vocations you want to play the game as, and tied to that, what type of offensive scheme you want to pursue... Hybrid Build {CHR029} <----------------------------------------------------------------------> This build I'm not so sure about... it was created and tested by my girlfriend, who seemed to think it would make a more potent Magick Archer. This build is less annoying than the Magick-build simply because you can play your formative levels as an Assassin, and by the time you switch to Sorcerer, you're pretty strong already... and of course, you'd probably want to keep playing Assassin, only switching to Sorcerer right before you level. It is tied with the Strength-build for the highest combined offense in the game, and is ideal for Mystic Knight players. By using all the offense-boosting skills in the game, you can easily end up with jaw-dropping combined offensive powers... alas for the Magick Archer, their bows only deal Magick damage. Many skills, however, use both, and of course there are plenty of enchanted melee weapons that use both Strength and Magick-most notably Heaven's Key (daggers). To get this class up to snuff you'll need to also advance in Vocation as a Warrior, Fighter and Mage... not including Assassin and Sorcerer, which you should do automatically just by leveling them. o=========================================o | Assassin/Sorcerer Build | o===============o====o====o===o===o===o===o | Vocation | HP | ST |STR|MGK|DEF|MDF| o===============o====o====o===o===o===o===o Base: | Fighter | 450| 540| 80| 60| 80| 60| <---------------|---------------|----|----|---|---|---|---| Levels 2-10: | Fighter | 720| 720|116| 78|107| 78| <---------------|---------------|----|----|---|---|---|---| Levels 11-100: | Assassin |2700|3150|656|258|287|168| <---------------|---------------|----|----|---|---|---|---| Levels 101-200: | Sorcerer |3700|4150|656|558|287|268| o===============o===============o====o====o===o===o===o===o The Assassin's leveling stats from levels 11-100 give it the best combined offense (6 Strength/2 Magick, 8 overall) in the game, making it an obvious choice for a Hybrid-build. Vocations that come close include Warrior (5/2), Ranger (4/3) and Sorcerer (2/5), but last I checked, eight offense per level beats seven, so Assassin it is. Although the Ranger is somewhat tempting as a substitute-90 fewer Hit Points, 270 more Stamina, 90 fewer Strength, 90 more Magick Defense, I ultimately chose offense over Stamina, for reasons I care not to echo again. As for levels 101-200, Sorcerer was obvious, as it's the only other class that gives three offense, and since the hybrid's Strength score was 398 points higher by level 100... well, it wouldn't be a Hybrid-build unless the gap was closed, right? In case you're wondering, I did test (on a spreadsheet, not in-game, even I don't have that much free time) alternative Assassin/Sorcerer Hybrid-builds. Sorcerer from level 11-100, Assassin from level 101-200, and another build that did an even split-45/45 from levels 11-100 and 50/50 from levels 101-200. Both had less offense, more Magick Defense (and combined defense), less Hit Points, and less Stamina. Clearly not the way to go. The best Hybrid-build, then, is this. Its 3700 Hit Points/4150 Stamina are actually pretty good. A combined offense of 1214 is tied for the top spot, but 555 overall defense is lousy... the Hybrid-build largely apes the Strength-build, but promises mediocre returns with Strength and Magick. These will only shine when they're combined by enchanted weapons and/or skills. Magick-Based Build {CHR030} <----------------------------------------------------------------------> The Magick-build is weaker than the other two builds in single-stat offense as well as in combined offense. Worst of all, it forces you to play 190 agonizing levels as a Sorcerer. The payoff? Probably the strongest version of the Magick Archer in the game. On the plus side, this build only really needs to max the Mage, Sorcerer, Magick Archer and Assassin Vocations... which... well, that's still a lot of Vocations. Oh well... Still, for pure Magick power, this is the way to go. A potent Magick Archer can kill anything in the game... well, except Metal Golems, but they're quite rare. o=========================================o | Sorcerer Build | o===============o====o====o===o===o===o===o | Vocation | HP | ST |STR|MGK|DEF|MDF| o===============o====o====o===o===o===o===o Base: | Mage | 410| 540| 60| 80| 60| 80| <---------------|---------------|----|----|---|---|---|---| Levels 2-10: | Mage | 608| 720| 78|116| 87|107| <---------------|---------------|----|----|---|---|---|---| Levels 11-100: | Sorcerer |2048|2070|258|566|177|557| <---------------|---------------|----|----|---|---|---|---| Levels 101-200: | Sorcerer |3048|3070|258|866|177|657| o===============o===============o====o====o===o===o===o===o The Magick-build ends up 90 points of Magick behind the Strength-build's Strength, and their total offense of 1124 is likewise 90 points fewer than both other build's total offensive scores of 1214. Their 3048 Hit Points aren't too far behind the Strength build, but the Strength-build has 50% more Stamina. Ouch. On the otheir hand, their Magick Defense is 657-102 points higher than the total defense of the other two builds. Overall the Magick-build enjoys a total defensive score of 834, plainly superior to the 555 total defense of the other two builds... still, offense is king. Combine that with the fact that 200 levels of Sorcerer grinding is just horrible, and this is the weakest-and most difficult-of the three builds to make. If you're a fan of the Magick Archer, however, you'll make the sacrifice. Strength-Based Build {CHR031} <----------------------------------------------------------------------> The Strength build has many merits. First, the Strength build is the ONLY power-build in the game where the best leveling class is also the best playing class, making it the easiest build to achieve. The Assassin is just king. Still, this is a versatile build-it can switch to Strider, Fighter, warrior, or Ranger, where it'll perform better than the base Vocation would have sans Assassin leveling. Why? Because Assassin gets all the Strength, and nothing else matters... okay, that's not entirely fair, but despite being the weakest class in defense, the Assassin has fair Hit Points and good Stamina, so no worries. The Assassin also has the best Augments (Bloodlust, Autonomy) in the game and best defensive skill (Invisibility), so it's really an easy Vocation for less adventurous gamers out there (but ones still adventurous enough to sacrifice at the altar of power-gameyness). If you choose to play another Vocation between levels, the Strength-build's Stamina will also provide lots of blocking power for the Fighter, and as well as an enormous reserve for offense. The only weakness of the Strength-build? They cannot easily harm physically-immune beings, which are thankfully limited to Phantoms, Phantasms, and Specters. To fully power the Strength build, you will have to max the Warrior's Vocation rank to get Clout... and spending time as a Fighter to get Vehemence and Exhiliration can't hurt. o=========================================o | Assassin Build | o===============o====o====o===o===o===o===o | Vocation | HP | ST |STR|MGK|DEF|MDF| o===============o====o====o===o===o===o===o Base: | Fighter | 450| 540| 80| 60| 80| 60| <---------------|---------------|----|----|---|---|---|---| Levels 2-10: | Fighter | 720| 720|116| 78|107| 78| <---------------|---------------|----|----|---|---|---|---| Levels 11-100: | Assassin |2700|3150|656|258|287|168| <---------------|---------------|----|----|---|---|---|---| Levels 101-200: | Assassin |3200|4650|956|258|387|168| o===============o===============o====o====o===o===o===o===o The Assassin-based Strength build has moderate Hit Points and phenomonal Stamina. Its 956 Strength value gives it the single greatest one-stat offense in the game, and with 258 Magick it has 1214 total offense-tied with the Hybrid-build. On the other hand, its 555 total defensive score is... well, it's abyssmal. Still, for a Strider/Ranger/Assassin player, the defense isn't too much of an issue-whether climbing or shooting, you tend not to be taking damage (especially if you're using Invisibilty!) o=========================================o | Warrior Build | o===============o====o====o===o===o===o===o | Vocation | HP | ST |STR|MGK|DEF|MDF| o===============o====o====o===o===o===o===o Base: | Fighter | 450| 540| 80| 60| 80| 60| <---------------|---------------|----|----|---|---|---|---| Levels 2-10: | Fighter | 720| 720|116| 78|107| 78| <---------------|---------------|----|----|---|---|---|---| Levels 11-100: | Warrior |4320|1620|566|258|377|168| <---------------|---------------|----|----|---|---|---|---| Levels 101-200: | Warrior |5820|2120|766|258|577|168| o===============o===============o====o====o===o===o===o===o Here's an alternative, Warrior-based build. The differences are obvious-this build has an outrageous number of Hit Points, but suffers by having much less Stamina. It's Strength is 190 points lower than the Assassin build, and its combined offensive power is 1024. On the other hand, it has 190 more Defense for a combined defensive score of 745. All in all, I find the Warrior tedious to play as, and am more than willing to trade the Hit Points for the Stamina, and offense for defense. o=========================================o | Warrior/Ranger Build | o===============o====o====o===o===o===o===o | Vocation | HP | ST |STR|MGK|DEF|MDF| o===============o====o====o===o===o===o===o Base: | Fighter | 450| 540| 80| 60| 80| 60| <---------------|---------------|----|----|---|---|---|---| Levels 2-10: | Fighter | 720| 720|116| 78|107| 78| <---------------|---------------|----|----|---|---|---|---| Levels 11-100: | Warrior |4320|1620|566|258|377|168| <---------------|---------------|----|----|---|---|---|---| Levels 101-200: | Ranger |4820|3120|766|258|477|268| o===============o===============o====o====o===o===o===o===o A more interesting Strength-build is the Warrior/Ranger. It ends up with the same Strength as the pure Warrior build, but trades some Hit Points for Stamina, making it more balanced. It also has more Magick Defense and less Defense, but the same overall defensive total of 745. This is the build I suggest for Strength-build Pawns, in fact, although it's arguable whether a Pawn would benefit more from Hit Points or Stamina... in theory, it would let a Pawn perform more skills, but good luck trying to get a Pawn to sustain an offensive that would actually threaten their Stamina... on the other hand, since you can bring them back to life with a button press, I'm not sure I care what their Hit Points are, either. Building a Phenom: Step-by-Step {CHR032} o======================================================================o You should now know what attributes to shoot for, and have an idea what the Vocations do-you just need to pick what build you want to go for when you start up the game. The second you actually start the game you're forced to make a decision that influences your starting stats, so... no backsies. Because information tends to be pretty spread out, and it's a bit to digest at once, this section will condense that information into some steps that explain in brief what to do in order to develop a potent Arisen. 1) After becoming an Arisen, choose your starting Vocation, which affects at the very least your first ten levels of development, as well as your starting stats. Hybrid builds and Strength builds should go Fighter, Magick builds should go Mage. 2) Make your way to Gran Soren by following the rather linear quests. Delaying means earning extra experience, which means extra levels, which means wasted attributes. Your goal should be to reach Gran Soren as close to level 10 as possible, change your Vocation into your leveling Vocation, and go from there. At Gran Soren the Hybrid and Strength builds should change to the Assassin Vocation, while Magick builds should change to the Sorcerer Vocation. Do not spend Discipline before you reach Gran Soren, to ensure you'll have enough to change into these new Vocations. 3) Keep Pawns around and complete quests until you're about level 25-30. By which time you can seriously consider attempting to plunder Heavenspeak Fort and Soulflayer Canyon, which contain some of the best gear in the early-to-mid game. You will be weak, monsters will be strong, you must take it slow, and when necessary, run past concentrated groups of enemies to reach Soulflayer Canyon. If you can reach it, you shouldn't have much trouble looting it, despite the enemies within. Some gear from this place can easily deal over twice as much damage as any of the initial weapons you have. The higher your Strength and Magick are, the easier life will be. 4) By this time (around 30th level) you should have maxed your new Vocation (Assassin or Sorcerer). Now consider changing Vocations to gain Discipline and hence Vocation Rank in them, switching back only to level up. Hybrid and Strength-build Assassins will want to change to Warrior (for Clout) and, amusingly enough, Magick-build Sorcerers will want to change to Assassin (for Bloodlust and Autonomy.) 5) Once you have either Clout or Acuity (Strength-build and Magick-build, respectively), Bloodlust and Autonomy, ditch your Pawns and equip those Augments. Your Strength/Magick scores should soar to over 1000 with those Augments equipped even with levels in the mid-30s, so long as you have Soulflayer Canyon loot. This will make you able to explore solo, which nets much more experience. Your Main Pawn will catch up very quickly when you bring them back-which you might want to considering doing when you do story-related quests, so they can gain knowledge. 6) Play the game, complete missions, and in general, kill stuff and earn experience. Your Strength/Magick score should sky-rocket just from adding levels, which should be easy to do given your already decent attributes, and if you're playing sans Pawns. This should easily see you through the story, whereupon you'll make further gains by getting superior gear and facing mighty late-game foes. o======================================================================o | | | Pawns {PWN001} | | | o======================================================================o I remember talking about Dragon's Dogma to one of my friends-a task which inevitably involved talking about Pawns. I described them as violent, talkative, vandalistic, overly excitable children... and I think the description holds. Pawns are your companions throughout the game, and generally should be used to compensate for your own weaknesses. Main Pawns and Support Pawns {PWN002} o======================================================================o There are two types of Pawns-your Main Pawn, which you get to customize (physically and vocationally), who learns as you fight and travel with him, who gains experience, and who can be equipped as you see fit. Then there are support Pawns, who are either randomly generated by the game, or created by other players online. Support Pawns can be equipped, but items you put on Support Pawns are automatically 'gifted' to the Pawn's owner, while items removed from them are simply lost to that Pawn for the duration of your adventures. They do not gain experience, but they can learn about places, quests, and monsters, like a Main Pawn. You must have your Main Pawn to recruit Support Pawns, and if you lose your Main Pawn, touching a Rifstone will automatically bring them back to life. Pawn Limitations {PWN003} o======================================================================o Pawns share the same loot, levels, progression, and skills as the Arisen, with one major limitation-they cannot take on Hybrid Vocations. No Assassin, no Mystic Knight, no Magick Archer. The main effect of this is that they make weaker Strength-build characters than the Arisen, and of course cannot score Augments like Autonomy (what would be the point of that, anyways?) or Bloodlust. Simply put, they're bound to be a good bit weaker than a well-built Arisen. I've talked about builds exhaustively earlier in the guide, so I won't repeat it here. Recruiting Pawns {PWN004} o======================================================================o Pawns can be recruited simply by walking up to them in the game and talking to them in the world (as long as your Main Pawn is with you.) Sometimes, however, this isn't quite good enough. Say you want a Pawn of a specific level and Vocation? Or perhaps you don't want a crappy randomly generated Pawn, you'd rather see what your fellow gamer has made? Either way, visiting a Riftstone can suit your needs. In the rift you can search offline or online for Pawns of specifics levels, Vocations, genders, or with certain skill-sets. As a ruile, player-made Pawns tend to be better equipped and better built than computer- generated ones. If a Pawn is significantly stronger than you, it'll cost your Rift Currency to hire them... anywhere from a few points of it, to millions. Simply put, taking along more powerful Pawns is strongly discouraged. For my money, it's unnecessary, too. You'll level up fairly quickly while playing the game, making new Pawns obsolete after a few missions. Simply put, I don't advocate spending Rift Currency on any Pawn, ever. An Educated Pawn {PWN005} o======================================================================o A well-traveled Pawn is a wise Pawn. Sure, it'll still shout in wonder every time you pass a particularly large tree on Manamia Trail, and it'll talk about 'verdant children' living amongst tree roots... but generally as Pawns explore more, complete more quests, and kill more foes, they'll learn about those things more. At first, a novice Pawn might question incredulously whether a Succubi is a Harpy or not, or comment on the other-wordly nature of a Hellhound as compared to normal Wolves. As the Pawn becomes more knowledgable, however, they'll start commenting on alternative ways to complete quests, and give good strategy advice for fighting foes. I'll never forget about learning how to remove an armored Cyclops' helmet-a Pawn I hired, who knew more than I, showed me. Your Main Pawn can be taught monster strategy by using tactical manuals. Everything else, however, comes from experience. Their knowledge in any subject is rated between zero and three stars. Pawn Inclinations {PWN006} o======================================================================o Check the 'Profile' section of your 'Status' screen and you'll see that Pawns all have 'Inclinations'. This is, essentially, their AI. A Pawn is only as good as their performance, and no matter how well-equipped and well-built a Pawn is, it won't do you any good if it's more interested in looting treasure than fighting monsters. When you create your Main Pawn, you'll be asked a series of questions that determine your Pawn's initial inclinations. These can be later modified somewhat by using the Knowledge chair, or better still, buying various Elixirs from Johnathan-the Pawn who sells goodies in the Encampment in exchange for Rift Currency. Still, it's better to get it right the first time around. Personally, I favor the Mitigator/Challenger as I'd rather have my Pawns focused on some kind of offense or another-they can be prompted to heal by giving commands, or you can just use items, and loot can be picked up after the fight. Also, I'm not fond of the Scather... simply because Pawns, at their best, are rarely smart enough to effectively tackle large foes-that's your job. Below is a list of all the inclinations and, in brief, what actions they facilitate: Aquisitor: Seeks out and collects hidden items, even during battle. (Lets you die while he snipes your loot.) Challenger: Goes after foes wielding ranged weapons or magicks. (Attacks archers and spell-casters.) Guardian: Keeps the Arisen from danger above all else. (Sticks nearby and does little useful) Medicant: Fights with heed to Health and Stamina. (Is a pussy who avoids danger and uses skills sparingly.) Mitigator: Wipes out the least dangerous of any group. (Wipes out annoying trash mobs.) Nexus: Makes their fellow pawn's safety the highest priority. (Wastes time healing Pawns instead of fighting.) Pioneer: Travels far and wide to seek out new locations. (Walks further away from the Arisen.) Scather: Pursues the strongest foes. (Attacks bigger foes, while ignoring the weaklings.) Utilitarian: Focuses on strategies to give his allies advantages. (Tries to hold/incapacitate foes so others can attack easier.) o======================================================================o | | | Gameplay {GMP001} | | | o======================================================================o Alright, as Chris Turk said in Scrubs-learn by doing. Start out a new game, and once you're in control... well, get ready to learn about how things work. You are in control of Savan, a pretty cool (if a bit plain) fighter. If you're like I was, two things are going through your head- "WTF, where is my character creation?!", and "What the hell am I doing?" First, wait a bit, you need to get through this 'tutorial' before you get to the main game. Second... well, keep reading. Game Screen {GMP002} o======================================================================o You have a manual, right? You should be able to look most of this up, but just in case, I'll cover the basics. Mini-Map: On the lower left-hand side of the screen. Before long it'll be covered with white markers, orange quest circles, and all kinds of other garbage. Fairly useless, from my experience. If you need to navigate, you'll probably just need to check out the real map (see below). Hit Point Display: Next to the Mini-Map is a bright green bar, with elegants numbers over it... because really, who wants to just look at a visual representation and guess how many Hit Points they have? On your Hit Point Display, the bright green bar displays your current Hit Points. As you take damage, the bar will shrink. Portions that can be recovered with magic will be grey (about 75% of damage taken each hit) and portions that cannot be healed without rest, items, etc. will be black (about 25% of damage taken each hit.) Stamina Display: Below the Hit Point Display is an orange bar that indicates your current Stamina. No helpful guides numbers here, sadly. If your Stamina is full, the bar will be dark orange. If you are using/recovering Stamina, it will turn bright oranage. Button Guide Display: Like Assassin's Creed, on the lower right-hand side of the screen will be a display of the currently active controls, so long as the 'Button Guide Display' option is on. I tend to keep it on, as it removes guesswork when you're trying to search for loot and whatnot. Pause Menu {GMP003} o======================================================================o Hit "B" [XBOX] or "circle" [PS3] to bring up the Pause Menu, where you will find the following options: Save/Quit: Not Diablo style save-and-exit, you can save (almost) anywhere, so long as you're not in combat. Save/Loading is pretty important for this game, and the autosave function is a bit retarded, so be sure to read the 'Saves' part of the introduction to this guide [INT011]. History: This menu shows you various stats, from combat information, to old pawns, dialogue, and so forth. Right now we only have the 'Pawn Message Log' and the 'Tutorial Log'. The other parts- 'Pawns Used' and 'Adventure Log', will be added once the tutorial is done. It's not an essential bit of gameplay knowledge. Map: Shows your map, silly. Or rather, one of three maps. Right now we have access to the 'Neighborhood' map, which shows what your mini- map shows.. just more of it. When we're done with the tutorial we will also get the 'Area' map, and the 'Gransys' map. Note the location name; The Tainted Mountain Temple. We'll never be here again! Status: Finally, an interesting menu. This shows your protagonist's and Pawns' stats in detail. Right now you have two characters-the Arisen, Savan, and his Pawn, Salde. Both are 20th level Fighters with a Vocation Rank of 5/9. For more information on all these crazy numbers, see the 'Character Creation' section (CHR001). Options: Don't be silly, you know what this is-more noise, less noise, controls, etc. A few notes-first, make sure the option 'Mini-Map Rotation' is set to off. When it's on, the mini-map will rotate as your camera does. I will use the mini-map to give directions, so having a fixed mini-map will be helpful. Also, set the 'Cinematic Camera' option to off. What, no cinematic camera? No, it's annoying. It'll zoom in on your Pawns every time they grab an enemy, use Shield Summons, or generally when they use skills. It's annoying, it breaks up combat, it's a pain in the ass. Have it on for a while in the beginning to "ooh" and "aah" at all the stuff that's going on, but when you're serious about kicking ass, you'll turn it off. Photo Sharing: If you're a dork, you can share stuff. Dork. Quests: The good old quest log. Lets you review and track quests. The quests are vaguely described, and besides setting an active quest every once in a while, this menu is useless. Equipment: A rather important menu that is, unfortunately, unavailable to us. It allows you to equip and look at gear, so at the beginning of the game, you'll probably just be wondering what loot everybody has... Well, Savan has Shadow Greaves and Shadow Gauntlets, a Divine Surcoat... ah, they just have a whole bunch of gear you won't see again for a long, long time... Chronicle: Press "X" [XBOX] or "Square" [PS3] to bring up the Chronicle, a journal of sorts that records main-quest progress, in case you forget. It can be worth reading even if you are paying attention, as these few paragraphs often contains more story than the actual game, itself... Party Screen {GMP004} o======================================================================o Hit "back" [XBOX] or "select" [PS3] to bring up the Party Screen. The manual calls this the 'Sub Menu', but I prefer to just ignore what it really is called and call it the Party Menu. Why? well, it shows your party stats, inventory, and quest info card, but no subs. Therefore I am right, and Capcom is wrong. Anyways, use this menus to trade loot between party members, and heal in the middle of combat. Hit the bumper buttons to switch chacters, up and down to switch categories (some of which are locked now), and "A" [XBOX] or "cross" [PS3] to select items. 'Use' lets you use that item on a character, 'Give' lets you select another character to give it to, 'Combine' can allow you to make new items out of other items, and 'Discard' destroys the item. Controls {GMP005} o======================================================================o Now we discuss what happens when you press things on your control. If you do it right, you'll make a little bit of death or looting happen. Right now, we'll focus on Savan's options, since it's the beginning of the game and all. When you gain access to new classes and weapons, you can mess around more leisurely at your own pace and see what different options come available, but for now... limited hand-holding. Move <----------------------------------------------------------------------> "left analog" Moves you around. Camera <----------------------------------------------------------------------> "right analog" Moves the camera around. Sprint <----------------------------------------------------------------------> Press "left analog" while moving Moves significantly faster, but costs Stamina (ST). Sprint before jumping to leap faster. You don't have to keep the left analog stick pressed, just press it while moving to toggle sprinting on, and stop moving to end sprinting. Orient Camera <----------------------------------------------------------------------> Press "right analog" Center the camera behind the Arisen. Pawn Commands <----------------------------------------------------------------------> "D-Pad" This is the only pathetic scrap of Pawn AI control you get in the game.. if only Dragon's Dogma had an ability slider like Mass Effect.. Anyways, press "Up" to make your pawns go in the direction you're facing, press "Down" to make them come back. In theory, at least. Your Pawns are usually too stupid to actually do anything. Press "Left" or "Right" to solicit aid from them. If you're injured, grappled, or suffering from a status effect, they'll usually do a fair job to get you healed or freed. If you're fine, using the help command will cause a Pawn to use a buff on you-enchanting your weapon, for example. Light Attack <----------------------------------------------------------------------> "X" [XBOX] or "square" [PS3] Light attacks are just great-they're what you should spend most of your time doing. Or rather, all of your time. With Savan, you can perform a simple three-hit combo by spamming the button, or you can do a five-hit combo if you swing once, pause, then spam. This is courtesy of his 'Dire Onslaught' Core Skill. Heavy Attack <----------------------------------------------------------------------> "Y" [XBOX] or "triangle" [PS3] Heavy attacks suck. They take more time, and do negligibly more damage. Perhaps they cause more stagger, but you have better attacks for that. Like 'Blink Strike'. Jump <----------------------------------------------------------------------> "A" [XBOX] or "cross" [PS3] Jump to reach ledges, breach gaps, and all that good stuff. Running jumps cover more ground, and later, when you get access to new classes and skills, you can even levitate or double jump. Jumping is also good for climbing enemies, which will come in handy sooner than you think.. Fighters are pretty pathetic jumpers though, so don't worry about it too much yet. Draw <----------------------------------------------------------------------> "left trigger" I don't care if it's technically L2 on the PS3, you all know what I mean.. although I really hope the next controller design 'borrows' the trigger shape from the Xbox.. and I hope the next XBOX 'borrows' the D-pad placement of the PS3 controllers.. anyways, this draws your weapon. Attacking does the same thing, no big deal. Sprinting auto- sheathes your weapon. Grab <----------------------------------------------------------------------> "right trigger" Grapple enemies-either picking them up (man-sized or lighter) or climbing them (significantly larger than man-sized). Grab attacks are very important if you're a thiefy-type, not so much if you're not, and useless if you're a spell-caster. Climb grappled foes with the left analogue stick (and prepare yourself for one of the worst camera jobs this generation..) let go with "B" [XBOX] or "circle" [PS3]. Attack and use abilities as normal. Primary Skills Toggle <----------------------------------------------------------------------> "right bumper" Press (and hold) to toggle your primary enabled skills, which will replace the normal "X", "Y", "B" commands [XBOX], or "square", "triangle", "circle" commands [PS3]. This is how you perform the equipped skills related to your primary weapon. Savan has 'Blink Strike', 'Skyward Slash', and 'Hindsight Slash', respectively. Secondary Skills Toggle <----------------------------------------------------------------------> "left bumper" Press (and hold) to toggle your secondary enabled skills, which will replace the normal "X", "Y", "B" commands [XBOX], or "square", "triangle", "circle" commands [PS3]. This is how you perform the equipped skills related to your secondary weapon. Savan has 'Shield Strike', 'Cymbal Attack', and 'Shield Summons', respectively. Elements {GMP006} o======================================================================o Fire, Ice, Wind, Water... Heart? Whatever. Everybody knows what elements are-carry overs from a funny age of mysticism that granted special celestial correlations to differences in atomic motion and structure. What do all these lovely elements do in Dragon's Dogma? Not too much, actually. Some enemies are weaker against certain elements than others, but it's rare when this actually is important enough to consider tactically. Darkness <----------------------------------------------------------------------> Another uncommon element, one of the strongest foes in the game makes use of this to rather devastating effect. If you plan to fight this Ur-foe, stack up on this resistance. If not, ignore it. Offensively, I can think of very little reason to use it. Fire <----------------------------------------------------------------------> The most common element in the game, and the most useful one for you to use. Fire has a chance to set foes on... fire. See, this stuff writes itself. This is especially useful against foes with feathers, as they cannot fly too well if all their fluff is burnt off. Harpies, Snow Harpies, and Griffins are all foes susceptible in this way. Also, a Hydra's and Archydra's heads can be cauterized with fire-making them stay dead longer, and possibly forcing the Hydra to go dormant (and become vulnerable to attack) if all heads are removed. Other creatures weak versus fire are common, but weak enough to ignore. On the other hand, many foes will use fire against you. I mean, the name of the game should give you clue to one of them, right? Having a good fire resistance will always come in handy. Holy <----------------------------------------------------------------------> Another very rare element, I can only think of two creatures in the game that'll use holy magic on you. Granted, they're both very powerful, and can do some wicked damage with this element, it's just not common enough to worry about. Offensively it bears more merit. It's useful against all forms of undead, corporeal and incorporeal alike. Ice <----------------------------------------------------------------------> The opposite of fire-very slow molecular motion. Science is fun! It's an uncommon element with limited usefulness. You can count on fire to work against many creatures, but ice? A good clue as to whether it's worthwhile is... well, cold-blooded critters probably don't like it, right? And if it breathes fire, it probably won't like it. Also, ice attacks have a chance to freeze foes, and smashing things into bloody chunks is always fun. As a defensive consideration, I'd ignore it. Snow Harpies are one of the very few things that'll use it, aside from the odd Mage. Lightning <----------------------------------------------------------------------> One of the coolest elements-I just love how lightning looks, and Dragon's Dogma does special favors to it (and doesn't cause my game to freeze, unlike in Skyrim.) Granted, it's not terribly useful damage-wise, but it does have a chance to stun foes (which makes Cyclopses child's play) and can arc to strike multiple foes, if they're too close. I like it, even though it's not terribly useful. Enemy use? A hostile Mage might zap you with lightning once in a while, but it's a rare attack, overall, and not worth gearing up against. Debilitations {GMP007} o======================================================================o Below I'll list and discuss all the debilitations in the game. Most of them are fairly self-explanatory and will go away on their own. Blindness <----------------------------------------------------------------------> I must admit, I like the effect for this... even if I hate the affliction. You'll most likely see this affliction when Goblinoids chuck vials of crap at you. When blinded, the screen is mostly obscured by roiling black mist. Wise gamers can still function (albeit at much lower combat effectivness) by using the mini-map to maneuver, and the darkness isn't all-encompassing. Caught Fire <----------------------------------------------------------------------> This... rather inelegantly named debilitation nonetheless is what it says-you've been immolated and your health will continuously drain for a set duration. Fire attacks of all sorts set this debilitation. Cursed <----------------------------------------------------------------------> Lowers all your attributes temporarily. The Succubus can inflict this debilitation with her song. Defenses Lowered <----------------------------------------------------------------------> Lowers your Defense. Drenched <----------------------------------------------------------------------> The most common and least worrisome debilitation, drenched characters are... well, they're simply wet. It'll slow you down a bit, and if you have a lantern equipped, it'll douse it (simply unequip it and re-equip it to restore functionality, or just wait.) On the other hand, if you're immolated, rolling in some water will put out the flames. You cannot become immune to Drenching. Magick Lowered <----------------------------------------------------------------------> Lowers your Magick. Magick Defenses Lowered <----------------------------------------------------------------------> Lowers your Magick Defense. Petrification <----------------------------------------------------------------------> Perhaps the most obnoxious debilitation in the game, it's uncommon throughout most of the early part of the game, but towards the end of the game you'll start encountering foes fond of using petrification attacks, including Gargoyles, Evil Eyes, and Cockatrices. Since it's ultimately fatal, it's worth gathering resistance to it. It can be cured with High Voidspell, Secret Softener, and Cockatrice Liqour, but there's plenty of gear that grants resistance. In fact, it's one of the few things that influences my attire... besides simple aesthetics. Poison <----------------------------------------------------------------------> A common affliction caused by many creatures-Snakes, Giant Spider, Saurians, to name a few. Poison deals twenty points of damage every few seconds, for a variable duration. Possession <----------------------------------------------------------------------> Despite what Pawns scream, possession resistance does NOT prevent possession by Phantoms, Phantasms, and Specters. What is it, then? Well, a very few creatures (members of the dragon family) can-when they grab hold of a Pawn-attempt to dominate it mentally. This resistance prevents it. Since I don't tend to travel with Pawns, and since you can free them by smacking the offending reptile's naughty hand, I don't find possession resistance worth worrying about. If only it actually prevented possession from incoporeal beings... Silence <----------------------------------------------------------------------> Prevents one from casting spells (but doesn't prevent non-magickal skills). Not good for Mages and Sorcerers. Skill Stifling <----------------------------------------------------------------------> Prevents the use of any skills, magickal or physical. The Drake's shout can inflict this debilitation. Strength Lowered <----------------------------------------------------------------------> Lowers your Strength. Sleep <----------------------------------------------------------------------> One of the more common debilitations in the game, Harpies and Snow Harpies love circling overhead while singing, putting those underneath to sleep. Chimeras and Gorechimeras also are fond of using sleep. Granted, sleep is usually more annoying than harmful, it's still annoying and worth resisting. Tarred <----------------------------------------------------------------------> Makes you more vulnerable to fire attacks. Goblinoids are fond of throwing oil at you, which inflicts this status. Torpor <----------------------------------------------------------------------> Torpor, n. 1) A state of being dormant or inactive; temporary loss of all or part of the power of sensation or motion; sluggishness; stupor. 2) Dullness; apathy. ...it means you've been slowed. You'll move and attack much slower than normal. It's fairly uncommon, but Giant Spiders can inflict it by spitting web at you. o======================================================================o | | | Hints and Tips {HNT001 | | | o======================================================================o Mind your encumbrance-the more crap you carry around, the slower you'll move. A full pack makes for poor looting and tedious adventuring. <----------------------------------------------------------------------> Characters who weigh more use Stamina slower, but regain it slower, as well. <----------------------------------------------------------------------> Keep an eye on your experience-it might be more fun to play as a Magick Archer in the short run, but getting Sorcerer levels will make you better in the long run. <----------------------------------------------------------------------> Strength and Magick are the most important attributes-level up as Vocations that gain the most in those two attributes. <----------------------------------------------------------------------> It can get pretty dark at night-be sure to bring a lantern and a few flasks of oil, especially if you're going to be exploring... oh, I don't know... an ancient, undead-infested catacomb? <----------------------------------------------------------------------> If you go in water, you'll get wet. I know, novel idea. If you're all wet, your lantern won't work. Dry it off by un-equipping and re-equpping it. <----------------------------------------------------------------------> Pawns reduce the amount of experience (but not Discipline) you earn from killing foes. The more Pawns you have around, the less experience you'll gain. <----------------------------------------------------------------------> Experience values and Discipline values do not scale proportionally. Killing a few big foes might level you up, but killing lots of weaker foes will earn you Vocation ranks faster. <----------------------------------------------------------------------> Need some money? Kill some Oxen and let their meat sour. Sour meat sells for much more than normal meat. <----------------------------------------------------------------------> Standing near a Riftstone will heal your Pawns for free. If your Main Pawn dies, touching a Riftstone will bring them back, good as new. <----------------------------------------------------------------------> Give characters gifts to raise their affinity-certain character are fond of certain items, so check item descriptions. Characters with a high affinity might ask you to perform escort quests, or become your romantic interest later in the game. <----------------------------------------------------------------------> Hands off the duke! Most characters only get a little angry if you carry them about, but if you touch the duke, you'll be spending some time in the dungeon. <----------------------------------------------------------------------> Monsters respawn much quicker than the loot they-guard, especially since there are rotating encounters for day and night. Simply put, if you have to run back to town, don't expect the way back to be clear. Weaker monsters take less time to respawn than stronger ones. <----------------------------------------------------------------------> Every monster has a weak spot... it's usually-but not always-the head. <----------------------------------------------------------------------> Once you're high enough level (30~) consider playing an Assassin to learn skills like Autonomy and Bloodlust. Once done, ditch your Pawns and see what your attack value does... <----------------------------------------------------------------------> Don't have enough of some rare material? Visit Mountebank at the Black Cat and he'll duplicate it for you-for a small fee, of course... <----------------------------------------------------------------------> Carry Wakestones around with you-if you die, you can use one immediately to come back to life. It's not like anybody else will be looking at your statistics anyways. <----------------------------------------------------------------------> Ferrystones makes traveling around Gransys much easier. Always bring a few along, and you'll find trips back to town much easier to make. <----------------------------------------------------------------------> If your Main Pawn somehow finds itself far below your Arisen's level (say, you accidently throw them off a cliff to get some peace and quiet) they'll gain experience at a massively increased rate until they catch up-I've had a Main Pawn go from level 40 to 100 in about an hour before. <----------------------------------------------------------------------> Need free healing while out on the field? Take a dip in a Healing Spring. <----------------------------------------------------------------------> You can heal your Pawns by standing near a Riftstone. Sadly, this will not work for the Arisen, but that's what healing items are for. <----------------------------------------------------------------------> Be careful what items you give your Pawns-they're shameless when it comes to consuming items in their inventory. Certainly you can find a better use for various Materials than restoring a bit of your Pawn's Health and/or Stamina? Point is-if your Pawns get injured, they'll immediately start consuming restoratives in their inventory-don't give them any to prevent this. o======================================================================o | Prologue: He Who Shall Be King | o======================================================================o | | | Savan and The Tainted Mountain Temple | | | o======================================================================o "In another place, in another life, another child of man blazes your path..." The Tainted Mountain Temple o======================================================================o Sequence of Events: {WLK001} 1) Savan and Salde 2) Dragon Taunts and Goblins 3) Party Time! 4) Hurtin' Hobgoblin 5) Holding Room 6) Introducing; Snow Harpies 7) Cleaning the Antechamber 8) The Chimera 1) Alright, hopefully you have read the 'Gameplay' section of the guide, above, if you are new. If not... well, a lot of hand-holding was there, and it won't be repeated. You are Savan, an Arisen from the past enroute to face the Dragon. Your main Pawn Salde will bother you with some lantern-lightning. Hit "back" [Xbox] or "select" [PS3], scroll down to 'Tools', and use your Lantern if you wish. Head south-east and pick up some Greenwarish near some corpses. You don't get to keep the loot in this tutorial, so I won't bother going too far out of my way to point it all out. o-----o-------------------------------------------------------o--------o |VIDEO|Savan and the Tainted Mountain Temple |{VID000}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=lNOCIpNSi-0 | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Continue south-east along the linear path until you reach... the Dragon! No, seriously, there it is, perched on a rock, safely out of reach. Stay in the tunnel and it'll talk to you, and spit fire, like Dragons typically do, before flying off. Continue past the Dragon and your Pawn will probably start screaming about Goblins. Savan can kill a Goblin in a few hits, so don't worry too much, just use your Light Attack, or if you're feeling adventurous, use 'Blink Strike'. Also, do mind the ledge, death by falling is easily going to be the single most common cause of death in this game. Note: If you suffer Hit Point damage, you'll notice that part of your Hit Point bar will be depleted (appearing black on your bar), while most of the damage you've suffered will appear white. The white indicates the amount of health you can recover with healing spells, while the fully depleted black indicates damage that can only be recovered with healing items, rest, or the rare healing spring. <----------------------------------------------------------------------> 3) Head down a narrow tunnel to the south and jump off a ledge into a watery cavern. Within you'll find your first Rift Stone-you can only do so much with it now, but the game will make sure you notice it. They're rather important. Walk up to it and press "B" [XBOX] or "circle" [PS3] to examine it. When you do you'll automatically summon two more Pawns- Support Pawns. Enter Quince, the Strider, and Morganna, the Mage. Your little party is shaping up nicely, no? Remember your Pawn Controls-that almight useless D-Pad. <----------------------------------------------------------------------> 4) Exit the Rift Stone chamber and continue down a tunnel to the south- east. You'll eventually enter a chamber occupied by some Goblins and Hobgoblins. Never fear, these critters are push-overs. Experiment with skills, attempt to throw exploding barrels at them (don't worry, they can't hurt you, only knock you down), or just let your Pawns do all the work. If you're feeling adventurous, you can jump over a wall to the west and claim a Gold Pouch (1000 gold) and some Smother Sap... and there's probably other loot lying around, but it's hard to get excited about any of it yet, since you don't get to keep it. You're in the past, remember? Holding Room o======================================================================o 5) Venture south, head up some stairs to the east, then head into a doorway to the south. You'll get to see an ominous cutscene of some large beast stalking around.. with lion feet and goat legs. What, oh what, could it be? Continue down the tunnel to the west and enter the western-most room to the south-you know, the one without bars blocking the way? Kill some Goblins and talk to 'Ser Ashrore, who tells you that the Duke's forces have all but been annhilated by the Dragon. But at least he gives you a Panacea. Yay.. head back into the tunnels, go west, then south, until you're back outside. Temple Antechamber o======================================================================o 6) Introduce new enemies: Snow Harpies! Harpies come in three varities; Harpies, Snow Harpies, and Succubi. They can perform dive attacks, but their main means of frustration is their song. Harpies will sing while flying overhead, and attempt to put your characters to sleep. If successful, they're fond of picking up sleeping characters, and dragging them off cliffs. Granted, their AI isn't good enough to do this often, and when it occurs, it's accidental, but it can still be annoying. Use Savan's 'Skyward Slash' to deal with them, or better yet, ignore them, as Fighters are poorly equipped to deal with flying critters. That's what your Strider and Mage are for. Snow Harpies can also use a frost breath attack. Lure them down with 'Shield Summons', and be sure that whenever one is knocked out of the air, you don't let it get back up. <----------------------------------------------------------------------> 7) Head south and do a running jump over the break in the bridge. On the southern half of the bridge you'll find some exploding barrels, which you can throw at the Goblins below. First you'll fight a wave of Hobgoblins, then some Snow Harpies will show up. Exterminate them, and some guards will come out of a gate to the south-east. You can nab a chest just west of the bridge, on the ground floor, if you wish, but again, it's hard to care right now, since we don't get to keep anything we find here. Grand Hall o======================================================================o 8) Go through the gate the soldiers came from, heading through some tunnels south, then east. Eventually you'll come to a room where you'll find another who-cares chest. Loot it and continue north to reach the 'Grand Hall', wherein you'll find the game's first sub-boss-a Chimera, which makes short work of an unfortunate soldier. Let's call him Ser Jenkins. ***ENEMY STRATEGY: CHIMERA*** Chimeras are triple threats-their Lion front, Goat head, and Snake tail can all act autonomously. The Lion roars (which knocks characters down) and attacks in melee. The Goat will cast spells (typically debuffs), while the Snake can spit clouds of poison, bite (even grapple), and cast offensive spells. First: Slay the Snake For all that, however, they can be taken down pretty easily if they don't have any support. My typical strategy is as follows-run up to the Chimera and jump onto its hind-quarters. Climb up near the snake and start hacking away. Very rarely the snake might bite you, or the lion will roar and stun you, and of course the Chimera is typically fighting, running around, and, occassionally bucking, which drains your Stamina something fierce. Still, most times you'll be able to climb up and hack off the snake in quick order. Second: When the Chimera is Down, the Goat thou shalt Pound Once the snake is cut off, the Chimera will fall over on its side. It's a perfect time to smite that stupid goat on its back. Simply walk to its back and start attacking it. If the chimera recovers, simply jump on its back and attack the goat the same way you attacked the snake. The lion will be much more likely to roar when you're so close to it's head, but if you get knocked down, recover some Stamina and try again. Third: Not a Laughing Lion Once its two support heads are dead, the remaining lion will NOT be happy. It will go berserk for a while, leaping around (often aimlessly, but a several-ton Chimera landing on you still isn't healthy). Attacking it in straight melee is not a good idea, as it will constantly attack you (it will win a slugfest right now). Climbing is tricky, as it will try to shake you off often, and roar. Still, all things considered, the last option is the best. Just remember the golden rule of grappling-when your Stamina is low, get off. Running out of Stamina in the middle of the fight leaves you a sitting duck. Keep punishing the lion and it will go down, you don't necessarily have to achieve hits on the lion to deal damage, but you will do a lot more if you actually hit its feline portions. Still, settling for damage on other parts is safe. *** *** *** Poor Jenkins.. with the Chimera falls you'll get some pointless quest update. The Dragon will talk more crap, and you'll get to see a cutscene featuring an ominous portal, the hungry Dragon, and some unfortunate Harpies. Oh yeah, and you'll score the Achievement/Trophy 'It Begins'. After it's over.. it's character creation time! o======================================================================o | Chapter 1: A New Arisen | o======================================================================o | | | Cassardis | | | o======================================================================o Sequence of Events: {WLK002} 1) Some Defeats are More Triumphant than Victories... 2) Basic Vocations 3) Hale and Heartless 4) Off to Slay the Dragon! 5) Food, Water, Oil 6) Gravity and Grave Gathering 7) Water is Wet, Who Knew? 8) There's Treasure Everywhere! 9) Looting the South Beach 10) Flower Fetch Quest 11) Home Sweet Inn 12) Pablo's Inn 13) A Note on Notice Boards 14) Sleeping After Sun-Down 15) Aestella's Store 16) Heraldo's Grocery 17) Inez's Alehouse 18) Iola's House 19) Elvar's Guilt 20) Breaking the News 21) The Village Chapel 22) Securing Stolen Scriptures 23) My First Pawn 24) Last Looting Before Leaving Cassardis "The delightful and ever-novel pleasure of a useless occupation." Now, it's character creation time. I have a whole section on character creation, that talks about stats, skills, leveling, classes.. all that useless crap nobody cares about (CHR001). Here, I will be more brief-I figure if you didn't go read it above, you just didn't care to, but I will make some notes just in case-spaghetti monster forbid-you are just lazy and don't want to read all my ramblings. Gender, Name, Build, Voice-these don't matter. The game is just getting you started. Males are somewhat taller and heavier than females. This, however, DOES matter. Small characters can fit into tight spaces.. although this is rather inconsequential and doesn't effect gameplay much. Taller, heavier characters move slower, but can carry more. I've heard that smaller characters climb faster/better, and taller characters can reacher higher ledges more easily, and can keep their lanterns dry in higher water, but I really haven't bothered to validate this. My Arisen(s) <----------------------------------------------------------------------> My Arisen's settings are listed below. I decided to share this just in case others out there wondered how my Arisen looked. I made the choices purely for aesthetic reasons. Credit to Capcom for allowing you to make tall, short, fat, skinny, odd-eyed characters. It's a huge improvement over what most games offer. More customization options can be obtained later (more 'flashy' hair, eye, skin, make-up colors, for example). Also, once you beat the game you'll be able to customize your character at will. It's cool stuff. "Nera" "Akosha" Strength-Build Assassin Magick-Build Magick Archer Stature Height 8/9 8/9 Weight 2/5 2/5 Skin Color 2/21 4/21 Build Musculature 3/5 1/5 Bust Size 4/5 2/5 Torso 2/12 2/12 Arms 3/12 3/12 Legs 11/12 11/12 Stance Posture 5/5 5/5 Stance 5/5 3/5 Hairstyle 18/40 21/40 Hair Color 18/21 8/21 Face Shape 41/48 45/48 Size 7/9 7/9 Skin Color 2/21 4/21 Eyes 5/36 6/36 Vertical Position 2/5 1/5 Spacing 2/5 2/5 Size 4/5 4/5 Eye Color 11/21 10/21 Left Eye Color 11/21 10/21 Brows 5/40 39/40 Vertical Position 2/5 2/5 Spacing 4/5 3/5 Brow Color 11/21 4/21 Nose 13/36 6/36 Vertical Position 2/5 1/5 Size 3/5 3/5 Mouth 29/36 28/36 Vertical Position 4/5 2/5 Ears 3/16 16/16 Vertical Position 3/5 1/5 Position 3/5 1/5 Scars 1/48 10/48 Wrinkles 1/5 1/5 Makeup 5/16 11/16 Makeup Color 16/21 15/21 Voice Type 4 Type 1 Height 186 186 Weight 73.0 69 1) Watch the opening cutscene. Yay, the sun is setting, everything is peaceful, some stupid chick waves at you, your character gasps stupidly, as all characters in Japanese games/anime do. Shortly, however, the Dragon shows up and starts trashing the place. The guards show their mettle and run away (I hope they get eaten by a Chimera!) and you- probably light-headed from gasping so damn much-decide to pick up a sword and attack the Dragon. You kill it, credits roll, game ends. Good way to spend $60, right...? ...Of course not, you, a stupid, untrained fisherman, attacks a Dragon bigger than any building in town. It smacks you, you cause an accidental boo-boo, and the Dragon retaliates by eating your heart. That's going to have some repercusions, maybe. ***QUESTS*** Harbringer of Destruction o-----o-------------------------------------------------------o--------o |VIDEO|Cassardis |{VID001}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=ZLH2tsBj3c4 | o-----o----------------------------------------------------------------o Chief Adaro's House o======================================================================o 2) Oddly enough, however, death isn't one of them. It seems you and the tin man are both fine without a heart, except unlike that bogus story, you don't secretly already have one, as the disfiguring scar on your chest will attest. The Dragon challenges you, and really, now it's just being a bully. I think if you eat somebody's heart, it's pretty clear you just won the fight. Anyhow, you'll be prompted to pick your starting class by choosing one of three weapons that just happen to be lying about. As soon as you touch the rusted pieces of crap, the knowledge of rust-adventurers long since rusted depart their rust unto you, and you are locked in your chosen class for... well, a while. <----------------------------------------------------------------------> 3) Of course, how does a new player know what class to pick? You don't, but if you're like me, you're probably leaning Fighter, since you just spent a tutorial fighting as one. Plus, they tend to get all the cool weapons and armor, right? Well... for now, with your limited options, yes. First, let me explain how things work. In Dragon's Dogma, when you level up, your Hit Points, Stamina, Strength, Magick, Defense, and Magick Defense all raise by various rates according to your class at the time-much like Final Fantasy Tactics. Your initial class also determines your starting stats. Everybody fights the Dragon the first time as a Fighter (default) but now your stats are subject to change, depending on whether you start out as a Fighter, Strider, or Mage: o===============================================o | Starting Stats | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Fighter | 450 | 540 | 80 | 60 | 80 | 60 | <---------------|-------|-------|-------|-------|-------|-------| Strider | 430 | 540 | 70 | 70 | 70 | 70 | <---------------|-------|-------|-------|-------|-------|-------| Mage | 410 | 540 | 60 | 80 | 60 | 80 | o===============o=======o=======o=======o=======o=======o=======o Whatever class you pick now, you're stuck with for a while... so choose carefully, as this initial choice not only affects your starting stats, but your stat growth until you're level ten, at least. Right now you can only pick from Fighter, Strider, or Mage. Up until 10th level, these three 'Basic Vocations' are the only three choices you have. Afterwards, you can change to the 'Advanced Vocations' or 'Hybrid vocations'. o===============================================o | Basic Vocations Levels 2-10 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Fighter | 30 | 20 | 4 | 2 | 3 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Strider | 25 | 25 | 3 | 3 | 3 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Mage | 22 | 20 | 2 | 4 | 3 | 3 | o===============o=======o=======o=======o=======o=======o=======o Note that the growth rates of the three basic Vocations (above) only apply until 10th level, after which they become much more varied... except for the Strider, freaks that they are. These are still introductory levels, at this point your Vocation's weapon will affect gameplay far more than your attributes will, since variation is kept relatively low. For a Strength-build or Hybrid-build, I suggest starting out as a Fighter, since its total offense (Strength/Magick) is six, and it gets the highest number of starting Hit Points. Magick-builds should beging as Mages and just suck up the Hit Point loss. o===============================================o | Basic Vocations Levels 11-100 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Fighter | 37 | 15 | 4 | 2 | 4 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Strider | 25 | 25 | 3 | 3 | 3 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Mage | 21 | 10 | 2 | 4 | 1 | 4 | o===============o=======o=======o=======o=======o=======o=======o o===============================================o | Advanced Vocations Levels 11-100 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Warrior | 40 | 10 | 5 | 2 | 3 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Ranger | 21 | 30 | 4 | 3 | 2 | 2 | <---------------|-------|-------|-------|-------|-------|-------| Sorcerer | 16 | 15 | 2 | 5 | 1 | 5 | o===============o=======o=======o=======o=======o=======o=======o o===============================================o | Hybrid Vocations Levels 11-100 | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Mystic Knight | 30 | 20 | 2 | 3 | 3 | 3 | <---------------|-------|-------|-------|-------|-------|-------| Assassin | 22 | 27 | 6 | 2 | 2 | 1 | <---------------|-------|-------|-------|-------|-------|-------| Magick Archer | 21 | 20 | 2 | 3 | 3 | 4 | o===============o=======o=======o=======o=======o=======o=======o *Level 200 is the maximum level Pick whatever you wish, just keep the numbers in mind. If you're an ultra-nerd like me, you may even want to consider making a spreadsheet to track your character's progression... at least, if you plan to mix and match vocations (Hybrid-build folks, I'm talking to you). ***QUESTS*** New Arisen <----------------------------------------------------------------------> 4) Interact with the weapons and pick your Vocation. Don't be fooled by the gear you see your character in-that's just dress-up make-believe. You get a Plebian Shirt and some Cloth Greaves. If you want to go back to looking like you fought a Dragon and lost, you can always throw the 'Set of Fisherman's Tatters' back on. You can also talk to the injured people here, for no real purpose, and loot a Blank Scroll and some Mithridate from along the northern wall. When you're done, exit the room via the doorway to the west. You'll overhear the gal from the opening cutscene-Quina-talking to the village chief-Adaro. You can talk to Quina after Adaro leaves, but she has nothing to say, and nothing really comes of this cutscene. This is the theme for most quests in this game-a lot of nothing that goes nowhere. Who cares, anyways? There's a Dragon to follow blindly! You can loot the room to the west for minor loot, but I'm starting my theme of not recording useless crap early-as in now. ***REWARD*** (For Arising) EXP 50 Rift Currency 3 Gold 2000 Item Scrag of Beast x5 Greenwarish x5 <----------------------------------------------------------------------> 5) Leave Odaro's house and enter the village of Cassardis, where people are picking up the pieces after the attack. East of the doorway you'll find two pots-one containing oil, the other water. These pots are common throughout Gransys, all one needs is an Empty Flask and you can fill it up with water or oil. Both can be thrown at foes-oil makes them more susceptible to fire, water drenches them. Of course, a better use for oil is keeping your Lantern happy. These pots are unlimited, you only need worry about having flasks at hand. Also, you may have picked up some Berries earlier, so now is a good time to talk about food items. Many consumables have a shelf life. Carry them around too long, and they'll go stale, start to mold or sour, and finally, they'll rot. Rotten food is useless, but Scrag of Beast, Beast Steak, and Ambrosial Meat all gets better when it becomes sour. There are two ways to prevent items from souring-first, store it in your stash at an inn. Second, put it in an Airtight Flask. Since this destroys the flask, however, you might as well just stash it. Anyways, that's enough talking about basic items, time for exploration. <----------------------------------------------------------------------> 6) Head down the nearby stairs and before the first landing turn east and jump over the railing. You'll land on a little bit of land with a small tree. Slide down the cliff face (note, SLIDE, not FALL, for future reference. It doesn't matter here, but it might later) to the south-east to reach another ledge. Head north-east until you find a cave opening, within you'll find three chests. You'll find a bit of junk-Conquerer's Periapt, Light Cure, Coin Pouch (1000 gold)... I know I said I wouldn't mention junk, but this cave just shows I'm aware-like, and besides, we might need the money. Smash the crates and you might get some more goodies. <----------------------------------------------------------------------> 7) Slide down another cliff-face to reach the landing below and enter another cave, within which is a tombstone. Press "B" [XBOX] or "circle" [PS3] to gather loot near the grave. Once done, slide down the click again to a rocky ledge, then down again to the beach. Now, a note about water. Water, seriously? Yes, water. You can't swim in this game, but instead of making you flail around pathetically like Altair in Assassin's Creed, if you stray too far from shore you'll be attacked by red parasites called 'the Brine'. It sounds and looks like a bad horror flick, and it's a really, really stupid way to keep you from swimming. So, for future reference-falling in deep water is bad. Try to avoid it. Also, if you enter water you may get drenched, a very common 'debilitation' in this game. Drenched means... well, you're all wet. You'll move a bit slower, and if you had a lit lantern, it'll go out. Never fear, though, it can be removed and re-equipped as necessary. A good part about being drenched? Well, it'll put out fires. Other than that, it's really just a bit of goodly physics, showing that-unlike in Skyrim-water is wet. <----------------------------------------------------------------------> 8) Now that we're on a beach, we've talked about water, talked about falling... hrmm... what else should I mention before we go merrily questing away? Ah. Look south towards the water, and you should see fish merrily hopping away. Now we'll discuss gathering ingredients. Anybody who's ever played any open-world RPG worth its salt should be familiar with this. There's stuff out there in the world, just waiting for you to harvest/steal/gather/catch/mine it. I won't cover every dresser, pile of hay, or bit of ore you can collect in the game-it's not necessary... but I'd sleep better at night if I point out a few instances at the beginning, so you know what to look for, and hence, can go collecting useless crap to your heart's content. Go into the water at hit "B" [XBOX] or "circle" [PS3] to gather the fish... which will probably net you a... Small Fish. Easy, huh? All gathering works like this, and most of the crap you'll find lying around is... well, crap. Consumables are nice ways to restore health, sometimes you'll score various things that can be used to upgrade weapons (more on this when we need to talk about it)... but much of it can either be purchased, gathered in such quantities that they quickly become unnecessary, or upgrade weapons/combine into other items that really aren't worth mentioning. That's right, all the good stuff you want to wear and weild? You need to kill big things to upgrade them. Still, it won't hurt to gather miscellaneous junk on your journey... it'll just be up to you to do for yourself. <----------------------------------------------------------------------> 9) Continue south under a bridge and explore the coast as you see fit. You can find an Empty Flask near the shore, and an Airtight Flask further down. You can also talk to a guard named Rojay, who will tell you about the Brine (see, I wasn't making it up.) Keep heading south- east and you'll discover Starfall Bay, and there's all kinds of minor loot you can find, fish you can catch, birds you can bother, even some chests full of junk to loot. It's all so inconsequential I can't help myself. Explore as you wish, but when you're sick of the beach, head up a path south-west of the bridge we went under earlier. Note: When in 'civilized' places, you can sprint without expending Stamina. Makes exploring towns easier. <----------------------------------------------------------------------> 10) The path leads west, back into Cassardis village. When you come to a fork, turn north and enter the half-ruined building to find a lady with a curious affliction-a glowing green question mark is following her around! She should get that checked out, my grandfather died from that. No joke. Anyways, talk to her, and it seems she's fine, she just has a quest for you. Talk to Benita and she'll ask you to get her some Sunbright and Moonglow flowers, which apparently have medicinal properties, like all oppositional day-night flowers do. The question mark over her head turns red, indicating an impending (yet confused) stroke. We'd better finish this quest fast! ***QUESTS*** Floral Delivery Fisherman's House/Your House o======================================================================o 11) ...or not. North of this ruined house you'll find a 'Fisherman's House'. It has little of interest inside, but if you climb around on the roof you can score two chests, on along the northern edge of the building complex and one on the southern. Across the street from this building is... your house. Seriously. Inside you can score some Interventive, Greenwarish, and a pair of Carrots. Man, you sucked. Stupidly enough, you can't sleep in your own bed. To sleep you must go next door to the Inn and pay. Again, I must insist on my sincerity. Capcom might have been wise enough to realise water was wet, but man, do they suck at economy, convenience, and common sense. Pablos' Inn o======================================================================o 12) Speaking of the inn, across the street from where you met Benita you'll find Pablos' Inn. Talk to Pablos and he'll comment on your quest to find... flowers. Yeah, epic stuff here. You can rest for 50 gold (you don't need to, unless you busted your face jumping off cliffs), and you can also 'Manage stored items'. The latter is worth doing, since you can store your foodstuffs so it won't rot. Search the kitchen to find a Gransys Herb, a Beast-Steak, a Pumpkin, a Foreign Knife, and a Large Fish. North of the table you can also search under a cabinet for some money-either a Small Coin Pouch (100 gold), a Coin Pouch (1000 gold) or if you're lucky, a Large Coin Pouch (3500 gold). Note: If you keep the Beast-Steak and Pumpkin in your inventory until they sour/mold, they'll be worth more if you wish to sell them later. This will shortly be a great way to make plenty of money... in fact, the best way to make money for most of this playthrough. <----------------------------------------------------------------------> 13) South of Pablos you'll see a shining 'Notice Board'. Examine it, and you can pick up some contracts. These side-quests tend to ask you to kill so many of a certain monster, get somebody some item, or escort some NPC somewhere. Right now you should be able to pick 'Goblin Raid', 'Rat Catcher', and 'He Should Be So Lucky'... these quests will not expire, but you will only be able to get new, more advanced quests by completing old quests, and by advancing the story. For now, however, I suggest you ignore them. If you're power-gamey, like me, you'll want to reach Gran Soren at level 10-any leveling afterwards is a waste, as the Assassin and Sorcerer (throw in Warrior for Pawns) are the best Vocations to level as, and you cannot change Vocations until you reach Gran Soren. These quests will just get you unnecessary experience we don't need right now. Don't worry... it'll be okay... we'll come back for them shortly, I promise. Note: From here on out, I will not be mentioning Notice Board quests for a variety of reasons (although I will point out when we reach new Notice Boards). First, there's almost never any real need to run out and complete them conventionally. Most of the time, they are completed by killing 'X' monsters, collecting 'X' items, or escort 'X' NPC... in the first two cases, these are something you will do while tackling other, more important quests, with more definitive objectives. The escort quests require you to have a high affinity with a certain character... while many of these characters are more or less set in stone (characters you do quests for, do business with, help out, etc. will gain affinity) others depend solely upon gift-giving. Don't care for a character? Don't give them gifts? You won't get their escort quest. Also, if you don't finish item/monster hunt notice board quests, new, more advanced ones may not show up later in the game. Since this is all too variable, and really only good for further increasing affinity, scoring crappy items, or earning money I'm keeping it out of the main walkthrough. To see all these Notice Board quests, see the... ummm... well... Notice Board Quests section of the guide [NBQ001]. <----------------------------------------------------------------------> 14) Leave the Inn for now. Time to pick up some quests and go shopping... at least, if you still have daylight left. If not, rest at the Inn until morning. 50 gold isn't too much money, even at this point in the game. Like most modern RPGs, folks in Dragon's Dogma have routines, and many will head home for the night, like all respectable people do. Since our ultimate destination is the 'Village Chapel', and it immitates respectable things by shutting down at night... well, just make sure it's day before continuing. Aestella's o======================================================================o 15) Head south from the Inn and enter the first building to the east. This is Aestella's, unpredictably owned by... Aestella. Before you buy anything, search under the cabinets behind the counter to score some gold. There's also some food items upstairs, and junk in a chest on the roof. Talk to Aestella to get her to sell you stuff. You really don't NEED any armor right now, as it's low-end gear that won't provide any significant benefit to you, but who wants to stay in rags? You should at least buy the weapons she has, as befits your class, as the rusted ones you already have are just awful. I buy an Iron Sword, a Round Shield, a Traveler's Shirt, a Leather Jacket, Wooden Bands, Traveler's Tights, and Budget Greaves. What can I say? Stripes are cool. My rule of thumb about armor and clothing in Dragon's Dogma? First, buy for resistances, second, buy for looks, third, buy for defense. Really, I think that little of defense. You might want to consider picking up a Pickaxe, though. It costs 250G and allows you to mine ore from various deposits scattered around Gransys. You should probably always keep one in your inventory. Heraldo's Grocery/Fisherman's House o======================================================================o 16) Across the street from Aestella's you'll find Heraldo's Grocery, where you can score some produce. South of it you'll find a pair of Fisherman's Houses, wherein more junk loot can be found. You can also find loot along the street. That'll teach people to leave their food exposed to anybody with sticky fingers! Inez's Alehouse o======================================================================o 17) Between the two Fisherman's Houses you'll find a street heading south-west. When the street forks, turn north-west to find Inez's Alehouse. This place isn't too interesting, but head upstairs and climb a ladder to the attic and you'll find a chest that may contain the scroll 'Suarian Strategy Vol. I'. These strategy scrolls can be used to teach Pawns more about enemies, allowing them to fight them more effectively... of course, they also learn by doing, so it's not a huge score. It is, however, worthwhile to read the descriptions of these items before using them, as they often give useful insights as to how to fight foes, making them useful to Pawns and players alike. Iola's o======================================================================o 18) Across the street from the second Fisherman's House is Iola's House, where Iola has set up shop. She babbles about the Dragon, how it was destined to show up. She sells less interesting stuff than Aestella. If you want to pick up some Cassardi clothing instead of anything Aestella sold, feel free to do so. It's inferior, but a few points of Defense isn't going to make a difference anyways. Search near the table near the doorway, near the loom, and the cabinets behind the counter to score some loot. You can find two more Fisherman's Houses south-east of Iola's, but they have little of interest inside. Note: Iola is a useless bitch. She stays in her store for shorter periods of time than any other merchant in the game. In my experience, if you need to purchase anything from her, she's either walking slowly to her store, or standing outside gossiping. Either way, she won't sell you anything unless she's standing behind the counter in her store. <----------------------------------------------------------------------> 19) Continue south-east along the road. You should find Elvar walking around-note his glowing green question mark. If you talk to him, he'll ask you to tell Merin that his brother Cortese died defending some villagers (including Elvar) from the Dragon. Elvar is apparently so ashamed that he just sat there like a coward and watched Cortese die, that he should continue to be a coward and not tell Merin. Makes sense to me. Note: If Elvar isn't walking around, he should be in the temple, praying. Failing that, he'll be in the unmarked house south-east of the 'Fisherman's House' east of Inez's Alehouse. ***QUESTS*** Grim Tidings <----------------------------------------------------------------------> 20) Keep heading uphill, pass under an arch, and leave the village behind, however briefly. To the north-east you'll find a cliff. If you look around, you should see a ledge you can slide down to with a chest on it. It contains rubbish, but there are some plants on the ledge with it. Get it if you want and backtrack. Near the house where Benita is caring for the sick you can find Merin. Talk to him and you'll inform him of his brother's demise. Village Chapel o======================================================================o 21) Pass through the village again following the road south-east. Keep following it and you'll end up at the Village Chapel. You should find Elvar on the way, or within the chapel... at least during the day. Talk to him to finish his quest. Simple enough. Now talk to one of the priests-Clemente-to pick up another quest. Apparently, somebody made off with his scriptures, and he needs them back, seeing as how the demand for prayers just went up. Of course, he could just make any nonsense up, it would have the same effect... but lets indulge the 'holy' man, there's bound to be some reward for us. Before you go, consider looting the pile of books and scrolls in the small room in the south-eastern corner of the chapel, as it can yeild more tactics scrolls... or junk. Loot all such miscellaneous piles of literature on your own accord, as you find them, or just let your Pawns learn by doing. Either way, I've pointed it out and hence, have done my part. ***QUESTS*** Lost Faith ***REWARD*** (For bearing Elvar's burden) EXP 100 Rift currency 2 Gold 300 <----------------------------------------------------------------------> 22) Head outside and talk to Lewes-an awfully guilty-looking kid outside. He'll immediately confess to stealing the book. Apparently he wanted a peek, but when the Dragon attacked, he fled (like sensible people do) and lost it. Never fear! Jump over the wall north of the chapel to find a ledge. North still you should see a crumbling pathway just below the ledge that connects to one of the buildings. Get on the roof and search near the ledge separating a higher roof from a lower one and you'll find the Scriptures. Pick it up and return the Scriptures to Clemente for your reward. ***REWARD*** (For saving the Scriptures) EXP 200 Rift Currency 2 Gold 300 <----------------------------------------------------------------------> 23) Return to Pablos' Inn and finally take the road west to the town gate. As you approach the gates a rift will appear and, wonder of wonders, a Pawn emerges. Afterwards Adaro will speak to you and inform you that the man you just saw was part of the Pawn Legion-Mymidons. Essentially, Pawns work as mercenaries, serving the Arisen-that's you. Adaro will mention an encampment west of the village that's drawing fighting folk to it-Pawns will certainly gravitate towards such a place. Your first Pawn has joined your Party. You can check out Rook via the status menu. Just note for now that he's better equipped than you, higher level, and can cast Ingle (single target fire spell), Fire Boon, (enchants weapons with fire) and Anodyne (healing). He's pretty much got everything you need for a low-level Mage, and should be sufficient for a bit. ***QUESTS*** Upon a Pawn <----------------------------------------------------------------------> 24) Now leave Cassardis behind. There's loot I didn't mention, sure, but again, since everything respawns, I feel like taking a big picture approach to this guide-I won't bother mentioning every chest, crate, bush, fallen branch, flower, or fishing hole that can be looted. One thing we should grab before we go, however... From the gate that leads out of Cassardis, head south to find a building (just west of Benita's House) with a roof just low enough to jump and climb onto. Do so, then climb up to a higher roof to the south. South still you'll see a square chest lying near a tree. Loot it for our first real treasure of the game. So, to clarify, I will not point out 'junk' loot during the walkthrough, but if it can be worn or equipped, I will record it. Now leave Cassardis, whereupon you'll score the Achievement/Trophy 'Onward'. ***TREASURE*** o--Square Chest--o [Leather Bandings] [Talismanic Beads] [Wooden Bands] o======================================================================o | | | The Encampment | | | o======================================================================o Sequence of Events: {WLK003} 1) Rescuing Reynard 2) Beasties of Seabreeze Trail 3) Introduction to Ore 4) Scoring Square Chests 5) To the Encampment 6) Guided By A Pawn 7) Elvar's Encampment Inn 8) Test of Strength 9) Encampment Bounty Board 10) Slaying the Cyclops 11) A Companion From Beyond the Rift 12) A Full Party 13) Training With Ser Berne 14) Robed Freaks and Cowardly Guards 15) Escorting Madeline 16) Reynard's Wares 17) Mercedes and the Hydra Seabreeze Trail o======================================================================o 1) Rook will babble about the Encampment, then run ahead, and the game will pester you about autosaves. When you're back in control, continue along the road to the north-west. Not too far ahead you'll see a merchant being attacked by Goblins. The game will waste time telling you how to attack-like you could have survived the tutorial if you didn't know that-before leaving you to your bloody business. kill the Goblins and talk to the merchant-Reynard. For saving him, he'll give you a Leather Cape... which brings me to something else I love about this game-capes! Sure, this one is a bit on the cruddy side, but we saw the beautiful capes in the tutorial... how many RPGs let you wear capes? Really? Not enough. I love capes, and not since Temple of Elemental Evil has anybody bothered to put capes in an RPG I've played. Ahh... anyways, Reynard will run back to Cassardis. ***REWARD*** (For saving Reynard) Item Leather Cape ***MONSTER INFO: GOBLIN*** Goblins are one of the weakest and most common pests you'll encounter throughout the game. Typically they pose little threat, even to a low-level Arisen, but they do often come in numbers, and once in a while serve as fodder for stronger foes. Most are simply melee foes, attacking with crude clubs. Some, however, will throw crap at you-anything from rocks to vials of oil to burning torches, which of course can set you on fire. Other Goblins prefer more absurdly defensive tactics-having strapped some shields to their front and back, with which they can render themselves immune to all attacks. Their one real goal (besides wasting your time) is to lure you near and perform an awkward 'charge' attack, which isn't too impressive. Although they have a stupidly good capability to withstand attacks, heavy weapons can knock them off balance. Stronger still are the helmeted Goblins, which serve as leaders for the rest. Some Goblins also come with horns, with which they'll summon allies to the fray. Despite their versatility, however, Goblins are little more than practice dummies. o-----o-------------------------------------------------------o--------o |VIDEO|Seabreeze Trail |{VID002}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=M0dIpMikROE | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Now, to give Seabreeze Trail a brief run-down. There are Goblins and Wolves about, and you may encounter the odd Hobgoblin. None of the critters here are worth fearing, and it's a good time to get a handle on combat... I mean, you only have one ability, and there's no sophisticated dodging, so by 'get a handle on combat' I mean, 'learn how to spam light attacks'. There's plenty of treasure to be had-most of it consumables with no long-term game impact. By all means, however, play, roam explore. I prefer to get to the Encampment quickly, however, without unnecessary questing along the way. I intend to change my Vocation as soon as possible, and grinding isn't really a good idea with that goal in mind. <----------------------------------------------------------------------> 3) There are a few detours worth taking, however. Head back east towards Cassardis, and turn north between a ruined wagon and small stone wall. Continue down a ramp to reach a beach and keep going until you hit the water, then turn east along the water line until you spot a small cave. Inside is an ore vein-notice the crystal deposits hangning off the grey stone... this indicates it can be mined, provided you have a Pickaxe... which you probably don't have yet. Just something to keep in mind for now. <----------------------------------------------------------------------> 4) Now turn around and head along the water line to the west. Cross the 'Unusual Beach', pass some beached ships (which may or may not be crawling with Goblins) and continue until the water line terminates at a cliff. Ther large rocks here can be scaled-and should be. First, however, grab a Seeker's Token near some crates on the beach, then scramble up the rocks, on top of which is a square chest containing more worthwhile treasure. Sweet, sweet, lootage... And there's more for the pillaging. Along the cliff face to the north is a stone walkway you can traverse until you find more scaleable rocks, atop of which is another square chest. Up one more level of rocks is another Seeker's Token. What's a Seeker's Token? Collectables strewn about the world. Long story short, you can turn twenty of them in via a NOtice Board quest for 200,000 gold-so, each one is in effect worth 10,000 gold. Not bad money. ***TREASURE*** o--Square Chest--o [Hide Armor] [Mace] [Shoulder Cape] --- o--Square Chest--o [Ebon Neck Wrap] [Iron Shield] [Judgement] <----------------------------------------------------------------------> 5) Before we continue on to the Encampment, scour the area for the plants you need. Moonglow grows near the water, but only at night. You should be able to spot it easily due to the... well, obvious glowing blue moths flitting around it. Sunbright has pink flowers, and grows near large trees. It's less obvious, but it's also more abundant. Once you've gathered five Sunbright and one Moonglow, return to Benita for your reward. Once done, everything presently important before the Encampment has been completed. Follow the road from Cassardis west to reach the Encampment. Note: I should probably briefly explain the day/night cycle this quest serves to expose. First, like in many RPGs, some characters have lives, and will only be around during the day or night. Expect shops to be closed at night. Second, the game likes to have Pawns warn you of the dangers of night, and yes, it is dark out at night. They also suggest that monster are more vicious, and... well, it's really debatable. Some enemy configurations do change, but not as many as you'd think, and while they're usually stronger, it's still no picnic during the day, either. Expect to see more undead at night. Ogres are primarily nocturnal, and Griffins are usually only hunting during the day. Third, a tiny amount of loot exists only during the day or night... most of which we harvested as part of this quest. Seriously. So... the day/night cycle exists, be aware of it, but aside from NPC/monster availability, it's not a huge deal. ***REWARD*** (For bringing Benita flowers) EXP 500 Rift Currency 3 Gold 1000 ***REWARD*** (For reaching the Encampment) EXP 300 Rift Currency 3 Gold 800 The Encampment o======================================================================o 6) Once you enter the Encampment, a disembodied voice will bother you. Losing your heart sure is complicated. Stupid Dragon. Rook will obediently run off to the north, and you should follow him. Once in a while your Pawns will be useful like, and actually lead you somewhere. Most of the time, however, they jump around like morons, smash crates, throw or consume inventory objects with no regard to economy, and comment on the geography. Head up some stairs and you'll be shown a short cutscene, directing your attention to a tent, and an odd stone within. Continue north-west to find said tent. ***QUESTS*** Call of the Arisen o-----o-------------------------------------------------------o--------o |VIDEO|Call of the Arisen |{VID003}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=vPQ4E7Xy1R0 | o-----o----------------------------------------------------------------o Command Headquarters o======================================================================o 7) Inside are some shelves with potions worth looting and a man named Ecbal-who functions as an innkeeper. Resting here will cost you 300 gold... and considering how close Cassardis is, why would you waste the money? He also has a new function that stupid Pablos doesn't have-the 'Learn or Set Skills' option. Here is where you can spend Discipline- earned when you defeat foes and complete quests-on skills. The selection of skills you can purchase depends on your class and your Vocation Rank (which is also dependant on how much Discipline you've earned while playing as said class.) This is all future reference, however. Do not spend any Discipline here, as you'll want to use your Discipline to change Vocation when you reach Gran Soren. <----------------------------------------------------------------------> 8) Now that we're done being distracted by potions and innkeepers, head into the wooden bulding to the north to find that odd-looking stone the camera forced us to spy on. Examine it by pressing 'B' [XBOX] or 'circle' [PS3], and the disembodied voice you heard earlier will continue to speak to you. The pawn legion awaits-a bastion of faithful followers that live only to serve the Arisen. To gain their aid, however, you will have to prove yourself. I suppose Rook is just the chump door prize for beginning Arisens. <----------------------------------------------------------------------> 9) So... how to prove ourselves to a bunch of disembodied soldiers lurking in another dimension only accessible by rune-covered rocks? Leave the tent and head south, back down the stairs you came up. You'll see some soldiers running to the east in a bit of a panic. Perhaps we should go check it out? Follow a path north-east to find another gate to the Encampment. Before you bother head outside though, explore north of this gate to find the Encampment's Notice Board. Different Notice Board, different quests. Be sure to check all the Notice Boards in the game at regular intervals (usually after the main quest has been advanced, or after you've completed several Notice Board quests). Anyways, do what you wish with the Notice Board and head outside. <----------------------------------------------------------------------> 10) 'Lo and behold, a Cyclops is attacking the Encampment! Also note the odd glowing red rune on its forehead. That probably means something. No time to worry about it, though, a fight must ensue, and this is probably your first real fight in the game. This Cyclops is greatly reduced in power compared to other Cyclopses you'll be fighting later- and it's a good thing, too. We're in no state to be tackling humongous elephantine behemoths! This one is also accompanied by Goblins, which are still dangerous at this stage in the game. Ignore the Cyclops for now, and try to steer clear of its flailing limbs. It'll be easier to dispatch if its Goblin allies aren't smacking you around. Once the Goblins are dead, play it safe. Stay behind the Cyclops and chop, shoot, or cast at its feet. Again, nowhere near as strong as a normal Cyclops, so we need not worry about hitting it in soft spots, climbing it, or anything else. Once it dies, watch a cutscene where an ominous robed figure walks away. Ooooh... Loot the Cyclops to score... typical dead Cyclops materials-Rugged Tusks, Rugged Bones, Misshapen Eyes, or Beast Steaks. Once done, return to the Encampment. <----------------------------------------------------------------------> 11) Head back to the Riftstone we saw earlier and examine it again. By taking down an almost-dead Cyclops with the aid of a half dozen soldiers, we somehow proved our worth to the stone. Yay! Good thing that Cyclops showed up, too, else how would we have proven ourselves? Video games are convenient like that. Now we get to choose a companion for the rest of our journeys-our Main Pawn. What's different about your Main Pawn? Well, you get to make them, choose their appearance, name, vocation, and gear. They level with you, and you must have your Main Pawn around to recruit other Pawns. They're kind of important. So, what kind of Main Pawn should you make? They don't really break any gameplay rules that our Arisen follows, so they should be developed the same way. Focus primarily on either Strength or Magick. Just note that they cannot utilize Hybrid Vocations, so they can never become an Assassin, Mystic Knight, or Magick Archer... with the primary implication being that they must resort to the Warrior class for Strength builds. I have not, personally, come to a satisfactory conclusion whether it's best to build a complimentary Main Pawn or not yet, and it doesn't really seem to matter. I do think that Pawns in general perform rather poorly in combat, so making a tank to draw fire from your Arisen, while obvious, isn't a very inspired or useful strategy. Any Pawn you recruit from the rift can fill this role just as well as any Main Pawn you create. My two favorite Main Pawn builds? Read on. Ranger: ------- A Strength-build Ranger (now that the game has been patched, they will actually use their awesome Longbow skills) will bear fruit in time. If you take away the Pawn's daggers, they won't feel tempted to stab at everything, and will do what you want them to do-sit back, and shoot everything down with their Longbow. You can, of course, just recruit a Ranger Pawn, so why build one? Well, you can make a Ranger/Warrior Hybrid for increased Strength (they don't really need THAT much Stamina, anyways), which is something that you cannot obtain from computer-generated Rift Pawns. Have your Main Pawn suffer as a Warrior from levels 11-100, then switch to Ranger until 200 for the best of both worlds. One thing to keep in mind, however; this is a bit of a compromise build. The Ranger Pawn build succeeds mostly based on the power of the Longbow, and its associated skills. An Arisen will vastly out-power a Strength-build Pawn equivilent, just because they have access to the Assassin Vocation. Still, for support archery, it's hard to argue with those stats. o===============================================o | Projected Final Stats* | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Warrior/Ranger | 4820 | 3120 | 766 | 258 | 477 | 268 | o===============o=======o=======o=======o=======o=======o=======o *Assumes Fighter is chosen as the starting Vocation. Sorcerer/Mage: -------------- There is one big draw towards making your own Sorcerer/Mage. You can entirely custom what skills and spells your Pawn is using. Considering that casters are only as useful as their spells, this is a great advantage of trusting other people or Pawns to have what you need. Try looking for a good Pawn with High Levin, High Comestion, High Hallidom, and High Anodyne. It's nearly impossible. For this build, get them to Gran Soren as quick as possible, then change them to Sorcerer. Regardless of whether you prefer the Mage spells or Sorcerer spells (many are shared) the Sorcerer undoubtably has better leveling stats. I'll take an extra point of Magick and Magick Defense per level instead of five Hit Points any day. You'll want to max the vocations in both, because both classes have many augments useful for casters in general. o===============================================o | Projected Final Stats* | o=======o=======o=======o=======o=======o=======o | HP | ST | STR | MGK | DEF | MDF | o=======o=======o=======o=======o=======o=======o Sorcerer | 3048 | 3070 | 258 | 866 | 177 | 657 | o===============o=======o=======o=======o=======o=======o=======o *Assumes Mage is the chosen starting Vocation. Personally, I tend to choose the Sorcerer build (regardless of whether I choose to cast my Main Pawn as a Mage or Sorcerer later.) The reason is mostly convenience-my Assassin build is stupidly strong. I just don't need a Ranger supporting me, since I'll do everything a Ranger can do, but better. Hell, if I wanted to utterly outclass a Ranger Pawn build, I'd have my Arisen switch to Ranger, but enjoy augments like Autonomy, Bloodlust, and the extra Strength only the Assassin can enjoy. Anyways, recruit whatever sort of Pawn you wish. You'll get an experience reward for being awesome, as well as the Achievement/Trophy 'New Recruit'. You can equip your Main Pawn any way you wish (Vocations limiting what they can currently wear, of course), purchase and equip skills, and all that fun stuff. You cannot recruit other Pawns unless you have your Main Pawn with you. If your Main Pawn should die (say, they stupidly jump off a cliff to their own demise?) touching a Riftstone will bring them back, good as new. As for the silly four questions you're asked after determining your Pawn's appearance and starting Vocation... pick answers that raise their 'Scather' and 'Challenger' ratings, as these will make them more likely to attack foes. Otherwise, you could well end up with a Pawn who prefers to pace back and forth uselessly in combat, or pick up crap you don't need. Chances are, you'll still end up with a pretty useless Pawn, but this should make them somewhat less useless. You can also change your Pawn's inclinations and manner of speech by sitting them down at a 'Knowledge Chair', usually found near any place you can rest. ***REWARD*** (For earning the fealty of the Pawn Legion) EXP 500 Rift Currency 3 Gold 1200 <----------------------------------------------------------------------> 12) As you leave the tent, a buttswank named Ser Berne will talk to you and offer you some group training. You'll be teleported to training grounds north of the Notice Board in the Encampment. Talk to Ser Berne again and he'll tell you about the three tasks you need to do-and suggest that you improve your party if you're having trouble... so let's discuss the Pawns milling about the Encampment now. You should have your Main Pawn and Rook, leaving one more Pawn left to recruit. Since this task is easier with a full party, turn Ser Berne down for now and head back to the Riftstone tent and touch the Riftstone, whereafter you'll find yourself... in the rift! (You'll be distracted by a cutscene where that robed figure from outside is shown walking out of the Encampment towards Cassardis... but don't let that trouble you just yet...) Within the rift you can recruit Pawns of all sorts, online or offline. What fourth Pawn you pick to flesh out your party is... mostly unimportant. Having a Mage to cast Anodyne/Hallidom early on is useful, as is having the power of a Sorcerer later. For now, I suggest having at least one Mage (Rook is fine) one Fighter, and perhaps a Strider to shoot at foes, provided you or your Main Pawn already don't fit any of those roles. Touch the Riftstone again, search by whatever criteria you feel necessary, and summon up and recruit a Pawn-a task that will net you yet another Achievement/Trophy 'Foreign Recruit'. Try to avoid expending Rift Currency right now. It's not easy to get and... there's just no reason to ever spend any on a Pawn. Note: You can also recruit any of the Pawns walking around the Encampment. Recruiting any Pawn you see walking around Gransys will earn you the achievement/trophy 'Local Recruit'. ***QUESTS*** Strength In Numbers o-----o-------------------------------------------------------o--------o |VIDEO|Strength in Numbers |{VID005}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=7yyTMQmRnRs | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 13) Now that we've got a full party, return to Ser Berne and start his little exercise. First task? Carry a bunch of boxes. This isn't too much effort with a full party. Your Pawns should do most of the work for you. I mean, really, the game shows you all the boxes and where to put them, there's not really much to say. Your second task is to kill scarecrows, or in this case, wooden targets on posts. They're scattered about, but still, with a full party, you need merely run about and hit them all. The third and final test is... well, pretty much the same thing, but some scarecrows are blue, and resistant to physical damage, and others are red. All you need to do here is focus on whatever you're best at taking down, and trust your Pawns to handle the rest. Once they've all fallen, Ser Berne will congratulate you, and more importantly, reward you. Score another for the good guys. Head back into the Encampment proper. Note: Ser Berne is one of the rare NPCs in the game whose affinity is worth raising. If you boost his affinity enough later, you may get an escort quest from him, the reward for which is a rare Longsword which cannot be obtained any other way. To give gifts to NPCs, talk to them and hit "B" [XBOX] or "circle" [PS3]. As a soldier, he favors Foreign Knives. Even though you can get your hands on these, don't bother raising his affinty any time soon, as we're not going to be ready to carry out his escort quest any time soon. Don't worry, I'll remind you later when it's within our means. ***REWARD*** (For succesfully training with Ser Berne) EXP 1000 Rift Currency 5 Gold 1500 <----------------------------------------------------------------------> 14) Surprise, surprise, we're done in the Encampment for now. Remember that robed guy walking back to Cassardis earlier? Yeah, we should probably go home and check on that. Sure enough, when you make it back to Cassardis, the robed freak will talk at you, say come cryptic crap, belittle your chances against the Dragon, and generally be an ugly litle runt. Fun. We didn't come all the way home just for that, did we? Of course not. Talk to a guard named Poll near the well and he'll admit to being a coward (hiding in a well sure seems alot smarter than attacking a massive Dragon.) Offer to investigate the well to start the quest 'Deep Trouble'. He'll even be nice enough to give you a lantern. Score. ***QUESTS*** Deep Trouble <----------------------------------------------------------------------> 15) Now head to Pablos' Inn, where you should see a cute blonde girl named Madeline. Talk to her twice and she'll introduce herself as the 'finest peddler in Gransys'. Sure. Play along with her leading conversation, and she'll invite herself to travel with you to the Encampment. Agree to take her and leave Cassadris to embark on your first escort quest. The way back to the Encampment is pretty tame by day time. Even by night, now that we have a full compliment of Pawns this should be child's play. Madeline doesn't make things easy on us by constantly stopping to find gold under every bush, rock, and branch along the way. Just be patient and escort her there. Once you're close, she'll run on ahead, and you'll automatically follow her in. Talk to Madeline once again and shamelessly ask you for 1000 gold, threatening tears if you refuse. Be a sport and cough up the coin, and she'll invite you to Gran Soren, where she hopes to set up shop. While you're here and talking to her, you might as well check out her shop. If you continue to support her and complete her quests, she'll upgrade her inventory substantially as the game goes on-becoming the primier seller of light arms and armor... and chick clothes. It's good stuff. Right now, however, her stock isn't great. If you use Daggers and want to upgrade to Throatcutters... well, it can't hurt. Also Baleful Nails are decent Accoutrements that raise your Strength and Magick. You probably won't find a better Accoutrement to wear for... well, quite a long time, really. ***QUESTS*** Guard Duty ***REWARD*** (For escorting Madeline safely to the Encampment) EXP 700 Rift Currency 3 o-----o-------------------------------------------------------o--------o |VIDEO|Escorting Madeline |{VID004}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=e2YoXrXd9v8 | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 16) Now that we're done shopping... let's go shopping! Talk to Reynard, the merchant you saved enroute to the Encampment. His stock is more well-rounded than Madeline's is. I personally enjoy the aesthetics of Metal Greaves and a Leather Chestplate. Before you go buying anything, realise that there's a quest Reynard will give you-but only after you buy enough junk from him. The amount of money you spend doesn't matter, only the number of individual transactions. Buy one thing from him, exit dialogue, repeat until you have everything you want. Chances are, you're going to just have to buy random junk from him repeatedly to trigger the quest... but we need not start this now, when our funds are so limited. Just yet another thing to keep in mind for later. While we're talking about Reynard's quest, however... head to the Rift Stone tent and from there head west. The narrow projection of the Encampment to the west is filled with tents, which house the soldiers gathered here. Explore along the southern cliff face until you find a rounded chest, which contains the 'First Journal Entry'. These will come in handy later. <----------------------------------------------------------------------> 17) Whew. Finally done messing around? Wait... it's my guide... Yes. Head back to the Rift Stone tent, where you should find a tom-boyish lady warrior in a white cloak. Talk to her to find out that she's Mercedes-the leader of the men of the Enlistment Corps. She'll question you about Pawns, then suggest you rest up. Why not? It beats paying 300 gold for it. You'll wake up in the morning to a commotion. When you go investigate you'll encounter... a freakin' Hydra! Now that's a monster! Surely we're no match for such a thing yet? Yeah, we're really not. Good thing this is an uber-weak version of a Hydra, like the Cyclops we fought earlier. The goal of this fight is to grab the Hydra and climb... around halfway up one of its necks. Grab by hitting the "Right Trigger" button, and attack as normal. If you're not high enough up, you'll do less damage. Chop it enough and you'll sever a head. This fight is much easier for a Strider than the other classes, although a Fighter does alright. If you're playing a Mage, you're better off standing back and casting spell. Their grapple attacks are... laughable. Once it's head is severed it'll run off. You'll notice another one of those red runes on the Hydra's severed head (just like the one on the Cyclops') before a crowd of soldiers rush up and gawk at your grisly accomplishment. Your deed scores you the Achievement/Tropy 'Getting a Head', as well as earning you an invitation from Mercedes to accompany her-and the 'trophy' we just collected-to Gran Soren. Such a grisly gift might just garner gratitude from the Duke. Accept and she'll tell you to meet her at the Mountain Waycastle. Fair enough. We've messed around in this backwater long enough. Time to head to the capital. ***QUEST*** A Rude Awakening Off With Its Head ***REWARD*** (For driving off the attacking Hyrda) EXP 2000 Rift Currency 5 Gold 2500 o-----o-------------------------------------------------------o--------o |VIDEO|A Rude Awakening |{VID006}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=zCSpl3dxtxQ | o-----o----------------------------------------------------------------o o======================================================================o | | | To Gran Soren | | | o======================================================================o Sequence of Events: {WLK004} 1) Quina's Missing? 2) Bandits on the Ledge 3) Wolf Pack Attack 4) To the Mountain Waycastle 5) Escorting the Ox 6) Goblins in the Mountains 7) Singing the Song of Slumber... 8) Harpies on the Hill 9) Bowling For Pawns 10) Looting the Mountain Cottage 11) To the Gate 12) Breaking Through to the Estan Plains 13) The Scenic Last Leg 14) Safety in Gran Soren 15) Changing Vocation 16) To the Craftman's Quarter 17) Pawn Guild and Portcrystals 18) Gran Soren Merchants 19) Money For Meat 20) Notice Boards New, Times Two 21) Steffen's Sorcerous Shortcut Manamia Trail o======================================================================o 1) Leave the Encampment via the eastern gate. As soon as you're outside you'll be bothered by your fellow Cassardite, Elvar. He'll ask if you've seen Quina, who apparently wandered off in search of 'aught for your wounds'. Yeah, unless she finds us a new heart, she's not helping much. Talk to him again, and he'll tell you that the chief is worried about Quina, and mentions some forest she might be messing around in. This is a quest we must pursue rather quickly... but it can wait until we're done making our way to Gran Soren. o-----o-------------------------------------------------------o--------o |VIDEO|Off With Its Head |{VID007}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=6DOmdfwfW9o | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Continue north along the road away from the Encampment. It's a new area, and there are new beasties about, which I will talk about as necessary. Continue along the road until the path splits-one shabby road heads west into the mountains while the other continues north... also into the mountains. Keep going north and be wary. On the ledge to the west are some Bandits. Their strength varies quite a bit, but they're likely the most dangerous foes we've yet faced. I suggest running past them-we are, after all, trying to get to Gran Soren by 10th level, remember? ***MONSTER INFO: BANDITS*** It almost seems silly to post this section about Bandits, since they vary wildly in power and can assume almost any Vocation in the game. The Bandits here are... moderately powerful. Much more powerful than Goblins, but that's not saying much. Bandit Striders and Rangers will use Shortbows and Longbows, respectively, Bandit Fighters use a Sword and Shield, Bandit Warriors use either Longswords or Warhammers, while Bandit Mages and Sorcerers... well, they cast spells. Down here they're relatively tame, but if you followed the fork to the west earlier, you'd have confronted a much more powerful type of Bandit. They grow strongest in the far northern reaches of Gransys, where they are some of the strongest foes you'll encounter on your journey to reach the Dragon. <----------------------------------------------------------------------> 3) The path will swerve to the north-east, then to the north-west, all the while staying relatively close to the coastal cliffs to the south. East of the path, past the Bandits, you'll encounter packs of Wolves. You may have encountered one or two of these canines along the Seabreeze Trail, but in packs, they're an entirely different threat. Again, I suggest avoiding them, but we only have so much Stamina, and there are more Bandits ahead, so if you must fight anything, it might as well be Wolves. ***MONSTER INFO: WOLVES*** Wolves. Is there a more cliche video game enemy? Bats? Spiders maybe? Yeah, probably, but Wolves are pretty damn common, too. In Dragon's Dogma, however, these are stupid little meat-puppets charging blindly into your attacks. In Dragon's Dogma Wolves will dodge attack, hopping quickly to the side or backwards, or sometimes lunging forward to attack. They also will perform leaping attacks, which may knock you down, after which they'll swarm and attempt to maul you to pieces. Wolves can be bad news to a low-level character, especially in numbers. Due to their tendency to keep moving, they make elusive targets. Chasing them around is a good way to get detached from your Pawns, which can be troublesome. Get used to fighting them now-there are meaner varieties later on. Knocking a Wolf down at close-to-mid-range with Blink Strike and them finishing them off is a good strategy. Just be sure to watch your Mages. Wolves are quick and numerous, and your Pawns can be awfully dense, easily capable of dispatching a lone low-level Mage Pawn. <----------------------------------------------------------------------> 4) It's pretty easy to reach the Mountain Waycastle from here-the path switchbacks uneconomically... but that's mountain travel for you. Stick to the path and you'll be fine. You'll encounter more Bandits on some rocks to the west, which you should probably just avoid again. I'm being pretty brief here, but again, we're trying to make it to Gran soren in a timely, low-level manner. There's a Cyclops along the coast to the north near a river that I'm consciously avoiding... but we have no business fighting it now anyways. Remember, this is a REAL Cyclops, not the half-dead one we smote outside the Encampment. On the plus side, there aren't any productive chests here we're missing, so press on until you reach the Mountain Waycastle Mountain Waycastle o======================================================================o 5) Near the gate of the Mountain Waycastle (little more than a gated bridge, really, let's hope the rest of Gransys isn't so humble, eh?) you'll find Mercedes, her soldiers, and your Hydra head, which is being transported by one poor, certainly over-worked Ox. Talk to Mercedes and you'll be committed-it's time to escort this wagon to Gran Soren. A few things to note-first, the Ox must survive the trip, and as Mercedes hinted, the smell of a juicy, rotting, Hydra head will draw monsters. Also, you must stay relatively close to the escort, or they'll stop moving... which is just fine anyways, since most beasties won't spawn unless the wagon is nearby. Still, it may be advantagous to run on ahead a few times... but that's what you have this guide for, right? <----------------------------------------------------------------------> 6) Your first trial comes immediately on the western side of the bridge, where you'll be assaulted by some Goblins. The only path to Gran Soren is, so far, plagued by Bandits, Goblins, and wolves, and the water is crawling with the Brine. How does this place survive? Whatever. If the Ox gets injured, you can 'trick' your Mage (if you have one) into healing it by pressing "right" or "left" on your controller to get your Mage to heal you. Walk in front of the Ox, and when the healing spell is cast the Ox should walk through it, too. Of course, this is only possible if you are injured, too, but I'm sure you'll manage. <----------------------------------------------------------------------> 7) Continue north past the vanquished Goblins and Ser Cyrus will inform you that 'flying beasts' infest these mountain passes. On the branches of the trees ahead lurk a few examples of these critters-Harpies. You know the drill-new foes, new Monster Info entry. ***MONSTER INFO: HARPIES*** Harpies are flying she-birds with a variety of attacks. Simplest of these is their swooping charge, which can knock a character off their feet. Harpies in this game are also wise enough to grab characters and fly off, during which time you-if you suffer this fate-must wiggle the "Right Analog" stick back and forth to escape. The longer you take, the further they'll fly. This is especially dangerous if you encounter them on cliffs or ledges, as they can end up dropping characters to their demise. Last of their main attacks is, of course, their ability to sing, which they'll do while circling overhead. Get caught under their song long enough and a character could fall asleep, which is annoying. Harpies present a new challenge to us-they fly, so we must be able to reach them. Striders are uniquely capable of shooting them down, while Mages also can blast them with magic, only diminished in usefulness because of the limited range of spells. Fighters, however, must resort to jumping attacks. The 'Skyward Slash' skill also works well... if you managed to get it by now. If you're following this guide, however, you shouldn't have obtained enough Discipline to do so... so you'll just have to make do with what you've got. Fortunately, however, Harpies are pretty frail. One good hit should ground them, where they are easily dispatched. <----------------------------------------------------------------------> 8) Once the Harpies are dispatched, continue north. Along the way you might encounter a barrel with red markings on it-this is nothing less than a gunpowder barrel. Never fear, however-your Arisen and Pawns are magically immune to damage from such things. Your Ox, however, is not. Be safe and destroy all such barrels you find, either by tossing them somewhere, or hitting them (or tossing your Pawns onto them!) Just be sure your Ox is nowhere nearby. Continue north until you reach a more open area with some flag poles overlooking a cliff... on top of which, of course, more Harpies are perched. Destroy them, remove the gunpowder barrels nearby, and continue through the pass downhill to the west. Smite some Wolves along the way (which are much more dangerous to the Ox than Harpies.) <----------------------------------------------------------------------> 9) It would be a good idea now to run ahead of the Ox-and-escort a bit. Eventually the path will turn north again, and you'll be beset by Harpies. When the caravan approaches close enough, Ser Cyrus will prophetically warn you of falling rocks-he's got some premonition! Where the path splits, note a large boulder perched precariously in a cubby to the north-west. Uphill to the north-east is a cottage, and downhill to the south-east is the path we must take to reach Gran Soren. The boulder to the north-west is the most dire threat we're facing right now. If you're a Strider you can shoot down the boulder and cause it to roll harmlessly away. If not... well... Fight Harpies until the escort catches up, and when it turns down the south-eastern path, take up position behind it. When the boulder dislodges (and it will), be sure your Pawns are between you and the boulder, and you are behind the Ox. The goal? Intercept the rock with the body of one of your Pawns. It'll probably deal enough damage to mortally wound any Pawn it hits, but it'll shatter when it does, and you can always just go up to your wounded Pawn and aid them by pressing "B" [XBOX] or "circle" [PS3]. No lasting harm done. See how I also fit a Pawn-rescuing tutorial in there? Man, I'm getting good at this FAQ-writing business. Mountain Cottage o======================================================================o 10) Mop up whatever flying bastards are left and leave your escort behind in the south-eastern pass. Return to the junction and explore the cubby where the boulder was perched to find a stone upon which rests a rounded chest. Loot it, then head uphill to the Mountain Cottage. You'd think a marked area on the map would... I don't know, be somewhat important? It's really not. From the front of the Mountain Cottage head north-west to find a cubby, within which resides another rounded chest, which contains more useful loot than the last chest. There's also a square chest inside the cottage, along with two dinks who have nothing interesting to say. While you're here, you can find some smaller boulders along the cliffs east of the Mountain Cottage, which can be destroyed with a good smack. Getting rid of them now will prevent them from falling on us later. ***TREASURE*** o--Rounded Chest--o [Faerie Hood] [Iron Leg Guards] [Shoulder Cape] <----------------------------------------------------------------------> 11) Now that we're done exploring here, return to Mercedes and the escort. Everything should get moving again, now that you're near, and the path will loop around until it's more open and runns to the north-west. Falling rocks will continue to be a nuisance, but at least there are not more life-threatening mega-boulders. You will, however, have to fight your way through more Wolves, and some Harpies that lurk on and around a tree on a ledge. Near this tree are two Warrior Remains that can be searched with a low chance of yeilding some useful loot. ***TREASURE*** o--Warrior Remains--o [Favored Flower] <----------------------------------------------------------------------> 12) Continue on until you reach a lowered portcullis, in front of which are barricades, gunpowder kegs, and Goblins. Don't be afraid to head on ahead of the escort (provided you've cleared the vicinity of Wolves) and smite the Goblins. When you get near the gate, you'll get a cutscene showing you the obvious lever you'll need to pull. Don't get too gung-ho, however, as the Goblins in front of the gate will be joined by more behind when the escort approaches too close. Flip the lever, as the Goblins to the rear will continuously spawn until the escort makes it through. Be on your game, as more Goblins await on the far side of the gate. Protect the Ox and slay the Goblins as you travel through the gate. Estan Plains o======================================================================o 13) Immediately on the eastern side of the gate you'll find a stack of three gunpowder barrels... which can be very dangerous to your Ox if you or your pawns are foolish enough to destroy them when at a bad time. Follow the Ox-and-escort as you go. More Goblins await, but they're not as numerous as the group we just killed, and they're not flanking. Shortly you'll find yourself heading steeply downhill. The ruins of old walls and aquaducts mark the former glory of Gran Soren, which looms still-majestic in the distance, across the wide-open Gran Soren lea known as the Estan Plains. <----------------------------------------------------------------------> 14) Your task is now pretty simple-continue following the Ox-and-escort on your way to Gran Soren, the path to which should be obvious. Along the way you'll have to fend off some Bandits, but these ones are nothing special. If it's night time, you may encounter Undead on and along the road leading to Gran Soren... they're a bit tougher, but also slow enough that they shouldn't endanger the Ox. You should be in the clear now-just make your way to Gran Soren. when you get near enough, Mercedes will talk to you-claim a little too much credit for the Hydra, and you'll all find your way in Gran Soren. Once inside, Mercedes will babble at you again during a cutscene, and a dark-skinned man will eye you during your entrance... talking to you shortly thereafter. This man-named Mason-will suggest you seek out the Pawns. Blah, blah, blah. After everybody is done babbling, you'll get your reward and another Achievement/Trophy 'The Courier'. ***MONSTER INFO: UNDEAD*** Undead in a Capcom game? Perish the thought! Unlike the new-look quick zombies in recent Resident Evil games, these are your more traditional Undead-slow, shambling, stupid zombies in rotting clothes. They're fairly sturdy... unless one of your Mages enchants your weapons with fire (or unless you are a Mage, yourself.) At this stage in the game, fire spells are the way to go... but there's no reason you can't contribute with conventional weapons. Undead are also weak against holy magic, which you probably don't have access to yet. Their attacks? Barely worth mentioning. They'll flail around clumsily, or shamble forward and attempt to grapple you-shake them off the same way you shook off Harpies and Wolves. ***REWARD*** (For bringing the Hydra head safely to Gran Soren) EXP 6000 Rift Currency 10 Gold 6500 Gran Soren o======================================================================o 15) Now, we're in Gran Soren. Lots to do, lots to see, I know. But you should restrain yourself-we still have quests back in Cassardis to do, some of which will expire if we continue on too far in Gran Soren. I intend for this initial visit to Gran Soren to be somewhat brief, despite the fact that, yes, there is stuff to do, people to see, and loot to grab. What we can-and should-do, however, is visit the 'Gran Soren Union Inn', which is just north-east of the fountain nearby. Talk to the innkeeper-name Asalam-whom we'll be getting to know quite well from this point the game on... you know, since he controls the only inn in Gran Soren, which is now and forevermore the hub of our journies. Asalam will talk about the Pawn Legion, and suggest you find the Pawn Guild west of here. When his innkeeper services pop up, note yet another new option-'Change Vocation'. It is what it sounds like. Pick this option and you can change your Vocation into anything you want, at any time... provided you have the Discipline for it. The costs are as follows: o===============================o | Vocation Change Costs | o===============o===============o | Fighter |Discipline Cost| |---------------|---------------| | Strider | 1,000 | |---------------|---------------| | Mage | 1,000 | |---------------|---------------| | Warrior | 1,000 | |---------------|---------------| | Ranger | 1,000 | |---------------|---------------| | Sorcerer | 1,000 | |---------------|---------------| | Mystic Knight | 1,500 | |---------------|---------------| | Assassin | 1,500 | |---------------|---------------| | Magick Archer | 1,500 | o===============o===============o If you were frugal with your Discipline, you should have plenty to switch classes. I switch my Arisen to either an Assassin or a Sorcerer, depending upon my build, and my Main Pawn to either a Warrior or Sorcerer, dpending on theirs. This will net you a pair of Achievements/Trophies 'Human Resources' and 'Inhuman Resources', respectively. With any luck you're level 10, or as close as possible. Don't worry about the Vocation change costs-they're a one-time expense. Once you unlock a class, you can switch back to it for free on a whim. There is one thing you should keep in mind, however... these new classes will require new weapons, which can be quite expensive to buy... so, first let's look at the merchants around here, then we'll discuss a way to grind for gold. Note: A matter of some concern should be fortifying your characters- The Sorcerer and Warrior both have great Vocation Rank 1 Augments, Awareness and Bastion, respectively, which greatly reduce the damage you take from magic and physical attacks... again, respectively. As soon as you can afford the 1,000 Discipline, plus the 1,200 for the actual skills (2,200 to change Vocation and get one skill, 4,400 for both) I suggest getting and equipping them. You need not keep them on for the whole game, but for now, it'll significantly reduce the damage you take from the low level creatures we'll be fighting for a while, which in turn will make the early game much easier. ***QUESTS*** A Matter of Myrmidons <----------------------------------------------------------------------> 16) Now, because some quest options open up for completing this quest, we'll get it done now. When you're done changing your Vocation at the inn, leave and head north between Caxton's Armory and Camellia's Apothecary. Continue north until you reach an open gate, under which stands Ser Camillus, who solely exists to waste your time. Go through the gate and turn south-west and enter the first building to the south. Pawn Guild o======================================================================o 17) You; Pawn Guild, Pawn Guild; you. Now that you're introduced, talk to Barnaby-the guy with the blue quest symbol over his head-and he'll babble about the Everfall briefly before he huzzah's that the Arisen is come. Not a very lively guy, eh? In any event, you'll get a quest reward just for talking to him. Score for you. Before you bother him again, search the Notice Board here-the Pawn Guild Notice Board tends to have somewhat more lucrative monster hunt quests on it, so it's good stuff. Also note there's a Riftstone in here which is handy, and outside is a Portcrystal... actually several of them, which is what makes this a STATIC Portcrystal location. Note the location by the... five rather obvious, dull crystals jutting out of the ground. The point of this? If you use a Ferrystone (you'll find one lying on the ground inside the Portcrystal ring) it'll instantly teleport you, your gear, your Pawns, and any other companions back to Gran Soren... or other locations, but it'll be a while before we get that option. Best news of all? This Ferrystone respawns, just like everything else. You won't be fast traveling very much on your first playthrough, however, so I wouldn't get too excited. ***REWARD*** (For reaching the Pawn Guild) EXP 3000 Rift Currency 5 Gold 3500 <----------------------------------------------------------------------> 18) Now, notice Barnaby still has a quest box above his head. We do NOT wish to do this quest just yet, as it conflicts with the quest 'Lost and Found' which we still need to complete... so, head back to the 'Fountain Square' outside of the 'Gran Soren Union Inn', where we'll deal with some updates. Madeline and Reynard both have now made their way to Gran Soren (Reynard is a bit more unpredictable-he'll venture all around Gransys, so he may or may not be here presently, but Madeline is here to stay.) North-west of the Gran Soren Union Inn you'll find two shops which we passed by earlier enroute to the Pawn Guild-Caxton's Armory, and Camellia's Apothecary. The latter sells curatives and tools, which we don't really need now. The former is the most interesting, as he sells a great deal of new arms and armor for our new classes. Switched to a Sorcerer and need a new Archistaff? Here's where you get it... but you'll pay dearly for it. At this stage in the guide, I'm mostly through talking quite so much about what merchants sell and what you should buy... and I have my reasons. This does seem like something a good FAQ-writer should touch on... but really, most armor in Dragon's Dogma is purely cosmetic (and certainly all armor you can buy is), and most weapons are common sense-if it makes your attack go up, buy it. If not, not. Also, having reached Gran Soren, we have, in theory, almost all of Gransys at our disposal... We're capable of simply going out and finding items in chests. Granted, many of the areas with the best loot are well beyond our means presently, but they won't be for long. At the end of the day, it may just be better to save your money and use only what you find... especially when a single weapon can set you back 20,000 gold. And in case you have no grasp on how things work-the prices for better weapons are only going to get higher. Why pay so much money when the best gear lies waiting for you in a chest somewhere? <----------------------------------------------------------------------> 19) Because buying it is simpler than looting it, duh! Still, I stand by my argument above. A few things are easier to buy, most are easier to find. I promised I'd disclose a way to make money, in any event, so here we go. Leave Gran Soren by heading south-west from the merchant stall and out the gate. Cross the bridge leading from Gran Soren to the south-west, then explore the plains to the east to find some Oxen milling about. There are about a half dozen of them in total, and Oxen regularly drop one or two pieces of beast meat-either a Scrag of Beast, a Beast Steak, or Ambrosial Meat, or a combination thereof. Most of the time they'll drop Beast Steaks, so we'll focus on that as the standard of our grind. Normally, a Beast Steak sells for 300 gold... which isn't bad, considering that you'll get one on average from each Oxen. If they turn into Sour Beast Steaks, however, they'll be worth 1,500 gold. Every time you exit this area and return-say, you enter Gran Soren and come back-the Oxen will respawn. Surely the gears in your head should be turning. Figuratively, anyways. Hopefully nobody actually has gears in their head. Kill the Oxen, enter Gran Soren, exit Gran Soren, kill more. Repeat until you fill your inventory with Beast Steaks (and the other crap they drop.) Rest until some of the meat turns sour, sell them off. This is the best way to score money at this point in the game. It's also a decent way to raise your Discipline a bit. Do this for as long as you please, you certainly can't be hurt by having a few hundred thousand gold in your purse, and padding a few Vocation ranks and levels will help, too. It is, however, tediously boring. If you can't be bothered to grind for at least a little bit of cash to buy new weapons, never fear-we'll find a Magick Bow, Magick Buckler, Archistaff, and Longsword shortly... but wandering around without a weapon isn't a good idea. Note: If you can be bothered to switch to a Sorcerer, at Vocation Rank 2 you can learn the Augment 'Suasion', which increases the value of items you sell to merchants by about 15%. This will speed up any such Oxen grinding you care to perform. <----------------------------------------------------------------------> 20) Anyways, when you're done Ox-farming (if you bothered), buy whatever you might need/want for your new Vocations. Make sure you've changed your Vocation to whatever you wish to level as. There are a few things to do in Gran Soren before we head back to Cassardis to finish up some quests... First, there's a brand new Notice Board in the Gran Soren Union Inn for you to check. This time, it's a good idea to grab the quests from the board... unless they say 'Escort Request' under the 'Objectives' heading. Right now you should have access to 'The Peddler's Petition'. Everybody likes aliteration, but avoid this-and any-escort quests you find unless you're feeling really frisky. First, you probably don't know the world very well if you're new to the game. Any idea where the Greatwall Encampment is? Know what lurks along the way? No? Well... in short, it's too much for a 10th-level character. Escort quests become easier during the second playthrough (yes, there is New Game+ in Dragon's Dogma-if you whine about spoilers... go soak your head. In acid. Please.) as you'll be stronger and... well, you'll have a way to get around the world easier. But this is Gran Soren we're talking about... Exit the inn and cross the square to the south-west to reach Arsmith's Alehouse, where you'll find yet another Notice Board. This particular Notice Board bestows fetch quests, some of which can be quite lucrative. Again, check the Notice Board Quests [NBQ001] section of the guide if you're having trouble finding whatever item a particular quest demands... that Snakeskin Purse can be a real pain in the ass. Note: You will not be able to accept quests from the Arsmith's Alehouse Notice Board until you complete 'A Matter of Myrmidons'. Despite what I said above, if you're brave and you level up a bit (preferably after buying some better loot) a daring or experienced gamer might be able to plunder some more challenging dungeons early and score some loot that would otherwise be unavailable for a while. I'll just leave these videos of me doing so here... but keep in mind that my Arisen had a level in the 20's when doing these runs. o-----o-------------------------------------------------------o--------o |VIDEO|Low Level Bluemoon Tower Run |{VID009}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=3wMgJt5b-vY | o-----o----------------------------------------------------------------o o-----o-------------------------------------------------------o--------o |VIDEO|Low Level Heavenspeak Fort Run |{VID010}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=FraM3b5LfAU | o-----o----------------------------------------------------------------o o-----o-------------------------------------------------------o--------o |VIDEO|Low Level Soulflayer Canyon Run |{VID012}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=nn4lg-YKV1g | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 21) Gran Soren isn't all Notice Boards, however. There are some genuine new quests we can get right now... which we can advance along the way back to Cassardis, no less. Wandering around on the road leading north-east from the fountain square you'll find a black-and-yellow clad man named Steffen. Instead of inanely defending Steam DRM, like my buddy Stefan does, this Steffen wants you to find a tome-Salomet's Grimoire. This book supposedly grants the reader 'command of grand arcane magicks'... and everybody knows aspiring Mages are always looking for ways to cheat the process, just like med students and law students. Just like a future politician, he prefers to talk about payment once you've found the tome. Not much to go on, eh? Talk to Camellia-the proprietor of Camellia's Apothecary in the fountain square to learn that she doesn't care for tomes one bit-but she will remark that most such objects are useless forgeries, anyways. This apparently useless comment foreshadows a possible solution to the quest... but more on that later... With that, we're done in Gran Soren. To advance the main story, you need to return to Barnaby in the Pawn Guild and start the quest 'Lure of the Abyss'... but we're not advancing the main story right now, are we? No we are not. It's time to leave Gran Soren and head back to Cassardis... and along the way, we'll explore the Estan Plains. Unless you've got serious short term memory, or spent way too much time farming Oxen, you should know the way back to Cassardis just fine. I'll leave the amount of leveling, grinding, getting side-tracked, and other such diversions up to you, but do try to end up back at Cassardis before messing around with the Pawn Guild... for Quina's sake, and because you're following my FAQ, and I'm calling the shots. ***QUESTS*** A Troublesome Tome o-----o-------------------------------------------------------o--------o |VIDEO|A Troublesome Tome |{VID015}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=QIq1sCGTqmQ | o-----o----------------------------------------------------------------o o======================================================================o | | | Exploring the Estan Plains | | | o======================================================================o Sequence of Events: {WLK005} 1) Cape Pactforge and Gran Soren's Back Door 2) The Southern Hills 3) Moonshower Cliffs 4) Goblins in the Heights 5) Bandits in the Ruins 6) Saurians in the River 7) Bigger Bandits and Salvation Sorcerers 8) South Saurian Coast 9) Breakin' All the Right Rules 10) Griffin Feeding Grounds 11) The Northern Cliffs to Cursewood 12) Wolves and (Hob)Goblins 13) Undead and the Abandoned Mining Operation 14) Entrance to the Ancient Quarry Now, this section is somewhat optional, since there's really not much incentive to explore the Estan Plains. But, who buys a game and ignore large parts of it, interesting or not? Even more importantly, who writes a guide ignoring a major geographical area? You will, however, find yourself wandering through this area many times as part of one quest or another, so if you don't care to explore, by all means, skip to [WLK006] and get down to business. 1) We'll start from Gran Soren's southern gate, since it's the only main entrance to Gran Soren we have open to us right now. South east of the gate are some grassy hills occupied by about a half-dozen Oxen, of which we should be familiar given the farming opportunity I pointed out above. The nearby coastal area here is marked as 'Cape Pactforge' an uncommon escort destination. If you follow the southern wall of Gran Soren to the east, you can find a rocky ledge that wraps around to the eastern side of Gran Soren, which leads to a gate you can enter-a back-door to the sewers of Gran Soren. <----------------------------------------------------------------------> 2) South-west of Cape Pactforge lie more grassy hills, which ultimately terminate at some cliffs. To get to higher ground, just follow the road south-west, and turn south when you've reach enough elevation. Up here you'll find a campsite (Hobgoblins might lurk around here at nights), some mineral deposits along the cliffs. Return to the road and continue to the south-west until you reach the path leading to the gate that separates Moonsbit Pass from the Estan Plains. On the eastern side of the gate (the Estan Plains side) are two paths to the south. Ignore the western-most one for now, as it's just a shortcut back through Moonsbit Pass, which we might make use of later... but not now. Instead, go down the eastern-most pass to reach the 'Moonshower Cliffs'. Moonshower Cliffs o======================================================================o 3) This area, while technically not part of the Estan Plains, might as well be. Night or day, you can encounter Hobgoblins here, so I'll discuss them, below. Other than that, expect to fight Giant Spiders and Goblins here. Chests lurk around the various rock formations lying around, as do more organic treasures; Grandgrapes and Apples. Hobgoblin presence grows more dense to the south-east, where, near the cliffs, you'll find the 'Stones of Courage'. Here is a decent place to fight the Hobgoblins, despite their numbers, because stunned foes can be grabbed and thrown off the cliffs. Fun. Also here is where you'll find one of the rare bits of loot in this area, in some warrior remains near the Stones of Courage. South-west of the Stones of Courage you'll find a narrow ledge running south-west that will eventually lead back to the eastern end of Moonsbit Pass, connected directly to the northernmost reaches of Manamia Trail. While it might seem like a tempting shortcut, it is, however, a one-way trip, requiring you to drop down ledges, then run past a Cyclops to actually reach the road after which the Manamia Trail is named. Due west of the Stones of Courage you'll find an elevated area which looms over the aforementioned trail that leads to Manamia Trail. Atop this elevated area you'll find some apple trees guarded by Spiders. At the far south-western end of this area, west of some gravestones, you'll find some ledges off the edge of the cliffs to the south, on one of which lies a square chest, containing some goodies. ***MONSTER INFO: HOBGOBLIN*** Much stronger and more resilient than their lesser cousins, Hobgoblins are a legitimate threat to low-level characters, although by the time your level reaches the 30s, they'll be more or less experience cows for you. Like Goblins, they've got pretty diverse tactics. Some prefer to stand back and fling objects at you, just like Goblins, potentially setting you one fire or blinding you, depending on what they threw. They also have horn-blowers, their slingers are prone to rolling to escape melee combat (or using leaping shoulder-tackles) and their Fighters have real swords and sturdy shields... but thankfully they do not have the stupid uber-defensive Goblins with shields for armor. ***ITEMS*** o--Warrior Remains--o [Iron Shield] --- o--Warrior Remains--o [Broadsword] --- o--Square Chest--o [Ebon Neck Wrap] [Iron Shield] [Judgement] <----------------------------------------------------------------------> 4) Return to the road connecting the Estan Plains to Moonsbit Pass, and explore the western-most section of it by following the cliffs north. Here you'll find plenty of Goblins, a small tribe, in fact, which occupies the highest ledge north of the road, and south of the river, which marks a convenient geographical barrier by which to separate this section. If you search around up near the Goblin tribe and in the less monster-infested lower ledges to the east you can find a few Grandgrapes and chests. <----------------------------------------------------------------------> 5) Continue heading downhill-east along the river-long enough and you'll find some crumbled walls that must have marked Gran Soren's apogee in some earlier age. Of course, now these ruins are infested by Bandits during the day, and Undead during the night. The Undead are nothing special, but the Bandits are quite a bit stronger than the ones we encountered on Manamia Trail, so be watchful. East of the wall you'll find a campsite brazenly occupied by Bandits. By now, anybody with any insight at all should be wondering... just how weak and corrupt is Gran Soren that Bandits can camp, not just in sight of its walls, but amongst them? You can amuse yourself by scaling all over the walls in search of the odd treasure chest that only protects junk from the elements, but when you're ready to see more of the Estan Plains, turn your attention to the stream running through the Bandit camp. <----------------------------------------------------------------------> 6) First loot some Warrior Remains on the north shore of the stream, near the wall, under a tree, for a remote chance of scoring a bit of loot. Then follow the stream south-west quite a distance-it never gets terribly deep. After you've explored about three-quarters of the length of the river you'll get to meet its denizens-a Saurian hides behind a rock to the north. New foe, new monster entry. There's going to be a lot of them in this section, it seems. Saurians are probably the strongest foes we've fought thus far-they can do pretty wretched damage with their spears (especially with their jumping attack) and spit poisonous goo. The best way to fight them at this stage in the game? Let your Pawns handle the melee if possible, and stick to shorter spells that won't tie you down (Ingle works well), and if at all possible, try to cut off their tails, which will leave them exposed for a while. Practice on this one, but be warned-many more lurk at the end of the river to the south-west. Clusters of Saurians can be deadly to low-level adventurers. Save before you test your mettle, and if victory is yours you can claim a square chest-which contains one of the few bits of loot in the Estan Plains-at the wide western end of this river. ***MONSTER INFO: SAURIAN*** Saurians are the iconic lizardmen, armed with spears and a foul disposition, they're troublesome foes at lower levels. Good thing we were never had to worry about that, right? Their spear is the most common outlet for their aggression-they'll block, stab, lunge, and even do a damaging jumping plunge attack. They can also spit at you, and are not afraid to resorting to using their jaws. Bring them down by targeting their tails, which can be severed fairly easily. This will leave them helpless for a short while, and reduce their combat effectiveness, overall. They are not hampered by water like you are, and mobility is the key to fighting them at lower-levels. They're just not terribly fast most of the time, although they can prove quick for short bursts and while scampering away after their tails have been severed. They make up for their sluggishness with their spears, of course. ***ITEMS*** o--Warrior Remains--o [Stilettos] --- o--Square Chest--o [Ebon Neck Wrap] [Mage's Shoes] [Sylvan Bow] <----------------------------------------------------------------------> 7) Head back east through the river and-when you reach the Bandit camp- turn north. On the 'Area' map there is an area enclosed on all sides by walls. To the west, south, and north, by crumbling walls, and to the east by Gran Soren's walls. Signs of an old city quarter, perhaps? Whatever its past, now it, like the southern section, houses Bandits, who congregate near a structure marked on the map as a 'Collapsed Meeting Room'. These ones vary greatly in power, but especially be wary of the sword-and-shield weilders, as their experience rewards mark them as some of the strongest Bandits you'll encounter. On the walls to the north lurk two Ranger Bandits who-while not being terribly strong, can knock down foes who try to scramble up the ruins after them. At night, expect Undead instead of Bandits, and Sorcerers along the road. Again, chests lurk atop many of the ruins, but contain little of interest. North-west of the 'Collapsed Meeting Room' you'll find the poorly boarded-up 'Catacombs Rear Passage 1'. We've no need to explore the Catacombs yet, nor can we get too far down this path at the moment... but if you wanted to go in and try and mine some Catacombs Gold, nobody would blame you... ***MONSTER INFO: SORCERER*** Not too different from Bandit Sorcerers, these robed freaks prefer fire, ice, and healing magic as their primary means of disposing of you-the Arisen-their mortal foe. Popular, aren't we? They're not above just using bursts from their Archistaves, however. The best way to deal with them? Get up close and chop them up. They're not too sturdy, but if you let them catch you with a spell, you'll regret it. <----------------------------------------------------------------------> 8) North of this poorly-enclosed area you'll find a road that leads to a bridge, which in turn connects the Estan Plains to the Deos Hills. We've no need to explore to the north just yet, however, and Direwolves and Snow Harpies (not to mention the odd Chimera) are probably too much for us to handle at the present... so stay decidedly south of this river. On the other hand, if you care to explore the rocky beach east of the bridge, you'll find all the Saurians you can handle. Saurians, again, can be rough, but at least here you can fight them on dry land. Water hampers you more than them... cheating lizards... Anyways, if you follow the coastline east you'll find the sorriest excuse for a port imaginable. Cassardis has better docks than this! More signs of arrested development? Crumbling walls and waycastles, crappy roads, Bandit and mosnter infestations, and a dilapidated 'port'? <----------------------------------------------------------------------> 9) Head to the bridge and follow it north (not crossing it, following its lower extremities.) Find the middle support pylon of the bridge (marked on the map as 'Storage Shed') and enter it to find a rounded chest. Finally, to ignore the advice I gave at the beginning of the last paragraph, continue north to the northern beach-whether this is still technically the Estan Plains of the Deos Hills is debatable, but since the foes here are still Saurians, and loot beckons, there's no harm in exploring it. Kill the lizards and travel east along the coast until you reach some rocks. Scale them to discover a rounded chest, which contains some gear. Note: Very rarely you can find an 'Ambush!' quest on the western side of the small island that houses the bridge's central pylon (marked on the map as 'Storage Shed'). This ambush consists of a half-dozen Sulfur Saurians, which will be formally introduced shortly, when you can more reliably encounter them. ***ITEMS*** o--Rounded Chest--o [Battle Greaves] [Favored Flower] [Shoulder Cape] --- o--Rounded Chest--o [Magian Crutch] [Ogre Bone] [Scale Armguard] <----------------------------------------------------------------------> 10) Return back south across the water and return to the southern end of the bridge-which we're still not crossing. Instead, explore to the south-west. Here you'll find plenty of Oxen that are somewhat more fickle than the ones outside the southern gate to Gran Soren. Chests lie around containing junk and the few bits of loot worth recording can be found by scavenging some warrior remains that lie about, the first one can be found near the cliffs-just west of a small tree flanked by two bushes. The Oxen here will be gaurded by Goblins, and at night a rather large number of Hobgoblins-rare here during the day-will be patrolling. To the south you'll find a watery depression which is often haunted by Harpies, and the odd Cyclops may-very rarely-be found lurking around. Also rare, the large number of Oxen may attract the attention of a predatory Griffin. Normally the beast will have little interest in you, focused as it is in securing food, but if attacked it'll become aroused. At this point in the game, if you spot a Griffin, you're better off avoiding it. Later, this becomes one of the best (yet still frustratingly uncommon) places to hunt Griffins. The second loot-worthy warrior remains lies north-west of the watery depression. ***ITEMS*** o--Warrior Remains--o [Stilettos] --- o--Warrior Remains--o [Broad sword] [Rusted Sword] <----------------------------------------------------------------------> 11) Keep an eye on your 'Area' map and explore to the west. Along the coast, you'll find little opposition, and a few Apple trees to scavenge. If you see forests marked on your map, you're entering the Wilted Forest, which I do not care to explore just yet. Most of the Wilted Forest isn't too rough, but large beasts do lurk within, which are well out of our means to fight just yet. Along the edge of the cursewood you'll find a camp, the tents are occupied by Sulfur Saurians durin the day, and Ogres during the night. The former are tough, but not unkillable right now, but the latter... probably more than we can handle right now, so... we won't talk about them yet, eh? ***MONSTER INFO: SULFUR SAURIAN*** Saurians AND their stronger cousins introduced in one sequence? Travesty! Anyways, Sulfur Saurians fight just like Saurians. Spears, spit, easily severed tails. They are, however, quite a bit stronger still. Easy prey to wary mid-level characters, a stiff challenge to low-level parties. Unlike Saurians, however, they have one distinct advantage-they can camouflage, becoming nearly invisible to the unwary eye. Yeah, giant, aggressive, cloaked lizards-sounds familiar... Anyways, their Invisibility is not as good as the Invisibility the Assassin can eventually get. You can still hit them while they're invisible, although it does make it somewhat more difficult to see what they're doing, and hence predict their attacks. <----------------------------------------------------------------------> 12) The next area we'll discuss is bounded by the ruined walls outside of Gran Soren to the east, by the river to the north, and by an east-west running road to the south, which also turns north-south and forms most of the western border, as well. The geography trends uphill as you go west, and your main foes will be Goblins and Wolves. The former are joined by a scattering Hobgoblins, with greater numbers of their larger cousins appearing at night. Together, they lurk near the east-west running portion of the road. The wolves are situated further north, occupying the cliff-side fields, a rocky cubby enclosed by cliffs, and an unfortunate bit of road running north-south through a trench. <----------------------------------------------------------------------> 13) The area south of the east-west running road that formed a convenient boundary for the last Step is pretty tame, consisting of more Oxen, more Goblins pastoralists, and a few Hobgoblins (more than a few at night). South of the road, opposite the watery depression (or at least, its location on your map, which looks like a peanut in parentheses) you can find some warrior remains which may rarely yeild some loot. Follow the east-west running road to the west, and it will, as mentioned earlier, split north-south. North leads to Wolves and the Cursewood, while near the fork to the south rest some buildings, one of which is marked as the 'Miner's Hut'. You won't find miners here anymore, though, unless you count Goblins. This area obviously used to be an active quarry, in more prosperous times. At night the area will be choked with Undead, Undead Warriors (especially in the Miner's Hut, where a half-dozen of the proficient Undead lurk) and Stout Undead. ***MONSTER INFO: STOUT UNDEAD*** 'Stout' in this case means 'fat'. And like almost all fat things in the world of gaming, Stout Undead are sturdy, can emit a field of noxious (poisonous) gas, and if you use fire on them, they will explode. As a fat person myself, I can verify that obesity is, in fact, a form of self-defense. Just set me on fire and see what happens! I know, it's probably because of the build-up of gases due to decomposition, but the point still stands... I'm going to go out with a bang, just like William the Conquerer. Stout Undead are slow and ungainly, only being a little more competent in melee than their anoxeric counterparts... so... don't be afraid to use fire to get them to blow, and stand clear. Just don't expect your Pawns to be smart enough to avoid the blast. ***MONSTER INFO: UNDEAD WARRIOR*** Like normal Undead, these stiffs are slow and hardy, emerging from the ground in order to attack those who draw near. They can attack with whatever massive weapons they weilded in life, but their attacks are awkward and uncoordinated. Other than that, they fight much like their peasant counterparts. They love to grapple, and are weak to fire and holy magic. ***ITEMS*** o--Warrior Remains--o [Favored Flower] <----------------------------------------------------------------------> 14) South of the mining quarters you'll find ever more shaped stone, and eventually, the 'Ancient Quarry North Entrance'. Outside of the quarry stands Alon, who has a quest for you. The poor guy wants to travel south through the mine, and is willing to pay you to clear the way. Accept the quest, but do not actually expect to start it any time soon. The Ancient Quarry is currently beyond our means... besides, it'll be more convenient to clear it out later, as the prelude to another quest. But don't count this Step as a waste just yet, as there's treasure to be had nearby. From the entrance to the Ancient Quarry, head north past two cube-shaped rocks to the west. Just north of them is a series of cut rocks that can be scaled, and by so scaling, you can discover a square chest. If you continue scaling rocks, you can reach the Cursewood above, and all manner of junk loot awaits in chests on and behind the shaped stone around here. When you're done exploring the Estan Plains, return to Gran Soren and rest up (if necessary). When all your boo-boos are healed and your new junk is stored, it's time to head back to Cassarids. ***ITEMS*** o--Square Chest--o [Circlet] [Judgement] [Scholar's Cape] ***QUEST*** Of Merchants and Monsters o======================================================================o | | | Cassardis Revisted | | | o======================================================================o Sequence of Events: {WLK006} 1) Back Through Moonsbit Pass 2) Rescuing Rowland 3) Pawnathan Johnathan 4) A Thief in the Night 5) Quina's Quest 6) Wayward Valmiro 7) Unlearned Lessons 8) Into the Well 9) A Bridge to Nowhere 10) Saurians in the Deep 11) Dripstone Loot 12) Snakes and Treasure 13) Money in the Station Room 14) To the Vestad Hills 15) Into the Mist... 16) Third Time's the Charm 17) To the Witch's House We Go! 18) The 1st Mist Totem 19) Lady Loot 20) Bows, Magick and Dull 21) The 2nd Mist Totem 22) Picking Paths 23) Ghosts, Oh My! 24) Rock-Teasing 25) The 3rd Mist Totem 26) Fur Is Fashion 27) Following Cliffs... to Treasure! 28) A Mysterious Dwelling... 29) The Witch 30) Cassardis, Ho! 31) Three Quest Cash-In 32) Policing Pike 1) Head back up to the gate you opened that separates Moonsbit Pass from the Estan Plains... you remember? A lever, Goblins ambushed you? Right before the gate, on the Estan Plains side, are two side passages to the south. The eastern-most one leads to the Moonshower cliffs, of course, while the western one runs alongside the more conventional route through Moonsbit Pass, eventually linking up with the route we traveled along earlier just north of the Waycastle-a shortcut, in effect. Either way you can potentially reach Manamia Trail (the area north of the Encampment) while treading new ground, if you care about such things... or you can just go back the way you came. I suggest either going back the way you came, or taking the western-most pass. You'll have to fight some weaker Bandits the latter way, but it shouldn't be anything you can't handle. <----------------------------------------------------------------------> 2) If you take either of the two suggested ways I mentioned earlier, you should make it back to the Waycastle. Follow the road leading to the Encampment, heading mostly south. Where the Bandits along the road first appear, at the bend where the road turns back north, you'll find some Bandits attacking a robed man named Rowland. Do your best to save him-he doesn't have a great deal of health and the Bandits focus on him quite aggressively. You don't NEED to save him to advance the quest, but we'll assume you managed it for the sake of this Step-he'll thank you when the Bandits are dead, and mention that the Bandits who were attacking him looked like the Southron Bandits, and that they stole a magick book he was carrying. Yes, this tome was none other than Salomet's Grimoire, the book Steffen wanted. How fortunate! He'll start to mention Salvation before cutting himself off, then he'll finally, mercifully shut up. We will not be worrying about this quest just yet, as the Southron Bandits can be quite rough... although we'll be in the vicinity sooner rather than later... <----------------------------------------------------------------------> 3) Return to the Encampment and check out the Notice Board, which might have new quests if you've completed any old ones. Also, in the 'Command Headquarters' tent you can now find a Pawn named Johnathan, who'll sell you a variety of goodies you cannot get anywhere else. These include new dyes for your hair, face/eye pigments, and skin pigments colors. He also sells Elixirs that change your Pawns inclinations (much more effectively than the superficial and limited changes that can be made at Knowledge Chairs.) Scather/Challenger Elixirs are good for making your Main Pawn more combat-saavy. Last and least, he also sells prestige items-eyeglasses and rings that have no purpose but to show how much of a vainglorious asshole you are to the rest of the gaming community. In any event, from the Encampment it should be a simple matter to head east to Cassardis. Once back home, we've got a number of things to do-again, check the Notice Board to pick up any new quests... just be sure to ignore the Escort Requests. The ones here are really not worth the trouble. <----------------------------------------------------------------------> 4) Turns out Pablos himself has a quest for us! Who knew? Talk to the diminuative innkeeper and he'll ask you to hear him out-a matter of warding the village from crime. Apparently a Thief has been prowling around town, and has hit Heraldo's grocery, Aestella's apothecary, and Pablos himself. Before you can get down to business, however, you need to go around and talk to Heraldo and Aestella. Find Heraldo, usually loafing about outside the inn, then find Aestella, who usually can be found in her store-a rarity in Cassardis. Both complain uselessly about the thief, but they need to be consulted to advance the quest. Talking to Pablos again will prompt him to explain his masterful scheme-you have to wait for him at night and catch him in a foot race. Outstanding strategy, that! Talk to him again and he'll ask if you're ready to wait until night to confront the thief. Turn him down. This is a free rest, and why waste it? We've got other things to do, first. ***QUESTS*** An Uninvited Guest <----------------------------------------------------------------------> 5) Now, time for a trio of lengthy, roundabout quests that will take us far and wide, and ultimately end up with us back in Cassardis. Didn't we just do that? Oh well, whatever. Talk to Adaro, the village chief to whom Quina talked to after the Dragon's attack. Spot him out by his baldness and his big green question mark over his head. Apparently Quina's been gone a while, and said she was heading off to the Witchwood to find a cure for your wound. Must be spare hearts in that forest. Anyways, Adaro asks you to find her and see her back safely. This quest is one of the most commonly missed quests in the game-treking to the Witchwood at such a low level isn't a terribly easy feat, and the quest expires after completing 'Lure of the Abyss'. By following this guide, however, you should ensure that you're relatively well-equipped, you've been able to change your Vocation, and in general you're as ready to do this quest as you can be. Note: If you search 'Chief Adaro's House' you'll find 'Quina's Note' on a table. The standout words on this note-which the folks at Capcom clearly couldn't be bothered to write out in full-are 'church', 'dragon', and 'Witchwood'. Wee... ***QUESTS*** Lost and Found <----------------------------------------------------------------------> 6) Before you go running off anywhere, pick up another quest. From 'Your House' east of 'Pablos' Inn' head north-east to find one of many buildings marked as a 'Fisherman's House'. Inside dwells Merin, Mayra, and Lewes. Merin is the one you want-you can find him waddling around his house early in the morning. Talk to him, as he's got a quest for us. Apparently Valmiro, a fellow Cassardite, has gone missing, likely the victim of his own curiosity. You can ask fellow villagers for info if you wish-you know for story and flavor, or whatnot, but if you prefer to just dive into this quest head to Pablos' Inn and withdraw six Greenwarish herbs. Note: The quest 'Dying of Curiosity' is not available until you complete 'A Matter of Myrmidons'. ***QUESTS*** Dying of Curiosity <----------------------------------------------------------------------> 7) Let's deal with the first parts of 'Dying of Curiosity' before we head off on any more serious expeditions. Head outside to Seabreeze Trail, and from the gates of Cassardis turn north and run down to the 'Unusual Beach' where we'll find Valmiro languishing along the eastern shore. He'll cry for aid, and reach out melodramatically. *sigh* Go up to him and talk to him, whereupon he'll ask for herbs. By herbs, he means Greenwarish. Give him the aid he requests and he'll recover in record time, apologize, and mention sticking near the Encampment next time. So... head off towards the Encampment. South-west of the gate to the Encampment you'll find Valmiro again, whining for aid and doing his canned 'death reach' animation. Talk to him again-this time it'll take two Greenwarish herbs to cure his stupidity. Can you see where this is going? He'll thank you and mention the Witchwood next... didn't we just get a quest that requires us to go there? Yessir-it's called killing two birds-the essence of FAQ-writing. o-----o-------------------------------------------------------o--------o |VIDEO|Dying of Curiosity |{VID023}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=zfm9p3-Z4gk | o-----o----------------------------------------------------------------o Dripstone Cave o======================================================================o 8) But first, we've another quest to do, which we picked up a while ago, and promptly shelved. Remember talking to Poll, the wussy guard by the well? Yeah, he heard scary noises in the well, and wanted us to check it out. Now's as good a time as any, so return to Cassardis and head into the well near which Poll still cowers to reach Dripstone Cave. Huzzah! Our first dungeon! Upon entering, you should get an Achievement/Trophy 'Into Dripstone Cave' for... hitting a button near a well. Good on you. Now, to briefly discuss what you'll find down here-Giant Bats, Rats, Saurians, and Bandits. I said briefly, right? Don't worry, nothing we face here should be too troublesome, although we will come here again, and the monsters will change as the story advances, but we'll come to that later... o-----o-------------------------------------------------------o--------o |VIDEO|Deep Trouble |{VID008}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=RRJSxyQOlCY | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 9) From the entrance, head south-east until you reach a fork, where you'll find some rats milling around in need of smiting... or ignoring. Whatever. If you go down the south-western fork, you should shortly come to a bridge spanning a steam. On the far side of the bridge lurks a Snake, which might give you your first taste of poison if you're not careful. You'll also be bothered by Giant Bats. Under the bridge you can find a chest, which dutifully drops a Leather Cap, if you care to grab it. From the bridge, you can follow the stream (east, initially) and grab two more square chests, exterminate a few more Giant Bats, and ultimately climb your way up to the main path, if you wish, but I wish to proceed a different way. If you explore down the stream for loot, be sure to return to the bridge when you're done. ***ITEMS*** o--Square Chest--o [Leather Cap] <----------------------------------------------------------------------> 10) Return to the bridge and climb back up onto the eastern ledge, then return back to the fork where we killed some rats. Now explore down the south-eastern path. Follow the path south-east, then south-west, kill some more Giant Bats, and eventually you'll come to a ledge overlooking a watery cavern, within which lurks several Saurians. I would suggest avoiding them, especially around so much water, but unfortunately it turns out they're the things that scared Poll so. Go down and fight them, but use extreme caution. If you've got spells or a bow, you can stay on the ledge and shoot at them in relative safety. Go for the tail to open them up, and try to stay dry. Water + Lantern = darkness. Darkness + Saurians = no fun. <----------------------------------------------------------------------> 11) Grab whatever Saurian Tails you've severed, and explore the cavern you're in, and search the Warrior Remains near the ledge you jumped down, where you might find some goodies. In the middle is the 'Emperor's Pillar', a useful landmark that makes writing about this place much simpler, as you will see. The western side of the cavern is water-filled, if you need to get wet or go fishing. South of the Emperor's Pillar, however, are more productive, dry extensions of Dripstone Cave. A short ways to the south you will find a fork. Explore to the south-east to find some more Warrior Remains and a rounded chest before this tunnel ultimately dead-ends. I will bother pointing out you can score some Grandgrapes here, which can be consumed for quick healing. Also, the ore veins here can commonly yeild Sand-Layer Ore, which is uncommon elsewhere. ***ITEMS*** o--Warrior Remains--o [Baleful Nails] [Trusty Sword] --- o--Warrior Remains--o [Baleful Nails] [Scholar's Boots] --- o--Rounded Chest--o [Healer's Robe] [Sectional Armor] <----------------------------------------------------------------------> 12) Now go down the southern tunnel, where you'll enter a smaller chamber with a barred door to the west. Be wary of snakes here-there are about five of them lurking around the boxes here. Even more important, there are some rocks opposite the door to the east, upon which lies a square chest with more minor loot in it. ***ITEMS*** o--Square Chest--o [Metal Greaves] [Novice Bracers] [Scholar's Bangle] <----------------------------------------------------------------------> 13) It's time to pay attention to the door to the west. Smack it with a melee weapon to break the wooden beam blocking the door. Congrats, now the way is open, you can use the northern entrance (near the Encampment) to traverse Dripstone Cave back to Cassardis. Of course, for most of the game this is more dangerous than just going over land, so... Anyways, go through the barred door, where you'll find another door to the south to reach the 'Station Room', wherein you'll find either Bandits, Spiders, or mice here. Kill whatever dares to oppose you and grab the money lying around. Once done, leave the Station Room and continue to the south-west to find an exit. <----------------------------------------------------------------------> 14) You'll surface north of the Encampment, a short stroll away from safety, should you need to rest or drop off loot (if you have started the Notice Board quest 'Witch's Brew' you'd be well served to grab a Gransys Herb.) We could also head back to Cassardis and report to Poll... but somehow, I have an idea we'll end up back there anyways... From the 'Dripstone Cave Rear Passage' head uphill to the west. This mountain path connects Manamia Trail to the Vestad Hills, and is crawling with Wolves. Wolves aren't the only danger, however, as boulders await at the top of the hill, and will decide to tumble down at you when you approach too close. When they do, just run back and get out of the way... and raise whatever Pawn inevitably decides to try and hug the boulder. o-----o-------------------------------------------------------o--------o |VIDEO|Lost and Found |{VID013}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=PGotIHwDCtg | o-----o----------------------------------------------------------------o Vestad Hills o======================================================================o 15) Atop the hill the path will turn south. To the west you'll be able to look off a cliff and see a forest sprawling out below you (if it's night out, you might not be able to see very much, of course). During the day, the place will be crawling with Bandits, during the day, more Wolves. Both are fairly weak, although the Bandits are a bit stronger, while the Wolves make up for it by being numerous. Damned if you do, damned if you don't... Your path is fairly simple, however. Follow the road southish, and when you reach a fork to the south-west (the path is split by a boulder upon which Bandits lurk) stay on the eastern fork and continue south. Eventually the path will enter the outskirts of some woods and turn south-east. Keep going and the path ahead will become misty... Witchwood o======================================================================o 16) Behold, we've made it to the witchwood, wherein Quina should lurk... and possibly some witch. Such is the fare of adventures. You'll notice immediately that the map is obscured by mist... we'll have to do something about that, but fortunately for you, you have a guide! Head along the path to the east and shortly you'll find Valmiro, who made it to the Witchwood only in the most generous sense of the term. Talk to him again and this time hand over three Greenwarish herbs. This time Valmiro promises to stick to the village, where, avoiding another Dragon attack, he should be safe. We'll return to Merin for our quest reward after plundering the Witchwood, but for now, continue east. <----------------------------------------------------------------------> 17) Shortly ahead waits Quina. Couldn't she have helped Valmiro? Whatever. She had the good sense to bring a lantern, but she's not much for defending herself. Good thing you came along. Unfortunately, she doesn't have the good sense to head back-she intends to see the witch who lives here... this witch apparently knows the Dragon's tongue, and hence, might know more about your condition. She asks you to accompany her, and it's not a yes-or-no question, it's a yes-or-fail-the-quest question. Well enough, we might as well try to learn more about this Dragon while we're at it, and possible score some loot, eh? A note about Quina, first-she's relatively sturdy, but has nothing in the way of offense. She can heal, but don't expect much out of her. Go slow, keep her in sight, and you should do fine. <----------------------------------------------------------------------> 18) Near the entrance you can find Wild Boars, so you might want to wander around a bit to search for some, if you have the quest to kill them. Continue east to find a stream, which can be easily crossed... but first, turn north to see a ledge running parallel to the path that leads to the stream. Get up there and explore to the eastern edge of the ledge overlooking the stream to find a square chest, within which goodies lie. Now, back to the steam. We might as well cross it, even though we'll be taking a different route shortly. Beyond the stream lies a mist totem, right in the middle of the path. This fog sure isn't natural, and smashing it will dispel the mist in this area, allowing you to see the map. Groovy. Too bad these things don't stay destroyed. They, like chests and monsters, respawn. Ah well. It'll still be good guidage to point these all out, and let you decide whether it's worth the bother to smash them on subsequent visits. My money? No. ***ITEMS*** o--Square Chest--o [Gossip's Mask] [Verdant Hood] [Wizard's Helm] <----------------------------------------------------------------------> 19) Backtrack to the stream (to the north-west) and follow the stream to the south-west. When the river turns east, explore some land off the elbow of the stream (to the west) to find a square chest, around which many rabbits congregate. This chest can contain some decent goodies for this point in the game, and might be worth save/loading until you get what you want. ***ITEMS*** o--Square Chest--o [Magick Buckler] [Lady's Corset] [White Stockings] <----------------------------------------------------------------------> 20) Get back in the water and follow it further downstream to the east, then south. You'll have to kill some Goblins on the eastern shore as you go, but our real interest should be to the west. Where the stream stops flowing south and turns south-east, you'll find a large, rocky beach to the west. Head up a hill to find a square chest, where you might find your first Magick Bow, if you're lucky. North of the chest you'll also score a Giant Coin Pouch, worth a whopping 10,000 Gold. ***ITEMS*** o--Square Chest--o [Magian Crutch] [Rusted Bow] <----------------------------------------------------------------------> 21) Head back into the stream and follow it until it terminates in a waterfall. From the waterfall turn east and head onto land. Stay near the southern cliffs and continue east into a small cubby, wherein you'll find another mist totem and a square chest, which just might give you a juicy Common Archistaff, should you need one. Oh, and it's crawling with Wolves. Fun. ***ITEMS*** o--Square Chest--o [Common Archistaff] [Silver Ring] <----------------------------------------------------------------------> 22) North of our Wolf-cubby you'll find a road heading north, which you should follow until it forks. Upon which, take the western fork. When it shortly forks again, follow the north-western fork-no sense in heading back down to the stream, right? Eventually the path you're on will bisect another path running east-west, more or less. To the west we'll find the stream we originally crossed shortly after entering this area, so head east. <----------------------------------------------------------------------> 23) Now, the next leg of our journey should be fairly easy; follow the path to the north-east. Simplicity itself. Eventually the path will turn south-east and head into a tunnel... which is not where we want to go. North of the path before this tunnel is an elevated area upon which a giant tree grows. Head up onto that ledge (there's a path west of the tree) and head south-east of the tree, killing whatever Wolves and Giant Spiders oppose you... or if it's night, you may well encounter a new foe-the Phantom. Strategy in one word? Magic. ***MONSTER INFO: PHANTOM*** Phantoms and their equally incoporeal cousins fight more or less the same. They have very few attacks, but they still manage to be annoying for two reason. First, they can possess you, and if they do, you only have two ways to break free; run far enough away, or take damage. A Pawn will help out by hitting you, which doesn't hurt you, but hurts the possessor and frees the possessed. Enemies that hit you will also free you... but deal damage normally. Or if you're lucky you can hit an explosive barrel. Second, they're immune to non-magical damage. Spells and enchanted weapons work fine... they're outright immune to physical damage. As for their attacks, they'll try to possess you, as discussed above. To do so, they enter 'possession' mode, which you can detect by the ghostly little hands streaming off their nebulous forms. They will also very commonly do 'charge' attacks, which seem more annoying than damaging. Most ghostly creatures also come in large and small forms-the difference being mostly the damage they deal when possessing. Smaller forms do minor continuous Hit Point drain, while larger ones can suck away hundreds of Hit Points every few seconds. <----------------------------------------------------------------------> 24) Once your foes are destroyed, find some rocks south-east of the giant tree. Overhead, to the east, is a toppled rock that forms an arch-which is our goal. Not the path beyond the arch, but the rock itself, which forms a natural bridge of sorts to the higher ground to the north. Jump on the rock on the ground level, then jump up onto the ledge to the east to reach the fallen rock, which can also be scaled. You could also just go under the rock the east, then follow a parallel path to the west... but jumping is more fun. Our goal lies across that rock... okay, not really, but a lot of treasure does, and we can reach our goal just as well that way... but first, I said I'd point out all those mist totems, so... while standing in front of the fallen rock that so eagerly wishes you'd climb on it, remind it that patience is a virtue and head south. <----------------------------------------------------------------------> 25) Cross a fallen tree that serves as a bridge to the west, and score a Large Coin Pouch (3500 G) along the western end of the log-bridge, then head south again. You should shortly discover a path again (and have to fight off some Wolves/Phantoms/Spiders) which runs to the south-east. Along the lowest branch of a small tree south of the road (due west of a much more impressive tree) you'll find another mist totem. Jump up and smite it, or be clever and shoot it, if you can, to dispel more of the fog. We're stupidly close to our objective now, and it would be foolish to ignore it... but we've got treasure to score back north, so return to the north, cross the log and return to our collapsed rock-bridge. Quina probably would have been safer going through this place herself, without a bunch of greedy, seedy Pawns provoking every bit of wild life in the forest, but hey, beggars can't be choosers. <----------------------------------------------------------------------> 26) Mercifully reward our patient stone by climbing on it and grab the Small Coin Pouch (100 G) on top. Cross it to the north, and turn north-east to see a rounded chest staring right at us. It knows we want to open it, and it can't do anything about it. Inside you can find two useless jewelry, or the very rare-if not any less useless-Direwolf Cape. Seriously, it took me forever to find this thing, but my girlfriend was lucky and scored it her first playthrough... such is life, though. ***ITEMS*** o--Rounded Chest--o [Direwolf Cape] [Restless Earring] [Silver Ring] <----------------------------------------------------------------------> 27) Now head north until you find a cliff preventing further exploration in that direction, at which turn east and follow the cliff. Eventually you'll come to a ledge with another rounded chest on it. Score. Grab its contents-some leg armor or clothing of some sort-and head back west until you find a way down south to lower ground. Once on lower ground, follow the edge of the ledge we were just on to the east, and turn north-east into a cubby when you get the chance to find a square chest where the path terminates. See? Lots of treasure. ***ITEMS*** o--Rounded Chest--o [Blue Longkilt] [Urban Hosen] [Yellow Gaiters] --- o--Square Chest--o [Mage's Shoes] <----------------------------------------------------------------------> 28) If you head south from here, you should see some dwelling built into the remains of a massive tree. Head west to find a safe way down into the valley where the dwelling overlooks. To the south is evidence of a garden-obviously something lives here. Even the dullest of you out there shouldn't be able to miss the dwelling now-Quina will comment on it when you get close. Before heading up the curling stairs to the humble cottage, search the roots behind (north of) the 'Witch's House' to find a square chest. Once done looting, head into the Witch's House. ***ITEMS*** o--Square Chest--o [Circlet] [Cleansing Earring] [Direwolf Bow] [Silver Bands] Witch's House o======================================================================o 29) Once inside, you'll be treated to a cutscene. Quina is nice enough to remember your mute status, and hence does all the talking. Essentially you'll encounter a little girl named Selene, who is the grand-daughter of the witch we've come looking for... who is now deceased. As for the truth about the Dragon, the Faith-that vanilla, bland religion which everybody in Gran Soren pays lip-service to-has covered up the truth about the Dragon, whatever it might be, and those who seek truth outside of the Faith are branded heretics, with all the unspoken consequences thereof (just like how smart people who seek reality and morality outside of religions in the real world are somehow considered immoral scum who ignore the reality of resurrection, original sin, and flying horses.) Quina decides that she should look to the Faith for answers, showing her patent lack of intelligence... Quina, people who are hiding knowledge from the rest of the world might not be the best people to turn to in order to gain the knowledge. You know, they wouldn't hide it unless they had something to hide? Whatever, this trip was a bust, but before we leave, loot the round chest in the Witch's House and grab the Bronze Idol in the window behind it... amongst other goodies that might somehow accidently fall into your pockets. Don't worry, Selene won't mind. Speaking of which... talk to Selene a few times and you'll get an option to give her something. If you brought a Gransys Herb, it would be a good idea to give one to her, in return for which she'll hand over an Herb Ale, which satisfies the requirement for the Notice Board quest 'Witch's Brew'. Why trek all the way back here when we don't need to? I know, for more treasure, but who wants to wait for it to respawn? We're here now, dammit. ***ITEMS*** o--Rounded Chest--o [Ring of Azure] [Ring of Gules] [Thunderclap] <----------------------------------------------------------------------> 30) Leave the Witch's House and head north along a thus-far unexplored path. The camera will show Quina running along, which is a polite way of saying 'this way, dumbass!' Capcom is nice like that. Follow her until an area transition, after which you'll find yourself on a ledge over-looking Seabreeze Trail. To the west is a square chest, to the east is Cassardis. Talk about convenient! Head down the ledge and back to down, we've quests to turn in. ***ITEMS*** o--Square Chest--o [Scholar's Cape] [Two-Hander] [Wooden Wall] <----------------------------------------------------------------------> 31) Back in Cassardis, talk to Poll, who wisely decides not to consider his cowardice a good thing, and promises not to be such a pussy in the future. Sure. Now talk to Adaro, who should be conveniently nearby. He will thank you... no... he'll thank the Maker... for YOUR work (I can only imagine being a surgeon, who does a complicated operation on a patient, whose family thanks God when the patient pulls through...), before going on to apologize for Quina acting like a fool (she's not acting) before revealing he's her parent. Yay. Finally, seek our Merin (who should be in his home, in 'Inez's Alehouse', or somewhere in between the two) and report your success in retrieving the wayward Valmiro for a third quest reward. Score. ***REWARD*** (For clearing out the well) EXP 1500 Rift Currency 5 Gold 2000 ***REWARD*** (For rescuing Quina) EXP 4000 Rift Currency 5 Gold 3000 ***REWARD*** (For rescuing Valmiro) EXP 5000 Rift Currency 15 Gold 8000 <----------------------------------------------------------------------> 32) Now, one last thing to do... let's help out poor Pablos, eh? Talk to him and say you're ready, upon which you'll get a free rest until night. Be sure to empty your inventory first-it's not a good idea to carry out a chase while encumbered, right? Pablos will wish you good luck when you wake, and off you go-alone-into Cassardis to chase down this thief. He tends to run along the main road going through town, but he's not above slipping down the stairs near Inez's Alehouse, nor will he refrain from running around the house Benita was treating people in after the Dragon's attack. Your only goal is to grab the thief, after which you'll find yourself standing back in Pablos' inn... this is easier said than done, of course. My favorite solution is to play a Strider or Assassin, and shoot the thief, which will stagger him. Just keep shooting as you close the distance, and grab him when you're close. Note that spells will NOT target him, and melee attacks tend to be too slow... it really is best to use a Thief/Assassin, if you plan to hit him to stun him (although this can result in him being frightened of you, later.) After catching the thief, talk to Pablos, who will mention that the thief said he worked for some bandits in the south who style themselves 'The Iron Hammer'... or, more commonly, they're just known as the Southron Bandits. Aren't these the same guys who have Saloment Grimoire? Hmm... Anyways, you can now find the thief-named Pike-wandering around Cassardis. Apparently he's cleaned up his act, and is now apprenticed to the innkeeper. Yay. ***REWARD*** (For catching the thief) EXP 2000 Rift Currency 10 Gold 3500 With that, we're done in Cassardis. It was a pretty eventful return home... and it won't be our last. But, now it's time to return to Gran Soren so we can explore the Pawn Guild in more detail... and perhaps to explore more of the city, as well. o-----o-------------------------------------------------------o--------o |VIDEO|An Uninvited Guest |{VID014}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=8QNCW0TbdQ4 | o-----o----------------------------------------------------------------o o======================================================================o | | | Exploring the Pawn Guild | | | o======================================================================o Sequence of Events: {WLK007} 1) Barnaby's Request 2) Gates and Ramps 3) Scattering Bones 4) An Unhappy Ogre 5) Vocation-Based Undead 6) More Side-Tunnels... 7) Pits and Levers 8) Sarcophagus Stealin' 9) Looting the Ceremonial Cage 10) Tentacle Terror! 11) Briefing Barnaby 12) Joining the Wyrm Hunt 1) Head back to Gran Soren. I won't tell you how to do so again-you've made two trips now, at some point holding your hand turns into insulting your intelligence, and I'm just too nice for that. Rest at the inn, buy new items, learn new skills, whatever you need to do. When you're ready, return to the Pawn Guild and talk to Barnaby again. Despite being a robotic, inhuman Pawn, he's still sly enough to ask for your assistance without actually telling us what he wants, first. Hear him out and he'll lead you into the bowels of the Pawn Guild before explaining that beyond the door near which he stands is the Everfall. Since the Dragon showed up, some 'presence' has been deteced therein, and he wants you to go see what's up. Since you need to do this to advance the story, you've got no choice but to accept. Bummer. Note that there's another Notice Board down here, but it's only for DLC. Since all the DLC I've seen for this game is over-priced garbage, I will not be covering it in this guide. Anywho, when you're ready, head through the door, down into the Everfall. Note: I scoped out the DLC for this game, and determined it was not worth my money. This was only confirmed when Dark Arisen was released, which included all the original DLC for the game. Those of you who purchased the DLC individually... well, Capcom thanks you for being suckers. ***QUESTS*** Lure of the Abyss o-----o-------------------------------------------------------o--------o |VIDEO|Lure of the Abyss |{VID020}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=xfArFhINNEY | o-----o----------------------------------------------------------------o Everfall o======================================================================o 2) Despite the name, the area can't quite live up to it... yet. There is, in fact, a floor at the bottom here, and if you let gravity do its thing... well, don't. Instead, we'll go down the somewhat less suicidal ramp tha spirals down the level to the bottom. That said, there is awful little room for deviation here, and I plan to take us on a rather specific route through the limited options avaiable... which is to say, writing this part of the guide is a breeze. Head down a ramp, kill some Giant Spiders, then some Giant Bats. Eventually you'll find some Undead lying in the middle of the ramp, playing... well, you know. Teach them to stop foolin', and continue down the ramp... kill more Giant Bats... Eventually you'll come to a lowered portcullis. Oh nos! There's a square chest with junk inside near the portcullis, but better yet, there is also a side-tunnel to the east that promises to grant us passage. <----------------------------------------------------------------------> 3) Head into the eastern passage, which shortly turns south. Enter a larger chamber and go down some stairs, where we'll meet a new foe- Skeletons. Once these undead are smote, head west to explore this large chamber further. More Skeletons will rise from the ground, more bones will be violently scattered around. Make sure they're not yours. In the south-western corner of this room lies a rounded chest, which can bestow goodies upon you, if you ask sweetly enough. There's also a Large Coin Pouch (3500 G) on an elevated corner nearby. ***ITEMS*** o--Rounded Chest--o [Leather Circlet] [Reinforced Longbow] ***MONSTER INFO: SKELETON*** Like other Undead, these critters remain inanimate on the ground, only attacking when their prey-you-gets close enough. Unlike Undead, however, Skeletons are less resistant to physical attacks (although they are just as susceptible to fire and holy.) Also, they're quicker; they'll perform Blink Strikes and Tusk Toss, both of which can disrupt spells and knock one off one's feet. Although they're more mobile foes, they're not too much stronger than normal Undead. Just keep on your toes, and watch your Mages. <----------------------------------------------------------------------> 4) Now turn north to reach the exterior ramps again. If you head uphill a short ways, you'll find a lever that'll open all the gates in the level... but that's no fun. Keep the gates down, we'll find ways around them all. Head down the ramp and exterminate some Undead playing possum in the middle of the ramp again. More numerous this time, but after fighting Skeletons, this should seem like a turkey shoot. Continue down until you reach another portcullis. This time our way around lies to the north... but note beyond the portcullis lurks an Ogre. A very powerful foe, and one we do not wish to engage. If we go around the portcullis, we'll avoid it... but still, why leave it skulking around? If you have any character with a ranged attack, you can take advantage of the portcullis that blocks it and take your sweet time killing it. Since we are not in any real definition of the word engaging the Ogre, I will not include monster info for it, save this small bit of advice- aim for the head, and by head, I mean face. <----------------------------------------------------------------------> 5) Once the Ogre is dead (or not, if you're lazy) head into the narrow tunnel to the north, which quickly turns east. In a small side-tunnel wait several Skeletons, and at the eastern end of the tunnel waits a Skeleton Mage. The first fight in the game where the enemy attempts to use tactics? Perhaps. I find a single Comestion obliterates most of the melee Skeletons in these cramped quarters. If I'm playing a melee type, I just jump on in and go after that damned Skeleton Mage. Obtain victory however you may, then continue past the Skeleton Mage into some short tunnels that zig-zag south and east, before eventually terminating in a square chamber with a pillar in the middle. Kill some Undead Warriors to the east and search a rounded chest in the south-eastern corner before continuing into another tunnel to the south, which ultimately reaches the ramp again. ***ITEMS*** o--Rounded Chest--o [Skulker's Mask] [Verdant Hood] ***MONSTER INFO: SKELETON MAGE*** A skeleton that casts spells... really, what do you people what from me? If only your Pawns were as useful as the enemy spell-casters we'll be fighting are-they tend to sit back, and spam a variety of spells. These ones favor offensive elemental spells, in particular, the exact type can be determined by noting the color of the spell. Orange and flamey? Probably a fire spell. Bluish white? Ice. Purple? Lightning. Black? Miasma, or some debilitator. The enemy has slightly different versions of some spells, and you'll learn what to expect as you fight them. As a general rule of thumb, lightning spells give you a warning reticle where the bolt will strike-don't be there when it does... but sometimes the enemy will conjure up a globe of lightning that-in my experience- just moves to slow to hit you. Ice also has two forms-either an ice spike from the ground (which gives a reticle) or a series of spikes that fly straight at you. Fire is always a direct-damage affair, consisting of between one and three bolts of fire. When fighting mages, skeletal or otherwise, just keep in mind that a character with a bow can win the range war against them. If you're a spell-caster yourself, don't get fancy-stick to basic spells and out-cast them. Warriors and Fighters should just try and blitz them, as magick attacks are not your strong suit. <----------------------------------------------------------------------> 6) Down, down, down you go, until you reach another portcullis, before which is another side-tunnel to the west. You know how this goes by now. The tunnel turns north, and mid-way up the tunnel is a short tunnel to the west, occupied by Undead warriors, and terminating in another rounded chest with goodies inside. Once you're done looting and killing, continue north, then smite some Undead in a tunnel to the east, then turn north again to reach a large chamber. ***ITEMS*** o--Rounded Chest--o [Bronze Bangles] [Hand Covers] <----------------------------------------------------------------------> 7) This room can be a pain. It's ringed by elevated ground to walk on, but the middle of the chamber is a hole, crossed by precarious walk-ways conncted to pillars. Undead lurk near the southern end of the room, Harpies skulk around, and Undead Mages occupy the walk-ways. Ranged attacks make this much easier, as you can then just pick off the Harpies and Skeleton Mages without having to risk the heights. However you go about it, dispatch your foes, then switch to loot mode. Behind the south-western most pillar in this room are two Large Coin Pouches (7500 G), and along the north-central walk-way you'll find a Giant Coin Pouch and a Large Coin Pouch (13,500 G). Our way will ultimately lead us down, but first, cross the room to the north, where you'll find a small chamber housing a lever. This one you SHOULD act upon, as it'll clear our way back out. <----------------------------------------------------------------------> 8) Some stairs await in the south-eastern corner of the room. Descend them to reach the bottom level of this room, where a few trash chests await your greed. Marvel at the garbage they contain, then head to the south-eastern corner of the room to find an open gate leading to some stair, which themselves will take you down and to the east. Ignore a side-tunnel to the south, and continue up some stairs to the east to reach a room with three sarchopagi waiting to be looted. Give them the release they want, if you must, and continue up some more stairs to the east to reach the room marked as the 'Ceremonial Cage'. <----------------------------------------------------------------------> 9) Futher east you'll find a locked gate, and along the northern side of the room, yet another sarcophagus near some warrior remains. Open it and watch a cutscene-this sarcophagus' inhabitant is none too pleased by being disturbed. Teach him the old adage 'might makes right' and put him back to rest. Loot the now-empty sarcophagus for an 'Engraved Lever', then take said lever to the locked door to the east, north of which is a slot just waiting to be filled by your lever. Get your mind out of the gutter, place the lever, and open the door, beyond which lies two chests for your looting pleasure. The point of this whole step? Yeah, just getting some useless loot-but that's the name of the game. ***ITEMS*** o--Ornate Chest--o [Bone Armor] [Scale Coat] --- o--Ornate Chest--o [Adventurer's Cloak] [Bliaut] [Feather Cape] <----------------------------------------------------------------------> 10) Return into the western tunnels and go south down the fork we ignored earlier to reach a large circular chamber marked as the 'Flameservant's Throne' on your map. Loot around the room, as you can find a few potions and-more interestingly-a rounded chest along the western end of the room, near some rubble. When you're done searching around, let your Stamina regenerate fully, and search a metal disc in the middle of the room. watch a cutscene and get rewarded by being attacked by a host of tentacles. These aren't technically monsters by themselves (or rather, they're part of another monster), so they don't get their own entry. Still, they cast spells, can bite and grapple, and at this point in the game fighting them is more trouble than it's worth, as they give no experience whatsoever. They do, however, drop Malecryst and Malecryst Shards, forging components which will not be available again for a long, long time... still, nothing you'll find before you can get more Malecrysts are really worth upgrading anyways. The game wants you to run away, which shouldn't be too hard, considering we killed the Ogre above... right? Even if you didn't, you should run. Unless you've been leveling quite a bit, there's a good chance you can't really do much damage to these tentacles. For my part, being level 21 at the time, running was really the only option worth considering. Manage your Stamina, run when you can, and use the pillars along the ramp to shield you from spells and you'll escape this mess. Did I mention the tentacles are endless? I probably should. If you can kill any, you'll buy yourself a time (making subsequent runs a breeze) but this quest doesn't end until you scamper to the exit. ***ITEMS*** o--Rounded Chest--o [Bronze Bangles] [Hand Covers] [Steel-Toed Boots] <----------------------------------------------------------------------> 11) As you near the exit, a cutscene will take over, showing your characters fleeing mortal peril... and for some reason, running rather stiffly, I can only imagine in order to taunt the tentacles. Back in the Pawn Guild, track down Barnaby and talk to him to complete this quest. ***REWARD*** (For discovering the source of evil in the Everfall) EXP 8000 Rift Currency 10 Gold 12000 <----------------------------------------------------------------------> 12) Leave the Pawn Guild and you'll be harassed by a guard named Ser Duncan. The Duke-himself a former Arisen-has taken notice of you, you know, because of that Hyrda head we gave him? Looks like Mercedes came through for us, after all. In order to reward us for killing a big giant reptile, we get to participate in the Wyrm Hunt... which... seems like less of a reward and more work to me, but... well, feudalism. Anyways, we now have the privelage of taking orders from Ser Maximilian, Captain of the Wyrm Hunt. We'll be given a 'Wyrm Hunt License' without which we cannot accept any of these new quests, which need to be completed before we can advance the story. Also note that at this time the quest 'Lost and Found' will expire if you haven't already completed it, and forever more Quina and Selene-related quests will be inaccessible. You should also get the Achievement/Tropy 'Writ Large'. For the guide, however, this is an even more significant development. We're finally free to pursue our main quest advancement with all of Gran Soren, and Gransys, open to us. Well... not all of it, but enough of it, anyways. We could have (and to some extent, did) pursue our own ends before visiting the Pawn Guild, but we can now freely enter the northern gate to Gran Soren and the Noble Quarter without some butthole guard yelling at us. So, before I do any Wyrm Hunt quests, lets explore Gran Soren and find-and complete-some new quests. Note: Now is a great time to enter the Rift again and search for new, higher-level Pawns, since Rook and whatever other Pawn you may have recruited back at the Encampment are by now surely obsolete. This is the first-and last-time I'll tell you to update your Pawns via a Riftstone, but you should be open to the idea of swapping your Pawns out every few levels. How much you bother to do this depends on you and your playstyle-I tend to ditch using Pawns entirely once I have 'Autonomy', but my girlfriend updates her party every several levels. o======================================================================o | | | Questing Gran Soren | | | o======================================================================o Sequence of Events: {WLK008} 1) Mason's Sneaky Mission 2) A Cut Above 3) The Black Cat 4) Taking the Fake Wakestone 5) Third Journal Entry 6) Freebie, and Scouting the Sewers 7) Scoring A Skeleton Key-For Free! 8) Austine's Anguish 9) Craftsman's Quarter Loot 10) Craftsman's Quarter Overview 11) Braving the Battlements 12) Filching From Fournival 13) A Good Day For Capitalism! 14) Picking on Pip 15) Last Bit of Loot 16) The Eviction Process 17) Sara's Time to Think 18) Pip on the Rooftops 19) Pip's Life Lesson 20) Night in the Noble Quarter 21) Spying on the Spy 22) Madeline's New Shop 23) Capitalism 101: The Middle Class Always Loses 24) Preparation 25) Fournival's Priorities 26) Spoiled Symone 27) March to the Market 28) Hide-and-Seek 29) Supervising Symones Shopping Spree 30) The Fix Is In 31) A Gift of Gold 32) The Wyrm Hunt Begins 1) First thing everybody should want to do is stash all the junk they found in the Everfall-and note that the Everfall will not be plagued by tentacles if you should wish to visit it again in search of loot. Near the Gran Soren Union Inn, Mason, our stalker from when we first entered Gran Soren, has a job for us. Apparently Salvation, a cult we've heard precious little of up until now, might have an inside man in the castle. Our job? See who this person might be. This quest will begin automatically if you approach the castle at night, so naturally, I'll be putting it off as long as possible. ***QUESTS*** Chasing Shadows o-----o-------------------------------------------------------o--------o |VIDEO|Exploring Gran Soren |{VID024}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=Yjpj-_T4OnA | o-----o----------------------------------------------------------------o Devyn's Barber Shop o======================================================================o 2) Instead, lets explore into the bowels of the city. Starting at the 'Fountain Square' head to just outside of 'Arsmith's Alehouse'. There are two roads that head south-east from the Fountain Square, and we should follow the southern-most one. Head down a ramp, and the first house immediately in front of you is 'Devyn's Barber Shop', where you can make minor cosmetic changes to your Arisen and Main Pawn for a small fee. I won't bother detailing the services here-just a note to you frustrated gamers who aren't pleased about the aesthetics of your character, you can change your hair color, eye color, hair style, skin tone, and voice if you're willing to pay for it. That's one skilled barber! Don't worry, though. Capcom covers by having her say she was a doctor before she was a barber. Cosmetic surgery in the medieval era, who knew? I thought it was limited to cod-pieces, corsets, and generous paintings. The Black Cat o======================================================================o 3) Leave the shop and continue south-east over a bridge. Follow the road you're on as it turns east, and at a fork, continue east downhill, then down stairs... then down some more stairs leading north. Immediately at the bottom of the stairs turn east again, then take the next north to reach... The Black Cat. The owner, Mountebank, has some... interesting things to say about the Duke. More importantly are his services. First, here is where you'll find quest items, should you happen to, ah, misplace them. Getting them back will not be free, however. You can also buy rarities from him-as you complete Arsmith's quests and recieve 'gold' weapons, Mounteblank will start selling them, He'll also sell genuinely useful things, like Skeleton Keys (which allow you to open locked doors, required to get some treasure and resolve some quests... but a few can be found in respawning chests for free), Ferrystones (allow you to fast-travel, at 20,000 each, with limited teleportation destinations, these will be more useful later in the game... and especially during subsequent playthroughs), and a 'Set of Lady's Garb', which seems pretty useless... but if your Arisen and/or Main Pawn is male, donning these clothes will allow you to complete a quest later. JRPGs sure get a kick out of cross-dressing, eh? In subsequent playthrough Mountebank will also sell Portcrystals, which can then be placed around the world to make customizable fast-travel destinations... but again, only in subsequent playthroughs. Do not, however, buy his Wakestone Shard-it's over-priced and you can find plenty of them later in the game. Most importantly, however, is Mountebank's ability to forge items. In a few rare cases this affects some quests, and I will endeavor to point out when forging items is an option that affects quest solutions... although forging items tends not to give optimal results. A better use of forging, however, is it will allow him to dupe 'Materials' you've collected-for a price, sometimes quite hefty. You use many materials to upgrade weapons and armor, and honestly, some of the rarer materials are much, much easier to forge than to farm. Again, this is a late-game convention, as I really don't see any point in upgrading any of the gear we currently have access to-nor any gear we'll find any time soon. It'll come up, however, so keep Mountebank and his very, very handy forging abilities in the back of your mind. <----------------------------------------------------------------------> 4) Now, for some treasure. From The Black Cat, head to the east. You'll see an empty shop you can explore, which will become more... habited soon. Follow the road outside this store to the north and go up some stairs along the northern side of the store. From there, jump on a low roof to the north, then turn around and jump onto the roof to the south. Head to the southern end of the building you're on, and jump from this roof over the road and onto the lower roof of The Black Cat (across the street to the north). You should see an open door you can go in, wherein resides an Ornate Chest containing-at least this first time-a Wakestone Shard. Alas, it's a forgery... but nabbing it still grants you the achievement/trophy 'The Knave'. Good on you. <----------------------------------------------------------------------> 5) Yes, there are all kinds of chests around here-usually on balconies or in the towers along the wall... but I'm only pointing out the good stuff, remember? You want junk loot, you do your own searching, otherwise I'd be writing this guide forever... But we still have more good stuff to find. Head back outside onto the lower roof and jump onto the higher roof (either to the north or west). I should point out-none of the jumps I've made, and am telling you to make-have required Double Vault or Levitate, so no whining. Head to the north-western corner of this building to find a small... uh... tiled roof-bridge connecting this roof to the roof of a building to the north. Once on the northern building's roof, head west to find a flat section of roof, which has a ladder leading down on its western end. Take the ladder down to find an enclosed area with a rounded chest, which in turn contains the 'Third Journal Entry'. Be sure to store this when you get the chance. <----------------------------------------------------------------------> 6) Now for a freebie, since I'm being nice. Climb back up the ladder and travel south past a chimney to reach the edge of this building's roof. Just south of you, across a small gap, you'll see a diagonal section of roof. Jump on it, then up to a higher ledge to the south. Continue south to the apex of the roof and turn west to spot a doorway in another roof. Enter the attic beyond to find a rounded chest for your looting pleasure. Leave this attic and immediately turn north, where you should see the inter-building hole with the ladder you climbed down earlier. Jump back onto that northern roof, head north past the chimney, and continue to another chimney to the north to reach the eastern end of this building's roof, where you'll find a damaged section of roof over-looking a balcony. Drop down onto the balcony to find a square chest that almost certainly contains garbage. If you look off the balcony to the north you'll see the city's sewers looming below. Just note their location for now-we've no need to climb down into the muck just yet, but when I tell you to go to the sewers later... well, here they are. Now return to the Fountain Square, there's still a little to point out in the Craftman's Quarter... you know, where the Pawn Guild is? ***ITEMS*** o--Rounded Chest--o [Quilted Jerkin] [Shoulder Cape] <----------------------------------------------------------------------> 7) From the Gran Soren Union Inn, head up the road to the north-west and take some stairs into a tower to the north. Head up to the top of the tower and go out a door to reach the battlements. Head north, jump on the battlements, and then down onto the stairs below you. To the north, the stairs run into another tower. West of the doorway is a ledge sandwiched between the doorway and the battlements, on which a rounded chest resides. Get a good running jump to reach the ledge and loot the chest, which will always contain a Skeleton Key. Try to search this chest once in a while, as you can stock up on Skeleton Keys without spending money or combining crap. <----------------------------------------------------------------------> 8) Go down the stairs and open a door to reach the Craftsman's Quarter. Head downhill to the south-west and at the Pawn Guild turn north and head into an open smithy. Inside you'll find some wussy crying over a dead guy. Talking to Austine (aka: Ser Wussington) and he'll explain the situation if you let him. The dead guy is Austine's son, born with a heart condition that condemned him to an early death. Life sucks, and Austine is willing to grasp at straws to bring back his son... whose death he anticipated by buying some Wakestone Shards, which, if enough are collected, supposedly have the power to bring the dead back to life. He'll give you these shards (two of them) and ask that you find enough to complete a Wakestone, with which his son might be brought back to life... aww... Anyways, cue hate-mail for marginalizing the death of some video game character, and his father's grief. Some people are just too damn sensitive. Anyways, you'll be bothered with a Wakestone tutorial, but since games are all vague and sneaky-like, here's the score. Three Wakestone Shards make a Wakestone. Wakestones can be used to bring back dead Pawns... which can just be re-recruited anyways. More importantly, if you have a Wakestone in your inventory when you die, you'll get the option to use one to bring yourself back to life- and full health and Stamina-right where you died. You know, like Yellow Orbs in Devil May Cry? Essentially, they're extra lives, continues, whatever you want to call them, and like consumables, they go a long way towards making this game trivially easy. They can also be used to revive dead NPCs... in case you get angry at one and accidently stab them in a face a bunch. Too bad you can't get many of them, yet, and since we'll need the first one we score for this quest... yeah. Don't worry, we'll find a third Wakestone Shard shortly, so just keep this quest in mind, keep the Wakestone Shards in your inventory, and don't use the Wakestone when you get it. Note: If you explore the Everfall again you can now find a Wakestone Shard at the bottom. The Wakstone shard is in the 'Flameservant's Throne' room (The Everfall: Fifth Level Underground), on the ground north-west of the metal object that triggered the tentacles. If you want extra experience and loot, it might be worth it to revisit the Everfall... although we'll find another Wakestone Shard during the course of the guide that won't require any back-tracking, if you can't be bothered. Also keep in mind that, unlike most loot, Wakestone Shards found lying around Gransys will not respawn. ***QUESTS*** Reaper's Scorn <----------------------------------------------------------------------> 9) Now, for some loot. Head north over/around a wall to find a building due north of the last one we were at. This building has a balcony. This balcony has a square chest on it. This chest has loot in it. This loot belongs to you. A good running jump can get you up there (I love games where your characters are smart enough to grab ledges... it's a good thing.) To score another square chest with loot identical to the one we just plundered, head back up to the Pawn guild. North-west of it is a building marked on your map as the 'Smithy', which has seen better days. Climb the remains of the northern wall of the smithy, then jump onto the red-tiled roof to the west. Head to the northern end of said roof, then climb atop a wooden balcony to the west to find out second dose of crappy Craftsman's Quarter loot. ***ITEMS*** o--Square Chest--o [Leather Shoes] [Short Pants] --- o--Square Chest--o [Leather Shoes] [Short Pants] <----------------------------------------------------------------------> 10) Before you head off anywhere, I'll just go over the rest of this area real quick-like. To the north is the northern gate of Gran Soren, which you'll become more accustomed to when we start exploring that part of Gransys. There are also towers that can be explored, and which link all the way around back to where we found the Skeleton Key, if you care to explore them... since this is a good way to introduce the Noble Quarter (and score some loot), it's what we'll do next. So, head over the gate to the north, past the field, and into the tower south-west of the gate. <----------------------------------------------------------------------> 11) There are plenty of chests to loot here if you want/need War Bugles, various banners, and other junk, but they're optional... well, technically most chest are optional, but... you know what I mean. Must you analyze everything with your intense logic? Go upstairs, cross to the north-eastern tower, climb a ladder, and go out a door to the north-east to reach the battlements. Jump onto a higher ledge and continue to the east, then south-east into a tower. Go up some stairs to reach the upper level of the tower, then out a doorway to the south-east to reach a round tower. There is a rounded chest on the lower level of this tower, and an ornate chest on a hill outside of the tower and south a short ways... but they contain junk. Do what you will, but once you're in the upper part of the round tower go up some more stairs and out another door to reach the upper battlements around the Noble Quarter. Fournival Manor o======================================================================o 12) We are presently along the wall surrounding the northern part of the yard around the Fournival Manor. Quests and loot await... but first, a note-if you've started 'Chasing Shadows' and don't wish to pursue it yet, make sure it's not night time. Since this quest... kind of interferes with this whole 'show you around Gran Soren' bit I'm doing, avoid it. Look over the wall on the eastern side-you know, the side without the battlements?-and drop down onto some wooden platforms, then into the yard, itself. In the southern corner of the yard by the manor you'll find a square chest, inside of which lies some goodies. Now climb some more woodwork on the smaller, eastern wall to get over and into the Noble Quarter proper. Head inside the Fournival Manor since we're here and all (if it's day) and search the table in the room you enter for a Chamberlain's Affidavit-required for an Arsmith's Alehouse Notice Board quest. ***ITEMS*** o--Square Chest--o [Leather Chestguard] [Scholar's Coat] <----------------------------------------------------------------------> 13) Head upstairs and into the northern room to find Fournival and his daughter, Symone, eating breakfast... at least, if it's early enough. Talk to Fournival to score a quest. The poor fat merchant find himself in a 'situation most dire'. See, he wants to sell some land to score cold, hard cash for the rough times that lie ahead. You never know what opportunities... I mean, what difficulties will arise in the next few months. The Dragon could, say burn down a number of farms and leave that land open to exploitative... I mean, opportunistic... I mean, predatory... no wait... uh... well, stuff could happen where money would be useful. The only problem? Some greedy, lazy-ass peasants won't get off the land he wants to sell, so he wants you to use your clout as Arisen to convince them that Fournival's greed... I mean, financial security... is more important than them not being homeless. Put on your friendly capitalistic hat and agree to help Fournival smash the age-old paradigm of the poor oppressing the rich by daring to exist. I personally find the name of this quest to be fairly funny... Anyways, you can purchase crap from Fournival, so I should probably cover what he sells... or at least the interesting stuff. In the 'Tools' section you'll find various Periapts, which can be used to boost your stats briefly. The most interesting of these are the Conquerer's Perapt and the Demon's Periapt, which boost Strength and Magick, respectively. Pop one of these on and enjoy the damage boost... good for any tough fight, and at 1500 gold each, they're not too expensive, in the grand scheme of things. He also sells the 'Maker's Finger' arrow, an item some people rave over, but I can't be bothered to spend 300,000 gold on one. Essentially, it kills whatever it hits instantly, save a few select bosses. More interestingly, he sells a limited number of Ferrystone's for half the price of Mountebank at The Black Cat, so be sure to buy 'em whenever he's got 'em. He also sells a wakestone Shard for half the price of Mountebank, but... we'll find one soon enough, save your money. Before you go, search under the dresser in the north-eastern corner of the room to score a 'Gift Ledger', another item wanted by one of Arsmith's clients. Note: You may want to visit Mountebank at the Black Cat and have him forge the Chamberlain's Affidavit (16,500 G) and the Gift Ledger (7050 G), as they both are quest items that can be used much later in the game. Granted, you don't need them to complete the quest (especially not the Gift Ledger), and it's probably a waste of money... but if you give them away to Arsmith, you can't make use of them later. ***QUESTS*** Land of Opportunity <----------------------------------------------------------------------> 14) Leave the Fournival Manor and you should spot a red-and-orange clad man with a quest marker over his head. This is that Ser Maximilian we're supposed to see about the Wyrm Hunt... when we're done exploring, that is. Head south from the Fournival Manor, then turn west to explore the road between it and the 'Knight's Manor' to the south. Standing by the gate you'll see a kid named Pip. Talk to him, and he'll react rather poorly to the whole becoming homeless thing, then run off. Well, this wouldn't be any fun if we didn't get to pick on kids, right? o-----o-------------------------------------------------------o--------o |VIDEO|Land of Opportunity |{VID025}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=wIhazAnVaug | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 15) Before we pursue Pip, however, there are a few more bits of loot to get, so follow the main road running through the Noble Quarter from the Fournival Manor to the south-east. You should see a massive walled cathedral to east, which, like most churches, has nothing interesting or useful inside. Jump on the small wall outside the church, however, and follow it east until it connect to a larger wall with battlements. Jump onto the larger wall, then onto the battlements to the south. Look down and you should see another stone wall connecting to the lower part of the one you're one-jump onto the part perpendicular to the wall you're on, then turn east to see an enclosed space between the walls, wherein sits a square chest. ***ITEMS*** o--Square Chest--o [Leather Chestguard] [Scholar's Coat] <----------------------------------------------------------------------> 16) Believe it or not, we're done exploring. Now we've just got to wrap up several unresolved quests, and we'll be good to go. First, let's deal with Fournival's peasant problem. Jump back onto the larger wall, then follow it east until it reaches yet another large wall. Jump up onto it, head south a ways, then jump onto... yeah, yet another elevation in the wall to the east. Head north into a tower (search upstairs to discover a round chest with junk loot inside) and head out a door to the west. Follow this wall west until you're near the Knight's Manor again, where the wall will be low enough to safely jump down from. Return to the Fountain Square. Just north of the Gran Soren Union Inn you'll find a crier named Jasper, who is screaming doom and gloom about the Dragon. He also happens to be Pip's dad, and hence the primary person we need to convince to move off Fournival's land. Talk to him and he'll ask you to get the consent of his family before he'll make any decision. What a... wonderfully mundane task for an Arisen. <----------------------------------------------------------------------> 17) Now head to Arsmith's Alehouse, where you'll usually find Sara (she might also be around Fountain Square shopping.) Talk to her and she'll ask for... time. Time to consider the request. Whatever, it's not like you have a choice. In the meantime, let's go deal with Pip. <----------------------------------------------------------------------> 18) Return to the Craftman's Quarter again, where Pip happens to be hiding. But not in plain sight, no, that wouldn't be so annoying, instead the little bastard is hiding on a roof. There's a house west of the 'Field' that occupies half of this quarter, adjacent to the wall, whereupon you'll find Pip. You can reach this roof by climbing on top of the roof of the building south of it-again, you do not need Double Vault or Levitate. Talk to Pip, and the little bastard will run off again. <----------------------------------------------------------------------> 19) Back to Fountain Square for you, take the road south-east of Arsmith's Alehouse like we did earlier. When you reach the bridge over the sewers, however, jump down onto a lower level (not into the water, obviously.) You'll see Pip run off. This time it's a straight run-and- catch affair... which is really annoying, but not as bad as chasing Pike was. Attempt to run into Pip and knock him off balance, after which he can be grabbed. Unlike Pike, however, do not shoot him full of arrows unless you want to end up in the dungeon. Once you catch him, Pip will concede defeat before whining about his shattered world view. Aww... life sucks, kid. Get used to it. <----------------------------------------------------------------------> 20) With that, 'Land of Opportunity' just needs some time. Might as well go and do Mason's request now. Head to the Gran Soren Union Inn and rest until night, then head up to the Noble Quarter. Once you get even remotely near the castle gate, a cutscene will occur, where a shadowy figure will hand a note to an armored man with a badass shield, who then proceeds to walk away. And the hunt is on! First, some ground rules. This game only has a very basic 'stealth' element, so when games try to wedge sneaky missions into systems not designed for them, it either ends up maddeningly difficult, or stupidly easy. This is the latter. Stay around thirty feet or so away from him at all times, and watch corners. He will stop for no good reason a few times along his trek. If you make sure to watch him, and follow at a safe distance, while walking a steady pace, you should be fine. o-----o-------------------------------------------------------o--------o |VIDEO|Chasing Shadows |{VID021}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=McbcV9Fhcjs | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 21) Follow him through the gate-but don't rush. Once in the gatehouse, watch him go down the stairs. Once he's no longer in site, walk down the stairs yourself. Do this until he reaches the bottom, at which point he'll go through a door and disappear. Follow him out the door without concern to see another checkpoint updating his position. Quickly establish a line of sight again, then follow him slowly through the Fountain Square. This whole thing is based on proximity, nothing else, so keep that in mind. He'll leave Fountain Square by the northern of the two south-eastern roads, but he'll turn left and vanish again before he reaches the bridge over the sewers. Follow him quickly and you'll be updated on his position yet again. After the cutscene, establish line-of-sight hastily again and close to within the safe following distance. When he goes around the corner to the south, do not speed up to re-establish line of sight, as he pauses at the end of the road. This is the one 'tricky' part of the quest, because we instinctively want to get him back in sight, which, if you're not careful can lead you to be discovered. Walk steadily up to the corner of the building he turned at and turn your camera to spot him. when he heads east, follow him down the alley at a safe walking speed. He'll turn south again, and as long as you don't get over-eager and sprint after him, you should be fine. When you reach the point where he turned south, you'll get a cutscene of him entering a building, at which point this quest is, for all intents and purposes, done. Head south to trigger another cutscene, where you'll spy Madeline flirting with him. Her womanly wiles aren't up to the task, however, and the man rudely bids her good day. <----------------------------------------------------------------------> 22) And... the quest is done, you just need to talk to Arsmith again to cash in. I should note, however, that the building occupied by Madeline in the cutscene (south of The Black Cat) is now her shop. She will not be found wandering around Fountain Square anymore, so if you need to see here... you know where to look. She sells a variety of new goodies now-including some much-needed weapon updates... at least, if you have the good sense to use Daggers, Staffs, or Bows. Anyways, talk to Arsmith and collect your reward. Oooh! Political intrigue! Whatever. Go rest until morning at the Gran Soren Union Inn. Note: If you shop at Madeline's after this cutscene (and you gave her money back at the Encampment) you'll get the trophy/achievement 'The Patron'. ***REWARD*** (For successfully tailing the Salvation suspect) EXP 4500 Rift Currency 10 Gold 7000 <----------------------------------------------------------------------> 23) Now, to finalize the eviction. Sara and Pip are easy enough to find, it's that layabout Jasper that takes a while to make it to his traditional spot north of the Inn. Talk to Sara and she'll agree to do whatever Jasper decides. I suppose one day is more than enough time to make such decisions. Now, while we wait for Jasper to show up, let me entertain you with another option, as there are two ways to end this quest. If you go talk to Fournival now, he'll ask if you'd rather just buy the land off him. He gets his money, and the family gets to stay. I suppose there's no option to be a dickhead Arisen and have your own shack, eh? No? Oh well. If you decide to go this route, Fournival will ask for 80,000 gold in exchange for the land-a hefty sum. On the other hand, if you wait around until Jasper shows up, he'll agree to move out... if you cover their moving expenses. This time it's a mere 30,000 gold. Yeah, they're playing you for chumps. Either way, you end up paying. If you talk to Jasper after buying the house from Fournival, however, he'll call you a hero and give you an 'Antique Panoply', a very rare... if not terribly useful item. Make whatever decision you wish-the rewards are listed below. Just note that your choice here will affect the family in the long-run... it's inconsequential, gameplay-wise, but worth noting, nonetheless. Do what you will, but once the deal is made with Fournival-or Fournival is notified of their decision to leave-this quest is over. ***REWARD*** (For buying the land from Fournival) EXP 5000 Rift Currency 10 Gold 0 (-80,000) Item Antique Panoply --or-- ***REWARD*** (For negotiating the eviction) EXP 5000 Rift Currency 100 Gold 40,000 (-30,000) <----------------------------------------------------------------------> 24) Unfortunately, we're not done with Fournival yet. If you've completed 'Land of Opportunity' and 'Lure of the Abyss' he'll have another quest ready to go for us. First step of this quest involves preparation-it can be a somewhat touchy quest, and considering the rewards involved... well, it merits a trip to the Gran Soren Union Inn. Stash all the crap you don't use so you're relatively unencumbered. Withdraw one Flask of Water, and rest until morning-which will serve the dual purpose of setting a Checkpoint Save and making sure it's early enough in the day for Fournival to offer us the quest (if it's too late in the day, he won't off the quest). Once all that's done, return to the Fournival Manor. <----------------------------------------------------------------------> 25) Talk to Fournival and he'll admit to being in 'dire straights' over a matter concerning his daughter. Hear him out and he'll elaborate-he's got a business meeting to attend, but he also promised Symone that he'd spend time with his daughter today. Like any corrupt capitalist crook, he's willing to hire out a babysitter for the latter task, while he personally sees to the former, more lucrative one. He'll generously call his daughter a 'spitfire' and foist the quest upon you whether you like it or not, leaving you to talk to his daughter. ***QUESTS*** Escort Duty o-----o-------------------------------------------------------o--------o |VIDEO|Escort Duty |{VID028}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=03s_bGp0Xco | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 26) Now talk to Symone, the little girl in the red dress. If you were hoping for some sexy merchant's daughter... well, look at Fournival. Nothing good can come of those genetics. And so we have Symone-the pre-teenish, bowl cut bearing, aristocratic snob of a child as our charge. If you don't hate her after talking to her... well, give her a few minutes. At least she's smart enough to dislike her father. Accept to be her 'page' and do her bidding, and she'll announce that the first stop is the Fountain Square. This quest can be a chore-the reward is nothing short of an item that will determine the quality of one of Gran Soren's merchant's stock for the rest of the game (either Caxton or Madeline). The task, however, is to please Symone, which given her demands can be difficult to the unwary. First, you must avoid pissing her off-do not run into her, pick her up, start or complete new quests while this one is in progress, or get too far away from her... these should be obvious things to avoid. You'll also have to escort her around and complete a few tasks, which we'll cover as they occur. <----------------------------------------------------------------------> 27) First up, we've got to escort her to the Fountain Square, an area you should be well familiar with by now. Stay close to her-about ten to twenty feet away at all times. After getting out of the house, she'll sprint off ahead. Follow her closely (an Arisen with a 'Very Light' encumbrance should be able to pace her sprint just by walking fast) and when she trips rush up to her. She'll pick herself up and continue down hill-if you weren't negligent in seeing to her, she'll say "not bad" as she walks away. Continue to follow her out of the Noble Quarter, to the Fountain Square. Along the way she'll babble about all sorts of inane things concerning being an Arisen and the Dragon. <----------------------------------------------------------------------> 28) Just before you reach the Fountain Square, she'll decide that just walking around is awfully dull, and challenge you to a game of hide-and-seek. Of course, YOU don't get to hide, nor do you get to turn her down. Finding her quickly is key to appeasing her, so of course, knowing where she'll be hiding ahead of time (or dumb luck) is needed to successfully complete this phase of the quest. Fortunately for you, you'll get the former, and need not the latter. Head over to Arsmith's Alehouse, head inside, and continue south-west past the Bounty Board to reach the alley out back. Turn south-east immediately after heading through the doorway to the back lot to find Symone hiding in a corner. Approach her and talk to her to end this game-success will be indicated by her saying "My, ser. I am impressed." <----------------------------------------------------------------------> 29) Talk to her again and she'll announce she's tired of this place-it's time to go to the markets. This phase is pretty simple-just follow her back out into the Fountain Square and follow her around while she inspects the wares of various stalls. Enthralling stuff. Like my mother, she'll screw around for untold amounts of time without actually buying anything, making sane folk wonder why anybody would go shopping if they didn't plan to buy anything? Eventually even Symone gets bored and waddles off to the gate leading to the Craftsman's Quarter. Talk to her once she stops and she'll complain about being thirsty, before demanding water-in a proper flagon. If you were hoping we'd need that Flask of Water to douse her after she caught on fire... sadly, no. Immediately talk to her again and give her the Flask of Water. Good thing you were insightful enough to bring one ahead of time, no? She should comment- after getting the water she needs-about how it'll be a shame when you get eaten by the Dragon, considering what a fine page you make. <----------------------------------------------------------------------> 30) One more task to complete-Symone, drunk on water and eyeing the open spaces of the Craftsman's Quarter decides she wants to race the Arisen. The race is from the gate to the Craftsman's Quarter to the northern gate leading out of Gran Soren. She wants to you give her a serious race... but she also wants to win, something that she fails to mention, but by now should be implied. Simply put, you need to stick close to her without beating her to the finish line... again, an unencumbered character can match her pace just by walking quickly. Stay within about ten feet of her (three meters, for my Euro-pals). Just be warned-the cutscene showing her run off is deceptive-she does, in fact, start near you without a head start, so don't immediatley sprint to catch up, as it can result in you running into her. Also keep in mind that she doesn't follow the path the whole way, but feels compelled to take a shortcut through the field. Pace her, by stay behind her, and talk to her when the race is over. She should exclaim "I won! I bested the Arisen!" before mocking your speed. Finally, she decides the day is over, and demand you escort her home. Capcom has a sense of mercy here, and does this for you automatically. <----------------------------------------------------------------------> 31) You'll find yourself back at the Fournival Manor, and if you did everything well, Fournival will applaud your effort, saying "My thanks, ser, and well done. I knew you were the one to ask! My daughter sang your praises. It seems the Arisen commands more than the hearts of just Pawns." Yay! We're good at babysitting! If you did less-than-optimally, he'll suggest that perhaps this isn't quite the field for you. Yeah, says a guy who ditched his daughter to get drunk with merchant friends. Anyways, a quest reward ensues. For the real reward, however, talk to Symone and she'll give you a token of her esteem-the Golden Idol, which is what this is really all about. Unfortunately, successful completion of this quest boosts her affinity for you, as well. Oh well, we'll worry about it much, much later. As for the Golden Idol, stash it away somewhere. We'll need to significantly advance the main story in order to put it to use. ***REWARD*** EXP 7500 Rift Currency 10 Gold 15000 Items Golden Idol <----------------------------------------------------------------------> 32) Huzzah! We're done messing around in Gran Soren for a while. Now it's time to head up back to the Noble Quarter and talk to Ser Maximilian near the castle gates. Be sure you have your wyrm Hunt license on you, or you can't start any new Wyrm Hunt quests. Yes, it needs to be in your inventory. He'll waste some times with some formalities before finally getting down to business. Note that he says he is supposed to lend 'all Arisen' any reasonable aid 'they' may require. Formality, or are the other Arisen active? Whatever. He'll finally get to showing you the current charges for the Wyrm Hunt, which are pretty vague: 'Decipher a text' [WLK013] 'Rout a monster infestation' [WLK017] 'Investigate a cult' [WLk011] 'Aid a research team' [WLK009] Which to choose? Well, it doesn't really matter so much, although the 'rout a monster infestation' arguably requires the strongest party to handle. In the end, I suggest starting with 'Aid a research team', as it's not terribly difficult, and involves exploring a dungeon back by the Waycastle. It'll allow us to stay in southern Gransys, gain some gear and experience, and... well, heading off that direction provides us with an excuse to subsequently do more chores around Cassardis (yes, there are more quests there) and complete 'A Troublesome Tome'. You are, of course, free to do whatever you wish, just consult the correct walkthrough section if you wish to do them in a different order. o======================================================================o | Chapter 2: The Wyrm Hunt | o======================================================================o | | | Aiding a Research Team | | | o======================================================================o Sequence of Events: {WLK009} 1) Monks on a Mission 2) Returning to the Waycastle 3) Goblins on the Go 4) Helping Halsett 5) Old Vermin, New Materials 6) In Need of a Key 7) Drawbridge Dead-end 8) Saurian Lever Guards 9) Water is Not Your Friend 10) Smug Skeleton Mage Smite 11) To the Offering Chamber 12) Challenging the Cyclops 13) To the Victor... 14) A Change of Priorities 15) Beyond the Sealed Door 16) Pulling the Plug 17) Water's Bottom 18) Altar Slate #1 19) Altar Slate #2 20) The Northern Chamber 21) Altar Slate #3 22) A Tale of Two Paths 23) Altar Slate #4 24) Another Cyclops and Altar Slate #5 25) Haslett's Lonely Road Home 1) Accept this task and Ser Maximilian will give you the details-some member of the Faith were investigating the Dragon, and you have been specifically requested by said researchers to provide an escort to the place of interest. You'll then be referred to Father Geffrey in the cathedral for further information. You'll find the guy there during the day-spot him out by his silly robes and hat. The hallmark of any serious religion is the absurdity of the outfits they wear. Apparently the research team already set out-he'll ask you to meet up with them at the falls near the Waycastle. ***QUESTS*** The Watergod's Altar o-----o-------------------------------------------------------o--------o |VIDEO|The Watergod's Altar |{VID030}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=TW0tReDeN-k | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) You know the way to the Waycastle by now-lots of running back and forth, but that's life. Make your way to Waycastle and cross it to the east (Manamia Trail). We'll start exploring new ground from here, where directions will actually be helpful. Follow the road south-east, then, as the road turn east at a large, veer off the road and head up a hill to the south-west, where you'll find an unmarked trail winding through the mountains. As the trail turns west you'll encounter some Goblins, which by now are little more than pests. <----------------------------------------------------------------------> 3) Shortly after turning north-west, the trail ends and the rocky route before you opens up. Continue north-west until you find a fork at a large boulder-time for a detour. Head to the west to find a tribe of Goblins, led by a Hobgoblin. Smite them and continue west until this path terminates. A cave to the north leads to mineral veins you can mine, while to the south lies an elevated rocky shelf you can reach if you have Double Vault or (with some patience and luck) Levitate. On this shelf you'll find a rounded chest to loot. ***ITEMS*** o--Rounded Chest--o [Scholar's Cape] [Two-Hander] [Wooden Wall] <----------------------------------------------------------------------> 4) Backtrack to the fork and this time take the northern branch, which ultimately leads to a river. A river running through the mountain means falls, so follow the river upstream, which in this case means to the west. Shortly uphill you'll find some falls-alas, these aren't the ones you're looking for. Since the path further west is inpassible, jump across the rocks at the mouth of the lower waterfall... or if you're being snarky, continue west and jump across the river to the path on the northern bank. However you reach the northern bank, continue north-west until you find a monk named Haslett. Unlike wise Haslett, another monk-Jean-went on ahead into the ruins beyond the waterfall. So much for research expedition, apparently this has become a rescuse operation. Ah well. Head past cowardly Haslett and through the waterfall (getting soaked is unavoidable) to find a door leading to... the Watergod's Altar! Dun-dun-duuuuuh! The Watergod's Altar o======================================================================o 5) Head north and exterminate Giant Bats until you reach a fork. Ignore the ramp to the north-east for a second and follow the stream until it terminates at a tiny waterfall, where you can score some Waterfall Gentian Leaf plants. This is just my way of saying "hey dummy, there's new crap here!" Keep a lookout for goodies, because, as usual, I can't be bothered to point out every plant and fishing hole. <----------------------------------------------------------------------> 6) Backtrack to the south and take the ramp to the north-east-but do so cautiously, as there's a snake lurking around, and we've no need to get poisoned before we've made any meaningful progess. Continue north-east until the cut stone yeilds to brickwork. Continue north into the obviously man-made tunnels a short ways to find two side-passages. To the east is a strange door that resists your attempts to open it, only giving the text: "'Tis shut fast. The door bears a hollow that could fit something..." Obviously, we'll need to find some kind of key. Explore the western side-tunnel to find some plants in a box, and in a small terminal room to the north a bunch of Skeletons guarding some money and potions. Not all diversions are worthwhile, it seems. <----------------------------------------------------------------------> 7) Get back in the main tunnel and continue north until your progress is shortly impeded again by a raised bridge. Note the lever west of the bridge. Seems we've got even more work to do before we can get on with our work to do. Head down some stairs to the west (the stairs to the east just lead to Brine-infested waters) and you'll be rewarded for diligently going the only way you can in the form of a rounded chest. I should note before we go on that this place contains treasure that can be... of somewhat higher quality than the Witchwood, making it our most lucrative exploration yet. You can easily get screwed out of good loot that would increase your potency by bad luck, so don't be adverse to save/loading chests that contain superior arms and armor. The least it will do is save you gold. ***ITEMS*** o--Rounded Chest--o [Eden's Warden] [Grievous Horns] [Thunderclap] <----------------------------------------------------------------------> 8) Continue west into the unexplored, disposing of a few Giant Bats as you go. Shortly the tunnel will turn south, then open up into a chamber full of... let's see... subterranean, watery... yep, our old friends, Saurians. They can be somewhat bastardly in these confined quarters, so fight them wisely and cautiously. Using the ladder to gain height on them can be a decent idea. Once the five in this room are slain, a stone door will open to the south, from whence will pour another four Saurians. A well-prepared spell-caster can devastate these creatures with a well-placed Comestion, but a 'well-prepared' spell-caster almost exclusively means one you play yourself. Once all opposition is silent, excavate an ore vein in the south-western corner of the nothern chamber. Normally I don't point out such things, but the mineral veins in the Watergod's Altar are one of the only places in the game to obtain a Priceless Artifact, a rarely-used Material. Once you have one, you can duplicated it as needed at the Black Cat... but you need to find the initial article, first. The smaller, southern chamber contains three chests. The ornate chest contains the 'Watergod's Altar Lever' we need to affect the lowering of the drawbridge, above. The southern of the two rounded chests actually contains loot, while the northern contains junk of varying quality. There's also three Large Coin Pouches near the southern rounded chest, totaling 10,500 gold. ***ITEMS*** o--Rounded Chest--o [Bronze Gauntlets] [Silver Bands] <----------------------------------------------------------------------> 9) Backtrack to the drawbridge. Insert Lever. Lower drawbridge. Huzzah. Cautiously cross the drawbridge to the north and note the camouflaged Saurian clinging to a pillar to the east. You'll see it if you look long enough-think Predator. Shoot it down, or chuck a Pawn ahead to provoke it. This room bears a bit of explanation-much of the level has fallen ito disrepair, and large parts of the floor have now collapsed. What's left is a discontinous mess over Brine-filled water. The Sauians that lurk around here have no fear of such things, but are more than willing to knock you-or your Pawns-to their deaths. There are also side-rooms to the east and west of the northern end of the drawbridge which can be jumped into (life is, as usual, easier with Double Vault or Levitate.) There's really no need to make those jumps, however, as we'll find less death-defying ways to access those rooms later. To the north is an intact structure occupied by two Skeleton Mages-because this mess wouldn't be complete without some asshole taking pot shots at you. <----------------------------------------------------------------------> 10) Explore north and note two paths through this chamber. You can go west, or north-east. Since west is where we want to go, obviously we should head north-east first. If you have ranged attacks, shoot down the Skeleton Mages. If not... well, keep moving. Reach the eastern side of the room and follow a narrow path to the north until you reach a fork-a wooden ramp west to the structure the Skeleton Mages occupy, and some stairs to the north. Another cloaked Saurian lurks on a pillar beyond the few stairs to the north, and the Skeleton Mage threat should be obvious enough. Smite them all-the Skeleton Mages guard an ornate chest, and path beyond the Saurian to the north terminates at a rounded chest. Both contain loot. ***ITEMS*** o--Ornate Chest--o [Iris Ring] [Ring of Azure] --- o--Rounded Chest--o [Bronze Cuirass] [Iron Helm] <----------------------------------------------------------------------> 11) Backtrack to the south and take the western path this time. Head through a doorway, score an ore vein and continue through another doorway to the north, beyond which lies a wooden bridge. North of the bridge lies another doorway-over which lurks another hidden Saurian. Exterminate it and continue north. Head up some stairs and spot yet another invisible Saurian on a pillar to the north. Give it it's just des-murders, continue north, then east across a wooden bridge, then up some stairs, first east, then north. Offering Chamber o======================================================================o 12) Behold, a large chamber lined by pillars. A short ways in you'll see the gruesome remains of Brother Jean. Talk about overkill, there's more liquid left of this guy than solid! Search the remains to update the quest, but be wary-what killed Jean is still nearby. To the north lurks a Cyclops, and not an unarmed, half-dead weakling Cyclops like the one we dispatched near the Encampment. This one comes armed with a club, is at peak condition, and you've only got yourself (and your Pawns) to rely on. The time has come to take down our first big critter of the game... well, not counting when we were playing Savan fighting the Chimera. ***ENEMY STRATEGY: CYCLOPS*** Cyclops are big, but unsubtle foes. Their attacks consist of flailing away with clubs or their bare hands, or stomping. Despite their lack of finesse, their size is more than enough compensation. Fortunately, they also have plenty of weakness to explore. Go for the Eye! --------------- Yep. Their eye is their weak spot. Surely everybody here has read the Odyssey, right? Well, we're going to one-up Odysseus. We will hopefully avoid getting half our men eaten, and we won't need to rely on trickery and sheep to survive. If you've got a bow, the fight is simple-aim for the eye and pour as much death onto this vulnerable spot as possible. There is one fly in the ointment, however-some Cyclopses are armored. A helmet will protect their eye from all direct attacks, so we'll have to be sneaky. Climb on the Cyclops and go near the head. This will get the beast's attention, and it'll look around briefly. You should now jump off, as the Cyclops is going to reach back to pry off whatever is clinging to it-don't let it be you or it'll eat your head. Yum. If you aren't on it when it goes to grab whatever was on it, it'll sweep off its helmet, instead. Voila. You can also climb atop the Cyclops, hug its face, and stab its eye, but it will try to grab you, limiting the amount of damage you can do, and potentially making such direct attacks very risky. Spells and Swords ----------------- Don't have a reliable ranged attack? Spells can target the eye just fine, but the proximity of such attacks can sometimes be worrisome. The best magic to use again Cyclopses is Levin/High Levin. It's got a short casting time, can be aimed, and Cyclopses are weak to lightning. Such attacks are very, very likely to stun a Cyclops, and if used repeatedly, a single low-level spell-caster can potentially keep a Cyclops stun-locked indefinitely. If you lack both magic and missiles, your best bet is to hack at the Cyclops' legs. Eventually, enought pressure will knock it onto its hands and knees. It's not defenseless in this state, and it will grab (and bite) foes near its head, but if you stay to the flanks and rear, it's not agile enough to hit you easily, standing or prone. 'Tis Wroth, Indeed ------------------ It should also be noted the Cyclopses have tusks, like all good elephantine beasts would. These can be destroyed by directly hitting them. Doing so guarantees the drop of a Rugged Tusk, but such a cosmetic infraction will send the beast into a fit of rage. While raging, a Cyclops will move more quickly and flail with wild abandon, making them very difficult to attack in melee. During this time, it's best to simply get away from them, and, if possible head to high ground where they cannot reach you. o-----o----------------------------------------------------------------o |VIDEO|Cyclops Takedowns | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=x1HqTLG9PqI | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 13) Dispatch the beast by whatever means are at your disposal. When it dies it'll drop the 'Watergod's Altar Key', which will open that odd door back before the drawbridge. Also be sure to loot this room. Between some pillars on the eastern end of the room you'll find an ornate chest, while another pair of ornate chests wait along the northern end of the chamber. All potentially contain loot. There's also a rounded chest in the north-western corner of the room, but its contents are less interesting. Loot what you will, as you will, but once done, leave the Watergod's Altar. We should probably inform Haslett of Jean's demise. ***ITEMS*** o--Ornate Chest--o [Battle Greaves] [Padded Armor] --- o--Ornate Chest--o [Chainmail Bracers] [Light Outfit] [Violet Ring] --- o--Ornate Chest--o [Red Leather Cap] [Ring of Purpure] <----------------------------------------------------------------------> 14) Talk to Haslett and he'll mull over the news before eventually asking you to pick up where Jean left off-searching the ruins in his stead, to keep his death from being in vain. Why not? After all, aren't you itching to see what's beyond that door we now have the key to? In any event, now is a fine time to run back to town, restock, stash loot, and all that fun stuff. When you're ready to go again, talk to Haslett one more time and he'll reveal what we're really after-some engraved tablets that may have been broken up into several fragments. Be sure to collect them all! <----------------------------------------------------------------------> 15) Head inside the Watergod's Altar and return to the locked door we passed earlier. Since we now have the 'Watergod's Altar Key' the door should pop right open when we examine it. Beyond the now-opened door lies a new room for us to explore, but tread carefully. A cloaked Sulfur Saurian clings to the southern wall. Sulfur Saurians are quite a bit stronger than their lesser counterparts, and are more fond of camouflage. Search the room to find some warrior remains and a chest, where loot hides. Also note two passages-one to the north, and one to the east. The northern area is still water-filled and hence, inaccessible, so east it shall be. ***ITEMS*** o--Rounded Chest--o [Blue Longkilt] <----------------------------------------------------------------------> 16) Cautiously head over to the stairs, as yet another invisible Sulfur Saurian lurks on the wall south of the first landing. Detatch the creature from its perch and its life and head down the stairs until you reach a chamber sprawling to the north. Although apparently unoccupied, the room is in fact infested with Skeletons, Skeleton Knights and Skeleton Mages. Destroy them, loot a chest in the north-western corner of the room for some loot, mine an ore vein along the eastern wall for another shot at a Priceless Artifact, then head down a short path to the north-east to find a room with a pressure plate in the middle. Once stood upon, the water in the rest of the level drains forever more, opening up further exploration opportunities. ***ITEMS*** o--Square Chest--o [Direwolf Bow] [Obliteratrix] [Surcoat] ***MONSTER INFO: SKELETON KNIGHT*** Yet another variety of skeleton-and there are still two more we've yet to encounter! The Skeleton Knight itself comes in two forms-the Fighter (sword-and-shield) and the Warrior (longsword). Spot Knights out by their superior arms and armor and... well, their three-fold experience superiority over normal Skeletons. Fighter-types tend to rely on their shields more, blocking and countering frequently, but generally refraining from Blink Strike. Warriors are fond of using charge up attacks. Use holy and fire against them if you can. Water's Bottom o======================================================================o 17) Backtrack to the room we opened with the Watergod's Altar Key and take the formerly submerged northern path to find some stairs down. Take them to their conclusion and exit to the west to find a large, damp chamber crawling with Skeleton Mages, Skeleton Knights, and if it's night-time, Phantasms, The skeletons tend to remain inanimate until you approach any of the loot scattered around here. First direct your attention south, where you'll spot a ladder at the end of a short tunnel. This just leads back up to the drawbridge room. Just north of the doorway you exited out of, along the eastern wall, stands some scalable stonework, atop of which stands another ladder, which leads to a small room east of the sneaky Saurian chamber we explored earlier. More important here lies a square chest with some loot inside. See? Told you we'd find less death-defying ways to reach these rooms. ***ITEMS*** o--Square Chest--o [Tiger Bangle] ***MONSTER INFO: PHANTASM*** Like Phantoms, but stronger. They rely on pretty much all the same (limited) attacks, but these ghosts have a flair for electricity. Avoid lightning-based attacks, and stay clear from them when they die to avoid getting shocked for... well, laughably minor damage. Like Phantoms, they are immune to physical damage, but highly susceptible to magic. <----------------------------------------------------------------------> 18) Back in the chamber we just drained (marked on your map as 'Water's Bottom'), head north from the stonework we climbed to find an ornate chest which contains one of the 'Altar Slate' pieces we're after. The junk is heavy, so I suggest tossing it on your Main Pawn. There will be more of them, so be sure to have plenty of room. You cannot, unfortunately, hand off Altar Slate pieces to Haslett as you find them, so you'll need to lug all five of the pieces around-a total weight of 47.50. This really sucks if you're playing sans Pawns. <----------------------------------------------------------------------> 19) Okay, more to do. Head back to the doorway leading to the stairs we came down earlier and cross the room to the west, where in the south-western corner of the room you'll find some stairs going up to the west. Follow them until they conclude in a small room containing another ornate chest, which itself contains another 'Altar slate' piece. <----------------------------------------------------------------------> 20) Head back downstairs and enter the 'Water's Bottom' chamber again. Standing just outside the doorway leading to the stairs we just climbed turn north to see a rounded chest over some rubble. Loot it and exit the small chamber you're in to the east, then immediately turn north and head up a small flight of stairs leading to the larger, northern part of the 'Water's Bottom' chamber. ***ITEMS*** o--Rounded Chest--o [Hunter's Jacket] [Missionary's Robe] <----------------------------------------------------------------------> 21) The Skeletons are quite a bit thicker here, so stay wary. Once you're the only thing moving in this area, explore the south-western corner of the room to find a third ornate chest, and hence, a third 'Altar Slate' piece. Grab it and turn east to see a ruined wall. Jump on it and explore to the south to find a square chest, which will bestow some loot upon you for exploration saavy. ***ITEMS*** o--Square Chest--o [Padded Armor] [Silver Ring] <----------------------------------------------------------------------> 22) Now explore along the northern edge of the northern 'Water's Bottom' chamber. There are two passages we can search-one to the north-west, and another to the north-east. In between the two sits a rounded chest wherein lies some loot. As for the passages... we'll explore to the north-east, first. ***ITEMS*** o--Rounded Chest--o [Cleansing Earring] <----------------------------------------------------------------------> 23) Up the watery tunnel you go-score a Harspud Sauce on the wall to the north if you spot it (freebie!)-then turn south until you reach a ledge with a ladder on it. Loot a rounded chest that's determined to contain only junk before climbing the ledge, where you'll discover another, less-junkful, rounded chest. Once you're done looting, mount the ladder and ascend to reach a room containing another ornate chest, which in turn yeilds us our fourth 'Altar Slate' piece. Do be sure to grab the Large Coin Purse (3500 G) in the doorway to the west before returning down to the 'Water's Bottom' chamber. <----------------------------------------------------------------------> 24) Only one way to go now-time to explore the north-western passage. Follow the watery trail west, then north to confront another Cyclops. This one is smaller, but not any weaker. You know how to take them down by now-the only difference is the scale... and of course, mind the ledge. Past the Cyclops the path will turn west briefly, then split. Take ther southern fork to find an ornate chest, which contains the final 'Altar Slate' piece. Follow the northern fork, mine an ore vein, climb a ledge after the passage doubles-back to the south, then find another ledge along the eastern wall to make it back to the 'Offering Chamber'. You can now leave the Watergod's Altar at your leisure. <----------------------------------------------------------------------> 25) Once back outside, talk to Haslett and-with all five Altar Slate pieces in your possession-you'll get the option to hand them over. Do so and he'll promise to work on them tirelessly-for Jean's sake. He also says he'll put in a good word with Father Geffery for you, and will tell you to report to Ser Maximilian. He then departs merrily in his wagon, leaving us behind. The next obvious move is to return to Gran Soren... right? Sure, but since we're down here-and we don't get to cutscene ourselves back like Haslett did-we might as well do some things down in southern Gransys. I know, this is a weak excuse-we could come back here at any time, but for organization, when we do a Wyrmhunt quest we'll also explore a large geographical area (like the 'Estan Plains', as marked on the top-right of the screen while in the 'Area' map) around which the quest was located. The other three quests allow us to do this pretty seamlessly, but we'll stretch a bit to make this scheme fit here, too. There's another quest to do back in Cassardis, and after that, we'll finally go looking for Steffen's book and complete 'A Troublesome Tome', which give us an excuse to explore the Vestad Hills, which we very briefly entered enroute to the Witchwood. In any event, the quest experience for 'The Watergod's Altar' is listed below, even though in reality it could be a while before we bother to turn it in. Now, back to Cassardis. ***REWARD*** (For aiding a research team) EXP 15000 Rift Currency 20 Gold 13000 o======================================================================o | | | Exploring the Vestad Hills | | | o======================================================================o Sequence of Events: {WLK010} 1) A Cry From the Well 2) Saurian Slaughter 3) Return to the Vestad Hills 4) An Unexplored Fork 5) Big Bandit Battle 6) The Northern Bandit camp 7) Southern Bandit Camp and the Sea 8) To the Front Door 9) Meeting Maul 10) Gate-Top Treasure 11) Chamber Treasure 12) A Special Perfume 13) Ferrystone Docks 14) The Final Piece 15) Citadel Treasure 16) A Troublesome Tome, Tracked Down 17) Ruins Outside Aernst Castle 18) Goblins on the Beach 19) Eradication Site 20) Nightfall Crevasse 21) Saurians in the Woods 22) The King of the Forest 23) Some Unexceptional Treasure 24) Two Paths to the East 25) A Well-Deserved Rest 26) The Gift of Life 27) A Tale of Two Tomes 28) Continuing the Wyrmhunt 1) When you enter Cassardis again, you'll hear shouting from the well. That place is nothing but trouble, it seems... well, better go down and see what the ruckus is about. Once down, you'll find Rorric. Talk to him to find out that he was... well, using the well as a convenient spot to be delinquint. While down here, however... well, you know. More monsters in the well. Seems we need to go deeper and get rid of their nests once and for all. Rorric, being the nice drunk that he is will even give you some Throwblasts to help out. Yay... ***QUESTS*** Deeper Trouble o-----o-------------------------------------------------------o--------o |VIDEO|Deeper Trouble |{VID019}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=LxAVsc8i0wI | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) No use in guiding you through the place again-you should know the way. Head back to the chamber with the 'Emperor's Pillar' in the middle of it, south from the entrance. Once there, head west through some water to reach a chamber that... well, was blocked by a giant boulder earlier. Earlier, but no longer, this chamber is marked on your map as 'Brightwater Cove'. Inside you'll find plenty of Saurians-your goal here is simple. Kill them, and kill their babies, just like in the Bible stories. After smashing a few nests, a big ass queen Saurian will show up. Don't let her intimidate you, though-she's stronger, but nothing you can't handle. Once these reinforcements are dealt with, continue with your genocidal ambitions. Before you go tell Rorric the good news, however, head into a watery tunnel to the south-west to find a square chest to loot. Once looted, head back to the entrance, report the news of your victory to Rorric, and collect your quest reward. Note: If you enter Dripstone Cave at a later date (after allowing some time for monsters to respawn, of course) the well will be repopulated again. The Saurians are gone-our malevolent purging worked, after all- but in their place you'll now find a handful of powerful Bandits occupying the 'Emperor's Pillar' chamber. Furthermore, in the 'Brightwater Cove' chamber-where the Saurian nests were-you'll find Phantoms and Undead Warriors. You clear out one monster, only to make room for others, it seems. Of course, there is no need to ever enter Dripstone Cave again, unless you really want another shot at some of the loot within. ***ITEMS*** [Bone Plate Armor] [Hand Covers] ***REWARD*** (For clearing out the well... again) EXP 6000 Rift Currency 15 Gold 8000 <----------------------------------------------------------------------> 3) Now it's time to explore the Vestad Hills. In case you don't remember the way, head to the Encampment, and from there, continue north until you reach a fork in the road-instead of continuting north to the Waycastle, turn south-west and head uphill through a narrow pass through the mountains... if you go through Dripstone Cave to reach the 'Dripstone Cave Rear Passage' you'll be at the foot of this mountain pass, but either way is fine, as you prefer. Remember the Wolves, which should now be more tolerable, and the boulders that fall down the pass, all that fun stuff. At the top of the pass the Vestad Hills will open up before you. If you follow the road south and do not deviate, you'll reach the Witchwood again. Wolves and weaker Bandits lie along the way. You should be much stronger now, especially if you've been making a Strength-build (Assassin) or Magick-build (Sorcerer) character. If you've done everything in the guide thus far, including non-escort Notice Board quests, you should be around level 25-30, depending on your killing habits. Still, this next area can be pretty rough. If you're having trouble, head back to safer lands. Do runs on dungeons for loot (Witchwood, Everfall, Watergod's Altar) and experience, and start leveling Vocations to gain power-boosting augments. Warrior for Clout, Fighter for Vehemence, Mage for Attunement, Sorcerer for Acuity, and most of all, Assassin for Bloodlust and Clout. o-----o-------------------------------------------------------o--------o |VIDEO|Exploring the Vestad Hills |{VID016}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=s4yvUBBTXxM | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 4) With that warning out of the way... let's start exploring. From the top of the mountain pass that connect Manamia Trail to the Vestad Hills, go downhill to the south-east, smiting whatever low-level Bandit or Wolf dares show itself. There are chests to loot on the eastern side of the road, but they contain garbage, so aren't worth describing in detail. Continue until the path forks in front of a large boulder that is crawling with a variety of Bandits during the day-of widely varying power. The eastern fork leads to the Witchwood, as we already know, so take the western-most fork. <----------------------------------------------------------------------> 5) The road will turn decisively south-west and run to a castle off in the distance. This road is absolutely crawling with Bandits-much stronger than the ones we are used to. These Bandits are a good measure of how difficult this area will be-so fight well. Once they're dead and the way to the castle lies open (how's that for a vote of confidence?) ignore the castle and turn south into the hills. It's time to discuss the enemy-packed area east of the castle. <----------------------------------------------------------------------> 6) To the far north of the area east of the castle lies the road leading to the Witchwood, marking this section's northern boundary. In the far south lies the sea. Even with the northern side of the castle lies a small Bandit camp, occupied by more of the same high-quality Bandits we found last Step. This small camp is bounded by a boulder to the north, against which sits a square chest, a small ridge to the south. The chest contains junk, and in general, superior treasure and foes lie south. <----------------------------------------------------------------------> 7) So... south it is. Here you'll find more powerful Bandits based around a shelter (poles with a fabric 'roof', I'd call it a tent, but in my mind, a tent has sides.) These Bandits even come with their own pet Cyclops-this one tends to be armored, at least sporting a helmet. It's a wise move to try and kill off as many Bandits as possible before engaging the Cyclops-but be warned more lurk on nearby boulders to the south (typically annoying dagger-and-archer types). Once alone, however the Cyclops should be little trouble. When everything is dead, the looting can begin. A square chest lies just north of the shelter, near a tree, and on the beach you can find several warrior remains worth looting, and a square chest along the eastern end that's... well, there. You should also bother to loot the fishing spots along the beach, as these particular spots (in fact, every fishing spot along the obviously less-civilized western coast of Gransys) can yeild Large and Giant Fish. ***ITEMS*** o--Square Chest--o [Ogre Bone] [Verdant Hood] --- o--Warrior Remains--o [Leather Belts] --- o--Warrior Remains--o [Chestguard] [Rusted Daggers] <----------------------------------------------------------------------> 8) It's time to explore the castle. There are some stairs along the beach that can be used to gain access, but I prefer the front door. I'm just a front-door kind of guy. So, run your little self north along the eastern edge of the castle, past a bridge and up a hill until you reach the road again. Kill whatever Bandit stragglers are around, then cross the bridge into the castle. The Ruins of Aernst Castle o======================================================================o 9) Behold, the ruins of Aernst Castle, an area within an area! Yeah, we're being productive with this trip. This place is also crawling with Bandits, but they're non-hostile, so leave them be. From the gateway turn south-west to spot a cluster of tents-which mark our destination. One bandit, a massive mountain of a man named Maul, will be sitting around the campfire, or sulking in his tent, depending upon the time of day. Talk to him and he'll challenge you to prove himself to the gang. Typical Japanese drama-these aren't bloodthirsty Bandits as much as they're just rugged individualists... okay, so they're both. In any event, hear him out and he'll give you two options to prove yourself to the gang-either kill ten rival (female) Bandits or find and punish a traitor who went AWOL. Two notes are relevent here; first, if you are tracking the quest 'A Troublesome Tome' Maul will be defiant and all but challenge you to a fight over the tome. Just don't be tracking this quest to get the previously-mentioned dialogue. Second, we should have already met this 'traitor' Maul wants us to find-it is none other than Pike, the thief running amok in Cassardis. But I'll let the matter rest for now-until we encounter female Bandits, and hence have all the solutions at our disposal. The video below details a somewhat more boring approach. ***QUESTS*** No Honor Among Thieves o-----o-------------------------------------------------------o--------o |VIDEO|No Honor Among Thieves |{VID018}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=OJoZs8QPiG0 | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 10) Quests are good and all, but what's even better? Treasure, of course! So let's get some. From the tents turn east to find a ruined structure you can enter. Head through a doorway and go up some stairs to reach the wall. Once atop the wall, head north and jump up onto a tower, then turn west, cross over the gate, and find a square chest. ***ITEMS*** o--Square Chest--o [Chainmail Bracers] [Hunter's Jacket] [Weak Guard] <----------------------------------------------------------------------> 11) Backtrack to the wall, head back down the stairs, and re-enter the ruined building. From the side of the staircase head south through another ruined doorway then turn east to enter a surprisingly intact room, wherein lies a rounded chest. ***ITEMS*** o--Rounded Chest--o [Bandit's Glove] [Red Leather Armor] [Ring of Gules] [Rose Ring] <----------------------------------------------------------------------> 12) Return to the bandit camp in the courtyard and turn south to see some stairs running up around the eastern side of the citadel-our next destination. Once at the landing atop the stairs turn west and score a square chest behind some crate. This chest always contains a bottle of Wyrmward Perfume-something that will be requested via Notice Board post at Arsmith's Alehouse in the future. <----------------------------------------------------------------------> 13) Continue down a ramp to the west, then down another to the east, then down some stairs to the east, then to the west, then east again until you reach a small dock. If you are courageous and jump onto the moored boat, you can score a free Ferrystone at, uh... the front. Bow? Stern? Whatever. One of the pointy ends of the ship. <----------------------------------------------------------------------> 14) Now backtrack to the area where we found the Wyrmward Perfume and continue west past the stairs we were just playing down. Pass an awfully out-of-place tree and head south-west across a stone bridge to a ruined tower, where you'll find a glowing reddish stone... a Wakestone Shard, in fact. Pick it up and, if you still have the other two shards in your inventory, they'll merge to form a full Wakestone. Yet another quest we can complete. <----------------------------------------------------------------------> 15) Head back across the bridge to the north-east, and continue north-east to spot a doorway leading to a roofless building. Once inside, search the north-eastern corner to score a square chest which can contain some loot. Once satiated, head through a doorway to the south-east, turn south-west, and go through another doorway to the south-east. You should spot some stairs and a rounded chest-loot and head up the stairs. ***ITEMS*** o--Square Chest--o [Incognito Mask] --- o--Rounded Chest--o [Bandit's Mask] [Dusk Shoes] [Ebon Neck Wrap] [Gossip's Mask] <----------------------------------------------------------------------> 16) Follow the stairs around until they terminate at a landing. Go to the edge of the landing to notice that the stairs in fact continue after a short gap-an easily made jump. Continue upstairs until the stairs end again. This time, we'll need to be a bit more creative with our monkey-power. Turn north to see a ruined-and scalable-wall that connects to the roof of the tower. Jump up to the lower ledge, then to the higher one, then walk around the edge of the battlements to find an ornate chest, inside of which lies Salomet's Grimoire. Don't worry hurting Maul's feelings. He'll never miss it. <----------------------------------------------------------------------> 17) It's been fun playing around in Aernst Castle, but now it's time to leave. Head back to the camp in the castle courtyard and explore to the west, where you'll find no less than two sets of stairs leading down to a walkway. Follow the walkway north, then down three flights of stairs, and you'll find yourself outside of Aernst Castle. Head west from the stairs, past some boulders, to find a ruined structure upon which perches a junk-filled square chest. At night, this place will be swarming with Goblins, but during the day... not so much. <----------------------------------------------------------------------> 18) From the structure head south a short ways, past more ruins and across a stream, until you find the sea again. The beach is absolutely infested with Goblins, and while there are a pair of square chests to loot, and some warrior remains. Of the latter, there's one south of some rocks along the western end of the beach which might bestow some loot upon searching souls. There is also plenty of fishing to do in the water. Explore to the west until the beach ends at a cliff. The grassy hills further westward are part of the Varda Woodlands, and hence, the subject of another part of the walkthrough. ***ITEMS*** o--Warrior Remains--o [Scholar's Boots] <----------------------------------------------------------------------> 19) Head north, instead, along the edge of the cliff and you'll pass through a field full of Oxen. Another spot to harvest meat, but so far from any rest spot that it's really useless compared to the bounty provided by the Estan Plains. If you continue north you'll eventually reach a road that runs east-west. North of this road, up some hills, are woodlands crawling with Goblins and Hobgoblins. In between the beach and the road are plains littered with the signs of battle, marked on your map as the 'Eradication Site'. What struggle took place here, one can only guess, but considering the uncivilized nature of the area, we can guess that humanity didn't get much out of the fight. This area is also crawling with Goblins and Hobgoblins-further sign that southern Gransys is Gransys only geographically. If the Duke's authority extends here, we've yet to see any sign of it. <----------------------------------------------------------------------> 20) Fight your way through the horde of Goblinoids as you see fit, do whatever sight-seeing you care to do, this area is intriguing, but ultimately barren. Continue east until you reach a water-way, the stream we crossed earlier enroute to the beach. Along the southern end it's little more than water coiling through the sand, but as you follow it north it gains stone retaining walls. What its original purpose was- a irrigation ditch?-we can only guess at. Eventually it leads to a small Saurian-infested pond (the east-west running road that bounded our northern exploration in the last Step ultimately terminates here, as well.) Saurians by now should be little more than scaley experience cows. Dispose of them and wade into the pond, where a few unimpressive fishing spots can be found. More interesting-but only due to the fact that it's named-is a cave leading north, terminating in a chamber called the 'Nightfall Crevasse'. Here you can find some fishing spots and an ore vein. <----------------------------------------------------------------------> 21) As enthralling as this all is, once you're done collecting fish and rocks, leave the cave and cross to the eastern side of the pond. Continue east along some rocky cliffs until you can venture north, whereupon you should endeavor to head uphill in that direction. Shortly you'll reach a Saurian-infested forest. Seriously, this place is crawling with the damn lizards, so keep an eye out. Explore the eastern end of this forest-the road leading to the castle bounds it to the east, while impassible cliffs mark the northern extent of our current zone of interest. <----------------------------------------------------------------------> 22) Cautiously explore to the west, exterminating Saurians as you go, and saving when the immediate area is clear. The toughest fight yet lies further ahead, and it's quite possible that you'll find that your characters are not up to the challenge-especially if you're new to the game. In the heart of the forest (due north of the map marker for the 'Nightfall Crevasse' lurks a Chimera. No need to go into tactics too much-we already fought one as Savan and company, but now we can play other Vocations, so a few words on that; spell-casters and archers have a great advantage in range that Savan did not have-you should use it as much as possible here. Also taking advantage of elevation can protect you somewhat. In both cases, however, be warned-a Chimera can leap quite far, run quite fast, and can usually jump onto whatever ledge you're on. Range at best buys you time-it's not usually a way for you to cheap-shot a Chimera. Although we're likely higher level, Savan certainly had better gear, and most of all, he didn't have to contend with a brood of Saurians. If at all possible, lure the Chimera eastward, to you, without alerting any Saurians. It'll make this fight much easier. o-----o----------------------------------------------------------------o |VIDEO|Chimera Takedowns | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=bGDoCMevjH8 | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 23) If victory is yours, you'll get the pleasure of laying claim to some loot that is rather paltry compared to the effort taking down the Chimera probably involved. On a rock formation just south of where the Chimera prowled (due north of the 'Nightfall Crevasse' marker on the 'Area' map) you'll find a rounded chest with some post-Witchwood quality gear. Further west, on another, higher rock formation is a square chest with even more paltry gear. If victory remained elusive, but you want to see the rest of this place out (don't worry about the loot, you're not missing much), just stay south and continue west past the Chimera. ***ITEMS*** o--Rounded Chest--o [Scholar's Cape] [Two-Handed Sword] [Wooden Wall] --- o--Square Chest--o [Hide Armor] [Mace] [Shoulder Cape] <----------------------------------------------------------------------> 24) Continue west and you'll be faced with a choice of two paths-both will get you to the terminus of the Vestad Hills, but present different obstacles. There's a narrow northern path that winds along the base of the cliffs. Here you'll be entirely unimpeded by monsters, but falling rocks pose an even more severe threat. Archers can dislodge or destroy them before they fall, but everybody else will need to keep a lookout for them if they wish to keep their heads-getting clipped by a boulder here can include the extra unpleasantness of being knocked off the cliff, which will likely be fatal to most low-to-mid level characters. The bottom route, however, heads downhill through more forest. Here you'll likely find Hobgoblins (especially at night) although a lucky few may pass without encountering anything more belligerent than some Wild Boars. Either way, this area is bound in the west by a mostly north-south running road. In the north, you'll have to pass through an elevated, wooded ledge overlooking the Vestad Hills and Verda Woodlands to reach this road. Scenic as it is, it also can be occupied by a tribe of Hobgoblins with an armored Cyclops in tow. However you proceed, once you reach the road follow it north. Rest Camp o======================================================================o 25) The previous Step technically took us out of the Vestad Hills and into the Verda Woodlands, and this one will see us depart the latter and head into yet another new area-Devilfire Grove. Still, I'd rather structure the guide around easily identified geographic features than unnecessarily constrain exploration due to flimsy and often ill-defined area names. Broad strokes, folks, broad strokes. Follow the road north until you find a Rest Camp, which comes complete with a friendly soldier ready to help you learn/set skills, store (but not retrieve) items, and rest-for 100 gold per night. There's also a merchant-Jayce-who sells some goodies... mostly junk arms and armor, but for those of you who are in the Strider-family of Vocations, Red Leather gear is fairly sturdy. There's also a Rift Stone, in case any of your Pawns kissed a boulder earlier (or made themselves an unrecoverable liability while fighting the Chimera) and a Knowledge Chair. All in all, it's a fitting end for our explorations. Here you can get back to full strength for the trip back, empty your inventory, and... well, I'll leave the trip back to Gran Soren to you. <----------------------------------------------------------------------> 26) Once back in Gran Soren, we've got a few quests to turn in. First, because it doesn't advance the story and is the least involved, should be 'Reaper's Scorn'. Head back to the Craftsman's Quarter, into the 'Craftsman's House', and hand over your Wakestone to Austine, who then asks you to use it to bring his son back to life. Go over to the stiff and interact with him to use the Wakestone. Tears, joy, everybody is happy again. Hopefully the stone cured Wilhem's heart condition while it was at it, otherwise the stiff'll be needing more stones to keep him going. In any event, a quest reward will be yours, as well as the achievement/trophy 'The Savior'. ***REWARD*** (For giving the gift of life) EXP 6000 Rift Currency 10 Gold 10000 <----------------------------------------------------------------------> 27) Now, the quest 'A Troublesome Tome' seems pretty straight-forward, but we've actually got two options for completing it. First, simplest, and probably the best way is to just walk up to Steffen and give him the damn book. Quest reward obtained, life is good. On the other hand, you also have the option to be a deceitful prick, which can be fun from time to time. Head over to the Black Cat and talk to Mountebank. Pick the option 'About your Forgeries...' and give him Salomet's Grimoire-cost to forge, 37,500 gold. Rest at the Gran Soren Union Inn for a day (rest twice to be sure) and collect both the original Salomet's Grimoire, and the bogus one. Now go talk to Steffen and either give him the original Salomet's Grimoire, or give him the 'Salomet's Grimoire Forgery', hence allowing you to retain the original. Although the quest reward is the same either way, your honesty (or lack thereof) will impact another quest later on. As for Salomet's Grimoire... it can be used as an inventory item-one time-to cast Bolide. ***REWARD*** (For expediating Steffen's sorcerous studies) EXP 8000 Rift Currency 20 Gold 15000 <----------------------------------------------------------------------> 28) Last, of course, is to return to Ser Maximilian with news of your glorious victory in... well, getting some slabs with ancient gibberish carved into them. At least we kept one of the monks alive, right? Granted, it was the sissy one who wasn't in any real danger, but still. The quest reward for this has already been noted above, back before we wasted our time explore the Vestad Hills (right after we actually completed said quest), but now is when I actually collect. Funny, how this FAQ-writing thing works. o======================================================================o | | | Investigating A Cult | | | o======================================================================o Sequence of Events: {WLK011} 1) Dragon Worshipper's Delusion 2) Signs of Salvation 3) Cultists Among Us 4) Death From Above... 5) Into the Deos Hills 6) The Road to the Catacombs 7) An Ideal Hideout 8) Unead, and Hidden Treasure 9) Levers, Doors, and More Undead 10) Dead In the Dirt 11) Elevator Fun! 12) Stout Undead Shooting Gallery 13) Phantoms in the Darkness 14) Fire Weapon Lootage 15) Slumbering Skeleton Knights 16) Caverns and Chasms 17) The Ogre's Den 18) The Ogre's Loot 19) Back to the Catacombs 20) Opening a Convenient Shortcut 21) The Friend of My Enemy... 22) Spying on Salvation 23) The Elysion's Reception 24) Mason's Game 25) Back to Gran Soren 1) When you're ready to continue the Wyrmhunt, return to Ser Maximilian and start up the quest to 'Investigate a Cult'. Our goal here is to look into a group called 'Salvation', which we've heard of a bit here and there. Apparently they're a bunch of Dragon worshippers, who think the end of days and destruction it embodies is a good thing-you know, like all those Christians who joyfully await the 'end times'? I know, crazy, right? Anyways, a massive, fire-breathing, flying lizard scares people, and when people are scared, they're ready to turn to all sorts of stupid cults for comfort. After all, if you worship the Dragon, and convince yourself that it's not just some scaley agent of destruction, but your salvation from a world of corporeal misery and petty sensations and needs, you turn a negative into a positive! Right... well... yeah, it's just mental masturbation. I used to be (still am) deathy afraid of bees... or really, any flying bastard insect with a stinger. So I pretended-get this-we were FRIENDS (and in league against the ants, no less.) Did it make me any less likely to get stung? Well, I haven't been stung in fifteen years, so... no, but less robust minds than mine certainly might view that as one hell of an endorsement! Anyways, huge digression there... we need to look for signs of this cult in our travels. ***QUESTS*** Seeking Salvation o-----o-------------------------------------------------------o--------o |VIDEO|Seeking Salvation |{VID029}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=7fABh-cfIfI | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Oh, if only we knew of some shifty, street-wise, city-dweller who might have heard something of Salvation! If you follow quest-markers, you'll be directed to Devyn-the owner of Devyn's Barber Shop-or to Meridith, a layabout at the Gran Soren Union Inn. Either way, you'll be referred to Mason, who is apparently now hiding out in the Slums... and by the Slums, they mean the sewers (politely marked as an 'Aqueduct' on your map) north-east of the Venery. Head on to the 'Aqueduct' and take a ladder down. Mason is in the eastern-most 'Aqueduct' tunnel. Talk to him and he'll admit to looking in on Salvation himself, but it seems people around here know of him, and hence, have spoken little. You, being a new face in town and with no bad reputation to your name as of yet might induce the citizens to speak. He'll give you 'Salvation's Badge', which will mark you as a member of the cult, and perhaps loosen the lips of genuine cult converts. <----------------------------------------------------------------------> 3) The map will now mark three potential people for you to score info off of, but you need only find one-Ser Sarius, a Gran Soren soldier who makes rounds around the Gran Soren Union Inn down to the bridges to the south-east. Talk to him and he'll mention that there's a gathering at the Catacombs, a venue that's too dangerous for his tastes. With that, we have our destination. Getting to the Catacombs will force us to leave the Estan Plains and cross to the Deos Hills to the north, giving us ample incentive to finally explore that area, as well. Before you head off, be sure to bring plenty of lantern oil, as the Catacombs are one of the few places in the game that really require a light source in order to explore it. <----------------------------------------------------------------------> 4) Before we head out to the Catacombs, however, there is one encounter I'd like to cover, first. The obvious journey to the Catacombs begins by leaving via the northern (Craftsman's Quarter) gate of Gran Soren. Instead of doing what makes sense, however, leave via the more familiar southern gate... you know, the one we entered when we first traveled to Gran Soren? Once outside cross the bridge leading to the city and continue south-west down the road, where you'll see a cart under attack by some Goblins. Rush off to the rescue and assist some Gran Soren guards in fighting off the Goblins. During the fight your pretty squabble will be interrupted by a Griffin, of all things! Probably drawn to the fray by the nearby Oxen-and the wounded beast leading the wagon. We will not consider this our first Griffin fight... you know, where I write out strategy? In all likelyhood the beast will snatch the Ox that was pulling the cart and fly off... although we avoided a serious encounter at the present moment, a Griffin stalking the fields so near Gran Soren is probably something somebody should look into at some point, no? Deos Hills o======================================================================o 5) If you must go patch up some boo-boos in Gran Soren, do so. When you're ready to set out for the Catacombs (for real this time!) exit out the northern gate. Follow the road to the north-west, and make your way to the bridge that crosses the river separating the Estan Plains in the south and the Deos Hills in the north. The bridge itself can rarely house monsters in the form of a Goblin tribe, which randomly appear as an 'Ambush!' quest, but most of the time you'll cross unimpeded (as if Goblins are any sort of impediment in the first place...) Cross the bridge and follow the road to the north-east until it forks, at which time follow the north-western fork. If it's during the day time, you should see very little opposition-maybe a few Bandits to the south of the road. On the other hand, if you're here during the night you'll have to fight through a host of Skeletons and Phantoms, particularly the former, which line the road and manifest as you approach. Whatever your opposition, after the fork, but just south of the bend where the road turns from heading north-west to west lie two warrior remains just west of the road. Although it's uncommon, you might find a sacked caravan along the road near these warrior remains, where Undead prowl. ***ITEMS*** o--Warrior Remains--o [Rusted Daggers] [Snapdaggers] --- o--Warrior Remains--o [Light Outfit] [Rusted Shield] [Rusted Spellbow] <----------------------------------------------------------------------> 6) Follow the road west and north-west. It'll either be a leisurely stroll for you day-walkers, or a Skeleton-fraught walking battle for you night owls. Eventually you'll find another fork-the road we're on continues west, but an unmarked-yet distinctly visible-path diverges to the north. More warrior remains await north of the east-west road we've been following (east of a large boulder near the unmarked path north), if you need more junk loot. The Catacombs, however, lie at the end of the unmarked northern road. The smashed sarcophagi along the road should be a rather obvious clue that you're on the right path. Outside of the ominous hillside entrance to the Catacombs sits a Riftstone, should you need to heal/summon any Pawns. Equip your lantern and head on into the depths. ***ITEMS*** o--Warrior Remains--o [Light Outfit] Catacombs: First Floor o======================================================================o 7) Immediately inside you'll spot a Flask of Water and an Empty Flask, which can be filled with oil, to shore up your stores. Continue down some stairs to the south to reach your first chamber. Its condition will give you a clue as to why this place would make an ideal hiding spot for a cult-the invading plant life and general collapse suggests this place has been abandoned for quite some time. You can score some minor loot in this room-including a junk-filled rounded chest in the north-eastern corner, and you can kill some Giant Rats, but nothing here stands out as important enough to bother including in the guide. Note, however, that the sarcophagi here will sometimes contain a miasmic curse within them, which will inflict nearby characters once they open (reducing your attributes)... so, open them up and walk away to avoid suffering. <----------------------------------------------------------------------> 8) When you're done scrounging for scraps, continue south. Note a door to the east which will provide us with a shortcut back... just as soon as we reach the far side. After a short distance rubble will block your way south, forcing you to turn east into an even more irregular, claustrophia-inducing tunnel, which then turns south again. Go through a doorway to enter a more intact chambering running west, lined with sarcophagus-filled coffers. Of course, with death being an industry that oddly keeps pace with population growth, not all sarcophagi found themselves provided with coffer space. Loot the less lofty sarcophagi at your leisure. At the western end of this room you'll find your first foes-Undead. Not anything to get worried about, disposing of them should be well within your means. Along the southern wall you'll also find a cauldron on a crude table, which can be lit to provide continuous light, if you have an inclination for time wasting. Speaking of time-wasting, it's time for us to score our first bit of loot. From the cauldron turn to face the northern wall of this corridor. To the north-west you should see that the top of the wall has collapsed, exposing a hole only a sane person could ignore. With Double Vault or Levitate, you should be able to climb into the ruined coffer, and from there, drop down into the northern room beyond... which is not recorded anywhere on the map... Sneaky, sneaky, Capcom. A rounded chest awaits here for your looting pleasure. ***ITEMS*** o--Rounded Chest--o [Ferric Talon] [Iron Helm] <----------------------------------------------------------------------> 9) Climb out of the unmarked room and explore to the western end of the tunnel. Note that as you loot sarcophagi, you might uncover undead. Dead people? In sarcophagi? Now I've seen everything. Except mummies. At the western end of the corridor turn south, where you'll find a more numerous-if not any more dangerous-host of Undead, led by a Stout Undead. Smite your way south, then turn east into a chamber with a few straggler Undead shuffling around. There's also a few warrior remains you can loot for junk (one in the south-western corner of the room is a bit more generous, with luck), some sarcophagi, and another elevated cauldron along the northern wall. Along the eastern end of the room is a sealed door, but fear not, our search for the opening mechanism will be brief, as a level lies just to the south. Flip it an continue deeper into the Catacombs. ***ITEMS*** o--Warrior Remains--o [Bronze Sallet] <----------------------------------------------------------------------> 10) Go through the doorway you just opened and into some natural tunnels beyond. They venture a short ways east before running north a fair distance. A few Undead exist to slow you down, and you can score some warrior remains in the tunnel for a very rare shot at some very mediocre loot, but there's nothing terribly interesting until the tunnel opens up into an Undead-filled, sarcophagus-lined chamber. No brickwork anywhere in sight, these poor undead just got thrown into an excavated cavern. No wonder they're restless. Here they employ the more traditional tactic of digging themselves up from the ground-which might result in surprise if it didn't take them half of forever to do it. After the initial opposition is put to rest, search the sarcophagi, light another cauldron if you must, search the Warrior Remains nearby, and explore past a smashed sarcophagus to the east that rather poorly hides a tunnel. At the end of this short tunnel lies a rounded chest, guarded by a Stout Undead. Loot, kill, and return to the main chamber. ***ITEMS*** o--Warrior Remains--o [Padded Armor] --- o--Rounded Chest--o [Iron Armguard] --- o--Warrior Remains--o [Padded Armor] <----------------------------------------------------------------------> 11) Continue through a doorway in the north-western corner of the room and you'll shortly reach an elevator. Beyond the elevator (which can only be actived by flipping the lever nearby) is a barred door. Smash the bar and you'll find that you've opened the way back to the beginning of the Catacombs. Hopefully, however, you've still got plenty of exploration in you. South of the elevator is a locked door that we simply cannot open yet-just ignore it for now, it'll be a while before we can explore down there. When you're all ready to go, flip the lever north of the elevator and you'll get a cutscene showing you and your Pawns as they calmly descend into the depths. Catacombs: Second Level Underground o======================================================================o 12) Step off the elevator and head south, where Capcom will show their boundless mercy by providing another oil jar and two Empty Flasks. Once you've restocked head through a doorway to the west to find a curving, sarcophagus-lined tunnel infested with Giant Spiders. Kill them as you head south, then south-west. Along the northern end of the tunnel is a rounded chest, and along the western wall near a sarcophagus is a square chest. At the far southern end of the tunnel, your progress will be terminated by another locked door. Again, ignore it, it'll be a while before we can affect it's opening. Beyond, however, are some Stout Undead you can take pot-shots at, if you want the free experience. ***ITEMS*** o--Square Chest--o [Ogre Bone] <----------------------------------------------------------------------> 13) Obliterate the helpless fatties (I counted six, myself) and head to the east. A short tunnel opens into a large chamber thronging with Undead-both normal and Stout, joined by a pair of Phantoms. Avoid possession if possible, loot sarcophagi, light a cauldron in the center of the room, and avoid curse-clouds within closed sarcophagi. You know the drill. Along the eastern side of the room you'll encounter some Undead playing dead-a novel disguise if ever there was one. Next Halloween, I'm going dressed up as a fat FAQ-writer, myself. In an alcove along the eastern end of the chamber you'll find a rounded chest containing the 'Second Journal Entry', some Harspud Sauce, a Large Coin Pouch (3500 G) and some lootable books hidden amidst the ruins of a Sarcophagus. When you're done plundering this room, head into a small side-chamber to the south and pull a lever to open another sealed door. Note that there are two sarcophagi along the western wall here, opposite the door. Some loot can rarely be obtained from the northern one. ***ITEMS*** o--Sarcophagus--o [Scale Greaves] <----------------------------------------------------------------------> 14) Continue down a tunnel to the east revealed by the door we just opened until you find another chamber, somewhat more shoddy than the last. Instead of Phantoms, a trio of Skeleton Magi attempt to break up the monotony. Instead of Undead, we get to dispatch more... Giant Spiders. Other than that, there's another cauldron in the middle of the room, some sarcophagi... and a rounded chest on the eastern end of the room, which actually contains some loot this time-generally some type of fire-enchanted weapon, which might be worth save/loading for, if you're a Magick-build character. You never know when you'll get bored and want to switch to a Magick Archer or Mystic Knight for a while... ***ITEMS*** o--Rounded Chest--o [Eden's Warden] [Scaling Razors] <----------------------------------------------------------------------> 15) After clearing and looting the room, note that you've got an illusion of choice to indulge in-two paths leave this room, one to the north, the other to the south. Both turn east and lead to the southern or northern end of the same chamber-the northern path forces you to drop down a short ledge, while the southern pass forces you to descend some stairs. The two paths converge in a column-lined hall, the floor of which is haunted by slumbering Skeleton Knights, which will rise to fight when you approach. Dispatch them-I counted seven in total. Once they're gone, there's a cauldron you can light, and along the northern end of this chamber is a rounded chest that always holds a 'Set of Salvation Robes', in case you wanted to fit in with the cultists. There are also some Warrior Remains nearby which could be worth looting. ***ITEMS*** o--Rounded Chest--o [Set of Salvation Robes] --- o--Warrior Remains--o [Bronze Sallet] <----------------------------------------------------------------------> 16) Beyond the columns to the east, on the southern side of the chamber, is a square chest that can drop some loot. To the north you'll find a hole dug into the eastern wall that leads out onto a wooden platform, built upon a rocky ledge overlooking a rocky chasm. Descend a ladder and note your options briefly-the wooden platform ends to the south and a rocky tunnel continues in that direction. It's where we want to end up sooner or later, but first, some loot beckons. For instance, score the square just behind (north of) the ladder you descended. Climb off the platform to the east, then head north up a rocky tunnel. As you pass two ore veins (which you should mine since they have a chance to yeild Catacomb Gold) you'll be assaulted by a trio of Skeleton Knights. After fending off the skeletal fiends, continue following the tunnel west until it terminates at a gate overlooking the northern passage's eastern run from the previous Step... and more importantly, an ornate chest that has-without fail-contained the very decent female-only Frame Plate armor. ***ITEMS*** o--Square Chest--o [Bronze Sallet] --- o--Ornate Chest--o [Frame Plate] [Magick Buckler] [Violet Ring] <----------------------------------------------------------------------> 17) Backtrack to the south and be sure to loot the ore vein just north of the wooden platform on the western wall. Again, you can score Catacomb Gold here, and... well, it's rare. If it was found somewhere other than the Catacombs, it wouldn't be called Catacomb Gold, would it? Take the southern tunnel mentioned (and ignored) previously and loot another ore vein at the mouth of the southern tunnel. Continue across a natural stone bridge that traverses a for-all-intents-and-purposes bottomless pit. The tunnel turns south-east and opens up into a chambered partitioned by three natural stone pillars. Unfortunately, this chamber is also home to an Ogre. ***ENEMY STRATEGY: OGRE*** Don't let their size fool you-Ogres are much stronger than Cyclopses, and although they won't awe you with disposable life bars, their offensive powers far exceeds the purely aesthetic edge the Cyclops seems to have in resilience. Stay Frosty ----------- No, I don't mean use ice attacks. Was that title misleading? Anyways, Ogres are much, must faster and more aggressive that Cyclopses. Their arsenal includes running drop-kicks, charging clotheslines, and leaping haymakers. Their attacks are somewhat clumsy and will usually leave them open to counter-attacks, but all in all, you can expect far less down-time between their assaults as compared to the Cyclops, which all but telegraph their attacks and hope their range (and your foolishness) make up for their speed. You can also expect Ogres to perform 180-degree swings at foes standing behind them, and in general to swat and pummel anything in front of them. Putting in Some Face Time ------------------------- The big vulnerability of the Ogre is their face. Not their head, not their neck, but their face. Since Ogres aren't nearly as towering as Cyclopses, ranged attacks aren't quite as important-they're still preferred-but Heavenward Lash can do boatloads of damage, as can simply climbing and stabbing their face, or, yes, shooting them with arrows and spells. Target them too much, however, and an Ogre will block with its massive arms, negating all damage you do (stupidly enough, even area-of-effect attacks) and occassionally lashing out in spastic counter-attacks. My favorite-if a bit advanced-tactic? Take a high-level Mystic Archer and use Immolate. Find an Ogre and jump on its face. Depending on your offensive power, it could die in under two seconds. A Slave to its Passions ----------------------- Ogres can, like Cyclopses, fly into a rage when injured severely. They'll attack more often, which is enough to cause serious problems, considering their speed and already prodigious aggression. They also have controlling other... primal urges, as well. Ogres are, well... a bit turned on by the sight of women, and will endeavor to visit upon them the worst of their attentions. Womenfolk risk having Ogres snatch them before running away and subjecting them to a bit of licking. It's not a good thing. o-----o----------------------------------------------------------------o |VIDEO|Ogre Takedowns | o-----o----------------------------------------------------------------o |LINK |https://www.youtube.com/watch?v=aUINDVK27rw | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 18) The fight with the Ogre is no joke. If you're having trouble-try reducing it to less than half it's life. When it flies into a rage, lure it north to the natural stone bridge, where it's charging attacks could prove a liability for it-if it doesn't succeed in knocking you into the abyss, first. Once it's dead, loot the chamber it was in, which has two square chests to loot, several warrior remains (they mostly impart junk) and a few ore veins to try your luck out with. Some Undead prowl to the south-east, but after fighting an Ogre, it's hard to take them seriously. ***ITEMS*** o--Square Chest--o [Leather Circlet] --- o--Square Chest--o [Iron Cuisses] [Mage's Shoes] --- o--Warrior Remains--o [Bronze Sallet] <----------------------------------------------------------------------> 19) When you're done looting, continue south-east, smite some undead, and you'll ultimately end up crossing some wooden bridgework to the south. Eventually you'll reach a ledge which leads to a doorway to the west, beyond which the Catacombs continue. Enter a relatively intact chamber to the west, loot some sarcophagi, and head down some stairs. After spending so much time crossing rickey wooden bridges over chasms and walking through Undead-and-Ogre infested narrow tunnels, it actually feels good to be back inside a man-made structure, even if it is crawling with Undead. Turn south and go down some more stairs. To the east lie two side-chambers, the southern-most which houses two Coin Pouches and one Large Coin Pouch (5500 G) and a square chest in the south-eastern corner, which can yeild loot. ***ITEMS*** o--Square Chest--o [Bliaut] [Rose Ring] <----------------------------------------------------------------------> 20) At the southern end of this chamber, however, are tunnels leading onward... and outward, as the case may be. The former can be found by perusing the western tunnel, while the latter lies at the end of the southern one. If you need to get back to town to rest, stash loot, or whatever else you crazy kids do back in town, follow the southern tunnel. You'll find some sarcophagi to loot before you eventually end up at a barred door you can now open by smashing the wooden brace holding it shut. Beyond is a small chamber with an ore vein and a ladder leading up to daylight-you'll surface in the Estan Plains, just west of Gran Soren. <----------------------------------------------------------------------> 21) When you're ready and able to carry on, head up the western tunnel. You'll arrive in a chamber where a gate blocks your progress westward, but fortunately, you can go down some spiraling stairs to the south. In the distance you'll hear the voice of the 'Elysion' rambling about how the flesh is evil, pleasure is bad, and life sucks. The only answer? Death. Sounds like the Dustman philosophy from Planescape. His 'true and proper' world sounds like it really sucks. Why do all religions hate fun? Anyways, note how he talks about the Dragon being the source of their salvation-that they must cede their souls to it. What are the odds that these cultists will find common cause with the Arisen, who seeks to slay the Dragon? Probably not very high. <----------------------------------------------------------------------> 22) Head down the stairs until you reach the bottom, and ignore the door to the west, which, like all things westward, is inaccessible. Instead head north, then east, west (oops) into a small chamber. Climb some cut stones in the south-western corner of the room to reach a ledge to the south, head east up some stairs, and at the landing turn south to reach a balcony overlooking the little cult gathering. Gathering Hall o======================================================================o 23) Once we walk onto the balcony, the Elysion-our ugly little robed friend from Cassardis/the Encampment, who was responsible for the Cyclops and Hydra attacks-will knock us down with magic. The man we followed as per Mason's request back in Cassardis will put on his mask and walk away, and the Elysion will summon some undead to deal with us, and his deluded flock. Once you're back in control, you'll have to kill two waves of weakling Undead-eight Undead each wave, sixteen deaders in total. I can't imagine anybody having any trouble with this battle. <----------------------------------------------------------------------> 24) After the Undead have been dispatched, Mason will congratulate you through a door. Head west up some stairs and go through said door, then up more stairs to witness a cutscene. Apparently Mason snared one of the Salvation cultists, although the Elysion escaped. The cultist will try to explain himself-joining with a doomsday cult seems to be a popular past-time amongst the peasantry these days-and Mason suggests that it would be dangerous to let him go, now that he's seen the two of them together. To be fair, it was that very same anonymity that allowed us to track down this meeting in the first place. The cultist will whine and mention something about some promise Mason made him, and Mason, seeming quite amused with the situation, will leave the cultist's fate up to us. The cultist will try to reason with you, even offering association and money in return for sparing him. You can either kill him, or ignore him and head out the doorway to the south. If you kill him, Mason will be pleased-or at least amused-and offer further jobs ahead. If you leave the cultist be, Mason will be disappointed, and in light of you lacking the stomach to get the job done will decide that you two shouldn't work together anymore. If this seemed like a pivotal plot-point around which many great future events would revolve... well, you're going to be sadly disappointed. It's one of many missed opportunities on Capcom's part. <----------------------------------------------------------------------> 25) Whatever you do with the cultist, head through the doorway to the south, into some natural tunnels, and up a slope. Mine an ore vein along the way and loot a rounded chest before ascending a ladder and leaving the Catacombs behind. We'll find our way back here, don't you worry, but it'll be a while. You'll surface at the 'Catcombs Rear Passage 2', under the bridge that connects the Estan Plains to the Deos Hills. Return to Gran Soren, stash loot, heal, and report your success to Ser Maximilian... but before you get started on another Wyrmhunt quest, it's time to officially explore the Deos Hills. Note: After completing two of the four Wyrmhunt quests you'll have the option to 'Hear the duke's directive'. If you're trying to speed through the game, this skips the other two remaining Wyrmhunt Quests. If you're actually trying to play through the whole game, however, you'll save it for after you've completed all the Wyrmhunt quests. ***ITEMS*** o--Rounded Chest--o [Direwolf Cape] [Restless Earring] [Violet Neck Wrap] ***REWARD*** (For investigating a cult) EXP 18000 Rift Currency 20 Gold 15000 o======================================================================o | | | Exploring the Deos Hills | | | o======================================================================o Sequence of Events: {WLK012} 1) Mediocre Foes Ahead 2) The Old Garrison 3) Conquest Road 4) Silencing Snow Harpies 5) Direwolves in the North 6) Deos Hills Healing Spring 7) Cyclops and Friends 8) Atop the Catacomb Mound 9) Apples and Sarcophagi 10) Random Road Ambush 11) Chimera and the Bandit Camp 12) Riverside Wight 13) Sulfur Saurian Shore 14) East, Along the River 15) Hobgoblin Battle Site 16) Bandits, Boars, and Back to the Bridge 17) The Pike Problem 18) A Made Man 1) Another optional bit of exploration before we start our next Wyrmhunt quest-by the time this Walkthrough Sequence is over with, I'll just go and assume you're all familiar enough with the area for me to give more vague directions. The Deos Hills don't really need the same warning the Vestad Hills needed-the Bandits here aren't really any more powerful than the ones we encountered earlier, and by now Chimeras, Cyclopses, Goblins, Hobgoblins, Skeletons and Phantoms are old news. Anything you encounter in the Deos Hills you should be able to handle. That's not to say there aren't some new monsters around, nor that some fights won't be dangerous, but if you made it through the Vestad Hills, you can handle the Deos Hills, too. Old Garrison o======================================================================o 2) We'll start exploring the Deos Hills from the northern end of the bridge that connects it to the Estan Plains, of course. From the end of the bridge head north until the split in the road. From there, continue due north off the road and over (or around) some boulders. North of here you'll find a Goblin camp marked as the 'Old Garrison' on your map. Presumably this wasn't always infested with Goblins, and also presumably it was a bit more substantial than some tents set up south of some cliffs. At night there will of course be no Goblins nor Hobgoblins here, but perhaps the highest concentration of Phantoms in the game. You can score a rounded chest and a square chest here, even if they only give you junk. When you're done exploring, head back south to find the road-we've already taken the north-western fork when we traveled to the Catacombs-now explore the north-eastern fork, marked on the map as 'Conquest Road'. Conquest Road o======================================================================o 3) Let your explorations now be bound by the beach to the south (which we've already explored) and by Conquest Road. As you already know, if you're here at night you'll be pestered by Skeletons. You can also find the odd Wild Boar wandering about. Continue north-east and eventually you'll come across a pair of large boulders that serve as home to a Goblin tribe-just a few Goblins and a helmeted leader, nothing to get worked up over. North of the eastern-most boulder you'll find a series of gravestones. Perhaps at some point this place-like many around Gransys- held more importance than its present state would suggest. <----------------------------------------------------------------------> 4) Continue north-east past more gravestones, the ruins of the walls that once bound them suggest that this was a significant spot once upon a time, which has since slipped out of immediate care and control of the duchy. Your progress to the beaches in the south is now impeded by sheer cliffs, and the road (marked on the map as 'Conquest Road') that serves as a convenient boundary for exploration will turn north. Our exploration now focuses on the area between the road to the west and the cliffs to the east. Past the graveyard, more Skeletons will appear (if it's night) an further north they'll be joined by Phantoms. During the day, your foes will be... well, grazing Oxen. A few square chests that house junk can be found, as well as a few warrior remains not worth recording. Apple trees can be found regularly as you explore, making this a rather pleasant spot to explore. One possible encounter is worth mentioning, however-along the elbow of the road-where it turns from heading north-east to north, you'll find a sack caravan, where Snow Harpies will often be found picking at the remains. Kill, loot, explore your way to the north until you reach the cliffs that house a crumbling fortification to the north-Windbluff Tower. ***MONSTER INFO: SNOW HARPY*** Besides being lighter in color, Snow Harpies are also much stronger (as evidenced by their experience rewards) and more aggressive than normal Harpies. They don't bat an eye at the prospect of flying-by and raking with their claws, which they can end up doing in succession if they're encountered in groups-which they often are. In addition to fly-by attacks, fly-up attacks, and snatch-and-drop grapples, Snow Harpies also have a frost-breath attack. The Harpy performed a similar attack, but it did little damage, and honestly, I never figured out what the point of their sonic huffing was. With Snow Harpies, it's only too clear-not only will you take damage, but there's a chance you'll be frozen solid, forcing you to break free. Last but not least, they of course can also sing, which like normal Harpies they'll do while circling overhead. <----------------------------------------------------------------------> 5) Windbluff Tower will mark the northern extent of our explorations in the Deos Hills because... well, beyond it is the Northface Forest. We've got no real reason to snoop around there, either, nor is it very lucrative to do so, so we'll just let it be a pretty landmark for now. West of Windbluff Tower are rocky, uneven hills that are often occupied by Direwolves, and like the rest of the Deos Hills, by Skeletons and Phantoms during the night. Together with Snow Harpies, Direwolves make up the staple foes of the northern reaches of Gransys-both of which will be more common when we explore the Northface Forest, to the north. All in all, the forest west of Windbluff Tower and, further south, west of 'Conquest Road' are somewhat unexceptional, unless you prefer the hordes of Deer which pollute these hills somewhat more appealing than the Oxen in the east. You'll find a few ore veins if you stick near the cliffs to the west (which form a convenient terminus to our exploration), a few apple trees and fallen branches with various sylvan materials mark the only meagre pickings here. Explore west along the cliffs, however, and you'll eventually spot a glowing spring to the south (due south from a ore vein, no less). ***MONSTER INFO: DIREWOLF*** I would say that, like most palette-swaps we've encountered thus far, Direwolves are more aggressive-but normal Wolves are already pretty aggressive, and I don't see Direwolves necessarily being more aggressive. They are, however, bigger and stronger, and hence, much more dangerous. Unlike Snow Harpies, they do not have any new attacks that their lesser counterparts do not-they will lunge, jump, and maul just like Wolves do. Healing Spring o======================================================================o 6) Who can resist glowing water in the distance? -the last words of many a Fallout player, surely. But this isn't a post-nuclear RPG, it's swords and sorcery! Surely only good things come from glowing water in such a world? Sure enough, what flows so luminously in the distance is nothing less than a Healing Spring. Walk in-get healed-walk out and enjoy the 'Impervious' condition for a short while. It's a town away from town! Except you can't stash loot or change Vocations here. Lazy water! There are a few fish bouncing around in the water-they must be the healthiest damn fish ever-and if you brought empty flasks, you can fill them with healing water, making 'Spring Water'-an improvised healing potion. <----------------------------------------------------------------------> 7) From the Healing Spring head west, where you'll find more the same scenery. This time, however, the beasties take center stage. You'll either fight throngs of Goblins and Hobgoblins (unusually heavy in favor of the Hobgoblins this time) or Skeletons and Phantoms. Either way, the horde of lesser monsters will be accompanied by an armored Cyclops, which, despite the threat it poses, you should know how to defeat by now. Why would undead and Cyclopses make natural allies? Beats me. Once the Cyclops and its handlers have been smote, there's very little of interest along the way as you continue west-a few junk-filled square chests, some plants... nothing really worth mentioning in detail. Eventually you'll come to a ledge, under which lies the road leading to the Catacombs. <----------------------------------------------------------------------> 8) Descend the ledge and continue west to the Catacombs-we're not here to explore it again, of course, but its environs deserve a mention. South of the entrance to the Catacombs-on top of the hill into which it is built-lurk a tribe of Goblins. At night there will be no Goblins- but Hobgoblins, instead. Aside from a few bogus square chests and various plants, there's not much loot to score up here. <----------------------------------------------------------------------> 9) North of the entrance to the Catacombs is a slope that leads to a hill where a few lootable sarcophagi sit, amongst some apple trees. Now note the road that runs east-west across the front of the Catacombs, which unlike the path that connects the main road to the south to the Catacombs actually shows up on your map. Follow it west until it abrubtly and pointlessly ends. <----------------------------------------------------------------------> 10) North of the end of the road you'll find a short slope leading up into the mountains a bit, where apple trees, a square chest, and an ore vein lurk. You can also find a Seeker's Token hiding in the grass just north-west of the road, if you look carefully enough. Due south of here along main east-west road you can often find the remains of a sacked caravan and some warrior remains to search (which will be there even if the caravan isn't). There are also foes nearby-either a Chimera (at night), a group of female Bandits joined by Direwolves (day), or, very rarely, a Golem. Since the latter is so uncommon, I won't bother giving Golems their proper introduction here (in all my gaming, I've only had a Golem appear here once). ***ITEMS*** o--Warrior Remains--o [Iron Shield] <----------------------------------------------------------------------> 11) We'll again use a road and cliffs to bound our explorations-in the south and north, respectively. Explore the forests west of the hill the Catacombs are built into. The big encounter in this Step takes place around a Bandit Camp in the forest, around which a small horde of female Bandits congregate-but only during the day. At night the camp will be unoccupied, possibly due to the nearby Chimera? Whatever the case may be, Dispatch them, although be warned, their power varies quite a bit, and on the whole you can expect them to consist of some of the more challenging Bandits, going by their experience values. Once they're dead you can find a loot-bearing square chest. Continue west, and eventually the road in the south will be briefly washed out by water, near which lurk some more female Bandits. Where the road here ends, so to shall our explorations, as we're decidedly crossing into Cursewood territory now. Note: It's quite possible you'll find enough female Bandits-who are part of the rival gang Maul wants thinned out-to satisfy Maul's bloody request. We'll cover the conclusion of this quest at the end of this Walkthrough Sequence. ***ITEMS*** o--Square Chest--o [Bone Armor] [Incognito Mask] [Leather Gloves] <----------------------------------------------------------------------> 12) The road will remain a landmark boundary, but it'll now become our northern terminus, as we shift our focus to the area south of the road, north of the river. From the washed out section of road head due south to reach the river, where we'll find a new foe-a Wight. Essentially, a powerful undead Mage, this Wight will be encountered by lesser Skeleton Mages-having some sort of ranged option is a good idea. First dispatch the Skeleton Mages, who, despite being 'lesser' foes will provide more offensive power than the Wight, as they cast simple, yet annoying, offensive elemental spells. Once they're all dead (there's about a half dozen of them) focus on the Wight, whose spells should be easy enough to dodge. This encounter, like most regarding undead, will only take place at night. If you're here during the day, replace the entire paragraph above with the words 'Sulfur Saurians'. ***MONSTER INFO: WIGHT*** It hovers, it flies, it casts spells. What do you want me to say? Wights are almost never encountered alone-they tend to have some form of land-base skeletal backup, which should be destroyed before attacking the wight, as they-not the Wight-will prove troublesome. Wights enjoy casting debilitating spells their lackies can take advantage of, but are not opposed to using brute offense, from time to time. If you've got bows or spells, taking down a Wight should be relatively simple-if not, just wait for your Pawns to do it, and attack the few times when the Wight drops within reach. <----------------------------------------------------------------------> 13) All in all the Sulfur Saurians encountered during the day are probably more of a threat due to their toughness and number. They'll be sun-bathing in the water, on rock, or just wandering around. Be wary of them, as they almost constantly employ camouflage. This beach is bound in the east by some cliffs, and in the north by some boulders. The water itself also has convenient barriers, as well. In the east this stage of the river terminates in a waterfall. To the west, upstream a ways, you'll find a shallow crossing-occupied by Sulfur Saurians-that connects the Wilted Forest in the south to Cursewood in the north. Be sure to search fishing spots here, as there is one in particular that almost always yeilds a Snakeskin Purse, should you need it to satisfy a Notice Board quest. This particular fishing hole is near the northern shore, close to a long dead tree, half of which is submerged. o-----o----------------------------------------------------------------o |VIDEO|Obtaining a Snakeskin Purse | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=F1qsquPqETI | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 14) Now, we're finally done exploring this very busy beach. Head to the cliffs in the east and follow them north until you can find a way around them to the east. Here you'll find elevated ground littered with boulders, on and around which lurk Sulfur Saurians. If you search around you can discover some Grandgrapes and an unrewarding square chest. If you're here at night-substitute Sulfur Saurians for Skeletons and Phantoms, the usual foes lurking about the Deos Hills in the darkness. <----------------------------------------------------------------------> 15) Eventually the land will trend downhill, and a large tree serves as a good landmark for the beginning of this area. Beyond a boulder to the east you'll see some burning standards, which mark a camp of Goblins and Hobgoblins. It's a short-lived change of pace, however, as Sulfur Saurians lurk on the rocks further east, and to the north. Continuing east, the trend downhill continues, and Sulfur Saurians dominate the rocks-albeit, more sparsely than they were to the west. Again, both the Goblinoids and Saurians will be encountered during the day-at night it's Skeletons and Phantoms. <----------------------------------------------------------------------> 16) Continue downhill, and, following the countours of the road in the north and cliffs in the south that define our exploratory limits, we'll start heading south-east, instead of east. Rocks and boulders start to give way to grass and trees. Lurking amongst some rocks near the road, you may encounter a band of male Bandits during the day, or the old news of Skeletons and Phantoms, if traveling at night. As you near that familiar old bridge linking the Deos Hills with the Estan Plains, you'll encounter Rabbits and Wild Boars again. Once you reach the bridge, your explorations are over, for now. <----------------------------------------------------------------------> 17) Before we start another Wyrmhunt quest, let's finish off Maul's quest 'No Honor Among Thieves'. If you haven't killed ten female Bandits yet... well, you know whereabout they lurk, if that's the path you want to take. Otherwise, head off to Cassardis, where you'll find Pike-the thief you caught during 'An Uninvited Guest'. During the night he'll be hanging out at Pablos' Inn, where he now works. During the day... he'll wander all around the town-from the beach, to the chapel, and back again. If you talk to him, he'll admit to understanding how Maul and his gang would see him as a traitor, and ask you for advice. The only answer worth giving here is 'Return to Maul's hold and offer up your life.' upon which he'll do so-which will satisfy Maul's request. You can, of course, simply kill Pike, which will also satisfy Maul's request. Note: If you caught Pike during 'An Uninvited Guest' by attacking him, he might be afraid of you now. Simply put, he won't talk to you-you'll have to complete 'No Honor Among Thieves' another way. <----------------------------------------------------------------------> 18) Once you've either a) killed ten female Bandits, b) killed Pike, or c) told Pike to turn himself in, it's time to return to Maul in Aernst Castle. Note that if you kill ten female Bandits, then deal with Pike one way or another, the Pike-related solution will be the one recognized by Maul... which is a good thing, since both Pike-related solutions offer superior rewards. Talk to Maul and, depending on how you resolved the quest you'll get one of three rewards. ***REWARD*** (For satisfying Maul by killing ten vixens) EXP 6000 Rift Currency 20 Gold 10000 Items Maul's Badge of Amity --or-- ***REWARD*** (For satisfying Maul by killing the traitor) EXP 8000 Rift Currency 20 Gold 12000 Items Maul's Badge of Amity --or-- ***REWARD*** (For satisfying Maul by rehabilitating Pike to a life of crime) EXP 12000 Rift Currency 20 Gold 15000 Items Maul's Badge of Amity Ultimately this quest affects Pike more than anything else. If you left him alone and killed the vixens, Pike can live a peaceful, crime-free life in Cassardis. If you forced him to return to Maul, you return him back to his life of crime. Either way, he seems happy with how things turned out. If you killed him... well, that's the end of that story, eh? Maul's disposition is also worth considering-Pike is clearly like a son to him, one he seemed all too happy to pardon. One must guess that his 'stay of execution' is to be indefinite in duration. Upon Pike's death, one can feel upon the hint of traces of resolute resignation. He's not happy Pike is dead, but glad somebody took to upholding the honor of his Bandit group-something he was clearly not willing to do himself. If only these characters were more developed, one could consider this the emotional end of a significant story arc. The way things stand, however... one must dig fairly deep to find any humanity in most of Dragon's Dogma's NPCs. While you're here, you might as well loot Aernst Castle again-the least you can do is score another Wakestone Shard and a Ferrystone to get you back to Gran Soren quickly. As for Mauls Badge of Amity-stash it away for a rainy day, you never know when some oddball collector will put up a request for it at Arsmith's Alehouse... o======================================================================o | | | Deciphering A Text | | | o======================================================================o Sequence of Events: {WLK013} 1) An Ancient Slate 2) A Man of Letters 3) All Flourish 4) The Hillfigure Clue 5) To Hillfigure Knoll 6) Beasties of the North 7) Signs of Valor 8) The Fool and the Dragonforged 9) Few Answers, Many Questions 10) Looting the Dragonforged's Sanctum 1) Return to Gran Soren, stash loot, heal, all that necessary crap, then hoof it to Ser Maximilian and accept your next Wyrmhunt Quest-to 'Decipher a text'. This is easily the least trying and least involved of all the Wyrmhunt quests-we've no dungeons to explore, no large monsters that holding keys we need to defeat, the only difficulty presented by this quest involves... well, getting to the destination... but, I digress-let's at least go through the motions so we can move on to bigger and better things. As Maximilian was looking for real work for us, he came across a mysterious slate. What's so interesting about it? Well, the writing on it is old-anything old has to be interesting. The few words the duke's men were able to decipher were 'Dragon", "scar", "Arisen", and "heart". Well... that sure seems like something that would be of interest to us. With little more than that, we're handy the moldy old rock with the only outstanding instructions being 'decipher it, and if there's anything interesting on it, let us know.' We'll recieve an 'Ancient Slate', which we should hang onto for the duration of this quest. ***QUESTS*** The Cypher o-----o-------------------------------------------------------o--------o |VIDEO|The Cypher |{VID026}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=PU13RQPyhLc | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Well... that's not much to go on. Fortunately we have magic quest markers that point us in the right direction. Head to the 'Craftsman's Quarter' and find a laborer named Josias. Despite his complaints about his lack of literacy, he knows enough to point us towards a scrivener. Surely somebody who just copied a tome for us might know a thing or two about letters? <----------------------------------------------------------------------> 3) Head over to the Black Cat and pay our old friend Mountebank a visit. With but a brief look at the thing he reads out the same words the duke's men did, but unlike those useless government scholars, Mountebank actually knows what he's doing. He identifies the rest of the 'writing' as just flourish-the 'text' isn't a text at all-it's a cipher. Of course, as an 'Arisen' with a 'scar' over our 'heart' which was stolen by the 'Dragon', we should-according to Mountebank-be able to make some sort of sense out of it, somehow... <----------------------------------------------------------------------> 4) Magical quest marker, away! Hunt down the next target-a man named 'Maurin' who'll be wandering around Gran Soren. He's an annoying punk like Jasper-he won't show up in the city until later in the morning. When he does show up, he'll visit Caxton's Armory before heading down to the Black Cat, after which he heads to the Gran Soren Cathedral and hits on nuns. His final stop of the day is at the Pawn Guild, after which he exits the city via the northern gate in the Craftsman's Quarter. When you mention the words on the text to him, he'll venture a guess that it might have something to do with the figure of Hillfigure Knoll, a man drawn on a hill to the north. The figure bears a scar and... well, at least it's something to go on, right? <----------------------------------------------------------------------> 5) By looking at your map, you'll see that Hillfigure Knoll lies north of our previous explorations of the Deos Hills. Exit Gran Soren via the northern gate, cross the bridge to the Deos Hills, and follow Conquest Road to the north-east to reach Windbluff Tower. Just after the bridge you'll be attacked by a group of Bandits-one of which bothered to have a name. Lowane and his friends give mediocre experience, and are all Strider types. You can find another named Bandit-Kent-along the road north of Gran Soren's southern gate. Kent's experience reward-and high health-indicate that he's as strong as Lowane and his two pals put together, but I didn't find either attacks worth worrying about. What purpose these unique Bandits have is beyond me. Northface Forest o======================================================================o 6) When you reach the gate leading to Windbluff Tower, ignore it, insteading continuing north along the road through an arch, and behold-Northface Forest. Our difficulties from here on will be determined less from navigation, and more from wildlife, which include ludicrious numbers of Direwolves and Snow Harpies. The former will particularly make themselves known at night. Sometimes they'll appear in such numbers that-mixed with the game's troublesome draw distance-will cause nearly a dozen of them to simply spawn around the player, so stay frosty. While Direwolves are the most likely-and most dangerous threat you'll encounter, I find Snow Harpies to be more annoying... there's also a chance you'll encounter a Cyclops east of the road, a Chimera to the west, or perhaps even a Griffin flying around. Simply put... there's all kinds of possible threats, but the Direwolves and Snow Harpies are the most common inhabitants of these hills. Hillfigure Knoll o======================================================================o 7) Follow the road north-east and, when it turns eastward, diverge from the road and head uphill to the north-west, where you'll find Hillfigure Knoll. Unless you're traveling at night, the distinctive hillfigure should be easy to see-if you're traveling at night, just look at your 'Area' map, where the hillfigure will appear in white. The character is a line drawing of a hoplite. Wearing a toga-like outfit, bearing a round shield and a spear, the warrior displayed is clearly one from antiquity, as the style of warrior presently in Gran Soren has a distinctly more medieval bearing. Search the bottom of the kilt to find... some berries, which, hey, call me juvenile, but I find that hilarious. Search the scar on the figure's chest to score a Wakestone Shard, and search the tip of the spear to find a pair of Daggers-Signs of Valor. Talk about obscure loot, eh? Don't too excited though, these Daggers were soaked in weaksauce. Also note that these weapons only appear once per game, so don't bother coming back here to look for them again. Smite whatever critters oppose your looting (for me it was about a half-dozen Snow Harpies-as is the norm) and, when victorious, follow the shaft of the spear downhill to the south-west to see some rather odd rock formations in the distance... ***ITEMS*** o--Miscellaneous--o [Signs of Valor] <----------------------------------------------------------------------> 8) As you explore the rock formations, an aptly-named dingus named 'The Fool' will babble from atop some rocks. Fortunately, your heart will glow, letting you know that somethin's up. When you turn, you'll find a toga-wearing man-the Dragonforged-who seriously needs to wash his hands. He claims to be an Arisen from a bygone age, one forged by the Dragon, and the scar he bears sure seems authentic enough. Even the dullest gamers should realize that the Dragonforged is the warrior represented by the hillfigure, although how he's survived so long is worth wondering about... when 'The Fool' stands near him, you should also notice that The Fool is a younger-scarless-version of the Dragonforged. After the Dragonforged is done speaking, the camera will zoom out in a way as to give you a good view of the Hillfigure Knoll... and also to insinuate that the Dragon is marking your progress... Hillfigure Knoll, The Dragonforged's Sanctum o======================================================================o 9) After the cutscene you'll find yourself inside the Dragonforged's lair. Speak to him and he'll mention some 'grand chain', which you are the newest link of. He also kindly informs you that the errand you are on is a fruitless endeavor-there is no meaning to the words on that slate we've been carrying around... I mean, it led us to the Dragonforged, which... well, I suppose we can determine how worthwhile this endeavor was based on the wisdom he imparts, right? Short answer? Not very worthwhile. Only the Arisen can see the Dragonforged, and besides a few incidental (yet enticing) clues-that the Dragonforged is apparently immortal (or at least ages incredibly slowly) and that he got himself a clone somehow-we've come out of this quest only slightly more knowledgable than we entered it. At the very least, however, we confirmed that we are, in fact, Arisen (was anybody in doubt?) and that other, older Arisen exist. So, if we want to party for a while and ignore this Dragon thing, that's apparently cool. <----------------------------------------------------------------------> 10) Before leaving, have a look-see around. Look at the big spear, which is apparently headless (of course it is, the spearhead is in our pocket!) Grab the Bronze Idol and other goodies on the rocks east of the Dragonforged's throne. Search the candles in the north-eastern corner of this chamber to get the text "the dragon's soul dwells e'er within the Arisen's breast." Sounds like the plot of Dragonheart-as long as the Dragon lives, the Arisen it spawns are immortal. The Dragonforged seems to confirm that, at least, but perhaps we should see the duke, who apparently slew the Dragon before us? It raises all kinds of questions-ones we just don't have the answers to, yet. Head down a tunnel to the north-west (loot some warrior remains in the main chamber as you go), which bends around to the south and reveals a side-chamber crammed with stuff to pocket-including an ornate chest. Search some candles in this room to get the text "Seek the spear aimed at the hilltop sky." Been there, done that. When you're done robbing the Dragonforged, head back outside to the Northface Forest and return to Gran Soren to claim your quest reward from Ser Maximilian at your leisure. Up next-exploring Northface Forest. ***ITEMS*** o--Warrior Remains--o [Recluse's Robe] [Rusted Greatsword] --- o--Ornate Chest--o [Feather Cape] [Leather Circlet] [Silver Bands] --- o--Warrior Remains--o [Hand Covers] ***REWARD*** (For deciphering a text) EXP 10000 Rift Currency 15 Gold 10000 o======================================================================o | | | Exploring Northface Forest | | | o======================================================================o Sequence of Events: {WLK014} 1) Windbluff Tower 2) Treasure in the Keep 3) Treasure on the Battlements 4) Snow Harpies and Direwolves, Everwhere 5) Cyclops and Griffins 6) Spearside Camp 7) Where the Snow Harpies Roost 8) Old Roads to Nowhere 9) Cliffside Sarcophagi 10) Monster Campsite 11) Miserable, Monster-Infested Hills 12) The (Not So) Abandoned Camspite 13) Cliffside Captive Cave 14) The Northern-most Reaches 15) The Blighted Manse 16) Northface Forest Healing Spring 17) A Chimera Lurks Below 18) Running Against the Wind 19) Traveler's Rest 20) Wind-Worn Harpy Hill Windbluff Tower o======================================================================o 1) Return to Windbluff Tower, which, having twice been ignored, we might as well explore now. Head through the guarded gateway to Windbluff Tower, one of the few active garrisons held by the duchy. Although the western facade is intact enough, over to the east large parts of the fortifcations lie in ruins-the entire south-eastern corner of the keep has fallen into the sea. The soldiers wisely decide to camp in tents, rather than bothering with any of the crumbling structures. To the south lies a ruined structure with a locked door we cannot open. Ignore the glowing, taunting chests beyond, there's nothing we can do about them, now. <----------------------------------------------------------------------> 2) North of the collapsed wall-due east of the gate we entered through- stand some stairs leading to the walls around the keep. Head upstairs and turn north-east, going through a partially-collapsed doorway to the north-west to enter the keep. Continue north-west through another doorway and head downstairs, where you'll find two square chests, which can contain loot. Head back upstairs and when you're at the landing inside the keep again, go up another flight of stairs. When you reach the next landing go through a doorway to the north-east and turn north-west to spot another square chest. ***ITEMS*** o--Square Chest--o [Iron Helm] --- o--Square Chest--o [Chain Mail] <----------------------------------------------------------------------> 3) Backtrack to the walls outside the keep and continue around the battlements-ignore a tower in the north-eastern corner of Windbluff Tower and head north-west, entering a tunnel. At the far end of the tunnel, the wall runs west. Ignore another tower and turn south, where you should climb up a ladder to reach the gate. Continue south back onto the walls and follow them south-east, then climb atop another tower, only to drop back down onto an east-running wall below. At the end of this wall you'll find another square chest. ***ITEMS*** o--Square Chest--o [Broadsword] [Iron Helm] <----------------------------------------------------------------------> 4) Now leave Windbluff tower, where our further explorations northward can begin anchored by the familiar Deos Hills and Windbluff Tower to the south. There's quite a bit of new ground to cover, and almost every inch of it is occupied by Direwolves and Snow Harpies. Just remember that there's a Healing Spring to the south which can cure any wounds you accumulate whilest exploring. Also be aware that enemies will likely be far more numerous at night, making it one of the few areas that's genuinely more dangerous once the sun sets. The first area we'll explore is a large area north of Windbluff Tower, east of the road, and bounded in the east by sheer cliffs overlooking the sea. <----------------------------------------------------------------------> 5) At the southern end of these grassy, cliffside hills is a shelter with a tarp over it. Head uphill to the north-east, where many life-giving apple trees grow. A square chest lies near some crates and a cart just off the road. If you're unlucky, a Griffin might descend down on you here, but this is relatively uncommon-and I'm still postponing mentioning a full Griffin fight until a more guaranteed encounter occurs. Besides, this lion-bird is flighty, and is unlikely to stick around, if it even appears at all. You also might encounter a Cyclops lurking around up here, and at night, Undead Warriors. Still, you're much more likely to encounter a pack of Direwolves prowling these hills. The current extent of our explorations will be marked by a large boulder to the north, which almost completely fills the area between the road and the cliffs. <----------------------------------------------------------------------> 6) From our arbitrary boundary rock, turn north and head across the road, uphill to familiar Hillfigure Knoll. Again, be wary of the common foes-Direwolves and Snow Harpies-as well as Undead Warriors, who will pop up around the hillfigure at night. Return to the spear of the hillfigure, and from there head north to find a small campsite. Loot a square chest for some junk, and continue north until you hit the cliffs. <----------------------------------------------------------------------> 7) Follow the cliff-face west, dealing with whatever Snow Harpies are roosting there. On a boulder next to the cliff you'll score a Coin Pouch (1000 G). You way west will be impeded by a cliff looking over a depression, in which a nest of Snow Harpies waits. Follow the southern end of the ledge and make your way down to the Snow Harpy lair, where a square chest can be found south of the large boulder upon which they rest. An ore vein lies along the cliff face north of this boulder. <----------------------------------------------------------------------> 8) From the Snow Harpy nest, head south to find a short and, honestly, rather useless road. Again one must wonder how Gransys looked in ages long past to find such a relic of civilization so far removed from the present pockets of civilization. If you continue due south you'll find the rock formations that mark the entrance to the Dragonforged's Sanctum-which you probably didn't get to search much the first time around, what with the cutscene and all... not that you missed much. A square chest lies along the side of the western-most 'horn' outside the entrance to the Sanctum. Beyond that... well, there are some apple trees, in case you need a snack. <----------------------------------------------------------------------> 9) Return to the northern cliffs and continue following them westward to reach a short ridge overlooking the rock formations around the Dragonforged's Sanctum, to the south. On this ridge you'll find a few lootable sarcophagi and more apple trees. Continue west along the cliffs and you'll eventually reach the elbow of the road, which you can follow either south or west. Stick to the high ground and continue along the cliffs to the west. South of the road are rocks upon which a flock of Snow Harpies lurk, and beyond them a ledge overlooking a cage. Continue west and loot more sarcophagi, pick up more fruit, and kill ever more Snow Harpies... and if it's night, kill some Undead Warriors, too. <----------------------------------------------------------------------> 10) Follow the cliffs-and hence, the road-south, then south-west, and finally down a steep hill to the south. The road will loop to the east, where a campsite sits. During the day you'll encounter Hobgoblins here, and during the night, Undead Warriors. Smite whatever dares to oppose you and loot two square chests full or garbage. <----------------------------------------------------------------------> 11) Now to paint in broad strokes, because we've seen most everything of interest in the southern part of Northface Forest... Back too the north-east lies the hillfigure, albeit, over monster-infested hill, which fractured roads do nothing to help you navigate. In the other direction, a road runs south-west from the camp we just explored, running along the cliffs. If you follow it until it ends, you'll end up quite close to the Healing Spring. Due south from the camp you'll only find miserable hills crawling with Direwolves, eventually leading back to Windbluff Tower. The hills south of the camp can-at night-also be occupied by a Chimera, which can range far and wide. Abandoned Campsite o======================================================================o 12) So, instead of all that boring, tedious, unrewarding, monster hunting, just follow the road north-east from Windbluff Tower. When you reach the large boulder near the north-east to east bend of the road (the one that formed our northern boundary back in Step #5), stop and look around. To the east you'll see another cage, while to the north-east lies a grassy ledge overlooking the road. Once again, veer off the road and head uphill. Instead of going north-west to the hillfigure, however, head to the north-east to reach the ridge overlooking the road. Follow it north until you find a way to scale the ridge to the east. Up here you'll find a stupidly named campsite-which is anything but abandoned. Instead it houses some of the strongest Bandits you'll encounter in the game-only rivaled by the ones in Pastona Cavern, further east. Engage them very carefully, as they can easily dispatch even mid-level characters. Once they're dead, loot the camp, around which you'll find four chests-two square, one round, and one ornate, the latter two of which can contain loot. ***ITEMS*** o--Rounded Chest--o [Bandit's Mask] [Ring of Purpure] --- o--Ornate Chest--o [Frozen Tomorrow] [Gossip's Mask] [Guardian's Hood] <----------------------------------------------------------------------> 13) Abandon the camp so that it can justly earn it's name and return to the road in the south. Follow it east past the landmark boulder and past the ridge we cleared earlier. During the day you'll encounter more Bandits near the wooden cage-mostly archers hiding in nearby bushes of middling potency. At night-all the Direwolves in Gransys seem to congregate here. A square chest can be looted near the cage, and another can be found on a lower ledge south of the cage. <----------------------------------------------------------------------> 14) Continue following the road, which will stop running east and turn north-east. Behind a large boulder south of the road hides another square chest full of junk. Once done looting, return to the road and follow it until it forks. The path to the east leads to Windworn Valley, which is little more than the entrance to the Pastona Cavern. The northern-most path, however, continue uphill into the northern-most part of the Northface Forest, which also mark the northern-most reaches of Gransys. <----------------------------------------------------------------------> 15) Follow the road north until you see some large boulders to the east, along the eastern side of the largest of which lies another junk-filled square chest. The road will break briefly, but continue thereafter, eventually turning east and leading to a magnificent keep that, unlike everything else in Gransys is completely intact. This is nothing less than the duke's northern mansion-The Blighted Manse. Healing Spring o======================================================================o 16) There's nothing we can do here now, and the road is no longer any help to us... but that's just as well. Continue to the north-east, where our path is naturally constrained by cliffs rising in the west, and falling in the east. After passing between two boulders to the north-east another trail will appear to guide us. Direwolves and apple trees make familiar sights as we head uphill, and sarcophagi eventually appear west of the trail-one of which contains a bit of loot. The trail eventually terminates at another Healing Spring, with all the goodness that brings. Like the last one, this Healing Spring is crawling with Deer, should you care to hunt them. North of the larger pond making up the Healing Spring are some boulders. East of the largest of them sits a rounded chest, which contains more goodies. ***ITEMS*** o--Sarcophagus--o [Flutter Padding] --- o--Rounded Chest--o [Brigandine Jerkin] [Iron Bracers] [Mounted Pale] <----------------------------------------------------------------------> 17) The Healing Spring marks the northern-most reaches of the Northface Forest, and hence, the end of our travels, right? Well, surely you've noticed the land below us, to the east. We'll explore down the eastern pass to wrap this area up. Head north through the Healing Spring and, when you reach the cliffs to the north, follow them to the east until the ledge you're on terminates near an apple tree. From here turn south and slide down to a lower ledge. Be cautious as you explore this area, as a Chimera skulks around to the south. Other than that, apple trees wait to be harvested, and a few square chests sit near the southern cliffs, and along the western cliffs you'll find the 'Blighted Manse Rear Entrance', which we cannot enter yet. A series of trails that run through this ledge hint at the locations of the aforementioned points of interest. ***ITEMS*** o--Square Chest--o [Bespoke Longbow] [Frozen Tomorrow] <----------------------------------------------------------------------> 18) When you're done killing, looting, and shaking your fist at areas we can't yet explore, follow the road north. Along the way, leap on a sloped rock formation east of the road to find some Warrior Remains on top of it. Continue following the road-it'll head down a slope, then turn abruptly to to the south-east. As you follow the road you'll encounter your old friends-Direwolves, but for a change they're the least annoying hazard confronting us. At the point where the road turns from running north to south-east search north of the elbow of the road to find a rounded chest. Traveler's Rest o======================================================================o 19) Now follow the road to the south-east. For the first time you'll encounter strong winds, which will impede your progress south to various degrees, depending on your character's weight. Force your way south through the pass (running will gain you ground more efficiently than walking), pass under the bridge leading to the Blighted Manse. Shortly south of the bridge you'll find a Traveler's Camp, which, like the one we found in Devilfire Grove houses a Riftstone, a Knowledge Chair, and a Gran Soren guard (Ser Octavio) who will stash items for us, allow us to learn/set skills, and let us rest for 100 gold. <----------------------------------------------------------------------> 20) After resting and stashing loot, as needed, continue along the trail to the south-east to reach a wind-swept area dominated by a hill, capped by a cage and swarming with Snow Harpies. On top of the hill you can score a square chest and warrior remains. The hill itself is surrounded by passes-north of the hill is a pass running south-east, impeded by heavy winds. If you continue south-east down that pass, you will eventually reach Windworn Valley, enroute to the Pastona Cavern... but that's exploration for another day. Make your way back to Gran Soren and prepare for your next-and last-Wyrmhunt quest. ***ITEMS*** o--Warrior Remains--o [Cresending Roar] o======================================================================o | | | Clearing the Ancient Quarry | | | o======================================================================o Sequence of Events: {WLK015} 1) Securing the Shadow Fort 2) A Convenient Excuse 3) A Mineralogical Treasure-Trove 4) Pressure Plates and Quarry Keys 5) Bandits in the Mine 6) Securing the Side-Chamber 7) The (Not-So) Abandoned Mine 8) Undead in the Mines 9) Ogre-Bashing 10) The Second Pressure Plate 11) Goblin Chamber 12) Ledge-Lurking Ogre 13) The Third Ogre's the Charm 14) Alon's Reward 1) Only one more Wyrmhunt quest to pick up before we go see the duke- we now need to 'rout a monster infestation'. Despite the heavy fighting in the last few missions, note that this is the only one with any actual allusions to combat in the name-so expect it to be quite combat- heavy. Apparently a horde of Goblins sacked a fortress while it was under-going repairs (no wonder the duke doesn't repair anything!). This fortress-the Stone of the Southwest (aka: the Shadow Fort)-is vital to the defense of southern Gransys... which, last we saw, was entirely out of the duke's control. The safety of the entire duchy rests on this mission, according to Ser Maximilian, and we're to meet up some some soldiers previously dispatched. Sounds like some saavy FAQ-writer saved the best, most dangerous, quest for last. ***QUESTS*** A Fortress Besieged <----------------------------------------------------------------------> 2) Before we head off anywhere, check the location of this quest on your map. You'll see that it lies north-west of the 'Rest Camp' in Devilfire Grove, meaning we'd have to depart Gran Soren, walk through the Estan Plains, go back through Moonsbit Pass, down Manamia Trail, through the Vestad Hills, and then through the unexplored Devilfire Grove to reach the BEGINNING of our quest. If you remember, however, while exploring the Estan Plains we promised a merchant named Alon that we'd clear the Ancient Quarry for him, which will then allow merchant travel. This quarry is in fact a shortcut from the Estan Plains to Devilfire Grove. Is it safer than just walking? No. In fact, it can be decidedly more dangerous-but if we need to fight our way to the Shadow Fort, we might as well explore a new dungeon and complete another quest, while we do so. In short-traveling to the Shadow Fort supplies us with a convenient excuse to do this quest-and so it shall be. Ancient Quarry o======================================================================o 3) Head out the northern gate of Gran Soren-be sure to bring plenty of lantern oil and a Pickaxe. It is a quarry after all-expect plenty of ore veins. Make your way east across the Estan Plains and follow the road that leads directly to the Ancient Quarry. Once there, set your lantern and head on inside. Immediately inside you'll get the achievement/trophy 'Into the Ancient Quarry'. I will not bother pointing out each ore vein as we explore this place-I leave it up to you to mine whatever you find. You can expect to harvest Ancient Ore, Burst-Rock, Copper Ore, Firefly Stone, Gold Ore, Pretty Stones, Silver Ore, Southron Iron, Unremarkable Ore... and of course, rocks. Simply put, it's a mineralogical treasure-trove. o-----o-------------------------------------------------------o--------o |VIDEO|Of Merchants and Monsters |{VID022}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=iPszZbivSHI | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 4) Ignore the Large Rats scurrying around here as you head south. When the passage opens up, turn east and jump up a ledge to find a square chest containing goodies. From here, follow the eastern wall south until you reach a pressure plate in front of a gate. Stand on it for a small eternity until the pressure plate is lowered and the gate rises. Once the way is cleared, enter the room beyond the gate and smite the sneaky snake on the floor before picking up the 'Quarry Key' sitting on a cut stone to the west. To the east, you can also nab a Pickaxe, if you ignored my advice to bring one earlier. ***ITEMS*** o--Square Chest--o [Feather-Light Pelta] <----------------------------------------------------------------------> 5) Backtrack to the north and, when you get the chance turn west to find two paths-one leading uphill to the south, and another to the south-east. The one to the south-east leads to a dead-end, and can be ignored, so south it is. Follow the tunnel as it twists and turns until it opens into a chamber occupied by Bandits. They're moderately strong, weaker than the ones we just killed in the Northface Forest, but more than we could easily handle when we were first exploring the Estan Plains. When all the Bandits are apparently dead, be wary, as more may arrive from the room to the west (marked as an 'Abandoned Mine' on the 'Neighborhood' map), which should also be scoured for any enemy presence before returning to the room where we first encountered Bandits. <----------------------------------------------------------------------> 6) Once we're the only things still moving in sight, survey the area. From this central chamber there are four paths-north backtracks to the northern exit of the mine, so it can be written off as a possibility. First, explore to the east, which terminates in a small dead-end chamber containing another sneaky snake, some Harspud drinks, and a rounded chest. ***ITEMS*** o--Rounded Chest--o [Bronze Sallet] [Incognito Mask] <----------------------------------------------------------------------> 7) Backtrack to the west, then head into the 'Abandoned Mine' room further west, where we flushed out a few Bandits just a moment ago. The loot is strong in this room-particularly on two counters-one on the eastern side of the room holding some fruit and a Coin Pouch (1000 G), and the one on the western side of the room holding a Small Coin Pouch, a Coin Pouch, and a Large Coin Pouch (4600 G). Beyond the western counter sits an ornate chest, full of quality looting. To the south you'll find a locked door near a defunct smithy, which can be opened using the 'Quarry Key' we found earlier. Although this seems to confuse matters, never fear-both the southern tunnel to the east and the tunnels beyond this door eventually link up in the same place. ***ITEMS*** o--Ornate Chest--o [Obliteratrix] [Reinforced Longbow] [Thousand Troops] <----------------------------------------------------------------------> 8) Continue south past through the door we just unlocked to reach regular, smooth-cut, wooden-braced tunnels, which shortly split. I'll ignore the minutiae and again brush with broad strokes-to the west you'll find plenty of ore veins, Shadowcap mushrooms, and other bits of loot. These tunnels are guarded by Undead, Undead Warriors, and Giant Bats. To the east these smooth tunnels run parallel to the larger, less-tidy, southward-running tunnel to the east. Windows and a doorway connect the two south-running tunnels, but stay out of the larger tunnel and flip a lever to open a door, which will allow us to continue south. <----------------------------------------------------------------------> 9) Continue south past the door we just opened and smite whatever Undead/Undead Warriors lurk beyond. Continue south until your path is blocked by an elevated ledge, and turn east to spot a doorway, and beyond, the reason we're sticking to these narrow tunnels and not the larger ones to the east. In the larger tunnel beyond the doorway lurks an Ogre. Sure, we've killed a few by now, but they're still quite strong, so why fight them fairly when we can use the narrow doorway to our advantage? Provoke the Ogre and kill it from afar, if you've got ranged attacks. If not... well, you really have no option but to engage it. Try to avoid attacks like Bolide and Comestion, as it can destroy the wall here and allow the Ogre to access the tunnel. <----------------------------------------------------------------------> 10) Once the Ogre is dead, head into the wider eastern tunnel and begin looting your way back north to cover ground we passed by earlier. You can find some goodies along the 'windows' built into the western wall, as well as a rounded chest near the southern-most window, which can contain some goodies. Another rounded chest lurks in the north-western corner of the chamber, near the tunnel that links it to the north, itself containing the 'Final Journal Entry'. When you're done exploring, head to the souther where another pressure plate-operated gate awaits. ***ITEMS*** o--Rounded Chest--o [Bronze Bangles] [Iron Bracers] <----------------------------------------------------------------------> 11) You know the drill-stand on the pressure plate until it depresses, opening the way to the south. After it opens, we can technically turn the quest in to Alon... but why leave before we've explored the rest of the quarry? Beyond the gate a surprised Goblin will chuck a torch at you.-dispatch it and occupy the tunnel to the south. A side-tunnel runs to the north-west shortly south of the gate, which just leads back to the tunnel where we meekly opposed the Ogre. Continue south until you find some Spiders lurking around some stones we can climb, leading to an elevated ledge. Kill the bugs, but ignore the ledge to the south for now. Instead, follow the tunnel (which has now turned west) until you reach a ramp back east. Again, ignore the distraction and continue west until you reach a chamber occupied by a half-dozen Goblins. Smite them and loot their home, which contains White Sage, ore veins, and two rounded chests. ***ITEMS*** o--Rounded Chest--o [Battle Greaves] [Ring of Gules] --- o--Rounded Chest--o [Downcuffs & Cuisses] <----------------------------------------------------------------------> 12) Backtrack back east and head up the ramp we ignore earlier to reach a wooden door. For once, we're on the side with the brace on it, which you can smash to open the door. Do so and head through it, immediately turning east, where you'll find yet another Ogre roosting. All in all, it's best to engage it from the doorway if you're not confident in victory, from which pot-shots can be made. Otherwise, go boldly forward and smite it. Once it's dead loot a chest opposite (south of) the door we opened to get up here to find a square chest, then explore to the east, where you'll find the Ogre's nest overlooking the Spider ledge we passed earlier. ***ITEMS*** o--Square Chest--o [Thunderclap] <----------------------------------------------------------------------> 13) From the Spider-infested ledge near where the second Ogre lurked, head south-east a short distance until the path forks. Don't worry yourself too much-it's just a loop. Head down the lower path to the east to find yet another Ogre skulking in the distance, at the eastern end of the loop. Handle it however you must-along the southern wall of the northern tunnel loop you can find some stone, which can be scaled for sanctuary, but it can be hard to attack from here. In any event, once the Ogre is dead, climb the stones previously mentioned to find a loot-filled square chest lurking in an alcove. Another loot-bearing square chest awaits your attentions along the northern wall of the northern tunnel, as well. ***ITEMS*** o--Square Chest--o [Eden's Warden] [Ferric Talon] [Scalding Razors] --- o--Square Chest--o [Bronze Cuirass] [Helical Archistaff] [Iron Lorica] [Ogre Bone] <----------------------------------------------------------------------> 14) Return to the Spider-infested ledge where we found the second Ogre. From here if you continue south-west you'll reach the door leading to Devilfire Grove, where we'll go shortly. First, however, return north to the Estan Plains exit, where Alon waits to hear the good news. Give it to him, and he'll say that merchants will now have an easier time reaching the capital-a good thing for buyers and sellers alike. What does this mean for us? Well, first we'll get a quest reward, of course, but in addition the Ancient Quarry will now be considered a civilized area-enemies within will never respawn (although chests and ore veins, among other bits of loot will!) and we'll never consume Stamina while we're in the Ancient Quarry, making it a very nice shortcut, indeed. In addition Alon can now be found in the 'Abandoned Mine' room, where he'll sell a variety of rare and expensive items, including the White Hawk set and the Swordsman's set-the former is an elegant suit of full plate, while the latter is a rugged suit of partial plate. To buy one full set of each will run you 531,170 gold-not including the White Hawk's Talon (Sword) which costs another 109,000 gold. Despite the costs, these suits of armor are painfully mediocre-but can only be obtained here. He also sells a variety of other goodies-but these are the most interesting ones. Note: If you return here later (for me, it took until after the Wyrmhunt quests were done) the miners will have excavated a few new areas, allowing you to get at new loot. From the 'Ancient Quarry North Entrance' head south until you reach three forks. The eastern fork leads to the first pressure plate, beyond which is the room where we found the 'Quarry Key'. The central fork leads deeper in to the mine, while the western fork leads to a dead end... or at least, it did. The eastern and western paths will now continue further, where you can find new loot and ore veins. The eastern fork hides two square chests, while exploring the western fork will yield a square chest and a rounded chest. Just something to keep in mind for the future. When you're ready, carry on south to reach Devilfire Grove. If you need to return to Gran Soren to stash loot/rest, do so. On the other hand, there's the 'Rest Camp' in Devilfire Grove where you can do your business... ***ITEMS*** o--Square Chest--o [Iron Cuisses] [Iron Headgear] [Iron Helm] [Iron Manicae] [Iron Vest] [Sectional Iron Plate] --- o--Rounded Chest--o [Bloodthirsty Beak] [Cutlass] [Ferric Talon] [Mounted Pale] [Steel Greatsword] [Thousand Troops] ***REWARD*** (For clearing the Ancient Quarry) EXP 5000 Rift Currency 15 Gold 8500 o======================================================================o | | | Exploring Devilfire Grove | | | o======================================================================o Sequence of Events: {WLK016} 1) To the Rest Camp 2) Lake Hardship 3) Through the Saurian-Infested Forest 4) Into Goblin Territory 5) The Shadow Fort 6) Boulder-Walls to the South 7) Where the Drake Prowls... Devilfire Grove o======================================================================o 1) Once you exit the Ancient Quarry via the south exit, you'll find yourself in the north-eastern corner of Devilfire Grove. Our first stop? The 'Rest Camp' in the south, to link up our current explorations with the previous ones. Follow the cliffs to the east, then south, and finally west to reach the 'Rest Camp'. Along the way you can score some ore veins along the cliffs, find a few junk-bearing square chests, and of course, fight off many Saurians, who dominate the eastern reaches of Devilfire Grove. When you reach the 'Rest Camp' do you business and get ready to explore this place, proper-like. Lake Hardship o======================================================================o 2) From the 'Rest Camp' explore north a bit to discover a large lake, 'Lake Hardship' which occupies the center of Devilfire Grove. Don't that just because this is an inland, fresh-water lake that it's free of Brine... yeah, by now we know it's just a navigational gimmick. Capcom was too lazy to allow us to swim, is all. Also, Where's there's water, there tend to be Saurians, and so it is-Saurians are as thick here as they are anywhere else in the game, so be ready for a fight. If you do a quick run-around the perimeter of the lake you'll find little of interest-some Saurians and a handful of meagre fishing spots. <----------------------------------------------------------------------> 3) Again from the 'Rest Camp', head east to discover some apple trees bearing sustenance, and beyond them, a road which we'll loosely be following for a while. The road initially runs to the north-east, but will turn north, then north-west as you run through the Saurian-infested forest. Be wary of monster-luring trip-wires and search around for the meagre pickings to be had. Note that you can expect to encounter more Saurians at night than during the day. <----------------------------------------------------------------------> 4) Eventually the road will turn westward, and in the distance you'll see a wooden cage surrounded by rocks and ruins. Unlike most such devices, this one can actually house a captive, being tormented by Goblinoids. Loot a junk-filled square chest west of the ruins around the cage and from there head north, where you can find a junk-filled rounded chest north of a short section of ruined wall. Once done looting, continue west. This cage marks an important shift in Devilfire Grove. The Saurian presence ends abruptly, to be replaced by Goblinoids, which is only to be expected, considering a 'horde' of them lurks nearby. <----------------------------------------------------------------------> 5) Stick primarily to the road as you continue west, where Goblinoid presence grows the further you travel. Along the way, don't be afraid to venture to the cliffs to the north to score some ore veins and climb the various boulders that litter the forest, as junk-filled square chests like to hide atop them. Also, you can gather a bounty of plants, fungi, and other natural treasures. Be wary of the tripwires as you explore and eventually you'll reach the Shadow Fort, looming in the north-western corner of Devilfire Grove. <----------------------------------------------------------------------> 6) Gaze in wonder at the Shadow Fort, but don't head inside yet. While the Shadow Fort is our ultimate goal, it is not our immediate goal-which is to explore Devilfire Grove. Kill Wild Boars wandering around outside the Shadow Fort if you're hungry for some bacon and head south. Large boulders come close to forming a wall in this direction. Follow a rocky path between two large boulders, then under a fallen tree. Continue south-east to find another boulder-wall which-save for a gap in the center-nearly succeeds at being a wall. Seriously, stick a door on it and you're good to go. Beyond this second and last line of rock you'll find wooden cage-the area beyond is crawling with Goblinoids for you to smite. <----------------------------------------------------------------------> 7) Kill at will, but try to avoid getting lured south by conflict. Instead, from the wooden cage head east along an unscalable cliff to the north. Shortly you should see Lake Hardship to the north-east. Continue south-east around some boulders near the lake and continue through a forested, trip-wire laden grove to the east. This place will later be occupied by Hobgoblins and a Drake-one of the strongest creatures you'll encounter in all of Gransys. It's just as well one isn't here yet, as we probably aren't capable of defeating such a foe anyways. Keep going east and you'll find the road that leads back to the 'Rest Camp'. Note: If you have the bad fortunate to encounter a Drake here, you are probably better off not fighting it. It's the strongest foe you'll encounter before the Dragon, and can easily wipe out a mid-level party. The earliest I've seen it here on the first playthrough is immediately after clearing the Shadow Fort. o======================================================================o | | | Routing a Monster Infestation | | | o======================================================================o Sequence of Events: {WLK017} 1) Looting Outside the Fort 2) Ser Robert the Useless 3) Infiltrating the Shadow Fort 4) Clearing the Gatehouse Towers 5) Cyclopes and Ballistae 6) The Station Room 7) Obtaining the Shadow Fort Lever 8) Forcing a Retreat 9) Into the Citadel 10) Battle on the Battlements 11) Strategic Falling 12) Platform Plundering 13) Lupine Veil 14) Clearling the Citadel 15) Confronting the Commander 16) Ser Robert's Reward Shadow Fort: First Floor o======================================================================o 1) Rest up and stash loot as necessary, and when read head to the Shadow Fort in the north-western corner of Devilfire Grove... you should have no trouble getting there now. Once inside, note some large stairs to the north-west that lead to a massive gate. We won't be getting in that way, but south of the stairs sits a squad of soldiers, apparently waiting for someone else to do their jobs for them. Before talking to them, you can indulge in some looting-warrior remains lie scattered around, as does the odd fallen tree. ***ITEMS*** o--Warrior Corpses--o [Grievous Horns] [Lupine Veil] [Silver Ring] --- o--Warrior Remains--o [Ring of Purpure] [Silver Ring] o-----o-------------------------------------------------------o--------o |VIDEO|A Fortress Besieged |{VID027}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=in4hIFkTH-w | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) After you're done securing your dubious bounty, talk to the soldier about to suffer from an impending stroke. This Ser Robert will tell you that since his troops lack the materials and time to batter down the front gates, his crack squad of loyal, well-trained, shock troops in service to the benevolent duke are going to launch a dangerous invasion. Oh, no, wait... that's what they want you to do-head through a hole in the ground to invade a fortress with unknown enemies of unknown quality and quantity inside. But don't worry, he trusts you'll prevail. Is everybody in this duchy useless but you? Yes. That's why you're the Arisen, see? Shadow Fort: First Level Underground o======================================================================o 3) So, head on into the tunnel, snag some Fiend's Perch mushrooms along the way, and dispatch some pesky Giant Bats. Jump up some ledges and you'll find yourself in a square storage room of sorts. Dispatch a pair of Goblins and Hobgoblins, then loot the room for various bottled goodies, and search a rounded chest that may contain worthwhile loot, if you're fortunate. ***ITEMS*** o--Rounded Chest--o [Obliteratrix] [Ogre Bone] [Over-Knee Boots] Shadow Fort: Third Floor o======================================================================o 4) So far so good-the Goblins were smart enough to tunnel under the defenses, but not smart enough to guard agains their own tunnels. Find some stairs leading north-east and head up to the first landing. See the pretty door up here? Ignore it and continue up more stairs until you reach the roof, where you'll be welcomed by some Goblins and Hobgoblins. Once you're destroyed your foes, look around. To the north-west you'll find the keep looming in the distance and on the walls of the keep are some ballistae. Unfortunately they're in the hands of Goblins, who will shoot at your ceaselessly if they catch sight of you. On the sorry wooden planks that count as a roof over the stairs you'll find a square chest worth looting (you'll have to jump on some crates to reach the roof, but your Pawns love smashing them.) South-east of the stairs you'll find an empty lever-slot. You should understand what's expect of you, by now-we find the lever, put it in, and we can open the main gates. Behind some crates to the south-east you'll find a square chest that's always given me junk-unless you considering a strategy scroll worthwhile, which it is, but it's not wearable. To the north you'll find a shattered bridge that once connected the two gatehouse towers. If you leap to the northern tower, you can dispatch a group of Goblinoids. This is a good idea, even if it will certainly provoke the ballistaes on the keep, as there's a ballistae on this gate-tower, as well. If you're going to get fired upon by ballistae-and you will-it might as well be from only one direction. Note: It is possible to snipe the Goblins on the keep's ballistae, with a very lucky shot using a Bow or Longbow. I've never had any luck with ballistae, although you could certainly give that a try, if you wish. Just be warned that there's two of them, and one of you, and if your ballistae takes enough hits from their exploding bolts, it will be destroyed. Firing a ballistae is simple, you aim with the right analog stick, fire with the right trigger. Switch to 'Explosive Shot' with "Y" [XBOX]/"Triangle" [PS3], or back to 'Normal Bolts' with "X" [XBOX]/"Square" [PS3]. Explosive Bolts do more damage, but take longer to reload. Hit "B" [XBOX]/"Circle" [PS3] to get off the ballista. ***ITEM*** o--Square Chest--o [Cyclops Veil] <----------------------------------------------------------------------> 5) Once you're done clearing the northern gatehouse tower, search the south-western battlements to find a ladder leading down. Once on the ground again, head north-west under the ruined bridge connecting the two gatehouse towers to reach the interior grounds. A few wooden watch-towers dot the area, but your goal is a shoddy structure north-west of the southern-most gatehouse tower. If you try the front door, like all sensible people, you'll find that it's barred. A ladder exists on the north-western wall of the structure, but you'll have to contend with a pair of Cyclopses (one helmeted, one not), Goblinoids, and, of course, the ballistae. There are two fair ways of dealing with the forces arrayed against us-both involve negating the ballistae. First, you can run right up to the keep walls (the door is locked, so don't think about being clever) and fight underneath them, where the ballistae can't hit you. Second, you can fight south of the structure we need to scale, where the ballistae also can't hit you. All things considered, it's probably safest by the keep, where you'll have the most room to maneuver around the Cyclopses. If you're extra foolhard, there are warrior remains to loot north-east of the structure we aim to enter. Note: You'll notice that there are a bunch of holes in the ground here- Goblin holes. If your Arisen is of sufficiently diminuative stature, you can enter these holes, which provide a great boon in navigating the Shadow Fort. You can use these holes to simply run to the structure we're aiming to enter, as well as another structure along the northern edge of the keep. No climbing ladders, no need to worry about ballistae and Cyclopses-at least, not yet. As for hidden treasure, you can score some ore veins and a rounded chest in the tunnels. This is the only such size-related benefit I can think of in the game, otherwise, size doesn't matter. ***ITEMS*** o--Warrior Remains--o [Hide Armor] [Silver Ring] [Steel Greatsword] --- o--Rounded Chest--o [Bandit Stalkers] [Barreled Helm] [Bone Armor] Station Room o======================================================================o 6) Kill the beasts and scale the ladder on the north-western wall of the structure. Once you climb the ladder you'll be on a wooden platform with a square chest on it, which may contain loot. Drop down into the structure and smash the bar holding the door shut. Once done, loot the two rooms that make up this poor excuse of a building for some plants and potions. In the south-eastern room you'll find an ornate chest, which also contains loot. ***ITEMS*** o--Square Chest--o [Chainmail Skirt] [Downcuffs & Cuisses] --- o--Ornate Chest--o [Feather Cape] [Harpy Cloak] [Steel Greatsword] <----------------------------------------------------------------------> 7) In the northern room of this structure (marked on your 'Area' map as the 'Station Room') you'll find a door to the south-west (opposite the barred door leading back out into the courtyard.) Open the door to find a dungeon lurking beyond. Go through another barred door and smite some Goblinoids at the end of a hallway to the south-east. More Goblins lurk in the nearby cell-dispatch them all, then loot the rounded chest in the hallway to find the 'Shadow Fort Lever', then search the south-easternmost cell to find another rounded chest which contains some loot. ***ITEMS*** o--Rounded Chest--o [Scale Coat] [Surcoat] <----------------------------------------------------------------------> 8) Your next move should be pretty obvious-time to head back up to the top of the southern gatehouse tower and use the 'Shadow Fort Lever' you found. Once you do, the Gran Soren soldiers outside will storm the gate and engage a host of Goblinoids outside the keep. Your task now is simple-kill as many Goblins and Hobgoblins as you can. They'll initially be engaging the soldiers in the middle of the courtyard, but as you thin their ranks, Goblins will continue to come from the tunnels near the keep. Once you've killed enough of them, the cowardly creatures will fall back into the keep-giving you an opening to exploit. Note: Goblins will continue to spawn from the Goblin holes near the keep until this quest is completed. <----------------------------------------------------------------------> 9) Head into the keep and slay whatever Goblinoids you find therein. Grab a square chest up some stairs to the south-west before taking the stairs up to the north-east. Enter a room to the north-east and make use of some more stairs, cross a wooden bridge to the north-west, and then continue up another flight of stairs. Ignore the rounded chest beyond a close gate-we'll get to it later-and, well, go up some stairs opposite the gate. This time a spiral staircase, wee. <----------------------------------------------------------------------> 10) Once atop this tower you'll find a doorway leading to the battlements of the keep-where you can finally take your revenge on the ballistae Goblins that have been tormenting you. Be wary, though; Hobgoblins and an armored Cyclops also occupy the battlements. The fight against this Cyclops need not be a chore-if you have any sort of ranged attack, you can simply attack the thing from the tower-it should oblige you by coming to the door if you make yourself known to it. <----------------------------------------------------------------------> 11) Clear the battlements and you should spot another tower to the south-west, with a doorway opposite another ballistae. This is our destination, but first, some treasure, which requires a bit of running around, and strategic jumping. Or falling, rather. First, head to the north-eastern end of the battlements, and jump on the edge of the wall. Look over and you should see a square chest glowing merrily on a wooden landing. From this platform, drop down off the north-eastern edge to land on another platform, below it. It's difficult to spot this lower platform from above, but if you creep off the edge of the higher platform, you should be fine. Drop of this lower platform to the north-east to reach the interior of a locked structure along the northern edge of the keep. Inside you'll find a rounded chest, some Harspud Juice. There's also a Goblin hole smaller characters could have exploited to reach this area more easily. ***ITEMS*** o--Squard Chest--o [Bronze Gauntlets] [Bronze Sabatons] [Direwolf Bow] --- o--Rounded Chest--o [Red Leather Cap] [Scale Greaves] [Silver Ring] <----------------------------------------------------------------------> 12) Exit the structure, breaking a bolt to ensure you can always just use the door from now on. Once outside, immediately turn north-west to spot a square chest behind some crates. Continue south-west along the edge of the keep to spot an elevated wooden platform, near which are some crates (if they weren't destroyed in the fighting) you can climb these to reach the top of the platform, where you'll find a square chest lurking. If these crates are gone (your Pawns love smashing them from under you), you'll need to take a more painful route. Mount the battlements of the keep again, and this time head to the edge of the wall near the northern ballistae. There's a collapsed portion of wall near the ballistae, which you can drop down to reach a wooden platform belowthat holds another square chest. You'll take some damage with this approach, so make sure you have a few hundred Hit Points to spare. ***ITEMS*** o--Square Chest--o [Assembled Sleeves] [Red Leather Glove] <----------------------------------------------------------------------> 13) Head up to the keeps' battlements again, this time exploring along the south-western walls. You'll find a breach in the battlements south-west of the southern ballistae, which you can drop down to reach a rocky ledge which houses an ornate chest. This chest always contains a Lupine Veil, for those of you who prefer to look absurd. That was the last bit of loot distracting us from the southern tower. Climb the battlements one last time, and head into the keep via the southern tower. ***ITEMS*** o--Ornate Chest--o [Lupine Veil] Shadow Fort: Second Floor o======================================================================o 14) Go down another flight of spiral stairs, killing whatever Goblinoids dare stand in your way. At the bottom of the stairs head north-west under a raised gate, then turn north-east down a hallway. Continue north-east past a closed door to find the rounded chest beyond the gate that taunted us earlier. Teach it a lesson by robbing it, then head back to the door we just bypassed. ***ITEMS*** o--Rounded Chest--o [Feather-Light Pelta] [Grievous Horns] [Red Leather Hood] [Scalding Razors] Commander's Antechamber o======================================================================o 15) Head through the door to reach the 'Commander's Antechamber', where the ruling Hobgoblin has taken up residence. It's a bit stronger than its kin, but it should prove no more challenging for it. Thrash it like any other bit of Hobgoblin trash, and when it's wounded it'll babble doom and gloom about the Dragon before jumping out the window. Note that if you're foolhardy enough you can chase it out the window. The drop will set you back a few hundred Hit Points, but you can catch the Hobgoblin commander if you hurry and finish him off. He's worth 9,766 experience if you're playing solo-less with Pawns. <----------------------------------------------------------------------> 16) Ser Robert will announce your victory shortly after the Hobgoblin flees or dies, whichever you effect. Talk to him and he'll express concern about the horde of Goblinoids, which bodes ill for the future of Gransys. Your real reward will come from Ser Maximilian, but Ser Robert will hand you a few items for your help: Greenwarish, Mithridate, Interventive, Harspud Milk, Harspud Juice, a Conquerer's Periapt, a Demon's Periapt, a Ferrystone, and a Giant Coin Pouch (10,000 G). Not bad. ***REWARD*** (For routing a monster infestation) EXP 20,000 Rift Currency 20 Gold 18,000 We'll be back at the Shadow Fort later, which, like all areas, restocks its loot regularly. On subsequent visits, however, the place will function like a 'civilized' location-no Stamina consumption... and there will be decidedly fewer Goblinoids inside. Ignore the Goblin holes for now, however-we'll wait until we've got a good excuse to bother exploring the Frontier Caverns. Now it's time to explore the Verda Woodlands. We'll never get a good excuse to explore Gransys' south-western most reaches, so we'll take our current proximity as good enough. Return to the 'Rest Camp' in Devilfire Grove and stash your loot, we'll continue from there. o======================================================================o | | | Exploring the Verda Woodlands | | | o======================================================================o Sequence of Events: {WLK018} 1) Dueling the Drake 2) The Verda Woodlands 3) Specters Near the Healing Spring 4) Verda Woodlands Healing Spring 5) Cliffside Loot 6) Conquerer's Sanctuary 7) Battle in the Valley 8) Searching the Southern Hills 9) Bloodwater Beach, Below 10) Nabbing the Noonflower 11) A Generous Cave 12) Campsite in the Pass 13) Big Fish at Bloodwater Beach 14) To the Tomb of the Unknown Traveler 15) Beast of Stone and Magick 16) The Sword in the Stone 17) Treasure On the Seaside Cliffs 18) Into the Chasm 19) The Caverns of Delusion 20) Signs of Conflict 21) The Miner's Toolshed 1) From the 'Rest Camp' head west along the road leading away from it. Follow it as it turns south-west, then south. After exiting the first rocky pass, note the area to the south of the road, where Hobgoblins and Cyclops lurk (at least at night). North of the road is the grove where a Drake lurks. Again, you may want to seriously consider avoiding this foe now, as it's quite powerful. Still, I will remain a slave to the chronological order in this instance, and discuss fighting the creature here. A wise Arisen would wait until they had better gear and a few more levels under their belt, however. ***ENEMY STRATEGY: DRAKE*** The Drake is a Dragon in miniature-in fact, killing a Drake is good preparation for the Dragon, as the two use many of the same attacks and tactics. Two big, scaly reptiles with wings and fire breath fight the same, who knew? In terms of power and resilience, you will not find a more dangerou foe until you fight the Dragon-just look at all those health bars! Winged Death ------------ The Drake is a threat on multiple levels-its fire breath can damage at a range (albeit a rather short range), it has shout attacks which will kill Pawns outright and inflict the Arisen with Spell Stifling. If you are off to its left it'll swipe at you with its claw, if you're in front of it or to the right it'll try to grab you. If it grabs your Arisen it'll look at you with disdain and slam you into the ground. If it grabs a Pawn it'll speak to them and try to dominate them-if it succeeds the Pawn will turn hostile and you'll have to put it down to bring it back under control-not a good thing if you've got powerful Pawns. If you're in front of it, it'll try to bite (which affects an area in front of it), perform a breath attack (while backing up or advancing) wing-buffet (which will stagger you briefly), or spin around in an angry circle... which does negligible damage if you're close to its front. If you're a distance away it'll charge at you-the charge itself can inflict a bit of damage, but sometimes it'll be in a somewhat more bitey mood-if you run away from its charge, it'll sometimes continue to charge to the extent of its territory... the beast is tenacious, if nothing else. If you're behind it, it might swipe at you with its tail. Finally, it also will actually use its wings to... you know, fly around. The one attack you need to worry about if you're close-by is its flying slam, where it rises quickly into the air, then tries to land on its foes below. Other than this it'll hover in the air, keeping a fair distance from you, while it shamelessly tries to blast you with its fire breath. The way to knock it down? Hit it, of course. The heart is the best target (more on this later) but the wings and head also work well... and as usual, Bows and Longbows are the best way to do this, since you'll have better range and free aim. Sorcerers and Mages will just have to make do-getting behind something when it retaliated with its breath weapon, and Fighters and Mystic Knights will just have to use Burst Strike. Warriors, well... good luck. Know Your Role -------------- The key to fighting the Drake is knowing its attacks, and your limitations. If you're a Mage or Sorcerer, you're best off hiding behind or on a rock, and generally just trying to avoid tangling with it in melee. Miasma and High Gicel work wonders on the beast, if you can hit it in the heart... and actually get the spell off. Archer types can try to stand back and avoid it, but it'll do all in its power to close ground. All in all, I think the safest place is in front of it, where its attack routines become predictable. In fact, your positioning will influence its responses-if you can predict its attacks you'll find that they're all easily avoidable, or, in some cases, are just simply incapable of hitting you if you remain close. Another perk of being close by and in front of it is the fact that you'll have access to its most vulnerable part-the heart... which bring me to the next topic... The Heart of the Matter ----------------------- As I mentioned before, the heart is the most vulnerable part of the Drake's body. You can hit it elsewhere, but it'll do very little damage (aside from the heart the head is the next best target.) So... the heart it is. This requires you to be able to aim, and, preferably, be close to its front... which again, is probably the safest place if you know what you're doing. Great attacks include Gicel, Miasma, Burst Strike, Heavenward Slash, and multi-shot bow skills. Forged by Dragon Fire --------------------- Beside the experience, the Dragon materials, and the practice for the Dragon, the best reason to tangle with a Drake is to Dragon-Forge your gear. While I maintain we haven't found anything terribly worth Dragon-Forging yet, I might as well explain it. You can visit shops and pay to have gear enhanced (from one to three stars). This costs money and materials. Dragon-Forging is the fourth-and ultimate-upgrade step. Killing any draconic creature gives every item a chance to become Dragon-Forged... don't take the Achievement/Trophy literally, you don't need to get hit by fire to do it. You do, however, need to have upgraded an item previously to have a chance for it to be Dragon-Forged. Un-upgraded gear will not be Dragon-Forged, and the more stars it has, the higher the chance to Dragon-Forge. When you fight the Dragon later, everything you're wearing will automatically become Dragon-Forged, whether its upgraded or not. If an item is Dragon-Forged you'll get the Achievement/Trophy 'Dragon Forged'. o-----o----------------------------------------------------------------o |VIDEO|Drake Takedown | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=1r584qu7fD8 | o-----o----------------------------------------------------------------o Verda Woodlands o======================================================================o 2) Eventually the road will turn south-east for a bit, shortly thereafter turning south again. Be watchful for Goblins and Hobgoblins at this point. What? You thought we were done with them? Sorry, they're a staple. We'll be fighting them until the end of the game, I'm afraid. Eventually you'll reach a fork in the road, which strangely enough Pawns find fit to roam around on. At the fork, turn west into more forested hills. Follow the road as it gradually turns south to find another fork. Stick south-west until the road terminates shortly. We now are firmly in the Verda Woodlands. To the north you'll find wooded hills crawling with Hobgoblins. At an indeterminate point this stops being the Verda Woodlands, and turns back into Devilfire Grove. There are plenty of natural goodies in the forest to the north, if you care for such materials. Your foes will be Goblins, Hobgoblins, and perhaps the odd Chimera, depending upon your luck. The odd boulder might hide bits of loot, but all in all, it's a pretty dull trek up north. Our focus should, then, be more westward. o-----o-------------------------------------------------------o--------o |VIDEO|Exploring the Verda Woodlands |{VID017}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=GrnPmhWFP_w | o-----o----------------------------------------------------------------o Traveler's Camp o======================================================================o 3) From the end of the road, continue westward between two boulders to find a small campsite, befouled by the presence of Goblinoids. This is marked on your map as the 'Traveler's Camp'. Route the Goblinoids and take loot the nearby junk-filled rounded chest for whatever goodies it may possess. Like the woods to the north, expect this area to be crawling with Goblins and Hobgoblins. Especially at night, I swear you can't turn around without another half-dozen Goblinoids spawning. In the woods to the north here you can also find a third form of incoporeal undead-the Specter. ***MONSTER INFO: SPECTER*** A bit different from their P-named counterparts, Specters aren't into that whole possession thing. They still have the annoying incoporeal lunge attack, but even this will, oddly enough, give you the boon of increased Strength. If you approach too closely, they'll contract in on themselves and let loose a damaging wail. I really don't see how the game can justify their superior experience value, considering these things are hardly a threat at all. Healing Spring o======================================================================o 4) From the Traveler's Camp head north, north-west, uphill and through forest, slaughtering Goblinoids as you go... and perhaps the odd Specter. eventually, near the cliffs that bound the Verda Woodlands to the north and west you'll find the third of Gransys' three Healing Springs. Although this spring is swarming with Goblinoids and, at night, Specters, it's still a welcome spot for healing, one you should remember for the rest of the Verda Woodlands, as there's still lots of exploration left. On that note, should your inventory fill up while exploring, do not be shy about running back to the 'Rest Camp' to stash loot. <----------------------------------------------------------------------> 5) Head north from the Healing Spring until you hit the cliffs, which you should then follow west, then south. Eventually, the cliff you're following will sink to ground level. To the west rises another cliff, which continues to bound the area as it runs south-west. Ignore it for now and head up a hill, which on your mini-map loots like a little dagger (the cliff you were following earlier lies of the eastern edge of this hill. At the northern-most point of this hill lurks a bush, which obscures a ledge beyond it to the north-technically off the map. Jump onto this northern, lower cliff and head past another bush to discover a square chest, calmly waiting for you to loot it. ***ITEMS*** o--Square Chest--o [Horned Helm] [Mahogany Cape] [Reinforced Longbow] Conquerer's Sanctuary o======================================================================o 6) Slide down the cliff to the east... and continue following the cliffs to the south-west until further progress in that direction is impeded by elevation. At this point, turn east to see a large valley, occupied by Goblinoids and a pair of Cyclopses-one armored, one not. Appears to be a theme. This is marked on your map as the 'Conquerer's Sanctuary'. Before you descend down these cliffs, note that there are more Goblinoids on the hills east and south of the valley, and they have ballistae... wooden pickets built along the ledges should stand out. Put aside any plans to explore for a bit, as we'll need to clear the area before searching it, and ignore the Goblinoids and Cyclopses in the valley, as the foes on the cliffs with the ballistae are more annoying. Slide down the ledge cliff to the east and run across the valley to the south-east, ignoring the Cyclopses and Goblinoids. Head up a ramp that heads uphill, between the sheer rocky faces of two cliffs-one to the south-west, and one to the north-east. Make the south-western hill here your priority, as it's occupied by Goblinoids with a ballista. Dispatch the Goblinoids that man the ballistae (and chuck exploding barrels on them to destroy them, if you wish to ensure they aren't operated by any Goblins you might miss.) You could, of course, always man the ballistae yourself, but even at this point in the game, if ballistae are doing more damage than you are, you probably need to spend some time leveling. Once clear, do a circuit north around the valley and clear out the Goblinoids on the hills overlooking the valley. On the hill north-east of the ballistae- bearing, Goblinoid-infested hill to the south you'll find a square chest on top of a rock formation. You'll find another ballistae overlooking the valley to the north of here, on a lower ledge near the northern pass to this valley. ***ITEMS*** o--Square Chest--o [Rose Ring] <----------------------------------------------------------------------> 7) Once the opposition around the valley is destroyed, head into the valley and obliterate the Goblinoids and Cyclopses there. Once done, stand in the center of the valley, as we'll do some geography. There are three passes that lead to the Conquerer's Sanctuary-to the north, to the south-east (which leads to the hills we cleared) and to the south (which leads to Bloodwater Beach.) We came down from the cliffs to the west. For loot, head to the southern end of the valley, near the pass that leads to Bloodwater Beach. You'll spot a rock formation under the cliffs of the southern Goblin-infested, ballista-bearing hill, upon which lurks a square chest. ***ITEMS*** o--Square Chest--o [Frame Plate] [Padded Armor] <----------------------------------------------------------------------> 8) Our first destination-and I apologize ahead of time, but some backtracking is necessary to scope out every nook and cranny here-is back on the ballista-bearing southern hill overlooking the 'Conquerer's Sanctuary' valley. There's a junk-filled square chest near the valley-facing side of the cliff to loot near a wagon and some crates. Once searched, head south-east from the cliff face to find a large boulder surrounded by Grandgrapes (surrounded in this case means two bushes with six clusters of grapes.) Climbing upon this boulder will provide you with a good vantage point of the area. To the south-east you'll see some standing stones, which we will avoid for now. Due south the land stretches out to form a pennisula over-looking the sea. You can score some warrior remains down there, and another square chest, both of which yield junk. There's also quite a haul of Grandgrapes, if you care for such things. <----------------------------------------------------------------------> 9) Continue along the seaside cliffs until you spot a lower ledge to the south-west. Jump on down (or simply walk down via more even ground to the north) and explore the southern end of this area, as well. Here, near a large rock formation, you'll find Shiverberries, Grandgrapes, Southron Oregano, Strongwarish, and an ore vein. Look over the edge of the cliff west of the rock to spot a beach, below. Bloodwater Beach. We'll get there shortly. <----------------------------------------------------------------------> 10) Follow the irregular contours of the western cliffs while heading north, which eventually trends downhill sharply, ending shortly thereafter. Jump onto a lower ledge to the north, then immediately turn west. Across the chasm is another grassy ledge. It's a jump you can make, athough one less nerve-wracking if you have Double Vault or Levitate. Make it to this ledge and scour the warriore remains here for goodies. More importantly, grab the Noonflower near the ledge. This is the only such plant in the game, there are no other locations where it grows. Despite its name, however, you can find it at any time, day or night. ***ITEMS*** o--Warrior Remains--o [Magick Buckler] <----------------------------------------------------------------------> 11) Head west along this ledge to spot another ledge beyond another gap. Jump over to it, score an ore vein past some bushes, and explore the north-western cliffs to find a cavern. Down a short tunnel you'll find an abandoned lair, complete with two chests and a Giant Coin Pouch (10,000 G) hidden in a nook. Thank your generous, myterious benefactor and return to the ledge. ***ITEMS*** o--Rounded Chest--o [Fine Magick Buckler] [Navy Leather Gloves] [Red Longkilt] <----------------------------------------------------------------------> 12) Look over the edge of the ledge to find another ledge below you, overlooking a campsite. Drop down to the lower ledge to the east and search behind some bushes to score another Giant Coin Pouch (10,000 G). One thing this area is not, is hard on your finances. Drop down to reach the campsite to the east, where you'll find a square chest, and just north of the campsite, two warrior remains. ***ITEMS*** o--Warrior Remains--o [Feather-Light Pelta] --- o--Warrior Remains--o [Direwolf Bow] Bloodwater Beach o======================================================================o 13) From the campsite in the pass, continue south to reach Bloodwater Beach. This is the chosen destination of many escort requests, and, as you can see, it's not a simple trip... which is why I suggested ignoring most of them. Bloodwater Beach is, however, quite lucrative, with an escortee or not. Searching some sacks north of a boulder on the eastern side of the beach can yield some goodies, the fishing spots along the shore can contain Giant Fish, searching the interior of the beached ship can score you Large Coin Pouches (3,500 G), Rotten Giant Fish, or the surprisingly rare Wooden Plank. Under a shelter along the northern cliff lie no less than three chests, one of each type. The rounded an ornate ones contain loot worth mentioning. Along the western end of the beach you'll find some warrior remains, which can also give up some gear. All in all, quite a lucrative beach. ***ITEMS*** o--Ornate Chest--o [Chain Mail] [Divine Axis] [Font of Fire] --- o--Rounded Chest--o [Hunter's Jacket] [Red Leather Hood] --- o--Warrior Remains--o [Over-Knee Boots] <----------------------------------------------------------------------> 14) Backtrack up north through the mountain pass, keeping an eye on the eastern cliffs. Past the campsite, where the pass stops running north-east, and turns north-west, you'll see a ledge to the east that slopes sharply downward. Scale it (Double Vault makes this easy, although it can be picky about Levitate) to find some warrior remains you can loot. To the south you'll find another ledge uphill, which you can reach by jumping. This will lead you to where you jumped to reach Noonflower ledge. From here, just head north up another ledge and turn east to reach the southern ballistae hill over-looking the 'Conquerer's Sanctuary' valley. We'll now follow the cliffs eastward, until we reach the Vestad Hills, which will end our exploration. ***ITEMS*** o--Warrior Remains--o [Mummer's Wear] Tomb of the Unknown Traveler o======================================================================o 15) Continue along the seaside cliffs, heading east as much as possible. You'll eventually reach the small penninsula upon which the standing stones lurk, which is marked on your map as the 'Tomb of the Unknown Traveler'. Here you'll find a curious mass of stones... which turns out to be a new foe-the Golem-in its passive state. ***ENEMY STRATEGY: GOLEM*** The Golem matches the Ogre and the Cyclops in power, and is perhaps the most difficult foe we've yet faced. First off, if you rely on magick damage (Mage/Sorcerer), you're out of luck. The Golem is immune to magick. Second, it's not a straight-forward fight for a physical damage character, either, as Golems are not foes you can simply smash into submission. Instead they have magical discs on their body which must be destroyed. Since this either requires climbing or ranged attacks, the Golem is a foe the Strider/Ranger/Assassin excels at killing... even moreso than most everything else. Going For the Glow ------------------ The Golem has many discs on their body, as follows; one on the bottom of its left foot, one on the lower back, one on the right hand, one on the front of the right thigh, one on the left shoulder, one on the right breast, and one on the back of its head. Seven in total, all must be destroyed in order to stop the Golem. There is a problem, however-it's nearly impossible to hit the disc on its hand and the one on its foot while it's standing. Smashing a disc will knock it down if it's standing... or cause it to freeze in place, go dormant temporarily, and shortly awaken in a berserk state. It's a gamble, but here's the order in which to tackle a Golem. First smash the disc on its lower back, then when it falls forward, attack the one on the foot. Wait for it to get up and don't attack it until it does, if you destroy more discs while it's on its hands and knees, it could go dormant, and we don't want that. Next, shoot the disc on its hand until that breaks. All the 'difficult' discs now broken, finish it off as you wish. If it goes dormant now, it's just giving you time to attack it. Yes, Lasers ----------- The Golem's attacks include swipes with each arm (which can hit you while you're on its back), ground-punches, stomps, and... lasers. Yes, it can shoot lasers, which explode after a delay. Sometimes short bursts, sometimes in long, sustained streams. Heh. Anyways, its attacks aren't any different while it's berserking, only more frequent. Even experienced adventurers should avoid it while it's berserking. o-----o----------------------------------------------------------------o |VIDEO|Golem Takedown | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=fcsywtrRDpQ | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 16) Once the Golem falls, search around to find a stone with a sword stuck into it. Yeah, yeah, the old sword-in-the-stone bit. Search the sword to find... well, you're apparently king Arthur, except instead of Excalibur, you only score a mediocre bladed weapon. Feel free to search to the southern end of the pennisula to score some Southron Oregano. Due north of here you'll find the northern of the two southern hills overlooking the 'Conquerer's Sanctuary' valley. Upon a large boulder you can find a junk-filled square chest. ***ITEMS*** o--Sword In the Stone--o [Eden's Warden] [Scalding Razors] [Steel Greatsword] <----------------------------------------------------------------------> 17) Return to the standing stones around the 'Tomb of the Unknown Traveler' and continue east. Drop down a ledge and follow the cliff south, and follow it as it wraps around the penninsula, above. You'll find plenty of Southron Oregano. Where this ledge terminates you'll find an ore vein and a Large Coin Pouch (3500 G) hidden in some bushes near a pillar of stone to the south. Now head back to the north, but be careful-the path here is treacherous. <----------------------------------------------------------------------> 18) Along the lower area east of the 'Tomb of the Unknown Traveler' you'll find some Grandgrapes, and plenty more further north. Signs of harvesting the Grandgrapes exist nearby-stools, buckets, and so on, meaning either Goblins are harvesting grapes, or this area was overrun recently. East of some rocks you'll find some warrior remains worth looting. Further east, however, you'll find a chasm with a natural stone bridge. Head over to the bridge, but do not cross it. Instead stay on the western side and follow the chasm northwards, heading downhill to the end of a ledge. Drop down off the edge of the ledge to reach the bottom of the chasm safely. ***ITEMS*** o--Warrior Remains--o [Thunderclap] Caverns of Delusion o======================================================================o 19) Head to the northern end of the chasm first and score a Wakestone Shard on the ground, past an ore vein. Once done, turn south until you reach a beach, where many goodies await. Loot a junk-filled square chest on the northern end of the beach, then scour the fishing holes, which often contain Giant Fish. Search the western cliffs at the southern end of the beach to find another cave, which predictibly contains two chests, one square, one rounded. ***ITEMS*** o--Square Chest--o [Adventurer's Cloak] [Golden Ring] --- o--Rounded Chest--o [Barreled Helm] [Chainmail Bracers] <----------------------------------------------------------------------> 20) Leave the beach and head north back up the chasm. Pay attention to the western cliffs to find a series of ledges you can climb to make it back to the low ground east of the 'Tomb of the Unknown Traveler'. Cross the natural stone bridge over the chasm and continue east to reach some rocky hills littered with the signs of battle, now occupied, as much of this area is, with Goblinoids. We've pretty much seen everything worth seeing out here, but we'll discover one last area before heading back to Gran Soren. Miner's Toolshed o======================================================================o 21) Continue along the seaside cliffs to the east, scoring the odd junky square chest and plant-life along the way, and of course, killing Goblinoids. There's always more Goblinoids to kill. Eventually you'll find a gravestone near the edge of the cliff, where you can score some Capeflowers. From here head due north. Again, there are plenty of chests to find, but they contain uninteresting loot. When you come across a road follow it north until you see a small building to the west. Inside you'll even even more Goblinoids, some warrior remains, and a square chest. Nothing too interesting, but since it's marked on the map as the 'Miner's Toolshed', it's worth discovering. With that done, it's time to return to Gran Soren-perhaps using the Ferrystone Ser Robert gave us? When you're back in Gran Soren, stash your loot and look presentable-it's time to see the duke. o======================================================================o | Rise of the Fisher Knight | o======================================================================o | | | Hearing the Duke's Directive | | | o======================================================================o Sequence of Events: {WLK019} 1) The Wyrmhunt Ends 2) Sycophants, Fools, and Madmen 3) Pantomiming Stupidly 4) The Duke's Directives 5) An Illicit Invitation 6) The Northern Wing 7) The SOuthern Wing and The Dungeon 8) Audience Chamber 9) Visitor's Chamber 10) Gathering Hall 11) Duke's Solar 12) Chamberlain's Office 13) Storehouse 14) A Bridge Too Far 15) Fedel's Request 16) Nothern Observation Room 17) More Northern Treasures 18) Southern Observation Room 1) Talk to Ser Maximilian and select the option 'Hear the Duke's Directive'. If you're following the guide, by now you've done all four Wyrmhunt quests and have explored all of northern and southern Gransys, only leaving the eastern and western-most extremes. It's time to move on. Anyways, the duke wants to commend us for our valor, since we're apparently the only competent person in this entire duchy. We will, however, have to give up our Wyrm Hunt License when we meet the duke, as such tasks will presumably thereafter be beneath us. Click through Ser Maximilian's conversation where Capcom does everything in its power to inform us that there's no going back, then, when your Wyrm Hunt License is gone, head through the gate to the castle. ***QUESTS*** Come to Court o-----o-------------------------------------------------------o--------o |VIDEO|Come to Court |{VID031}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=2z3Rmzvufow | o-----o----------------------------------------------------------------o The Duke's Demense o======================================================================o 2) For some reason, the good duke doesn't allow Pawns on the castle grounds. Odd, for a former Arisen to shun the company of Pawns, but perhaps the old man has his reason, eh? Head up the stairs to the east and enter the large wooden double-doors to enter the castle. Across] the antechamber to the east you'll see a red-and-yellow clad dwarf jester named Feste, who will harrass you as you approach, make some fish puns, and end up embarassing you in front of the duke's court. Ignore the stupid hat (there's nothing you can do about it) and when the cutscene ends stride boldly forward to confront the duke. If he's Iola's age, he certainly doesn't look it, lending further credit to the Arisen = immortal idea. When you get near the duke, he'll make a pun that elicits a phony laugh from his sycophantic court before standing and knighting you. Afterwards, your official business with the duek is done. Reflect on the underwhelming affair as you score the achievement/trophy 'Come Courting'. Duchess' Gardens o======================================================================o 3) Exit the throne room via the doors you came through, then continue westward and return to the castle's porch. As you go to head down the stairs your attention will be drawn to the gardens to the north, where the duchess Aelinore tends her gardens. Ignore the peril of mingling with the spouse of your betters and head over there. She'll comment on your 'crown' and compliment your plain appearance. Your character will make stupid faces, because they can't talk. Fun. <----------------------------------------------------------------------> 4) Now head over to the gate leaving the castle grounds to initiate another conversation, this time with Ser Alvert and the duke's chamberlain, Aldous. The former will tell you that you now have access to the castle-and you'd better behave yourself therein. So... don't hit anybody, and don't come here after night, essentially. Aldous comments on the duke's erratic behavior before catching himself, and tells you that he'll be dispensing royal orders (quests) as you come to undertake them. Essentially, instead of Ser Maximilian, now you have to go to Aldous for the story-advancing quests. You'll get a quest reward for sitting through this exercise in social advancment and courtly excess. ***REWARD*** (For hearing the duke's directive) EXP 10,000 Rift Currency 20 Gold 20,000 There's more exploration to be done here, which we'll get to immediately. You should, however, understand how this guide works by now-we'll ignore main story advancement in order to do as many side- quests as possible, and do them economically. In order to pick some of these quests up, you'll need to leave the castle and return, whereupon some members of the court will be more talkative. If it's night-time, be sure to rest at the Gran Soren Union Inn until morning before returning to the castle. No sense in getting thrown in jail... yet. <----------------------------------------------------------------------> 5) After leaving and returning to the castle, head back up the stairs and through the wooden doors to reach the antechamber. Standing in the south-eastern corner, you should spot a lady with a quest for you. Talk to her, this Mirabelle, and she'll tell you that her lady-Aelinore-wants to 'speak' to you, in private. Must have made an impression. She mentions that some might considering such a 'meeting' unseemly, considering her vows to the duke, and will ask you to meet her in the gardens, at night. ***QUESTS*** Arousing Suspicion <----------------------------------------------------------------------> 6) Now to paint with broad strokes. Ignore the throne room for now and turn your attentions north. Through a doorway you'll find a small mess for the servants, where you can snatch a bit of food, smash some crates, and loot a junky square chest in the south-western corner of the small chamber. Continue east down a tunnel and you'll pass through a perpendicular tunnel which, if you turn north will take you out to the northern gardens, and if you turn south will take you to the throne room. If you continue east you'll find a larger mess with more mundane lootables, including another square chest in the south-eastern corner of the room. <----------------------------------------------------------------------> 7) Backtrack to the antechamber and explore down a tunnel to the south this time. You'll shortly reach a chamber, otherwise barren save for a few crates lying around. If you head east you'll reach another perpendicular tunnel. Going north here will take you to the throne room, south leads to the southern grounds, and to the east lies the treasury, locked and guarded. Back in the square chamber south of the antechamber you can find another tunnel in the south-western corner of the room, which will lead down to the dungeons. Here Ser Jakob keeps watch. Talk to him and you'll get a grasp of his scruples, or lack thereof. In the south-eastern corner of the room preceeding the cells you can find another square chest, hidden behind some crates. This chest always contains a Skeleton Key, which is worth grabbing. Audience Chamber o======================================================================o 8) Return to the antechamber again, and proceed into the throne room, marked on your map as the 'Audience Chamber.' Depending on the time of day, you'll likely find Feste, the duke, and Aldous here. The former two have little to say to you, and we need not start any of the latter's quests. Head up the stairs east of the throne to reach the balconies overlooking the Audience Chamber. Head south and turn west. Vistor's Chamber o======================================================================o 9) The south-eastern-most room up here is marked as the 'Visitor's Chamber', and it's where you'll find Julien-the suspicious person we tracked for Mason earlier, whom we also spotted in the Catacombs during our investigation of Salvation. At least, he'll be here when he's not conspiring in a tower north of the castle. Anyways, search this room for some goodies, including a 'Set of Salvation Robes' that can always be found under some drawers along the northern side of the room. They're not really being subtle, are they? ***ITEMS*** o--Miscellaneous--o [Set of Salvation Robes] Gathering Hall o======================================================================o 10) The room to the west of the 'Visitor's Chamber' is marked on your map as the 'Gathering Hall'. It's where the high-rollers eat. You can grab a junky rounded chest in the south-western corner of the room, but otherwise, it's not a very interesting place. Duke's Solar o======================================================================o 11) Exit the 'Gathering Hall' and continue west. There's a small chamber in the south-western corner which contains nothing of value, so turn north and continue walking around the balcony that surrounds the throne room. Go through a doorway to the west to find the 'Duke's Solar', where the duke hangs out early in the morning. You can grab a few trinkets from the tables, and if you search around the chair behind the duke's desk, you'll find approximately eight 'Tufts of Hair'. Either the duke has a really frustrating job, or he's going bald. Chamberlain's Office o======================================================================o 12) Exit the 'Duke's Solar' and continue north. The chamber in the north-western corner of this level has some meagre lootables. Turn east and continue along the northern balcony. The first room you'll come across here is marked as the 'Chamberlain's Office', which looks like less of an office and more of a dining room. Storehouse o======================================================================o 13) Finally, it's time to enter the last room up here-the north-eastern most room is marked as the 'Storehouse' on your map. There are some potions to grab, a Coin Pouch (1000 G) lies in the south-western corner, and two junky rounded chests lurk behind some crates. Better than nothing, I suppose. <----------------------------------------------------------------------> 14) Leave the 'Storehouse' and continue east, down some stairs, at the first landing turn north to spot a doorway. Enter the tower beyond and head upstairs, going through another doorway after ascending three flights. You'll now stand before a large stone bridge leading to a tower in the distance. This is the duchess' prison... I mean, quarters. Something to keep in mind for later indiscretions. <----------------------------------------------------------------------> 15) Now that we've covered all the ground inside, let's look for somebody specific. We're looking for a white-clad, somewhat chubby man named Fedel, whom you might have see wandering around the throne room or, more likely, its upper levels. Talk to him and he'll say he needs to talk to us privately, after dark, in the courtyard. Seems like we made all kinds of impressions last time we were here. Must have been the hat. ***QUESTS*** The Conspirators o-----o-------------------------------------------------------o--------o |VIDEO|The Conspirators |{VID040}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=84StwPYM1aQ | o-----o----------------------------------------------------------------o Observation Room o======================================================================o 16) Leave the castle and follow the walls surrounding it to the north, then east. You'll find two places worth exploring. First is a doorway that leads to a tower that is marked on your map as an 'Observation Room'. Here you might just observe Julien talking to a Gran Soren guard. Probably about the weather. Head to the top of this tower to reach the walls-you can find a junk-filled square chest atop the tower, and precious little on the walls. <----------------------------------------------------------------------> 17) Exit the tower and continue east to find a door, which leads to a small chamber filled with treasure chests-three ornate chests, to be exact. All three of these chests can contain low-level gear, or junk. Still, better than nothing. Back to the west there is a stone pavillion, in which you'll find another ornate chest, which tends to contain a periapt of some sort. ***ITEMS*** o--Ornate Chest--o [Broadsword] [Trusty Sword] --- o--Ornate Chest--o [Iron Shield] [Pelta] --- o--Ornate Chest--o [Short Bow] [Sylvan Bow] Observation Room o======================================================================o 18) Finally, let's finish up by exploring the courtyard south of the castle. Here you'll find another tower marked as an 'Observation Room', which also leads to the walls around the castle if you follow it... but, as there's no treasure to be had, there's really no reason to bother. There's also another stone pavillion which hides an ornate chest, containing another periapt. With that, it's time to leave the castle. We'll deal with the castle quests later. For now, return to Gran Soren. We've only just scratched the surface of the new quests available to us. o======================================================================o | | | More Missions in Gran Soren | | | o======================================================================o Sequence of Events: {WLK020} 1) More Salvation Suspicions 2) She's a Witch! 3) Caxton's Request 4) Madelin's Mission 5) Bronze, Silver, and Gold 6) Strong-Arming Salvation 7) Notice Board Quests of Note 8) To the Frontier Caverns 1) Exit the castle and find Ser Maximilian in his customary spot. He, too, has a quest for us. Apparently something has been concerning him lately, and he wants to ask us to look into it-not as party to the duke, but as a personal favor. Seems that there have been Skeletons creeping about near the capital lately, and Salvation is still active. He thinks the two are connected somehow-an observation that, based on our experience in the Catacombs seems terribly obvious. Despite expressing concern about Salvation, he knows where they are meeting... he just can't be bothered to follow up on it. Protect and serve, right? Note: This quest will only be available if you completed the quest 'Seeking Salvation' earlier. ***QUESTS*** Rise of the Fallen <----------------------------------------------------------------------> 2) Return to the Fountain Square and chill out north of the fountain. If you completed 'Lost and Found' earlier, you should see three peasants talking about the hexer in the Witchwood. Apparently the duke has sent out a search party to find her. Scenes of Monty Python might just be playing in your head, and if so... you're not too far off. This search party doesn't intend to ask Selene nicely about her supposed ability to understand Wyrmspeak. Talk to the merchant named 'Brice', who will pass on all kinds of crazy rumors about the witch. Rumors which, we can guess, the members of the duke's search party also subscribe to. ***QUESTS*** Witch Hunt <----------------------------------------------------------------------> 3) Now talk to faithful Caxton, the owner of Caxton's Armory. He'll lure you in with the promise of new, awesome gear, so hear him out. He'll talk about some master weaponsmith, and long story short, he wants to do business with him. Problem is, the weaponsmith is picky about who he sells to. Only those exclusive few who possess an idol can get his wares... of course, he's not exclusive enough that he actually cares who gets said idols, or how... but, you know what? I don't care to pick this silly quest apart. Get such an idol, and Caxton will reward you for it... plus, you'll be able to buy new, superior gear from him, which makes this a very worth-while quest. ***QUESTS*** Idol Worship <----------------------------------------------------------------------> 4) Before you get too comfortable, though, head down to Madeline's shop and pay her a visit. 'Lo and behold, she has the same desire. Get her an idol, and she'll expand her stock. Seems we have a bit of a decision to make... ***QUESTS*** Supplier's Demand <----------------------------------------------------------------------> 5) So... two people want these idols, who do we support? Depends on your Vocation, really. If you're a Mage/Strider/Assassin/Magick Archer, or playing a female character, you probably want to help out Madeline, as she'll get some of the best armor you can find in the game... again, if you're female. She also specializes in Daggers, Bows, Staffs, and Magick Bows. Caxton sells superior heavy armor, Swords, Shields, Maces, Archistaffs, Longswords, Warhammers and Longbows. Considering I always play a female character, and either an Assassin or Sorcerer, it's an easy choice for me-Madeline gets first dibs. Fortunately, however, we can complete both quests, as there's more than one type of idol. By now we should have found two Bronze Idols (one was at Selene's house during the quest 'Lost and Found', and another was in the Dragonforged's Sanctum during 'The Cypher') and one Gold Idol (gained by optimal completion of the quest 'Escort Duty'.) Obviously, the better the idol, the better their inventory will be. So, here are the options-there are two people who need idols, there are three grades of idols to give them (Bronze, Silver, Gold). We have two of those right now-the Silver Idol can be obtained by completing the Pawn Guild Notice Board Quest 'Put the Eye Out'. Give the best idol you have to the merchant you most prefer. For me, this would be a Gold Idol for Madeline, and whatever else I can spare for Caxton. You can try to be sneaky and pay Mountebank a whopping 187,500 gold to duplicate the Gold Idol, but his forgery fails us this time. As a general tip, any time you forge something and it has 'forgery' in the name, and doesn't stack with the original, chances are it won't work like the original (see Wakestone Shards, Salomet's Grimoire, etc.) Since the forged idol will not get you results, I suggest just going Gold/Silver. Some notes that might affect your decision-you have until you complete all of Aldous' Royal Orders to collect the Silver Idol and decide. That's quite a long time. Of course, the sooner you do this, the sooner you'll have access to superior gear... but honestly, you'll probably find better (or the same) stuff on upcoming quests... except for the 'Sultry Cowl' and 'Sultry Pareo' Madeline will sell after giving her a Gold Idol. Also, the merchants keep their stock on subsequent playthroughs. Granted, you probably won't need their gear later, but if it really matters that much to you, give one the Gold Idol this playthrough, and give the Gold Idol to the other on the next. Do whatever you wish, whenever you can, I'll record the quest rewards now. ***REWARD*** (For giving a forged idol) EXP 1000 Rift Currency 10 Gold 3000 ***REWARD*** (For giving a Bronze Idol) EXP 3500 Rift Currency 10 Gold 10,000 ***REWARD*** (For giving a Silver Idol) EXP 7000 Rift Currency 10 Gold 15,000 ***REWARD*** (For giving a Gold Idol) EXP 10,000 Rift Currency 10 Gold 20,000 <----------------------------------------------------------------------> 6) Before we head off to complete any of these quests, let's advance 'Rise of the Fallen' so it's out of Gran Soren, at least. The 'meeting' you're supposed to investigate takes place under the middle bridge connecting the Venery to the Urban Quarter, on the Urban Quarter side (this bridge is just above the 'Venery' text on the 'Area' map.) Head there to find two robed figures skulking about... at least, you will if you come here at night. What, you can't do secret cult stuff in the day! It would ruin the mood! Anyways, you'll get to watch a cutscene between the two-Tagert and Dillan. You'll overhear them talk about the Skeleton menance-Salvation's attempt to draw the attention of the duke, apparently (unless it's a pork chop, and in his castle, I don't think the duke is paying any attention to it.) Then they'll mention some 'High Conclave', reveal that the Skeletons aren't necessarily Salvation-friendly, and complain about their former jobs. Approach them after the cutscene ends. One of the cultists is dumb, and sticks around, while the other is smart, and runs away. Tagert shows his loyalty to his new cult by admitting he only recruited for them to score some coin... and speaking of which, he'll try to sell you a key you need for 10,000 gold. Or you can just take it by force. There's a little more at play here than meets the eye-if you pay him you'll get the 'First Key to Salvation'. If you take the key by force, you'll get the 'Second Key to Salvation'. They open different doors in the Catacombs, but access the same area. Do whatever you wish, but personally, I'd rather keep my money and take the Second Key to Salvation. <----------------------------------------------------------------------> 7) Now that we've picked up a host of new quests, do one more thing before leaving Gran Soren-check the Notice Boards at Arsmith's Alehouse and the Pawn Guild. If you've been doing quests regularly, there are two new Notice Board quests worth mentioning, despite my filthy lies earlier in the guide about not talking about them again. The quest 'Put the Eye Out' offers the Silver Idol as a reward for completion. The task? Kill a Cyclops in the Frontier caverns, one of the few places left to explore in southern Gransys. There will be another quest there, much later, but Notice Board quests give us the only excuse we'll get to explore the Frontier Caverns, so we'll be sure to do so shortly. Another quest worth noting is 'The Secret Admirer', which directs you to obtain 'Ophis's Badge of Amity' at 'Heavenspeak Fort'. Also intriguing is 'Parcel Service', which asks us to recover ten 'Parcels' from 'Soulflayer Canyon'. New places to explore-keep them in mind, we'll go there as soon as we get more reason to do so. <----------------------------------------------------------------------> 8) We have four areas calling for our attention-two quests in the castle, at night, Selene needs us back in the Witchwood, Ser Maximilian wants us to check out Salvation, who is still lurking around the Catacombs, and at some point we should probably return to the Shadow Fort and explore the Frontier Caverns. Since we're still familiar with the Shadow Fort, I'm going to opt to explore the Frontier Caverns, first. It'll be a very short trip, as the Frontier Caverns aren't too complicated and... again, we were just there, so it should be simple enough to tell you to return to the Shadow Fort. Note: If you want to maximize your gains for this trip, rest at the Gran Soren Union in for about a week. This should cause all the loot to respawn in the Ancient Quarry and the Shadow Fort. o======================================================================o | | | Exploring the Frontier Caverns and Fighting Off Assassins | | | o======================================================================o Sequence of Events: {WLK021} 1) Marked For Death 2) Hunting the Hunters 3) Phantom, Ghost, Soul and Spirits 4) Raven, Hawk and Condor 5) Into the Goblin Holes... 6) Goblinoid Genocide 7) The Proving Grounds 8) Putting the Eye Out 1) Exit Gran Soren via the southern gate (near Fountain Square). We've one more quest to pick up as we set out. On the bridge outside of Gran Soren, talk to the guard to the north-one 'Ser Rickart'-and he'll tell you about some trivial matter. Apparently somebody is looking for you, and doesn't want you to know you're being sought. We'll be given an 'Unsigned Letter' that, if you look at it, reads "Let the Arisen's only peace be death." The camera will zoom out and reveal a group of unsavory characters watching the bridge we're on. It seems we've made some more friends. ***QUEST*** Nameless Terror o-----o-------------------------------------------------------o--------o |VIDEO|Nameless Terror |{VID043}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=RreVw245osE | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) This is an annoying quest, as the game is purposefully vague. It's likely one of the most often-missed quests in the game, as you'll only get quest markers after encountering some of your assassins... which is good, I suppose, in case you forget where they were. These assassins tend to come in small groups, and their encounters-although static-range from the Deos Hills to Seabreeze Trails. We'll go out of our way a little bit to deal with them during the next two walkthrough Sequences, but remember, they'll only show up at night. So... run back to Gran Soren and rest until night if it's not night already... and even if it is-resting specifically until nightfall will ensure that we'll encounter some assassins. <----------------------------------------------------------------------> 3) Our first stop on this trip will be to the Deos Hills... which is a little bit out of the way, considering out destination is the Shadow Fort, but it's a smaller detour now than heading back to Cassardis later will be. After you cross the bridge separating the Deos Hills from the Estan Plains, continue north-east along the road until you hit the split. Near the rocks between the branching roads you'll find your first few assassins-Phantom, Ghost, Soul, and Spirits. Two of them are spell-casters, and two are Strider-types. There will be plenty of Skeletons popping up, as well. Still, it's night-time, which means 'Bloodlust' will be boosting our offenses... if you bothered to get it, which you should have done by now, regardless of Vocation or build. <----------------------------------------------------------------------> 4) Once these 'nameless' men are dead, make your way to the Ancient Quarry North Entrance. Instead of merchants begging us to clear some old mine for them, we'll find another group of assassins-Raven, Hawk, and Condor. Two more Strider-types, and another spell-caster. Dispatch them and head into-and through-the Ancient Quarry. Loot as you please, and remember, there should be new passages now that we've cleared the mine and some time has passed. In any event, you should know the way back to the Shadow Fort from here. <----------------------------------------------------------------------> 5) When you reach the Shadow Fort again, loot as you please. when you're ready to head off to the Frontier Caverns, find a large Goblin hole near the walls of the citadel. This particular hole is south-west of the unmarked structure along the northern tower of the citadel, east of the front gates, and immediately in front of some wooden scaffolding alogn the wall. Drop down into the hole and follow the tunnel north-west until you reach the... Frontier Caverns o======================================================================o 6) Ah, the Frontier caverns, presumably these are the tunnels from whence the Goblinoids came. When you enter you'll score the tropy/achievement 'Into the Frontier Caverns'. Head north, then east to reach a chamber crawling with Goblinoids-both normal and Hob, of all different fighting inclinations. If there are so many Goblinoids camping out near an open tunnel to the Shadow Fort, it would take a serious force to hold the place... but, from what we've seen of the duke thus far, it seems more likely that our victory in the Shadow Fort earlier is likely going to be squandered. Slaughter your way to the east to reach a small side chamber. Ignore a long-running tunnel to the north for now and loot some ledges to the south and east, which contain treasure. On the eastern shelf lies two Coin Pouches, two Large Coin Pouches, and a Giant Coin Pouch (for a grand total of 19,000 gold.) The southern one is crammed with pots, explosives, and Foreign Knives. o-----o-------------------------------------------------------o--------o |VIDEO|Exploring the Frontier Caverns |{VID032}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=QFbY83Ze_5I | o-----o----------------------------------------------------------------o Proving Grounds o======================================================================o 7) Now peruse the northern tunnel we neglected earlier. It's a long, narrow run, packed with Goblinoids heading south. Cut your way through them (they seem less intent on attacking you than heading south) to reach some stairs. Head down and you'll find yourself in a spacious arena marked on your map as the 'Proving Grounds'. <----------------------------------------------------------------------> 8) This room is occupied by about a half-dozen Goblins and an armored Cyclops-the target of the quest 'Put the Eye Out', our frail pretense for coming here. By now you should know what to do-kill the Goblins, scale the Cyclops to get it to remove its helmet, then shoot it in the face a bunch. Once the Cyclops bites it, you'll score the 'Silver Idol' if you started 'Put they Eye Out'. Before you leave, note the large gate to the north and the smaller one to the east-neither of them will open yet, but it's worth noting that there's more to see and do here... later, at least. Search the perimeter of the room, as two chests lie along the wall east and west of the large northern gate, both of which can contain a wide variety of loot that's of excellent quality for this point in the game. Once done, return to Gran Soren. Time to prepare for our next, longer, journey, this time we'll be returning to the Witchwood to aid Selene... which will also bring us back to Cassardis and the Encampment. With any luck, we'll complete 'Nameless Terror' while we're down there, and grab a few new quests, too. ***ITEMS*** o--Rounded Chest--o [Assembled Breeches] [Assembled Sleeves] [Bespoke Longbow] [Fluted Bow] [Gryphic Gauntlets] [Master's Merle] [Runic Bangles] [Violet Neck Wrap] --- o--Rounded Chest--o [Caladbolg] [Crescending Roar] [Divine Axis] [Fiery Talon] [Fine Magick Buckler] [Frozen Tomorrow] [Malignance] [Scorched Pelta] <----------------------------------------------------------------------> 9) Back in Gran Soren, stash what you need to stash, and in general get ready to explore. Before you head out, make sure you are playing a Vocation that can deal physical damage at a range. Not your Pawns. You. This might be tricky if you're playing a Mage build, but we'll be fighting foes that simply cannot be defeated with magic. You can always return to Gran Soren before leveling up to change your Vocation back, if necessary. Just keep an eye on your experience as you play. Also be sure to rest until nightfall, so we can get another assassin encounter. Note: Before you leave Gran Soren, you should make sure you have a couple of items in your stash, namely Sour Ambrosial Meat (which you should know how to get) and a Pilgrim's Charm. The latter can be purchased from either Fournival or Madeline for a hefty price, but we'll need it to complete a quest later, and it would be bogus to have to run all the way back to Gran Soren just to buy a trinket. o======================================================================o | | | Saving Selene, and Other Stuff | | | o======================================================================o Sequence of Events: {WLK022} 1) Darkness 2) Rouge and Noir 3) Back to Selene's House 4) Guardian Golem 5) The Deeper Depths of the Witchwood 6) The 4th Mist Totem 7) Golem Graveyard 8) The 5th Mist Totem 9) Uninspired Loot to the West 10) The 6th Mist Totem 11) Mage's Tools of the Trade 12) Meniscus 13) The 7th Mist Totem 14) Guardian's Grave 15) King Bay Leaves 16) There and Back Again 17) Metal and Magick 18) More Cryptic Texts 19) Zero 20) Home Again 21) Providing for Valmiro 22) Farewell, Valmiro 23) Weeding out the Truth Now, our stated mission is to check in on Selene, but I'll be up front here. We will in fact be doing two runs through the Witchwood (one is very brief, and more of a back-track.) We will also be checking on the Encampment and Cassardis, where we'll get more quests. Why not make the most of our trip back there, right? 1) Make your way back through Moonsbit Pass, where you'll get your third assassin encounter. This time around you'll find a lone Mage named Darkness. His exact location varies a bit, I've encountered him as far north as the ledge overlooking the gate to the Estan Plains, and as far south as the fork leading to the eastern short-cut. <----------------------------------------------------------------------> 2) On Manamia Trail, you'll get your fourth assassin encounter. This occurs on the road north of the Encampment, at the bend where the road begins to run south-east/north-west. Here you'll encounter Rouge and Noir, two Strider-types. Dispatch them, and continue on your way. <----------------------------------------------------------------------> 3) I'm going to be somewhat lazy here, since I already covered the Witchwood once, and simply tell you to make your way back to-and through-the Witchwood. All the loot should have respawned if you haven't visited since last time, so if you need to scroll back up to find your way back there, and more importantly, back to all the loot within, feel free to do so. No sense in me repeating what's already been covered, however. This guide is already big enough. I'll pick up at the valley in which Selene's house sits. Witchwood o======================================================================o 4) When you approach the 'Witch's House' you'll see an enlightened mob of soldiers and peasants outside of Selene's cottage screaming platitudes like "burn her!", "hang her!" "damnable hexxer!" What a bunch of nice folk. Approach Selene's house and the strange rock formation nearby-which we should recognize as a Golem by now-will animate and attack. Good thing we got some practice fighting Golems back in the Verda Woodlands, right? You should know how to kill it, but if things aren't going well, you can always catch your breath in Selene's house. The peasants, for all their bravado when it came to facing a little girl will run off at the mere sight of the Golem. I have faith in your ability to defeat this foe without the need for much discussion on my part-I was able to take one down with a solo Sorcerer moon-lighting as a Strider for this occassion. o-----o-------------------------------------------------------o--------o |VIDEO|Witch Hunt |{VID033}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=V7VIdzxrw1U | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 5) Once the Golem is vanquished, loot it for the Magick Medals and ore it drops, then search the roots of the tree the 'Witch's House' is built upon. You'll find a door south-west of the house, which leads inside an enormous tree stump, which just happens to contain a spiral ramp leading down into the deeper depths of the Witchwood. Head down until you exit a cave back into the forest. You're now south-east of the valley in which Selene dwelt. More forest, more mist, more exploration. Let's get on with it. <----------------------------------------------------------------------> 6) Continue south-east and keep your eyes on to the south. Follow the trail until-shortly after a tree-you spot a pass leading south through the rocks. Our quest calls us east, but you should know by now that means I intend to put it off as long as possible in favor of exploration. Note the pass south, we'll be heading there shortly, but first, let's get rid of a nuisance, shall we? Follow the trail east but keep looking south. A very short distance eastward, the short cliff face to the south will become passable on foot. When it does, turn south off the trail and head uphill towards a large tree overlooking a river valley to the south. Search the southern branches of this tree (yes, that means 'look up') to spot a mist totem hanging in the branches. Dispose of it to clear a substantial bit of fog away. <----------------------------------------------------------------------> 7) Now that we've done ourselves a favor, as far as navigation goes, head back north to the trail and backtrack to the west. When you find the pass south again, head down it to reach a river. This place is rich in sylvan materials-keep an eye out for fallen branches and ore veins to exploit. I'll make no more mention of them, individually. Walk south from the pass to reach the river bank to stand next to a dormant Golem. This place is littered with hibernating Golems, but fear not-they won't activate at the moment. You should also note a small island to the south-east, in the middle of the river, where another, golden Golem slumbers. Something to remember, surely... I like to call this place the 'Golem graveyard', although it has no such official designation. <----------------------------------------------------------------------> 8) You should be standing on the northern beach opposite the pass. Cross the river to the other side (south) and spot a tree that looks like it's soon to have its perch eroded from underneath it. Search the southern side of this tree to find a mist totem hiding. Smash it and score a square chest to the south, and grab a Small Coin Pouch (100 G) on a nearby stone. Note that this chest can yield a 'Master's Merle', one of the strongest Magick Bows we can currently obtain, if you're of that persuasion. ***ITEMS*** o--Square Chest--o [Common Archistaff] [Fluted Bow] [Malignance] [Master's Merle] <----------------------------------------------------------------------> 9) Now continue west-there a bit of stuff to loot, but little of it is exceptional. There's a crappy fishing spot by the waterfall, and another Small Coin Pouch (100 G) sitting on the rocks nearby. Worth heading down here to reveal on your map, but otherwise, kind of a waste of time. <----------------------------------------------------------------------> 10) Head east now, past the mid-river island, then follow the river south-east. Pass a tree to the south that looks like it's on the verge of taking a bath, and pass the alcove beyond it, as well, heading back into the mist. The river will turn east again, but keep your eyes to the south, where eventually you'll see a tree on a rocky ledge overlooking the beach below. Along its westward-facing branches is yet another mist totem. Smashing it will buy us precious little visibility. <----------------------------------------------------------------------> 11) Continue eastward in the river, which begins to trend north-east. To the south you'll see another tree clinging stubbornly to the edge of the river bank-the eastern bank. Head onto the eastern beach past the tree and climb a ledge to discover a square chest bearing goodies. This chest contains all kinds of potent staffs, for the aspiring Mage. ***ITEMS*** [Anchor to Heaven] [Divine Axis] [Unspoken Grace] <----------------------------------------------------------------------> 12) From the chest, turn north to spot an elevated ledge with a tree on top across the river. Cross the river and ascend to the top of this grassy hill by means of its navigable western side. Atop this hill you'll find a rounded chest on some rocks, which always contains Archistaff 'Meniscus', one of the most powerful Archistaffs one can obtain presently. Sorcerers everywhere, rejoice. Near the tree to the east, Skeleton Knights may spawn, often several of them in lazy succession. ***ITEMS*** [Meniscus] <----------------------------------------------------------------------> 13) Continue north along this ledge to find the final mist totem in this area. Smash it, and the entire area should be revealed to you. You can head back into the water to explore the river to it's extremity, but don't expect much in the way of loot. Once you're done fooling around, backtrack to the pass that connects the path to the river. Once back on the path, all you need do is follow it eastward. If you feel like gobblin' some bacon, Wild Boars tend to occupy this part of the forest. Mmmm... Bacon... Guardian's Grave o======================================================================o 14) Eventually the path will end at a gravestone standing in front of a large tree. Here stands Selene and some ghostly figure who looks an awful lot like... Selene. Talk to Selene and she'll admit to being a Pawn, her 'Gran' was nothing short of her Arisen, who apparently gave her part of her soul. Talk to this ghostly 'Gran' to straighten things out. Gran-rather, Sofiah, will clarify-she was once Arisen, Selene once her Pawn. Over time her Pawn assumed her Arisen's form... which explains The Dragonforged and The Fool-Arisen and Pawn from a bygone age. This 'bestowal of spirit' between Arisen and Pawn isn't just cosmetic, according to Sofiah-she hopes Selene will one day become fully human. Sofiah will then ask you to help Selene get away from her past as a Pawn, incapable of doing aught but the Arisen's will by... allowing her to crash at your house in Cassardis. Makes sense, somebody might as well use it, since we apparently can't. The two will babble on, and when they're done, the quest will end. This is a pretty important story point-no fanfare, no warning, in the style of Dragon's Dogma, important events like this are entirely up to you to discover. Still, remember it. It'll come up again. ***REWARD*** (For checking up on Selene) EXP 10,000 Rift Currency 30 Gold 20,000 <----------------------------------------------------------------------> 15) Don't worry about Selene, she'll find her own way to Cassardis, just as soon as you leave the Witchwood. Villagers will never think to look for her in a village! Whatever. We've got stuff to do. First, loot the two chests nearby. The rounded chest contains a one-time drop of a Ferrystone, while the square chest contains random, underwhelming loot... although the Alchemical Cloak looks pretty snappy. Grab the three King Bay Leaves near the gravestone-this is the only place in the game to get them. Search behind the gravestone-tree to find another rounded chest, which contains some lootage. <----------------------------------------------------------------------> 16) With that, you're done in the Witchwood... well, almost. Okay, not really. Don't use that Ferrystone you just found, either. Instead, exit the Witchwood via the shortcut to Seabreeze trail. Don't be a boner and drop off the ledge, however. Once you're out in Seabreeze Trail, turn around and head back into the Witchwood. Return to the depths of the Witchwood, to the Golem graveyard along the river. Approach the island where the gold-colored Golem lies dormant to find... well, that it's no longer content to slumber. The Metal Golem will activate, and a new quest begins. ***QUESTS*** Mettle Against Metal o-----o-------------------------------------------------------o--------o |VIDEO|Mettle Against Metal |{VID035}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=gCOcKf6Mbek | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 17) An odd quest with no introduction that most people (save the dedicated loot-grinders who return to the Witchwood on their own) likely miss. Hopefully you're still playing a class that deals physical damage at a range. Seriously, have a Bow or Longbow, or go home. ***ENEMY STRATEGY: METAL GOLEM*** Stronger than even the Golem, the Metal Golem is always in a state of rage, making it far more dangerous, still. The Metal Golem is also immune to direct attacks of all kinds. The only way to kill it is by destroying its magical discs which power it. Superficially like the Golem, the Metal Golem's discs are disembodied, scattered around the battlefield. You must avoid the Metal Golem at all costs while seeking out these discs and destroying them. A Dangerous Scavenger Hunt -------------------------- There are no 'stages' to a fight with a Metal Golem, it has no soft spots, there is no elaborate take-down strategy. You must merely find all its power discs and destroy them. The discs themselves are immune to magic, and are often out of reach, making the Bow or Longbow the only viable means of destroying them. Simple enough, perhaps, it's the massive, tireless, aggressive metal behemoth chasing you around everywhere what complicates things. It'll punch, pound, stomp, and shoot lasers like it's rocky counterparts-it'll just do so more often, and hurt more when it hits. You can find the locations of the discs by tracing their energy trails, which periodically flow to the Metal Golem. Mobility is Key --------------- The Metal Golem can't be defeated head-on, so keeping away from it is definately the key to victory. In this particular arena you can do yourself some favors. Get high ground-if it can't reach you, it must resort to shooting lasers, which can be dodged if you pay attention. Be wary, it's awfully tenacious, and can sometimes surprise you by following you places you thought it wouldn't be smart enough to reach... Being lightly encumbered and staying out of water can help you greatly. Water will not slow it down, and it will not tire. Running away from it with a heavy load, through waist-deep water is just a good way to run out of Stamina and get pummeled. Each time you destroy one of its discs, it'll fall down for a while-keep that in mind. Also, each destroyed disc has a chance to drop a Magick Medal or Electrum. Not All That's Dormant Is Dead ------------------------------ As you run around the river bank, trying to stay one step ahead of the Metal Golem, be warned that not all the regular Golems here are fully asleep. Dealing with a Metal Golem can be troublesome enough, but if it has a friend join it... Well, life could start to suck quickly. ***REWARD*** (For Slaying the Metal Golem) Rift Currency 30 Gold 30,000 <----------------------------------------------------------------------> 18) Only one more thing to do here in the Witchwood, then you can leave it forever... at least for this playthrough... if you don't care to grab any more King Bay Leaves or treasure... Anyways, head back to the 'Guardian's Grave' where Sofiah once lurked. Now you'll find a man named Rowland (if you forgot, he's the guy who was getting attacked by Southron Bandits along Manamia Trail. He gave us the tip that Salomet's Grimoire could be found with the Bandits. No?) He claims to be resting... seems like an awfully silly/dangerous place to rest. You'll also notice an 'Ancient Tablet' sitting in front of Sofiah's grave. Grab the hefty thing, and Rowland will comment on it. He suggests we see a priest about it, as a man of letters might be able to help us make sense of the thing. So starts yet another quest. We're done in the Witchwood now. Really, truly, and forevermore. If you go there again, it'll be on your own time. Exit via the Seabreeze Trail shortcut and make your way back to Cassardis. ***QUESTS*** The Dragon's Tongue o-----o-------------------------------------------------------o--------o |VIDEO|The Dragon's Tongue |{VID036}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=7te2iH7v5hA | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 19) Just outside of Cassardis you'll encounter the eleventh, final, and most dangerous of the assassins-their leader, Zero. Unlike the other assassins, he's not a Strider or a Mage-he's a Warrior, and he can do massive damage if he can catch you... I've had him deal nearly 1000 damage to a level 70 character before. Still, he's slow, and if you have any ranged option at all, you should be able to just avoid him. Take him down and he'll recognize you for a 'true Arisen' before he dies. Reader the 'Tightly Folded Letter' you get when he dies, which states "All children of the true god know the Arisen is the end of hope, not its source. See this evil expunged." Ah, moral relativity, and for every 'true' god there are countless 'false' ones... Whatever the case, this quest is over. ***REWARD*** (For defeating the assassins) EXP 12,000 Rift Currency 30 Gold 30,000 Item Tightly Folded Letter Cassardis o======================================================================o 20) Continue on into Cassardis. It's been a while since we've been home, but don't worry, there aren't any more quests in the well we need to do, but there are still a few things around town to look into... First, store whatever you need to get rid of at Pablos' Inn. Once done, be sure to rest until morning, to cure you of any ouchies (and to set the time so we can score some quests.) Finally, grab a few specific items out of your stash-one dose of Potent Greenwarish, one Lantern, one piece of Sour Ambrosial Meat, and one Pilgrim's Charm. We might just need those soon... <----------------------------------------------------------------------> 21) Head over to the eastern side of the 'Fisherman's House' northeast of 'Your House' (in which Selene should now reside, if you ever have need of her again.) On a grassy bluff overlooking the sea stands Valmiro, who has another quest for us. Poor Valmiro has been struck by another bout of wanderlust, it seems, and wants us to find him the supplies he'll need for his perilous journey. Honestly, I don't think they make anything that can keep him safe-he couldn't even make it to the Encampment in one piece, and Quina made it all the way to the Witchwood. This quest is a just a series of fetch tasks. Strangely enough, we just happened to retrieve everything he wanted all in one go. How odd. Anyways, here's what he wants in order: 1st: Potent Greenwarish x1 2nd: Lantern x1 3rd: Sour Ambrosial Meat x1 4th: Pilgrim's Charm x1 Of all the items there, only the last-the Pilgrim's Charm-is difficult to get at this point in the game. One way to score such an item is to simply buy it off Fournival... for 70,000 gold. Madeline-if her stock has expanded enough-can also sell them, at a more reasonable 56,000 gold. With luck they can also be found around, but there's no guarantee one will have such luck. There are a few places where they always spawn, but we've not explored there, yet. So, just buy one if you haven't been fortunate enough to find one, or wait. Valmiro isn't going anywhere. ***QUESTS*** Farewell, Valmiro o-----o-------------------------------------------------------o--------o |VIDEO|Farewell, Valmiro |{VID034}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=OXo7huK7o5A | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 22) Once you give Valmiro his four items (whenever this may be, you stingy bastard) he'll decide that saving his life three times and funding his ill-advised meanderings wasn't quite enough-he wants you to carry his luggage down to the beach. Valmiro will then vanish, and in his place will appear four crates. The goal here is simple, yet tedious. Drag Valmiro's baggage down to the beach and set it near his boat, which you should see along the shore if you look to the south-east. When you're done with the task, Valmiro will ask you to join him for a drink... which actually turns out to be one of the nicer cutscenes in the game. Valmiro will bare his heart and explain his wanderlust, playing the both of you off as two humble folk born in a small finishing village destined for greater things. When it's over, you'll get your quest reward (including some rather rare materials) and Valmiro will be gone. ***REWARD*** (For sending Valmiro off) EXP 12,000 Rift Currency 25 Gold 15,000 Items Malecryst x1 Black Freakish Scale x1 Hydra Gallstone x1 <----------------------------------------------------------------------> 23) There's one more quest to grab while in Cassardis. Early in the morning you should find a little boy running around between 'Chief Adaro's House' and 'Pablos' Inn'. During the afternoon he'll be running around the beach. Wherever you find him, this 'Tomlin' will complain about his father, who has gone missing. His father was a gardener at Duke Edmun's castle, which provides us with an awfully convenient place to look. He'll give you a 'Gardener's Permit', which you should keep handy. You can't complete the quest without this item. ***QUESTS*** An Innocent Man o-----o-------------------------------------------------------o--------o |VIDEO|An Innocent Man |{VID038}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=cPyauO5PGpQ | o-----o----------------------------------------------------------------o Anyways, that's all there is to see and do in Cassardis-in all of southern Gransys-for now. Make your way back to Gran Soren, where we'll start on some of the castle-based quests we picked up. o======================================================================o | | | Questing the Castle | | | o======================================================================o Sequence of Events: {WLK023} 1) Nocturnal Admission 2) A Budding Conspiracy 3) Adulterous Assistance 4) Internal Affairs 5) Sneaking into the Bedchamber 6) Death or Detection 7) You Fought the Law... 8) Uprooting Ansell 9) Escaping the Dungeon 10) The Short Arm of the Law 1) Once back in Gran Soren, rest until night at the Gran Soren Union Inn (if it's not night already) and grab one Skeleton Key from storage. This is kind of important for doing things all economic-like, so be sure you have one. Also make sure you have the 'Gardener's Permit' in your inventory. Once done, head to the magical land of the duke's castle. <----------------------------------------------------------------------> 2) Along the way, you can talk to a wandering guardsman named Ser Jakys, or a peasant named Flavian, both of whom will tell us about the gardener we're looking for. You don't need to talk to anybody, but Ser Jakys in particular will, point us towards the castle, where our simple plant-handler has apparently been imprisoned. How convenient for us! Maurin, the peasant who pointed us towards Hillfigure Knoll much earlier in the guide also has a bit of information to say about the missing gardener. <----------------------------------------------------------------------> 3) Now, it's night-time, and you no longer have the first-time grace here. If a guard spots you, you'll be arrested. It's a temporary set-back, sure, but still annoying. Just something to keep in mind while you do your clandestine business. From the gates head north into the 'Duchess's Gardens', where you'll find Mirabelle-Aelinore's handmaiden- standing on the southern end of the stone pavillion. Talk to her and she'll lavish praises on you for your ability to follow simple directions. She'll comment on the uniqueness of the situation, and remind you of the duchess's marital status, and the need for secrecy. <----------------------------------------------------------------------> 4) Before we run off to see the duchess, however, we've one more bit of business to pick up. Head to the un-named grounds south of the castle to find Fedel standing near the southern pavillion, along the eastern side. (If Fedel isn't around, you may have to wait a few minutes for him to arrive.) Talk to him and he'll tell you the score. He's been keeping an eye on the duke's army in secret, and after years of internal observation, he's finally discovered a potential misdeed. One company is stockpiling supplies, and has stopped being a bunch of lazy garrison troops and actually started to work themselves into shape for war. Unfortunately for Fedel, he wrote these observations in a letter, which never made it to the duke. Why did Fedel just tell the duke in person? Who knows. If the letter is found, however, and knowledge of a potential military coup spreads, it could be bad for morale... and of course, if their enemies know they know about the coup attempt, the court will lose the element of surprise. Anyways, some flying monster that nests near Greatwall are the likely culprits. This quest gives us an excuse to explore a number of previously unexplored lands, so it'll be our next goal... once we're done fooling around in the castle. <----------------------------------------------------------------------> 5) It's time to infiltrate the duke's castle, which is far simpler than it might seem. Head through the front doors, continue east through the antechamber and the 'Audience Chamber' and scale the northern stairs behind (east of) the throne. Again, keep your eyes open for guards. You have a longer sight range than they do, so if you spot one, just wait for them to move on. And if you're playing an Assassin, in case you were wondering-no, Invisibility will not fool guards. Anyways, up the stairs you go, through a doorway and up more stairs. Reach the top of this tower and go through another doorway to reach the bridge connecting this tower to the duchess's tower, to the north-east. You'll notice the guard by the door is now gone (he only leaves after talking to Mirabelle), allowing you to gain access to the tower, unseen. o-----o-------------------------------------------------------o--------o |VIDEO|Arousing Suspicion |{VID039}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=makxER9TycE | o-----o----------------------------------------------------------------o Duchess's Bedchambers o======================================================================o 6) Why does this area location sound so naughty? Whatever, head on inside and watch a cutscene. Aelinore will try to pretend she's not a hussy, but before anything steamy happens, the Duke and Feste will arrive on the scene. Aelinore acts cool, and you hide behind a dressing screen. Feste will decide not to interrupt the 'duchal proceedings' and stay outside. Inside, however, the encounter between the duke and Aelinore doesn't go so well-he starts assaulting her (while drooling like some deranged beast), and begging forgiveness from somebody named 'Lenore'. Our duke is an obviously troubled man. You have two choices on how you want to handle things, here-you can leave the safety of your screen and confront the duke... or you can just wait. Waiting will result in Aelinore being killed by the duke, who comes to afterwards and flees the scene. This causes the quest to fail and, obviously, prevents you from doing any Aelinore-related quests in the future. There's only one more, but it grants you access to another area, which otherwise remains inaccessible for the whole game. In traditional Dragon's Dogma fashion, this high-profile murder won't get much attention. Since there's really no point in letting Aelinore die, scamper out of cover and confront the duke. He'll stop with the choking business and glare at you with confused malice. He'll snap out of his frenzy, and Aelinore will go into spin mode... and set the blame on you. She'll summon the guard and an obviously still out-of-sorts duke will let his very forunate wife call the shots. You'll find yourself in prison, under the attentions of one 'Ser Jakob', who chastises you for your adulturous inclinations. After you take your beating, Aelinore will show up, beg forgiveness, and give you two Skeleton Keys with which you can effect your escape. Dungeon o======================================================================o 7) When you're back in control, note that you'll have scored two more Skeleton Keys, and a 'Set of Prisoner's Rags'. If you took out a Skeleton Key before coming here, we can complete two quests now. The game will give you a few messages about prisons-simply put, if you harm somebody in Gran Soren, you'll be arrested, and you'll either have to break out (two Skeleton Keys required) or pay the jailer 5000 gold. At the moment you cannot check your inventory or change your gear-you must escape prison before you get to change out of the ol' orange jumpsuit. Since that's the goal, let's get on with it, eh? <----------------------------------------------------------------------> 8) Open the door to your cell (using up a Skeleton Key) and head out into the hallway. You were in the north-western cell, and the smart guess is that you can't simply walk out the front door. Head to and unlock the south-eastern cell, which holds 'Ansell', Tomlin's father. So long as you have the 'Gardener's Permit' in your inventory he'll trust you and open up. He overheard a conversation between a royal aide and a nobleman, only to wind up under arrest for spying. Apparently it's dangerous working around paranoid folks. Anyways, he'll end up begging you to save him, and since we're breaking out ourselves, we might as well take him out with us... <----------------------------------------------------------------------> 9) Turn around and unlock door to the south-western cell, which uses up a third Skeleton Key. In this cell you'll find a tunnel heading south. Funny how they'd have a cell with an obvious escape tunnel in it... and that the duke's guard would be foolish enough to miss our Skeleton Keys. Best not dwell on where we hid them. Head down the tunnel and drop down a ledge to reach the sewers. Change your gear, since you can, and get ready to fight your way out. Don't worry, your foes are simple critters like Spiders, Large Rats, and Snakes. Head south to reach an east-west running tunnel, then turn east, since the west path is shortly a dead end. Kill pests until you get the chance to turn south again, where you'll find the gate that leads out of the sewers. Once out you'll immediately get a reward for completing 'Arousing Suspicion'. ***REWARD*** (For escaping the dungeon) EXP 6,000 Rift Currency 20 Gold 10,000 <----------------------------------------------------------------------> 10) You'll now find yourself in the slums beneath Gran Soren. Continue west to reach the 'aquaduct', which you should follow south. Eventually you'll reach Tomlin, and father and son will reunite. They'll babble for half an eternity before walking off. Once they escape the city, you'll get your quest reward... which is the same as for 'Arousing Suspicion'. Anyways, you flirted with the duke's wife, got caught, tortured, then escaped and took another criminal with you. Does anybody around Gran Soren care about any of this? Nope. Anyways, we're done in Gran Soren for now. Fedel's quest, 'The Conspirators' as well as a notice board quest 'Parcel Service' both require us to go to a new area-near Greatwall, but more specifically, to Soulflayer Canyon. This gives us a great excuse to finally explore areas of north-western Gransys which we've ignored up until now-like the Wilted Forest, Cursewood, Souflayer Canyon, Heavenspeak Fort, and the Barta Crags. But first, let's see to Ser Maximilian's request, which takes us to more well-known territory-the Catacombs. Note: After completing 'Arousing Suspicion' you'll be able to return to the 'Duchess' Bedchambers' any time thereafter, where you can score some loot by searching behind the screen (the one you hid behind when the duke went all nuts) and by searching under the bed. Does it seem odd that somebody who was thrown in the dungeon for supposedly trying to mess around with the duchess would later be allowed to walk freely into her bedchamber later? I suppose we've just got special status for being the Arisen-Duke Edmun sure isn't going to get off his ass and kill another Dragon. ***ITEMS*** o--Miscellaneous--o [Lady's Corset] [Set of Servant's Garb] -- o--Miscellaneous--o [Silk Lingerie] ***REWARD*** (For rescuing Tomlin's father) EXP 6,000 Rift Currency 10 Gold 20,000 o======================================================================o | | | Returning to the Catacombs | | | o======================================================================o Sequence of Events: {WLK024} 1) The Keys to Salvation 2) Tattling Tagert 3) Another Scavenger Hunt 4) First Gem of Salvation 5) Second and Third Gems of Salvation 6) Phantoms and Skeletons in the Tunnels 7) Fourth Gem of Salvation 8) Fifth Gem of Salvation 9) Recap 10) Bouncing Balsac 1) You should know the way to the Catacombs by now. There are numerous ways to get where you're going, but for my money, the fasted route is by simply heading up through the Deos Hills to reach the formal entrance to the Catacombs... you know, the way we went earlier? Once inside, head to the elevator that leads from the 'Catacombs: First Floor' to the 'Catacombs: Second Level Underground'. Since it's our second trip here, the bar blocking the door should have been smashed, meaning you only need to go a short ways south from the entrance and turn east to find our elevator. Once at the elevator, your route varies depending upon how you dealt with the Salvation cultist-Tagert-in Gran Soren. If you paid him for his key you'll have obtained the 'First Key to Salvation'. If you took it by force, you should have the 'Second Key to Salvation'. There are two doors that lead to where we want to go, and two keys. Since there's no treasure or monsters unique to either route, whichever you chose is immaterial... just a bit of randomness thrown in by Capcom to make the game seem less linear... and to force me to do more work. I'll be favoring the 'Second Key to Salvation' approach, since it's cheaper and more sensible, but if you got the 'First Key to Salvation' instead... well, the area isn't terribly complex, and I'll summarize in Step #9 what needs to be done. First, however, how to get to the doors. First Key to Salvation: From the elevator, find a door to the south, which leads down some stiars. Your key unlocks this door. Simplicity itself. Second Key to Salvation: Take the elevator down to the 'Catacombs: Second Level Underground'. Once down, head west into a south/south-west running hallway and follow it until you reach a gate. This is where your key goes. o-----o-------------------------------------------------------o--------o |VIDEO|Rise of the Fallen |{VID041}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=EbMy-dbZN6Q | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) You'll hear Tagert pleading with forces unknown beyond the gate. Open it and dispatch a horde of Stout Undead immediately beyond. Once all the undead are re-dead, continue south until you reach some stairs running west. Tagert shows up and tells you the job's not finished yet, you need to kill the one that's 'controlling them'. Sure. Head up the stairs to the west, then find some more stairs heading up north. Catacombs: First Level Underground o======================================================================o 3) The stairs will open up into chamber, which is occupied by about a dozen Skeleton Mages. Nothing new, nothing terribly dangerous, just in greater numbers than we've yet encountered. Put them down before searching the room. There's an open-wall supported by columns to the east, which over-looks a lower level (where we were in the last step), and a few sarcophagi to loot. Head north opposite the stairs to find a doorway which, if searched, will yeild this text; "'Tis shut tight. The door bears five small hollows..." Yep. Another scavenger hunt. <----------------------------------------------------------------------> 4) South of the stairs is a tunnel that starts out west, bends south, wraps around back east, and finally turns north and runs parallel to the Skeleton Mage-filled room from the previous Step. As you go through these tunnels, loot sarcophagi. In the southern-most east/west running tunnel you'll find a sarcophagus in the south-western corner that contains the 'First Gem of Salvation'. Numbered gems... five small hollows in the door back north... yeah, you see where this is going, right? <----------------------------------------------------------------------> 5) Now explore the north/south running tunnel on the eastern side of the map. Along the eastern wall you'll find two standing sarcophagi. Inside the northern-most one you'll find the 'Second Gem of Salvation'. Continue north until you find a wooden ramp running to the west, which leads to an elevated chamber overlooking the Skeleton-Mage occupied room. It also houses a sarcophagi which contains the 'Third Gem of Salvation'. <----------------------------------------------------------------------> 6) Return back down the ramp to the east and, once back in the hallway, continue east down a sarcophagus-lined hallway running east/west. Loot as you please and continue east until the hallway turns north. Watch out for Phantoms and Skeletons as you explore and eventually the hallway will open into a small chamber with a few short tunnels leading off it. The path to the north leads to some stairs, which in turn terminate at the door that requires the 'First Key to Salvation' to open. That leaves us with two options-a path to the south-west and one to the south-east. <----------------------------------------------------------------------> 7) From the chamber here, head into a tunnel to the west, which quickly turns south, then west again before terminating. Here you'll find a rounded chest and two standing sarcophagi. Search the southern-most one for the 'Fourth Gem of Salvation'. <----------------------------------------------------------------------> 8) Return to the chamber and explore down a tunnel to the south-east. Follow it until it terminates. Dispatch two Skeletons and loot a sarcophagus to the north to score the 'Fifth Gem of Salvation'. Before running back to the door north of the Skeleton Mage room, search behind some rocks to the south to find a Giant Coin Pouch (10,000 G). <----------------------------------------------------------------------> 9) Now, to recap the locations of the Gems of Salvation for everybody, mostly as a favor to those 'First Key of Salvation' kids out there. First Gem of Salvation: In a sarcophagus in the hallway south of the Skeleton Mage-occupied room. This particular sarcophagus is in the south-western corner of the hall. Second Gem of Salvation: In a standing sarcophagus in the north/south running hallway east of (and parallel to) the Skeleton Mage-occupied room. Third Gem of Salvation: Along the northern end of the north/south running hallway east of (and parallel to) the Skeleton Mage-occupied room you'll find a wooden ramp running up to the west. It'll terminate at a small chamber which houses a sarcophagus, in which lies this gem. Fourth Gem of Salvation: South of the stairs opened by the 'First Key to Salvation' you'll find a chamber with several branching tunnels leading off it. At the end of the western tunnel you'll find two sarcophagi. This gem is in the southern-most one. Fifth Gem of Salvation: South of the stairs opened by the 'First Key to Salvation' you'll find a chamber with several branching tunnels leading off it. At the end of the south-eastern tunnel you'll find a sarcophagi, wherein lies this gem. Confessional Chamber o======================================================================o 10) With your five gems, return to the sealed door north of the stairs in the Skeleton Mage-occupied room. Activate it to use up your gems and open the door, then head into the chamber beyond-the 'Confessional Chamber'. The door will seal behind you and a Salvation-member named Balsac (heh, ball-sack) will do the typically evil-villian thing and spill the beans. Salvation indeed was behind the skeletons assaulting Gransys-a bit of an experiment. Now that you're here, however, they've found a fitting bag of bones to lead the undead horde they're creating. Blah, blah, blah, he attacks. This fight is pretty simple-Balsac is a magic-user, and will continually cast spells. He's not terribly strong (Magick-wise), nor does he cast uncommonly fast. His Miasma can suck, but he's really not very dangerous. He does, however, have a bit of health, and, as you should expect, his Magick Defense is pretty good. The annoying part of this fight is that he'll summon Skeletons and Skeleton Mages continuously. Don't waste your time on them, as they're endless as long as Balsac is alive. If you focus on Balsac, he should go down pretty quickly, so do that. Once he's dead he'll explode dramatically, his undead will similarly falter, the door back south will open, and a chest lurks to the north. When you're done in the Catacombs, all you have to do is report back to Ser Maximilian to claim your reward. Once you're done with this quest, it's time to go searching for Fedel's letter. I know I'm repeating myself, but I'd rather be tedious than sparse. We're using this trip as an excuse to explore several areas along the way to Soulflayer Canyon... in essence, we'll be exploring all of north-western Gransys now. The areas we'll hit, in order, are the Wilted Forest, Cursewood, Heavenspeak Fort, the Barta Crags, and finally, we'll go through Soulflayer Canyon on our return trip. ***ITEMS*** o--Ornate Chest--o [Crimson Teeth] ***REWARD*** (For smiting Salvation's skeletal scourge) EXP 15,000 Rift Currency 25 Gold 20,000 o======================================================================o | | | Exploring the Wilted Forest | | | o======================================================================o Sequence of Events: {WLK026} 1) To the Wilted Forest 2) An Awfully Dull Place 3) A Pair of Ogres 4) Sulfur Saurians and Undead 5) Prayer Falls 6) The Abbey 7) Quina's Potential 8) Deer, Deer, and More Deer 9) Monsters Amongst the Rocks 10) Handing Off the Blessed Flower 11) Not Quite Done Yet... 12) Clarus' Request 13) Farewell, Quina Wilted Forest o======================================================================o 1) The Wilted Forest lies west of the Estan Plains, putting it pretty close to home. To reach it head to the Ancient Quarry (following the road leading west from Gran Soren.) At the Ancient Quarry, follow another road north, through a small gorge. When you hit the forest icon on your 'Area Map', you'll have transitioned from the Estan Plains to the Wilted Forest. In the actual game, the transition is much less obvious. This road runs west through the northern tip of the Wilted Forest, and ultimately leads to a fordable spot along the river, which leads to the Cursewood. All along this road you can find plenty of Crows, should you need to hunt them for some Notice Board quest. <----------------------------------------------------------------------> 2) Now, let's discuss the Wilted Forest in broad terms... because it's an awfully dull place, and unworthy of the same attention we gave to other areas. In general, the Wilted Forest is much safer during the day than at night. In fact, except for along the eastern edge of the forest, your worst foes during the day will be Deer. At night, Undead prowl nearly the entire forest, and there can be as many as six Ogres lurking about-they'll be found in three areas, in groups of two. There are plenty of chests, warrior remains, and various sylvan goodies lying around. Sadly, the chests lying around in the forest are garbage. You might score a Cursed Carving (a rare material), but no gear, and hence, nothing worth recording. Also be on the lookout along the cliffs and rocks for ore veins. <----------------------------------------------------------------------> 3) Let's focus on the area north of the road for now-starting east at the beginning of the forest and working our way west along the coast. Along the cliffs to the north (which overlook a depressed river), near where the forest begins you'll remember a campsite occupied by Sulfur Saurians, during the day. At night the campsite will be home to two Ogres-foes we should know well by now. Dispatch or avoid them as you will, but remember, as Ogres take damage they grow frenzied. You probably don't want two angry Ogres attacking you at once, so try to take one out before injuring the other too much. <----------------------------------------------------------------------> 4) Once you're done playing fist-tag with Ogres, continue west, limiting your wanderings to the road in the south and the cliffs in the north. Traverse the hilly, rocky landscape, score apples and other plants, loot chests, and in general, raid as much as you can. The river winds south-west, greatly limiting our roaming area as we continue west. Eventually you'll reach the spot where the road hits the river. The rocky ford is littered with sun-bathing Sulfur Saurians, to dispatch as you please. The road here will be polluted with Undead and Undead Warriors at night. Prayer Falls o======================================================================o 5) Head into the river and follow it south-west until you reach the 'Prayer Falls', a popular escort-request destination. You can't wander up to the waterfall itself as... ZOMG THE BRINE!, but once you discover the falls you've no reason to continue on. Instead, head south onto a rocky beach near the Prayer Falls and follow the cliffs south. Eventually the cliffs will turn south-east, then east, finally terminating at a rocky ledge, upon which a walled stone building sits. North of here you'll find a ring of 'Loneflowers', which surrounds a 'Cursed Carving'. The flowers will respawn, but the Cursed Carving will not. If you're here at night, you'll also find two Ogres prowling around. You know what to do by now. The Abbey o======================================================================o 6) Follow the ledge upon which the structure stands to the north, then east. Continue around until you find a hill leading up to the building, marked on your map as 'The Abbey'. Seems like an awfully stupid place to build a church... but I'll never accuse religion of making sense. At night, Undead swarm outside (north) of the Abbey. You'll find Undead, Undead Warriors, and Stout Undead here. Smite Undead if they're there, if not, head up into the Abbey. It's a simple enough place-there's the church itself, which houses many of the nuns at any time of day... although there's absolutely nothing interesting inside. In front of the church is a Riftstone, should you need to use one. To the south is a smaller building where the nuns keep kip. Crows line the walls and lurk a few other places inside the Abbey, and a cemetery sprawls north and west of the church. Undead may crawl up from the ground of the cemetery at night, so keep on your guard. The one bit of loot here is south-west of (behind) the church, in a square chest. ***ITEMS*** o--Square Chest--o [Bronze Gauntlets] [Cleansing Earring] [Common Archistaff] [Crimson Glare] [Mahogany Cape] <----------------------------------------------------------------------> 7) There is one interesting encounter here. If you completed 'Lost and Found', Quina will be here now, having joined the faith as a nun. I knew I never liked her, and now I have a reason why. Anyways, although she doesn't have a quest-migraine, if you talk to her she'll tell you that she came here with the ambition of getting promoted to the Grand Cathedral in Auldring-she's still looking for information on the Dragon, and apparently thinks it's wise to look for it in the service of the people who are trying so damn hard to keep everybody else in the dark. Now she'll score herself a quest-marker, so talk to her again and she'll ask you to deliver a healing flower she cultivated to somebody who might be able to judge its value. Yeah. She becomes a nun, and grows magical healing flowers. Could she be any more stereotypically JRPG female? Talk to a nosey nun in the Abbey named Clarus (she'll have a quest marker over her head) and she'll point you to either the priest in Gran Soren or Cassardis. This quest is timed-the flower will eventually wilt and become worthless... but we're not too far from Gran soren, and there's precious little left to do in the Wilted Forest. Note: The 'Blessed Flower' that Quina gave you grants 'weal' while it's in your inventory. While this status-effect is in... effect... you'll get double the experience from foes you kill. Too bad the damn thing wilts. In case you're wondering, you cannot combine it with an Airtight Flask, although you CAN duplicate it perfectly-butit'll cost you a whopping 180,000 gold to do so. ***QUESTS*** Talent in Bloom o-----o-------------------------------------------------------o--------o |VIDEO|Talent in Bloom |{VID049}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=A3AsqUZ3EsM | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 8) Leave the Abbey and head around to the eastern side to reach the cliffs that form the southern boundary to the Wilted Forest. Follow the cliffs as they head south-east and east. If you're worried about the massive block of forest we skipped (you know, the entire center of the Wilted Forest?) let me summarize; junk-filled chests, Deer, Undead (at night), rocks, Spiders, and more Deer. Don't believe me? Come back and check for yourself... but not now, we've got a flower to deliver! <----------------------------------------------------------------------> 9) Anywho, continue following the southern cliffs south-east and east. At the southern-most reaches of the Wilted Forest, near the eastern edge of the forest (as portrayed on the 'Area Map') you'll find a clan of Goblins lurking around, guarded by their pet Chimera. At night, you will find two Ogres here-making it a bit of a fight no matter when you come here. Once you've killed whatever opposes you, continue east along the cliffs. Shortly you'll find the cut stones marking the beginning of the quarry. You'll find a few junk-filled chests to loot, and eventually you'll read the ledge overlooking the Ancient Quarry. <----------------------------------------------------------------------> 10) With that, we're done exploring the Wilted Forest-now we need to hand off Quina's stupid flower. Since Gran Soren is closer than Cassrdis... why not just head there? Go back to Gran Soren, stash your loot, head to the 'Gran Soren Cathedral' and talk to Geffrey. He'll babble about Quina's 'gift' and you'll be prompted to hand over the Blessed Flower. Do so and he'll talk about how awesome Quina is, after which you'll be prompted to return to her. She'll be exactly where you left her-when you talk to her, she'll celebrate her own awesomeness, as she percieves it, and you'll get a quest reward. ***REWARD*** (For revealing Quina's blooming talent) EXP 10,000 Rift Currency 30 Gold 15,000 <----------------------------------------------------------------------> 11) We're finally done with the Wilted Forest... wait... what? We're not? There's another quest here at the Abbey? *Sigh* It's true, I'm afraid. It won't trigger just yet-run back to Gran Soren and rest for a day before returning... oh, and be sure to pick up a Pilgrim's Charm while you're there. Fournival and Madeline both sell them. <----------------------------------------------------------------------> 12) When you return the head nun-Clarus-will have a quest marker for us. She'll inquire about your past with Quina before asking if you'll take on a task for Quina's benefit. Accept and she'll tell us how successful Quina has been-success that has achieved the end Quina was hoping for; she's been granted transfer to the Grand Cathedral in the mainland. For such a person to come out of a little island monastery is a great honor, and the nuns here wish to give Quina a parting gift... they just need somebody else to gather the materials. That somebody is you. Oh, and this is supposed to be a surprise, so don't go blabbing to Quina, eh? ***QUESTS*** A Parting Gift o-----o-------------------------------------------------------o--------o |VIDEO|A Parting Gift |{VID050}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=osL_TA6jqN8 | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 13) With great foresight, you've already managed to secure what they need-a Pilgrim's Charm! What an awesome guy (or gal) you are. Talk to Clarus again and hand over the trinket. A small little ceremony will start for Quina, where Clarus and Quina will exchange favorable words. When the gift has been given, Quina will wisely deduce that you were the one who did all the running around for this gift. She'll gush about what great friends she has, and swear to return with the knowledge we need to kill the Dragon. When the cutscene ends, Quina will be gone. We're finally done with the Wilted Forest... For real this time. Next stop is Cursewood, which you should reach by crossing the river to the north. Using the ford gives us an easy landmark to reference, so that's where we'll pick up. Be sure to go to town and store items/rest as you need. I won't bother telling you when to do this-it's likely not going to be the same for you as for me. I will say, however, that I didn't do this run all on one health bar or inventory limit, so you shouldn't feel compelled to do so either. ***REWARD*** (For giving Quina a farewell gift) EXP 10,000 Rift Currency 20 Gold 20,000 Item Ne'er-Do-Part x5 o======================================================================o | | | Exploring Cursewood and Heavenspeak Fort | | | o======================================================================o Sequence of Events: {WLK026} 1) Bandits in the East 2) The Beast Cave 3) Cliffside Bandit Camp 4) Plundered Parcels 5) The Skeleton Supreme 6) Bandit Boulder 7) The Eastern Entrance 8) The Treacherous Mountain Path 9) Misandrist Bandits 10) Fashion AND Function 11) Ruined Tower Loot 12) Customary Attire in the Western Lands... 13) Opening the Gate 14) Daggers to Die For 15) Earning Ophis' Admiration Cursewood o======================================================================o 1) Cross the river to the north to exit the Wilted Forest and enter Cursewood. To the south-west the land trends uphill, to the north-east you'll find the Sulfur Saurian-infested beaches where a Snakeskin Purse can commonly be found... which was already covered when we explored the Deos Hills. There's a triangle of forest (as seen on the 'Area Map') east of the north/south running road that runs through the Cursewood, south of the east/west running road through the Deos Hills, and west of the Sulfur Saurian beach that we'll explore quickly. These grassy, wooded hills have little in the way of loot, and during the day you might spot a few scattered groups of female Bandits lurking around. Not so interesting, we'll try our luck to the west, next. Beast Cave o======================================================================o 2) Return to the ford and follow the cliffs along the northern shore of the river to the south-west. You'll find yourself heading continuously uphill, into forested land teeming with Deer, Grandgrapes, and other mundane sources loot. You can also score Reminishrooms here, which are native to Cursewood. As you continue south-west and near the cliffs that mark the western boundary of Cursewood, you'll find a cave, marked on your map as the 'Beast Cave'. Despite the name, you'll encounter little in the way of beasts here, but the cave does provide shelter to a clan of Bandits-very strong Bandits, at that. They're more or less as potent as the ones we encountered in the Northface Forest, so however much trouble they gave you, expect the same, here. Once your foes are dead, search the Beast Cave to find a rounded chest. ***ITEMS*** o--Rounded Chest--o [Black Matter] <----------------------------------------------------------------------> 3) Leave the cave and continue west until you hit the cliffs that mark the western extent of the Cursewood. Follow them north and keep your eyes peeled for various bits of loot-Grandgrapes, ore veins, etc. After a while you'll find another Bandit camp atop a hill. These poor guys have no cave to keep them safe, however, just a pair of tents. They vary more in strength, but include a rather rare Magick Archer in their ranks... which is more noteworthy for being unusual, rather than for being dangerous. Once they're dead, explore up a grassy ledge south-west of the camp to find some apple trees. South-west of these trees lies a scalable rock formation, upon which sits a rounded chest. ***ITEMS*** [Iron Headgear] [Sectional Iron Plate] [Unspoken Grace] <----------------------------------------------------------------------> 4) Now, as fun as all this Bandit-slaying, forest-exploring undoubtably is, it's time to leave it behind and head due east, until you find the road again. Nothing stops you from wandering into the forest and searching for goodies. For now, though, our path lies along the road. Head north until the roading running north/south through Cursewood intersects with the east/west road running through the Deos Hills. At the intersection you'll find a smashed wagon. Get close to it and you'll trigger a cutscene showing the carnage in detail, before showing a grey creature flying off towards the mountains. After the cutscene ends, search around the wrecked wagon to find two 'Parcels' lying on the ground. A quick note about the foes here-female Bandits stalk around, and will continue to be a pain for a while yet. Keep in mind that, although they're of moderate potency, they shun the Fighter/Warrior classes, so expect to find only Striders (bow or daggers) and Mages. There are also Wolves aplenty lurking about, and, at this intersection, usually an armored Cyclops... although while this quest is active you shouldn't see one. <----------------------------------------------------------------------> 5) Continue north along the road. If it's night out, veer off the road to the east for a bit of a treat-a new foe, the Skeleton Lord. Dispatch it and continue north. The road heads uphill sharply, and gently rolling hills are briefly replaced by rugged cliffs. The road switch-backs up the mountain, turning south-west for a bit before twisting again back to the north. ***MONSTER INFO: SKELETON LORD*** Ornately armored, bearing a tower shield, wearing a crimson cape, Skeleton Lords are tough, tenacious foes, masters of the skeletal caste of undead. They are Mystic Knights, and will often cast various elemental counter spells on their shields. Failing that, they'll use various sword attacks (like Blink Strike), hit hard, and block often. Getting behind them is the key to damaging them. They're not terribly sturdy, and are weak to all the traditional skeletal scourges-fire, holy, bludgeoning. <----------------------------------------------------------------------> 6) Continue north until the road turns north-east again. Where it turns, a large boulder lies just north of the road, crawling with female Bandits who just so happen to have a sparse campsite atop it. For a brief, profitable, and dangerous detour, head west from the large roadside rock and follow the cliffs north of you as you go. Eventually you should come across a Chimera, who prowls around up here. Exterminate it and search its lair-a rocky, desolate, debris-littered northern projection near the cliffs, where a rounded chest sits. If it's night, you may also encounter another Skeleton Lord stalking about these woods. ***ITEMS*** o--Rounded Chest--o [Gran Soren Shield] [Morgenstern] [Tight Cinquedea] <----------------------------------------------------------------------> 7) Return to the road near the big rock and follow it north-east. The road will turn north briefly, then bend sharply to the west. If you veer off the road to the east at this point, you'll likely encounter another Skeleton Lord (at night) and, if you continue east you'll discover a ledge, down which lies the 'Soulflayer Canyon East Entrance'. Don't get too excited, however-we're not going in this entrance. Instead, this is where I plan to exit after exploring Soulflayer Canyon from a different vantage. Just keep it in mind... and kill whatever female Bandits are around, if you feel like it. <----------------------------------------------------------------------> 8) Head back west until you reach the road again. This time, we follow the road until we reach our destination-Heavenspeak Fort. No more detours. The path is trivially easy to navigate-a sheer cliff falls in the south and rises in the north. These cliffs will bound your travels for a while yet. Follow the mountain path as it meanders... in a more or less south-westerly trend. Along this mountain path you'll have to find groups of female Bandits at various points, which vary from trip to trip, day to night. You need to worry about the archers shooting you (or your imbecile Pawns) off the ledge, which will of course result in massive damage, if not death. A more troublesome encounter occurs along a long southern run uphill, where an armored Cyclops blocks the path. A Cyclops isn't a terribly dangerous foe anymore, but the fact that it can knock you around-at any level-means it's capable of knocking your (or your Pawns) off the cliff. There are often female Bandits lurking on the rocks beyond (south of) the Cyclops, which can complicate the fight a bit. Once the Cyclops (and possibly Bandits, if there were any) climb on the rocks they were camping on and loot a square chest. ***ITEMS*** o--Square Chest--o [Adventurer's Cloak] [Iron Lorica] [Snapdaggers] Heavenspeak Fort o======================================================================o 9) Continue uphill to reach Heavenspeak Fort. Here you'll have to be wary of boulders. After dodging them, search around a rock formation south of the larger one the Bandits were squatting on to score a hidden Large Coin Pouch (3500 G). After that, just continue to the south-west to reach the gate leading to Heavenspeak Fort. Sadly, the portcullis is lowered, so we'll have to find another way around. Fortunately, a perfectly obvious path to the south-east exists. Follow it uphill until it loops around to the west, where you'll find a camp full of female Bandits. Don't worry, though, like the male Bandits at Aernst Castle, these ones aren't interested in gutting you on sight... yet. Before we go exploring this area, some information that might come in handy. The leader of the female Bandits here is a woman-warrior named Ophis. She is, simply put, into women. Furthermore, she's a rabid misandrist. Her banditas are cool enough, but if she spots anything that stinks of the maleocentric maleocracy, she'll turn hostile... and then so will her bandits. There are two ways to avoid trouble here-play as a female, and hire all-female Pawns, like I do. Or... well, you can buy a 'Set of Lady's Garb' from the Black Cat for about 6200 gold. Cross-dressing for the win! Doing this will get you the achievement/tropy 'A Queen's Regalia'. <----------------------------------------------------------------------> 10) There are two towers calling out to us-one to the west of the clearing in which the Bandits have set up their tents, and one to the north. Go through the doorway to the west and head up some stairs to reach the top of a small, squat, intact tower, where you can find a square chest waiting for you to loot it. I should note that the chests in Heavenspeak Fort contain some of the best armor available at this point in the game... if you're playing a female character, and is worth save/loading to make sure you get something decent from each chest. ***ITEMS*** o--Square Chest--o [Maiden's Petticoat] [Summery Cowl] [Summery Pareo] <----------------------------------------------------------------------> 11) Once that chest has been suitably looted, head north-east along some battlements to reach another, more impressive tower. Head up the ruined stair case beyond as far as you can go and climb atop the crumbling exterior wall along the stairs. Once up there, turn west to see a mostly-collapsed level of the tower with an ornate chest lurking on it. You'll need to jump from the ruined wall to the floor upon which the ornate chest sits to peruse its contents. ***ITEMS*** o--Ornate Chest--o [Hunter's Bow] [Purple Long Kilt] [Red Over-Knee Boots] <----------------------------------------------------------------------> 12) Drop down onto the lower level again (be careful not to drop down into a hole in the floor below, which will result in an extended, painful, fall.) Once back on the lower floor head down two flights of stairs to reach a fully interior room with a table and three chests-two square chests filled with junk, and an ornate chest containing goodies. ***ITEMS*** o--Ornate Chest--o [Maiden's Camisole] [Nimble Earring] [Noblewoman's Corset] [Scarlet Cape] [Silk Lingerie] <----------------------------------------------------------------------> 13) Head through a doorway to the south-east to reach the walls over the gate impeding our progress. If you turn to the south-west you'll find a ladder that will safely take you down to the Barta Crags-beyond the lowered portcullis. On the other hand, if you turn north-west you'll reach a ruined square tower where Ophis resides. Ignore it for now and activate the lever on the outside wall of the tower to open the portcullis. We can now simply walk through Heavenspeak Fort for the rest of the game... although why would you opt to ignore all the loot here? <----------------------------------------------------------------------> 14) Now, one more thing to do before we bug Ophis. Note the doorway leading to the interior of the square tower she resides in. It's ruined, and the north-eastern section of the doorway is easily scalable. From there, jump to the more elevated south-western side of the door, and from there, jump onto a rounded-chest-bearing ledge further to the south-west. Loot it and down down into Ophis' tower, where another junky chest resides. Note: Bardiche Daggers are the most potent Daggers available to us at this point in the game. Dedicated Dagger-users would be well-advised to try to score them. For Magick-build characters, Galvanic Razors are high-end enhanted Daggers. ***ITEMS*** o--Rounded Chest--o [Alchemical Cloak] [Bardiche Daggers] [Galvanic Razors] [Thick Fur Greaves] <----------------------------------------------------------------------> 15) Talk to Ophis, who, if your Arisen is female (or is cross-dressing) will admire your feminine wiles. Being the poon-hound that she is, she will offer you a position with her theives... if you complete a task for her. Yeah, this is just like Maul's Southron Bandit quest, you have two options; kill a bunch (10) of Maul's male Bandits. You know where they are-you don't actually have to kill the ones in Aernst Castle, but you should try to kill the ones outside of it, at least. Or... head back along the wall to the south-east, then turn south-west and head down the ladder. Welcome... to the Barta Crags. But we won't count it just yet, because I'm lame like that. Follow the road to the south-west a short distance and find another she-Bandit, named Betiah, on lookout. Note the quest marker and talk to her. She'll mention one of Ophis' pets-a Cyclops-that Betiah is supposed to feed. Problem is, the thing is kind of stupid, and liable to eat anything it gets its hands on, be it proper food, or human being. She's understandably wary about performing this duty, and wishes somebody would do it for her. This updates 'Thick as Thieves'-either feed the Cyclops or kill some Bandits. The latter should be simple enough, if that's how you want to go, but feeding the Cyclops takes more doing... and hence, more explanation. It's also local to the Barta Crags, so it's the method I'll describe in detail when we reach the appropriate area. Again, feel free to run to southern Gransys and take the easier (Bandit-killing) route, but it won't be discussed in any depth. ***QUESTS*** Thick as Thieves o======================================================================o | | | Exploring the Barta Crags | | | o======================================================================o Sequence of Events: {WLK027} 1) Into the Barta Crags 2) The Miasmic Haunt 3) Snow Harpies and Coin 4) The Fourth Journal Entry 5) An Isle Surrounded by Death 6) Saurians, Skeletons, and a Chimera 7) Following the Western Cliffs 8) Ophis' Domain 9) Hobgoblin Hill 10) More North, More Direwolves 11) A Sarcophagus-Littered Forest 12) More Putrescent Ponds 13) The Western Entrance 14) Greatwall Encampment 1) The Barta Crags lie before you, and includes all the land west of Heavenspeak Fort. A short ways south-west from the gate the path will fork one running uphill, one running downhill. Follow the southern, downhill path for now. As you go, watch for boulders lining the cliffs to the south which will, of course, fall as you approach. Continuing follow the path until it terminates at a lake full of foul, blackish water, marked on your map as the 'Miasmic Haunt'. o-----o-------------------------------------------------------o--------o |VIDEO|Exploring the Barta Crags |{VID011}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=1PjyokvEYV4 | o-----o----------------------------------------------------------------o Miasmic Haunt o======================================================================o 2) The dangers around this lake are manifold, and for once, they do not include the Brine. This entire body of water is fordable, but contact with it is extremely detrimental to one's health-the waters will inflict Blindness, Poison, and Silence upon any who enter... which usually means your Pawns, since they're too stupid to avoid anything. Not only is the water toxic, but the lake is teeming with adversaries; Snow Harpies in the air, and Sulfur Saurians on the ground. At least, during the day. At night the water is harmless, although Phantasms lurk over the waters. Perhaps at night the wretched spirits infecting the water come out to frolic? Another amusing thing-during the night the water doesn't... well, it doesn't get you wet, so it's like Healing Spring water. Strange. In any event, search a boat along the north-eastern shore of the lake to find a square chest within it, which may contain loot (the lake is roughly circular on the map-if you think of it as a clock, (with the river along the northern end acting as a convenient '12:00' location) the chest is at about 2:00). ***ITEMS*** o--Square Chest--o [Hunter's Bow] <----------------------------------------------------------------------> 3) Now that we've already used the idea of a clock as a navigational aid, let's continue that by exploring around the edge of the lake clock-wise. At about 4:00 you'll find a large rock upon which a Giant Coin Pouch (10,000 G) sits. You should have encountered little in the way of Sulfur Saurians by now, but Snow Harpies have certainly begun to pester you. <----------------------------------------------------------------------> 4) Continue counter-clockwise until you reach the southern end of the lake, where you'll find a campsite, complete with three tents, four chests, and a nice little fire. Who the hell would camp out here? Clearly nobody who is still alive. Search the chests, which will disappoint you with their contents, but the rounded one contains the one-time treasure, the 'Fourth Journal Entry'. We've nearly collected them all now. <----------------------------------------------------------------------> 5) North of the campsite, across a narrow strip of water, you'll find a small island. A short distance clockwise you'll find a small beached ship that serves as an excellent bridge by which you can reach this island without getting your feet wet. On this island you'll find a largely variable number of Sulfur Saurians... and likely attract whatever Snow Harpies still loom above the lake (it's worth noting that neither are immune to the effects of the lake, and the sight of 'drunk' Sulfur Saurians wandering the waters in a stupor or flailing out against imaginary foes are quite common.) At night you'll find a Wight haunting this island, although without its usual retinue of subordinate undead. Dispatch whatever foes lurk here and search a rock formation along the southern end of the island. South of these rocks you'll find a square chest, and upon them you'll find an ornate chest. Other than that, there's a wooden cage which contains warrior remains for you to loot. ***ITEMS*** o--Square Chest--o [Flamberge] [Sight Earring] <----------------------------------------------------------------------> 6) Return back to the campsite along the southern shore of the beach and continue around it clock-wise. Be on guard as you walk around the western shore of the lake, as Sulfur Saurians are rather thick in the forest nearby-around a half dozen of them, by my counting. Continue clockwise until you reach a stream along the northern end of the lake, which presumably feeds it. Follow the stream to where it connects to the lake to find a junky square chest lurking amidst some rocks. You need not fear such a feeble amount of water-it's harmless... The Chimera that prowls along the stream, however is not. Dispatch it as your means allow and note that the northern path from Heavenspeak Fort (which we ignored in favor of the southern one) terminates near this stream. For the sake of completionism, follow the road back to Heavenspeak Fort-it's only an interesting trip at night, where you'll encounter Skeleton Knights and Skeleton Sorcerers. What? New foe? Damn... ***MONSTER INFO: SKELETON SORCERER*** Sorcerers > Mages, hence Skeleton Sorcerers > Skeleton Mages, right? Yeah, pretty much. They're not much tougher, and also tend to prefer simple elemental spells... so... mostly pointing them out just because they are different, although you probably won't know what you're fighting until the experience pops up. <----------------------------------------------------------------------> 7) Return to the stream and follow it north until it terminates. From here, if you examine the cliffs to the north you should see a fortification in the distance. This is Greatwall-our ultimate destination (in more ways than one...) It's where we're going to end up, but we're going to take a round-about route to ensure we see everything in the Barta Crags. Backtrack to the lake and follow it counter-clockwise until you're at about 9:00 (along the western edge). From here, head west through the woods until you find the cliff that bounds the Barta Crags. You can, if you search well enough, find a junky square chest in the woods here, but our real goal now is to follow the cliffs as they run north and west. Ophis' Doman o======================================================================o 8) Follow the cliffs faithfully and you should find a palisade (that's a spikey wooden wall, for you dummies out there.) Continue around the edge of the palisade-around which Goblins and Hobgoblins lurk-until you find an entrance. Kill one of the Goblinoids and grab its corpse (for smart points, you'll grab the last one, so its buddies won't be bothering you as you abscond with the body.) Drag the deader into the palisade, marked on your map as 'Ophis' Domain'. Here you'll find a few neutral female Bandits and Ophis' pet Cyclops. It's time to feed the creature. Be brave and walk up to the beast, standing near it for a moment until it notices you-and the treat you've brought for it. It'll reach out to take it from you, but, like Betiah warned, it's not too bright-it'll gladly grab you instead. You must drop the corpse just before the Cyclops reaches you. The annoying part is-if the Cyclops grabs you it'll take a bite. The damage sucks enough, but the delay this causes will cause the corpse to rot away, forcing you to find another. If you succeed, the Cyclops will grab the Goblinoid instead, and will enjoy itself a disgusting little snack. If the timing just isn't working for you, check out the video I made, below. Once you've fed the Cyclops, you can turn this quest into Betiah, then to Ophis (if you just killed the Bandits, you only need to talk to Ophis). Whichever route you take, the experience rewards are below. Before you leave the palisade, search along the southern cliffs to find a trio of chests-two square, one ornate. ***ITEMS*** o--Square Chest--o [Black Gaiters] [Pauldron] [Silver Vest] --- o--Ornate Chest--o [Forest Tunic] [Ingot Club] [Thunder Kite Shield] ***REWARD*** (For appeasing the Heavenspeak Bandits by killing their Southron rivals) EXP 8000 Rift Currency 30 Gold 10,000 Item Ophis's Badge of Amity ***REWARD*** (For appeasing the Heavenspeak Bandits by feeding Ophis' Cyclops) EXP 12,000 Rift Currency 30 Gold 17,500 Item Ophis's Badge of Amity o-----o----------------------------------------------------------------o |VIDEO|Feeding Ophis' Cyclops | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=1-VOVYfE-LU | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 9) Leave the palisade and follow the road north until it forks. Time for a profitable little detour. Follow the south-eastern fork, which will shortly veer east before running downhill and terminating in a ditch. If you follow said ditch south-east, you'll see a natural stone bridge running over the low ground. That bridge is our destination, which requires you to walk along the southern ledge of the ditch. Cross the bridge to the north to find a plateau occupied by Hobgoblins (Snow Harpies will also be floating around during the day.) Note the obvious cage in the middle of this area. Slaughter your foes, then loot some Warrior Remains east of the cage. West of the cage, along some rocks, sits a square chest, and north-west of this you'll find a rounded chest, also near a (much larger) rock. Circle to the northern end of this rock to find yet another rounded chest. ***ITEMS*** o--Warrior Remains--o [Gambeson] --- o--Rounded Chest--o [Animistic Robe] [Ring of Sable] [Thick Fur Greaves] <----------------------------------------------------------------------> 10) Backtrack to the palisade, then follow the road north, this time taking the northern fork, which mirrors the cliffs to the west. We'll head uphill steadily at first before the elevation levels out a bit. Our foes here will be Goblinoids near the palisade, the odd wandering Snow Harpy, and, as we continue north, Direwolves. Eventually you'll spot a natural stone bridge spanning a dried up river channel. The road begins to turn east and runs over this bridge, which you should follow. Once on the bridge, drop off it to the north and into the river basin-it's time to explore the forest in the north. <----------------------------------------------------------------------> 11) In the ditch under the bridge you'll find Hobgoblins roaming about, and more in the sarcophagus-littered forest up north. At night, you'll find a Wight with a full retinue of Skeleton Knights to keep you busy. Kill whatever needs some death, then search the bogus chests nearby. Also loot the sarcophagi strewn about, which are more generous than the chests. ***ITEMS*** o--Sarcophagus--o [Solar Numen] <----------------------------------------------------------------------> 12) Now return south, running along the dried up river basin and under the bridge. Our goal is to continue following this river channel south until we reach one of the stagnant, toxic, miasma lakes it connects to. The map doesn't always give you cues to keep you on track, but to put it simply, if you ever find yourself going uphill, you're not going the right way. When you reach the lake you'll find that it's surrounded by Hogbolins. Like the Sulfur Saurians to the south-east, they're not always wise enough to stay out of the polluted waters. Snow Harpies fly overhead as well, so stay on guard. At night the lakes-again like the one to the south-east-have Phantasms swarming over their waters. <----------------------------------------------------------------------> 13) Head east along the northern short of this lake-across the lake to the south you'll spot the plateau from Step #9. There's not much to see or do here, save loot a junky square chest near two small rocks just before the lake terminates in the east at an acute downward slope. If you head down the slope to the east, you'll find another, smaller lake. East of this lake is a small pass that leads to the 'Soulflayer Canyon West Entrance'. It's where we'll be heading soon enough-but not yet (it's also worth noting that this small pond is just north of where the northern road running from Heavenspeak Fort terminated.) Near this smaller lake, between two rocks along its south-western side, you'll find a loot-worthy square chest. ***ITEMS*** o--Square Chest--o [Chestcaver] [Flamberge] Greatwall Encampment o======================================================================o 14) From the larger, western lake uphill, turn north and look... even further uphill. You should spot a mighty fortification, surrounded by a more humble palisade. Head north up the steep side the mountain from the lake until you find a gate in the palisade... your Pawns might mumble something cryptic about not forcing a confrontation with the Dragon... why? Because beyond Greatwall-this massive fortress-lies the Tainted Mountain Temple we explored with Savan in another lifetime. Fear not, we're not about to confront the Dragon yet-the time is not yet ripe. We can, however, peruse the services of the Greatwall Encampment, the area enclosed by the palisade, but outside the might stone walls to the east. There's a Riftstone near the gate, and opposite it, near some tents, you'll find a merchant named Mathias, who sells some rare goodies. At this point in the game he sold Gryphic armor and the Cyclops Veil helmet. The former is stylish heavy armor which might be worth a buy... although we'll be able to find it shortly. West of Mathias is a Gran Soren soldier-Ser Alfonso-who will stash items for you, allow you to rest (for 100 G) and gives you the option to learn/set skills. Empty your inventory and rest up, as Soulflayer Canyon awaits us, and you're going to want to carry all the fine loot you'll find therein. o======================================================================o | | | Exploring Soulflayer Canyon | | | o======================================================================o Sequence of Events: {WLK028} 1) Into Soulflayer Canyon 2) Letter Sniping Gargoyle 3) A More Practical Way 4) The Cyclops Bridge 5) Seeking Shelter 6) Water-Sliding Fun! 7) Getting Rid of the Gargoyle 8) Recovering Fedel's Letter 9) Leg Armor Loot 10) Leaper's Ledge 11) More Loot on the Ledge 12) Leaving Leaper's Ledge 13) The Hobgoblin Tunnel 14) Sulfur Saurian Ledge 15) Ledges and Bridges 16) Backtracking for Treasure 17) Cliff Crawling in Cursewood 18) More Intrigue at Court Soulflayer Canyon: First Floor o======================================================================o 1) Leave Greatwall and head to the 'Soulflayer Canyon West Entrance'. We've teased Soulflayer Canyon enough, time to penetrate and explore its depths. Yes. That was a sexual pun. Anyways, you'll get the achievement/trophy 'Into Soulflayer Canyon' when you enter. Soulflayer Canyon is one of those obnoxious, multi-level, vertical dungeons. Death by falling is not uncommon here, especially since Snow Harpies lurk about the upper reaches, and love grabbing silly little bipeds that invade their home. It's also the most lucrative dungeon we've yet set foot in, so keep the idea of save/loading for premium loot in mind... or plan to run through multiple times (after resting for about a week in between runs to respawn goodies). There are, of course, various plants to grab and ore veins aplenty scattered throughout Soulflayer Canyon. Now that I've given them obligatory mention to remind you to use that Pickaxe of yours, I'll go about ignoring them from now on. I will apologize about something ahead of time, however-there is no way to explore this entire area without doing a little bit of back-tracking, so bear with me. <----------------------------------------------------------------------> 2) From the entrance head north-east until you come to a fork in the tunnel. Ignore the northern path for now-we'll get there shortly. Instead, head east to reach a ledge overlooking the canyon. You should get a cutscene showing our sneaky letter-stealing Gargoyle lurking around. We'll get there shortly. A ruined bridge extends a short ways to the east and holds a rounded chest which contains the 'Fifth Journal Entry'-the final one. Hobgoblins prowl around, but more dangerous are the flocks of Snow Harpies that roost around. One of them can grab a character and drop them into the abyss, making them the most dangerous foes here... and don't think they won't try if you let them. To the south extends an intact, Spider-infested bridge that terminates at a smaller rocky ledge. Loot the square chest here, and grab a 'Pilgrim's Charm'. We needed one of these for the quest 'Farewell Valmiro', and if you were being cheap... well, this is a way to get one for free. ***ITEMS*** [Arm Crest] [Chimeric Armet] <----------------------------------------------------------------------> 3) Search the north-eastern side of the ledge to find a ladder leading down. Mount and descent to reach another bridge. Loot a square chest near the bottom of the ladder. Now, you can turn north and head along the bridge, eventually working your way to the bottom of the canyon... but there's a more practical way to go about exploring Soulflayer Canyon. So, backtrack up the ladder, head north back across the Spider bridge, and return west back to the fork. This time, explore up the northern fork. ***ITEMS*** o--Square Chest--o [Bastard Sword] [Crowned Hood] [Plain Longbow] <----------------------------------------------------------------------> 4) Smite whatever Hobgoblins lurk along the way and follow the tunnel when it turns north-east. You'll find a long, watery, natural stone bridge running across the canyon to the north-east. Along this bridge skulks a Cyclops, and if you set out on the bridge to engage it, Snow Harpies will also join the fray. This entire situation serves one purpose-to increase the odds that you'll be knocked off the bridge and into oblivion. The Cyclops certainly has no problem knocking you off with its attacks, and Snow Harpies can, of course, grab and carry you or your Pawns to their demise. The safe course here is to run up and provoke the Cyclops on the bridge, then run back to the relatively safe covered tunnel back south-west (using missile fire or spells to get the attention of the Cyclops is, obviously, the best option.) If you're clever, you might also be able to trick the Cyclops into falling off the cliff itself <----------------------------------------------------------------------> 5) Once the Cyclops is removed, the safest thing to do is just run across the bridge without stopping. The Snow Harpies will spawn and move to attack, but running into the safe tunnels at the north-eastern end of the bridge will prevent them from dropping you from any dangerous height, hence turning them from a legitimate threat into a mere nuisance. Once the Snow Harpies are dead, search the bridge to find a square chest. ***ITEMS*** o--Square Chest--o [Rex Lion Padding] [Sage's Robe] <----------------------------------------------------------------------> 6) Leave the bridge again and head into the tunnels to the north-east. Here you'll find a square chest along the northern wall. Opposite of it to the south you'll find a watery ramp you can (and should) slide down. Once on a small ledge between two watery ramps, creep to the south and look down over the next watery ramp, which descends much further than the first. You'll notice that the watery ramp leads to two ledges-one to the east, and one to the west. For now, take the shorter slide down south while sticking to the east. Once on the ledge here, turn east and slide down another short ramp, then finally turn north and descend down a longer ramp. ***ITEMS*** [Bespoke Longbow] [Fluted Bow] [Master's Merle] Soulflayer Canyon: First Level Underground o======================================================================o 7) You're now on an east/west running watery platform, where a few Snakes may lurk. Along the southern wall in the middle of this platform you can find some potions, sconces to loot, and a Coin Pouch (1000 G) as well as an ore vein... but other than that, there's not much of interest up here. Head to the western end of this platform and turn south to find another long ramp that leads two two ledge. This time stick west to reach the watery ledge upon which our wayward Gargoyle lurks. ***MONSTER INFO: GARGOYLE*** Gargoyles are superficially similar to Harpies... because, well... they fly. They'll do swooping fly-by attacks, but their most dangerous attack is a flying-charge grapple, by which they employ their tail sting, which can cause petrification, a fatal infliction unless you have Cocatrice Liquor, Secret Softener, or a Sorcerer with High Voidspell. As with Harpies, the best way to take down a Gargoyle is with ranged attacks or spells. They're quite a bit sturdier than Harpies, though, so don't expect to put them down so easily. <----------------------------------------------------------------------> 8) Once the Gargoyle is defeated, loot the ledge upon which it nested, as goodies abound. First, obviously, are the Parcels and the 'Confidential Letter' that Fedel wants. Once you have them all-the letter and at least ten (of a possible twelve) Parcels, loot the nearby ornate chest before heading back to the south-east, where, along the southern cliff near the ramp you'll find one of each type of money pouch (Small, normal, Large, and Giant) worth a total of 14,600 gold. When ready, slide down the watery ramp to reach a ledge, then turn north-west and slide down a final ramp to reach the watery bottom of Soulflayer Canyon. ***ITEMS*** o--Ornate Chest--o [Steel Beak] <----------------------------------------------------------------------> 9) This watery platform is occupied by Phantasm at all times-day or night. To the south you'll find a square chest, to the north you'll find a rounded chest, and between them, in the eastern cliffs, you'll find a Hobgoblin-filled interior chamber. First, however, head up a ramp to the southwest, down which flows a small stream. On some raised rocks along the way sits a square chest. Loot it and continue south-west until you spot a ladder. This leads back to the western entrance, which we've already explored and have no need to explore again. At the ladder turn south, then head west between two rocky ledge to find a large ramp leading down. Great treasure lies beyond, so slide down this ramp to read the 'Leaper's Ledge'. ***ITEMS*** o--Rounded Boots--o [Fine Over-Knee Boots] [Raptor Cuisses] [Red Longkilt] Leaper's Ledge o======================================================================o 10) This ledge is absolutely overflowing with loot, so try to bear with me as I describe where it all lies-although for simplicity, you could just loot everything here. South-east of the ramp are some warrior remains which can yeild Kunai. From these remains turn south-west and walk to an animal corpse near three piles of hay. Past this corpse are two more warrior remains-the ones north-west of the corpse may contain Master's Bracers, and the ones to the south can give up a Plucked Heart (the most potent Archistaff you can find at the point in the game.) On a ledge to the north sits an ornate chest. ***ITEMS*** o--Warrior Remains--o [Kunai] --- o--Warrior Remains--o [Master's Bracers] --- o--Warrior Remains--o [Plucked Heart] --- o--Ornate Chest--o [Almace] [Animistic Robe] [Terminal Gyre] <----------------------------------------------------------------------> 11) From the animal corpse between the warrior remains, head south-east across a stream. Here you'll find some more warrior remains near another pair of animal corpses and a hay pile. These warrior remains can be searched twice-and always gives up a Misshapen Eye the second time it's searched, and can also drop either Alchemical Hosen or an Alchemical Vest. Head south-west from here and score some more Warrior Remains near the edge of the ledge. Now turn south-east to find a ledge upon which sits a rounded chest. Along the south-western face of this ledge sits another collection of Warrior Remains, which might give up a Crowned Hood and Pleached Limbs-the strongest Bow avaiable currently. ***ITEMS*** o--Warrior Remains--o [Alchemical Hosen] [Alchemical Vest] --- o--Rounded Chest--o [Triple Tooth] --- o--Warrior Remains--o [Crowned Hood] [Pleached Limbs] <----------------------------------------------------------------------> 12) West of the ledge upon which sat the rounded chest you'll find a series of scalable rocks to the north. Upon the eastern-most low rock sits some Warrior Remains. Continue scaling the rocks until you reach a ledge upon which sits a square chest. Loot it and turn north. Slide down a very short ramp to reach the area above Leaper's Ledge again. It's now time to head back north and enter the Hobgoblin-infested tunnels we ignored earlier. ***ITEMS*** o--Square Chest--o [Chimeric Gauntlets] [Knight's Mantle] <----------------------------------------------------------------------> 13) This cavern runs north/south and, like I said earlier, is occupied by Hobgoblins. Exterminate them and get to looting. Along the northern end of the cavern are a pair of Warrior Remains-the northern-most of which can be looted multiple times, and only yeilds mundane items. Along the eastern wall you'll find a box full of potions, and in the south-eastern corner sits a square chest. Once done, head to the southern end of the cavern and turn west to find another passage out. ***ITEMS*** o--Warrior Remains--o [Ingot Club] [Rusted Magick Shield] --- o--Square Chest--o [Free-Spoken Earring] [Iris Ring] [Ring of Sable] <----------------------------------------------------------------------> 14) Here you'll find another large, watery platform occupied by Phantasms. Smite them and continue south past a watery ramp to reach the dry, elevated southern end of this ledge. Be wary of the several camouflaged Sulfur Saurians that lurk around here. Dispatch them and loot some Warrior Remains at the edge of the water, then head up to where the Sulfur Saurians lurked and turn east to find a ledge you can climb. Before you climb it, score a square chest south of this ledge for some goodies. ***ITEMS*** o--Warrior Remains--o [Silver Vest] --- o--Square Chest--o [Caladbolg] [Malignance] <----------------------------------------------------------------------> 15) Once on the ledge turn north-east and head across the fallen ruins of a wooden bridge. Climb up to another ledge upon which stand the feeble remains of the bridge littering the ledge below. Continue north to find yet another ruined bridge above you, crawling with Giant Spiders. Before climbing on this next ruined bridge turn east to score an Angel's Periapt sitting along the cliff. Scale the bridge and follow it north until you find a ladder. Head around the ladder to the north to find a square chest hiding. ***ITEMS*** o--Square Chest--o [Chimeric Half Plate] [Crowned Hood] [Scarlet Cape] [Thousand Stings] <----------------------------------------------------------------------> 16) Now, we can climb the ladder to reach the eastern exit of Soulflayer Canyon and be quit of this place... but there's one last bit of loot to be gained if you're willing to backtrack to the western entrance of the canyon. Backtrack down to the southern Phantasm-haunted watery platform, head through the Hobgoblin cavern, then travel south-west up through the northern watery platform. Scale three ladders, turn north, and recross the Spider-infested bridge. Follow the stream west until you reach the fork, then head north, cross the Cyclops-occupied natural stone bridge and return to the watery ramps. Drop down the short, first ramp, and when faced with the second, larger watery ramp, descend while sticking to the west this time. After a long slide you'll find yourself on a ledge with a square chest. Score a Light Cure behind the chest, and a Seeker's Token to the south before sliding down another ledge to the west. Not a terribly rewarding detour, but at least we've seen all there is to see. Head south along the open-air ledge and note a collapsed wooden bridge to the west. There's a ladder down nearby-but we have no need to descend deeper into the canyon again. Instead, turn south-east and follow a stream until you reach the exit. ***ITEMS*** o--Square Chest--o [Free-Spoken Earring] [Golden Ring] <----------------------------------------------------------------------> 17) You're now back in Cursewood, just outside of the 'Soulflayer Canyon East Entrance'. If you've been gone a while, expect foes to have respawned. Head south-east and loot a square chest for some junk loot, then turn south-west and search some Warrior Remains. Now turn east and walk amidst some apple trees (yummy healing, if you were hurt in Soulflayer Canyon). Head to the eastern ledge of this platform and head to the northern tip to score a Coin Pouch (1000 G) hidden amidst some trees. Grab it and walk off the ledge to the east and onto the rocky slope. Head south along the slopes until you reach a ledge with a bird's nest along the sheer cliff to the west. Turn north-east and walk along the ledge to find a rounded chest, which bestows goodies upon those who loot. Continue past the chest to the north-east until the walkable ground ends, then slide down the cliffs to the south. You're now west of the Catacombs entrance, and should have no trouble finding your way back to Gran Soren from here... we have a letter to turn in, after all. ***ITEMS*** o--Warrior Remains--o [Leather Gloves] --- o--Square Chest--o [Iron Headgear] [Sectional Iron Plate] [Unspoken Grace] <----------------------------------------------------------------------> 18) Return to Gran Soren, stash loot, and rest until morning, if necessary. Once done, head back to the castle, letter in hand... err... inventory. Walk towards the castle and you'll see a cutscene of a Gran Soren soldier very awkwardly spying on you. Either head into the palace or go talk to the chap-if you do the latter, he'll intercept you, so... you'll be talking to him either way. This Ser Gabrian, a soldier of Ser Daerio, captain at the Stone of the North (Windbluff Tower) knows an awful lot about your dealings with Fedel, and intimates that Fedel is a snake in the grass, preying upon sympathies towards the health of the duke that... well, you probably don't possess. Of course, his company is the squad being investigated by the court for potentially readying a coup, so, his story smacks of self-interest. If you give Ser Gabrian the letter, Fedel will still have a quest marker, and will still babble about the quest, but it's a legitimate way to complete the quest. On the other hand, if you refuse Ser Gabrian will suggest that you might encounter some ill fortune in the future. The reward is the same for giving the letter to Fedel, so there's no objective reason to favor one side over the other... and honestly, it seems stupid to get overly concerned over who owns the duchy while the Dragon is out there trying to burn in down. There is, of course, a third option-visit Mountebank at the Black Cat and have him forge the letter for 34,500 gold. The fake is marked as such in your inventory, usually a sign that it won't substitute for the original... but that's not the case in this instance. You can give one of them the forgery, and the other the real letter, and score double the quest reward... which pays for the cost of the forgery, and a bit extra. When you turn over the letter, we're done with this Sequence of Events. Don't be afraid to head back to Soulflayer Canyon on your own time and loot it again, as there's little chance you've found most of the loot in only one run, even if you save/loaded alot. As for our next move, we still have a few things to do up in the Northface Forest... but thanfully there's a quest we can get from Aldous that'll take us up in that area... two birds, and all that. Actually three in this case, and it's one hell of a bird... ***REWARD*** (For giving the letter to Ser Gabrian) EXP 18,000 Rift Currency 35 Gold 35,000 ***REWARD*** (For giving the letter to Fedel) EXP 18,000 Rift Currency 35 Gold 35,000 o======================================================================o | Chapter 4: The Duke's Directives | o======================================================================o | | | Aiding the Corps on a Hunting Expedition | | | o======================================================================o Sequence of Events: {WLK029} 1) Griffin Hunting 2) Bait and Smite 3) Everything Eats Goblin! 4) Ser Daerio's Supply Deficiencies 5) The Arisen's Bond 6) Playing Patsy 7) Meloirean Armor 1) Since we're already in the castle and all, head over the Chamberlain Aldous and talk to him. It's finally time to start doing jobs for the duke. Right now we have two choices; 'Aid the Corps on a Hunting Expedition' or 'Gather Evidence for an Important Trial'. These quests aren't like the Wyrm Hunt quests-we've got two quests to do now, two quests to do later, and we must finish the first two before we move onto the next two. To start, pick the obtion to 'Aid the Corps on a Hunting Expedition'. A Griffin has been terrorizing the lands, and the local mercenaries hired by the duke (his own forces being patently useless) aren't quite up to the task. That's where we come in. The leader of this merry expedition will be waiting for us outside of Gran Soren's southern gate. Prepare as you need, this quest will see us just as far a way from Gran Soren as did the last one, but through more explored land. Travel as light as you can... but be sure to bring the 'Ancient Tablet' we got back in the depths of the Witchwood... with a weight of 15.80, it makes it hard to 'travel light', but we'll get putting it to good use soon enough. ***QUESTS*** Griffin's Bane o-----o-------------------------------------------------------o--------o |VIDEO|Griffin's Bane |{VID042}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=mFKfmSCRCz4 | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Exit out Gran Soren's southern gate and cross the bridge to find a squad of soldiers assembled on the road ahead. Talk to the quest-icon bearing guard-Ser Georg-to get the show started. Listen to him advocate their piss-poor plan, then follow them uphill towards Manamia Trail. Watch as they struggle against Goblins, and you might wonder how they ever hope to match a Griffin? If you didn't think this was all going to be up to you already, it should be clear by now. They'll head into the eastern-most path south, the one leading to the Moonshower Cliffs. Follow them until the camera directs your attention to a spot on the ground. What we need to do now is find ourselves something yummy for the Griffin to eat and bring it to that spot. This will lure the Griffin to us. The squad drops into what they obviously think is cover and leave the baiting up to you. <----------------------------------------------------------------------> 3) So, head up into the hills to the north and find yourself a Goblin victim. Smite it, and drag its delicious corpse back to where the squad is gathering. Stand in the area the cutscene showed you and look up at the sky to the south-west. Wait a few moments and the Griffin should appear in air-you may have encountered one already, as they've certainly started stalking Oxen in the Estan Plains by now... but this is the first time such an encountered has been guaranteed... Still, it's not quite time to give them their monster entry. When the Griffin turns to face you in the sky, drop the snack for it and get out of the way. The Griffin will land, and your squad will attack. Now, the purpose of the fight is, on the surface, to vanquish the Griffin... and indeed my first time through the game I ended up killing the Griffin here. But if you injure the Griffin enough without killing it, it'll flee to Bluemoon Tower, giving us an excuse to chase it there, and what's more, allowing us to explore the place in its entirity. It's not necesssary, but since many low-level characters are in fact unlikely to defeat the Griffin here, and since it gives us an excuse to explore more, I'm going to assume that you force the Griffin to flee here, rather than killing it outright... which is certainly how this mission is supposed to play out, anyways. Fight the good fight, but don't kill the Griffin, and after a while it'll fly off. Your mercenaries buddies will condemn the cowardly creature before deciding to chase it back to its nest. o-----o----------------------------------------------------------------o |VIDEO|Griffin Bait | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=GjYqjqwB9Yc | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 4) The journey to Bluemoon Tower will take us back through the Northface Forest and give us an excuse to explore the Pastona Cavern, beyond which Bluemoon Tower lies. There's also a few quests to see to along the way... which we'll do now, since it's on the way and all. First stop? Windbluff Tower, the source of so much intrigue in the realm... Here you'll find a Gran Soren soldier who happens to have a quest for us-this is none other than Ser Daerio, whom we've recently heard of... Anyways, hear him out and he'll give you a task-after giving a sob story about the hardships of a soldier's life. Simply put, his soldiers aren't getting fed, and hungry soldiers aren't happy soldiers. He wants you to head to the capital and speak to somebody in court on his behalf. He'll specifically say that his troops are one week in arrears, and that they need food to boost morale for a new training exercise coming up. He will also inform you that Lord Julien is responsible for the supply here. ***QUESTS*** Supply and Demands o-----o-------------------------------------------------------o--------o |VIDEO|Supply and Demands |{VID037}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=Ea7ePmZpucw | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 5) That's one little task-but we've more to do before we head back to Gran Soren. Return to Hillfigure Knoll and enter the Dragonforged's Sanctum. Talk to the Dragonforged, who will speak crypically about the cipher you found in the Witchwood before prompting you to hand over the 'Ancient Tablet'. Gleefully hand over this heavy hunk of stone, and he will babble more. The tablet is nothing less than a disguised token that only appears to the Arisen-a bond given form. And what better form for such a thing to take than a ring? You'll get the 'Arisen's Bond' ring, whose purpose the Dragonforged will explain. In effect, it's a promise ring. Give it to somebody to massively boost their affinity towards you. It won't ensure that they'll be your romantic partner later in the game... but it does cover significant ground. Anyways, be sure to loot around here before you leave-no sense in running out this far without grabbing some goodies. ***REWARD*** (For discovering the Arisen's Bond) EXP 10,000 Rift Currency 30 Gold 25,000 Item Arisen's Bond <----------------------------------------------------------------------> 6) Now, we've got a lot of exploration ahead of us still, and we'll probably end up running back to town at least once while exploring Pastona Cavern/Bluemoon Tower to stash loot... but even so, I still prefer to get done with 'Supply and Demands' now, just so we don't have to worry about it anymore. So, return to Gran Soren, rest until morning if it's night-time, and head back to the castle. There are two people we can see to complete the quest, a guard named Ser Elmest, or Julien. Write off the guard, as resolving the quest through him will lead to a less-than-optimal reward... which is a shame, since Julien can't be bothered to drag his lazy ass to the castle until later in the day (must be all that cultist crap he's involved in.) Just wait around until Julien shows up (if you're tracking this quest, just wait until there are two objective markers on the mini-map.) when you talk to Julien he'll ask how many supplies they need. You have three answers; 'One week's supply', 'Enough for training exercises, ''Twas left to your discretion.' Pick 'One week's supply' and he'll decide that two more days worth of supplies are needed, and will give you five pieces of Ambrosial Meat to take back to Windbluff Tower. <----------------------------------------------------------------------> 7) Return to Windbluff Tower and talk to Ser Daerio. If you ordered the wrong number of supplies from either the soldier or Julien, you'll get the top reward. If you tell the soldier the right amount of food, you'll get the middle reward. If you tell Julien the right amount and bring the Ambrosial Meat back with you, you'll get the bottom reward. From his comments it should become clear that you played the patsy in some clandestine scheme of theirs. In addition to the quest reward, if Ser Daerio's affinity towards you raises enough (which will often happen if you complete the quest the best way) he'll have another quest marker come up over his head. Don't worry-this isn't more work, just a token of appreciation from Ser Daerio. He'll tell you how awesome you are and fork over the Windbluff Tower Key, which we can use to open the locked door along the southern edge of Windbluff Tower, beyond which lie two rounded chest with very valuable loot in them-some of the best heavy armor in the game. If somehow you botched the quest, or his affinity just isn't there yet, you can always butter him up with more mundane methods... like giving him gifts. As a soldier he's partial to Foreign Knives. Once he likes you enough, he should hand over the key. Once we're done here, we're free to explore the Pastona Cavern without any distractions. You'd be well served by grabbing three Skeleton Keys before you head to Pastona Cavern... you know... just in case some doors lie around that need to be unlocked... Note: These chests can only be opened once per game. ***ITEMS*** o--Rounded Chest--o [Meloirean Helm] --- o--Rounded Chest--o [Meloirean Plate] ***REWARD*** (For botching Ser Daerio's request) EXP 1500 Rift Currency 20 Gold 3000 ***REWARD*** (For successfully relaying Ser Daerio's request to a soldier) EXP 3500 Rift Currency 20 Gold 5000 ***REWARD*** (For successfully relaying Ser Daerio's request to Julien) EXP 6000 Rift Currency 20 Gold 12000 o======================================================================o | | | Exploring Pastona Cavern | | | o======================================================================o Sequence of Events: {WLK030} 1) Windworn Valley 2) Through the Wind Once More... 3) undead Ledges 4) Into Pastona Cavern 5) Under Fire From On High 6) Leaping for Loot 7) The Bandit's Den 8) Bandits On High, Golem Down Low 9) Skeletons and Spiders 10) Smuggler's Pass 11) To Bluemoon Tower Windworn Valley o======================================================================o 1) Run, run, run, through the Northface Forest, past Windbluff Tower, Hillfigure Knoll, and the Abandoned Campsite areas, staying on the road. When the road splits in the north-the northern route heading to the Blighted Manse and the Healing Spring, take the eastern path to reach Windworn Valley, a tiny map area not even worth it's own area. Ahead of you you'll spot a hill with a cage on top... you remember the place, we discussed it way back in [WLK014], Step #19. Snow Harpies, crappy junk loot, blah, blah, blah. Kill whatever Snow Harpies fly around, as they'll only pester you later if you don't. <----------------------------------------------------------------------> 2) Bid the road farewell and walk along the eastern side the cage-bearing hill here, heading north-east. Strong winds will impede your movement as you progress... walk when you can't run, but running is what make headway. When you run out of north-east, turn south-east, then south as you push your way through the pass. Once the wind is gone admire the view to the south-west, as you can still see Windbluff Tower and Gran Soren in the distance. <----------------------------------------------------------------------> 3) Turn east and, when you can, head up a ramp to the north. Atop the ramp you'll find some Warrior Remains, and more to the south-east. Beyond both of the lie an apple tree. You're probably going to need some healing during this mission, so don't neglect to grab some fruit if you don't have any. If you turn west you'll find a tree surrounded by plants, if you continue north-east you'll walk into a dead-end which terminates near another apple tree. On a rock at the end of this northern reach you'll find a Wakestone Shard, making it worth exploring. There are no foes here during the day, but at night you'll have to contend with Skeleton Knights and Skeleton Mages. ***ITEMS*** o--Warrior Remains--o [Fine Over-Knee Boots] --- o--Warrior Remains--o [Guardian's Hood] Pastona Cavern o======================================================================o 4) Backtrack to the top of the ramp and turn south-east until you find a narrow pass to the east. Continue on to reach Pastona Cavern. Your trip east is brief, the cavern opens up and turns south, and on an elevated ledge lurk some of the strongest Bandits in the game-you'll not find human foes more dangerous than the Bandits in Pastona Cavern. They've got plenty of versatility, including a rare Magick Archer, but their Rangers are the most dangerous, in my eyes. Even if you're approaching level 100, these Bandits can do wretched damage, so fight smart, and when that fails, be ready to retreat and heal, as necessary. Once they're dead, search the ledge they operated off of to find a room dug into the rock to the south. Inside is a square chest which hints at the quality loot that lies in store for us during this journey. Head back out onto the ledge and spot another room cut into the stone to the east-on the opposite side of the cavern. A good running jump might suffice here, but a Double Vault or Levitation will make this-and other jumps coming up-much easier. In here you won't find much to loot save a pile of literature but... uh... at least I mentioned it? ***ITEMS*** o--Square Chest--o [Font of Fire] <----------------------------------------------------------------------> 5) Head back down to the lower part of the cavern and continue south, but do so quickly-two asswipe archers lurk on ledges above you, and will take great delight in raining death down upon you. Sprint into one room cut into the northern wall to score a square chest, and then run into a second further down the cavern to the south-east. Exterminate whatever Bandits come to you here, safe from archer fire. When you're confident you've killed the groundies off, head up some stairs to the north-west. Ascend three flights of stairs, loot a square chest, and carefully peek out the door to the south-west and spot the archers to the west. If you have ranged attacks of your own, killing them shouldn't be any trouble. If you're a Mage or Sorcerer, you're at a distance disadvantage, and if you're a pure melee class... well, life sucks sometimes. Kill them if you can, endure them if you can't. ***ITEMS*** o--Square Chest--o [Seeker Tights] --- o--Square Chest--o [Assassin's Mask] [Iron Headgear] <----------------------------------------------------------------------> 6) I should note that you can jump onto the platforms of the Bandit archers-first west to reach the platform on the northern end of the cavern, then from there to the southern one, and ultimate you can jump west again to reach a lower ledge to reach another chamber cut into the cliffs... but there's no real point in doing so, as there's nothing of interest within. From the long, narrow ledge east of the Bandit archer platforms (the one just outside of the room in which we found the last square chest) turn south-east to notice another chamber cut into the rock. The way to reach it is to sprint to the end of the ledge and make a jump at the last second... a difficult jump that becomes trivial with Double Vault or Levitate. In the chamber beyond you'll find three chests-one ornate chest in the center, two square chests on either side. ***ITEMS*** o--Square Chest--o [Barbed Nails] [Knight's Mantle] --- o--Ornate Chest--o [Fiery Talon] [Meniscus] [Red Leather Armor] Bandit's Den o======================================================================o 7) Loot and leave, jumping into the sloped corner between the ledge we jumped from and the room we jumped to to slide safely down to the cavern floor again. Continue down the pass to the south, then turn south-east when you must. Ahead of you the cavern will open up extensively. To the north sits another chamber cut into the stone, containing another Square Chest, and outside of this chamber you'll find some Warrior Remains. On your map, we are just south of the 'Bandit's Den' marker. ***ITEMS*** o--Square Chest--o [Barbed Nails] [Ring of Purpure] --- o--Warrior Remains--o [Iron Shield] <----------------------------------------------------------------------> 8) Look into the open part of the cavern lying before you to the south-east. Any fool can see the dormant Golem sitting just in front of us. Beyond it is a rock formation where two Snow Harpies roost. To the south-west of the Golem and Snow Harpies are some elevated ridges which we can use to bypass the Golem. On the highest ledges to the south-west rest two ballistae, standing proud and useless on this high ground. Standing by the ballistae you can look across the cavern to the north to spot a Bandit camp on the elevated ground there. To reach that lofty Bandit camp in the distance, kill or bypass the Golem (keeping a safe distance away) and work your way to the eastern reaches of this area. Turn north and you'll see a doorway cut into the rock, beyond which lie some stairs, which lead to the Bandit's Den. The Bandits here aren't any weaker than the ones elsewhere in Pastona Cavern... but killing them is a good bit less lucrative. The only loot to be found here is an Airtight Flask, a Flask of Water hidden atop some rocks, and a junky rounded chest in a tent. Finally, to finish this open area up, search the cliffs to the east to find an elevated chamber cut into them. Fortunately, there are narrow ledges that can be scaled to reach this room, in which sits a rounded chest. On the cavern floor itself, all you'll find are some Warrior Remains south of the Snow Harpy rocks. ***ITEMS*** o--Warrior Remains--o [Cutlass] --- o--Rounded Chest--o [Caladbolg] <----------------------------------------------------------------------> 9) Exit this open area by heading south. You'll move briefly through a narrow pass before the cavern opens up again. Here you must contend with Skeleton Knights and Skeleton Warriors if it's night... or Giant Spiders during the day. I'm honestly not sure which I find more annoying. No, wait. I am. Spiders. At least the undead give you experience. If you scale some stones along the northern cliffs you can find some loot-worthy Warriore Remains. If you head south-west, all you'll reach is a cliff... albeit with a nice view. Nice views aren't loot, though, and this isn't Journey, so head south-east under a large natural arch. while under the arch, search the northern wall to find yet another chamber cut into the cliff-face... although these chambers run a bit deeper than the ones we explored earlier... ***ITEMS*** o--Warrior Remains--o [Fine Magick Buckler] Smuggler's Pass o======================================================================o 10) Despite the name, fear not-there are no smugglers down here... not any living ones, at least. Head down some stairs to the south-east, ignore a room to the south-east and turn the corner to find some stairs to the south-west. Follow the stairs down until you reach the bottom, a long south-east/south-west running hall with rooms on each side. Sword-and-shield armed Skeleton Knights prowl these rooms, and their tendency to block and the narrow confines work together to make them somewhat annoying here. I'll spare the details here because they're unnecessary, and just paint in broad strokes-there are usually one or two Skeleton Knights in each room. Some rooms are locked, some are open. Skeleton Keys will make locked doors not so locked. In most of the rooms are chests-chests with pretty good loot in them. You need three Skeleton Keys to open all the locked doors here-and they stay unlocked the rest of the game, so it's good sense to bring them... you know, just in case we come this way again? One thing I will mention is the north-eastern most chamber, as it has another chamber beyond it to the east. The square chest in the western room before it contains junk, but the ornate chest in the eastern room contains goodies. Also, there's a Wakestone Shard in the south-eastern corner of this room, so, extra goodies. with any luck you'll leave the Smuggler's Pass much more weighed-down with loot than you entered. ***ITEMS*** o--Ornate Chest--o [Bardiche Daggers] [Lion-Lord's Helm] [Scarred Sentinel] --- o--Square Chest--o [Guardian's Hood] --- o--Square Chest--o [Fine Magick Buckler] [Scorched Pelta] [Thunder Kite Shield] --- o--Ornate Chest--o [Black Matter] [Caladbolg] [Malignance] Cutlass Cape o======================================================================o 11) Return to the exterior and continue following the cavern downhill to the south-east. You'll pass under another stone arch, and will have to deal with more skeletal undead and Spiders, depending on the time of day. Eventually the cavern will turn east and you'll see the ruins of stone stairs on the ground you traverse, with toppled arches lining the path. Ahead of you lies Bluemoon Tower, the remains of what must have been a once-mighty civilization. As the road turns south again, you'll find a square chest along the northern side of the road, and outside the gates to Bluemoon Tower itself sits a Riftstone. At least your Pawns can get back up to full strength before venturing on. Be warned, though, lots of loot still lies ahead. If you're inventory is full now, it might be worth a run back to the 'Traveler's Rest' south of the Blighted Manse. If you're quick enough (and don't rest) the enemies won't all respawn in such a short time... and neither will all that tempting treasure... o======================================================================o | | | Exploring Bluemoon Tower | | | o======================================================================o Sequence of Events: {WLK031} 1) Enlishment Corps. < Snow Harpies 2) Auspicious Statues 3) Snow Harpy Snack Time 4) Silver Chestplate (Bra) 5) Ascending Bluemoon Tower 6) Drop-Down Treasure 7) Looting the Broken Tower 8) Precarious Walkways 9) More Tower Treasure 10) The Griffin Awaits 11) A Storm Approaches 12) Breaking Through 13) Fleeing the Griffin 14) A Short Reprieve 15) Searching the southern Stairs 16) Griffin Battle Atop Bluemoon Tower 17) The Power of the Portcrystal 18) Looting the Summit 19) Searching the Northern Stairs 20) Planting the Portcrystal Bluemoon Tower: First Floot o======================================================================o 1) Bluemoon Tower... if there's any place in the entire game at this point that can challenge Soulflayer Canyon in both quantity and quality of loot, this is it. Head south across the bridge you start on and score two Warrior Remains before passing under a large arch (the second set of Warrior Remains can take a bit of time to load... but that might just be an Xbox 360 thing.) Here you'll find members of the Enlistment Corps. fighting a losing battle against a flock of Snow Harpies. Snow Harpies are normally native to Bluemoon Tower-but the only reason these ones are here is due to the quest progress of 'Griffin Bane'. In subsequent runs, you shouldn't encounter any Snow Harpies here. Talk to Ser Arbel and Ser Loren for a flavor update, if you care about such things. ***ITEMS*** o--Warrior Remains--o [Iron Vest] <----------------------------------------------------------------------> 2) Continue out onto another bridge-this one running east/west. To the west you'll find a square chest worth looting. Once done, head east where you'll see more soldiers fighting some Skeleton Knights. Again, these monsters are native to Bluemoon Tower, but you normally wouldn't encounter any here. Continue south across another bridge and head up some stairs to reach a column-lined hall with more Warrior Remains on it. Before the arch, flanking the stairs, sit two Griffin statues... fitting, considering our prety. If you climb atop them, you can find a few things to loot-some Harspud Juice and Secret Softener around the base of the western one, and a Seeker's Token near the front left paw of the eastern one. ***ITEMS*** o--Square Chest--o [Bespoke Longbow] [Chimeric Sabatons] [Silver Ring] --- o--Warrior Remains--o [Silver Ring] <----------------------------------------------------------------------> 3) Carry on to the south, under another arch. You'll spot a pair of Snow Harpies feasting on carrion, and on an elevated ledge above them (and you) sits a Skeleton Mage waiting to blast you with Ingle when you come in range. To the east lurk some slumbering Skeleton Knights and some stairs-dispatch all your foes, loot a rounded chest near the carcasses the Snow Harpies were feasting on, and head east. ***ITEMS**** o--Rounded Chest--o [Iron Bandings] [Master's Merle] <----------------------------------------------------------------------> 4) Reach the stairs and defiantly ignore them for now. At the feet of the stairs turn north and spot a sliver of intact, uneven floor running under an arch to the north-east. Use the ruined floor as a bridge of sorts and walk onto a ledge under some more arches-and-columns and look down. You'll see a rounded chest glowing merrily at you, but be cautious-a Skeleton Knight lurks here as well. This chest can contain the ultra-cool looking Silver Chestplate, essentially a muscle cuirass on male characters, and a metal bikini top on females. While it's attractive enough... I wish there was a muscle cuirass for both genders. Why does the guy get a cool, full-frontal piece of chest armor, and the ladies only get tit-holsters? Come on, Capcom, this isn't Dead or Alive: Beach Volleyball, I want armor, not swimwear. ***ITEMS*** o--Rounded Chest--o [Silver Chestplate] [Trooper Outfit] <----------------------------------------------------------------------> 5) Return back south to the stairs and follow them up, then up another flight to the west, grabbing a Light Cure near a torch along the way. Up some more stairs to the east another Skeleton Mage will do his best to act as an Ingle-turret... but fortunately there's a column you can hide behind, waiting to attack while he's casting. When you do attack, however, do so quickly, as a number of Snow Harpies will show up and attack. Run to the landing the Skeleton Mage was on and hide in the corner, picking the Snow Harpies off at a range or waiting for them to come to you-doing this will lessen the odds that they'll pick you up and drop you into any of the pits nearby. If it matters at all to you, there's an Inverventive to score on the flat ledge under the arch separating the stairs the Skeleton Mages lurked near from the ones below. <----------------------------------------------------------------------> 6) Continue south to find more stairs-which we'll be ignoring again. Instead, walk under another arch and look down the ledge it rises over to spot a rounded chest. Before you jump, grab some Harspud Milk to the west and a Pickaxe to the east, if you need it. On the ledge under the next arch to the west you can find a Salubrious Brew. When you jump down, try to land on top of the rounded chest or one of the several ore veins to avoid taking damage-a little trick my girlfriend taught me. Mine the ore, loot the chest, and continue east. ***ITEMS*** o--Rounded Chest--o [Grand Surcoat] [Gryphic Gauntlets] <----------------------------------------------------------------------> 7) When you run out of east, turn north and head up some stairs. Continue north along some arches-and-columns until the path turns east, terminating at a collapsed stone walkway leading to a square tower. The gap can-and should-be jumped. Grab a Light Cure on the other side and walk the narrow ledge around the elevated platform of the square tower to score three Bladeleaf and some Harspud Milk. Atop the elevated part of the tower you'll find two chests-both ornate, and both very generous. In the south-eastern corner of the tower you'll find a Panacea and a Salubrious Brew, and in the north-western corner you'll find two Large Coin Pouches (7000 G). ***ITEMS*** o--Ornate Chest--o [Anchor to Heaven] [Crescending Roar] --- o--Ornate Chest--o [Assailant's Bracers] [Fluted Bow] [Hunter's Bow] <----------------------------------------------------------------------> 8) Head back west, jump the gap again, and head under the northern-most arch lining the walkway to the west. Another strip of floor leads to the intact surfaces of the arches-and-columns below. Continue west to score a rounded chest, then turn north and walk across some much more uneven ground to find a square chest... scoring a Dose of Courage along the way. ***ITEMS*** o--Rounded Chest--o [Chimeric Half-Plate] [Sectional Iron Plate] --- o--Square Chest--o [Divine Axis] [Fiery Talon] [Margenstern] <----------------------------------------------------------------------> 9) Backtrack to the last rounded chest we scored to the south, and from there continue west along the tops of arches-and-colums before passing under another arch to the west-scoring another Dose of Courage under an arch to the north along the way, of course. Cross another ruined floor to the west, then cross under yet another arch to spot another square tower-this one with an intact walkway. Stroll around it first to gather up another two Bladeleaf Plants and a Salubrious Brew, then ascend to the elevated platform to find a rounded chest. Grab two more Large Coin Pouches (7000 G) in the north-eastern corner and return to the walkway. Follow it east, then south. Head up some stairs (another Interventive hides under the arches east of the stairs) and turn east to find yet another rounded chest. Once done looting jump off the eastern side of the ledge (behind the chest) to reach the platform where the first Skeleton Mage we took down here stood. ***ITEMS*** o--Rounded Chest--o [Plated Coat] [Twilight Hood] --- o--Rounded Chest--o [Gryphic Helm] [Violet Ring] [Vouge Daggers] <----------------------------------------------------------------------> 10) Head up the stairs to the east again, turn south, and rush up the stairs to the west here. Skeleton Knights dot the stairs and landing above, but a Skeleton Mage waits behind them. Rush past the dormant Skeleton Knights and kill the Mage before his buddies animate to simplify the fight. Once all the undead lie still, grab a Dose of Strength and some Harspud Milk on the floor before turning south-east. On top of a crate near a door sits some Harspude Juice. The caged door nearby is barred from the other side... something we'll need to remedy shortly. The metal door on the opposite wall, however, is open to us due to the progress of the quest 'Griffin Bane'. Be in top form before you head through the door, as the Griffin awaits. <----------------------------------------------------------------------> 11) Open the door and the weather will turn stormy... not that it actually rains, mind you, there's no precipitation of any kind in Dragon's Dogma... which is a shame, I think. A game like this could have only benefited from the atmosphere added by a little weather... anyways, you'll see a soldier standing near a ledge to the north gesturing wildly. Head over to him and the Griffin will make its grand reappearance and, well... will do bad things to the soldier. <----------------------------------------------------------------------> 12) To the west Ser Georg will call for aid-they're attempting to cut their way through the cross-bar that seals a nearby gate-run up to the gate and give them a hand. When the bar is destroyed, the gate opens and you can continue past it. Another gate looms ahead, however, blocking your path-you can either cut your way through this one, or run up some stairs to the north-west, cross a bridge (smashing crates that block your way as you go), and head down some more stairs to get behind the gate. The Griffin will pick off Ser Cyrus-spare the soldiers some effort by pulling a lever on the far side of the gate, which will open the way for them. <----------------------------------------------------------------------> 13) Once reunited, continue south to the next gate. Ser Westley is the next victim of the Griffin, who snatches him and flies out of reach to pick poor Ser Westley to pieces before renewing the assault on you. Attack the Griffin as you may (but try not to kill it yet) and it'll eventually bash through the gate for you... but not before smashing the walkway back. Once the gate is down, do not hesitate-you must run into the camera (a cinematic cliche my girlfriend absolutely hates in games), as the Griffin repeatedly swoops down and destroys the walkway behind you. Flee the wrath of the Griffin, running counter-clockwise along the walkway until the walkway ends. When it ends turn north and head into a hallway, which will provide us sanctuary from the Griffin. <----------------------------------------------------------------------> 14) Grab some Harspud Juice in a nearby crate, loot some Warrior Remains beyond them (to the north), further north still lies an Interventive, and when the hall turns west, search the corner for a Salubrious Brew. These potions should be sufficient to cure whatever damage you may have sustained, if any. Head down the hallway to the west, then south to reach a larger, columned hall running north-west. To the south-east you can find a rounded chest hidden by crates. Loot it and continue north-west. Note: If you return here later you'll find Phantoms, Skeleton Mages, Skeleton Knights, and a pair of Ogres in this area. <----------------------------------------------------------------------> 15) Head under an arch in the western corner of the room and follow the hallway beyond to the north-east. It will shortly end and you'll find yourself standing before a grand staircase running counter-clockwise. Along the side of the stairs are various platforms that rise with the stairs, along which various goodies can be found. On the floor near the stairs to the north you'll find some Harspud Milk, and on the level above it sits an Eyedropper. You can also score some Secret Softener on the stairs itself. Keep and eye to the south as you ascend the stairs, and when you've gained enough elevation, note that you can leap from the stairs onto the ledge below the arches-and-columns that surround the stairs to the south. Do so and follow the ledges counter-clockwise behind (east of) the stairs to find a rounded chest. Grab your prize and score a pair of Harspud Juices next to a pillar on your way back to the stairs. Once back on the stairs, ascend until they terminate, then turn north and head into what looks an awful lot like a collesium... Note: Again, if you return later this staircase will be occupied by Skeleton Knights and Skeleton Mages. ***ITEMS*** o--Rounded Chest--o [Assassin's Breeches] [Gryphic Greaves] Tower Summit o======================================================================o 16) Behold, a large, rounded arena with the eastern side partially collapsed. Here the Griffin roosts, and here we fight. The Griffin strategy below is more general than strictly applicable to this fight which is complicated in several ways-first we've got allies besides Pawns, and although the Gran Soren soldiers aren't really even good at drawing the Griffin's attention, an old friend will come through for us in a big way... perhaps... If you completed 'A Troublesome Tome' Steffen will show up, having studied Saloment's Grimoire in the intervening time and put the arcane magic therein to good use. If you gave him the real grimoire, he'll arrive and dramatically conjure fire against the Griffin-setting it ablaze and knocking it from the sky. He will continue to contribute rather effectively throughout the fight, as well. If you gave him a forged tome... well, his dramatic entrance results in nothing, much to his confusion. This Griffin also doesn't fight like normal Griffins, who tend to have a lot more space, and aren't averse to circling around at great distances and performing dives or dive-and-grab attacks. This one, instead, will be much more focused, and will spam a few attacks-a series of short, diving attacks, a lightning blast, or a lightning fly-by attack. Sprinting to the side is usually sufficient to dodge its attacks, and ranged attacks should see you to victory in short order. If you gave Steffen the forgery and don't have any ranged options, however, this could be a tough fight... ***ENEMY STRATEGY: GRIFFIN*** Griffins are big, flying, lion-eagles. Strong, swift, and agressive, they're dangerous foes, indeed. Characters with ranged attacks will have a much easier time taking one down than melee character, as usual. Unlike many large foes, climbing a Griffin is not a good idea, as they'll energetically oppose your grapple, and there's little chance you'll actually get the opportunity to strike... and if a Griffin takes off while you're on them, it can be a long way down... Setting their wings on fire will prevent them from flying for a time, but avoid lightning attacks, as Griffins have an affinity for that element. Aerial Advantage ---------------- The Griffin is a magnificent flying beast-with speed, power, and maneuverability that put other winged foes to shame. Even Drakes are nothing more than clunky hoverers compared to Griffins. They will often fly around their prey before swooping in from a great distance and trying to snatch up morsels. Those morsels could be Oxen, Goblins, Bandits... or you. If you're grabbed in the Griffin's dive attack, you're in trouble-you can break free, but a long fall awaits you. Sometimes, however, the Griffin isn't in the mood for such precise attacks-a hovering Griffin can also resort to a series of clumsy but powerful swoops against land-based foes, diving in, attacking, and taking flight again before any counter-attack can occur. Other times, they'll fly overhead and perform a lightning attack reminiscent of the Devil May Cry boss... Griffin. Hmm... Ground Pound ------------ Once grounded, the Griffin is a much more attractive target-they're still big and dangerous, however, and a grounded Griffin will content itself by stomping at foes in front of it. Often, however, Griffins won't remain on the ground for long, so take advantage of them while they're in reach, and aim for the head if at all possible. o-----o----------------------------------------------------------------o |VIDEO|Bluemoon Tower Griffin Battle | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=Wt7IlHVAHas | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 17) Once the Griffin falters you'll be instructed to head back to the capital for your reward. You can talk to the survivors after the fight, Ser Loren, Ser Georg, and Steffen, at least. Steffen will either boast a bit (deservedly) or question the integrity of the tome you gave him... without going so far as to accuse the gentle Arisen of a misdeed, of course. Your attention may also be drawn via cutscene to a glowing gem which rests amidst other treasure along the western side of the arena. This is a Portcrystal, the first-and only-one we'll find during this playthrough of the game. What does it do? You can use it from your inventory to place it anywhere in Gransys (but not in any dungeons or towns) and, once placed, it'll serve as a teleportation destination when you use Wakestones. You'll get a list allowing you to choose amongst the various possible destinations (Gran Soren for example is static and will always be an option.) If you decide you want to move it somewhere else after placing it, you merely have to go back and pick it up. This drastically reduces the amount of running around in subsequent games... but only helps us so much this time around. Where do I suggest putting it? Right outside of Bluemoon Tower. This will let you return here without trudging through the Pastona Cavern, Northface Forest, Deos Hills, and the Estan Plains should another quest take us here, or should we just want to return to score some more loot. I won't go into too much more detail about this right now, since, again, we can only obtain one Portcrystal this game. Still, increased Portcrystals means increased Ferrystone consumption, so, in case you forgot you can purchase Ferrystones from Mountebank for 20,000 gold each. Fournival also sells a limited quanity of Ferrystones for 10,000 gold each. Note: Like Wakestone Shards, the Portcrystal will not respawn. You can pay Mountebank to forge one (300,000 G), but it's non-functional. On subsequent playthroughs Mountebank will sell additional Portcrystals for 200,000 gold each. These do work, and can be placed at your whim throughout Gransys, making the second (and later) playthroughs much less tedious. For ideas of where to place your Portcrystals, check out the 'Placing Portcrystals' section of the guide [PRT001]. <----------------------------------------------------------------------> 18) Now for the looting. Just east of the Portcrystal lies some Warrior Remains, and nearby you'll find numerous coin pouches of various sizes. Grab them all for a pay-day of 46,100 gold. Not bad. There are also two ornate chests flanking the Portcrystal, and two more warrior Remains lying about the area. Finally, in the ruins to the east, near the remains of the southern wall by the ledge you'll find some Harspud Milk and a Coin Pouch (1000 G). ***ITEMS*** o--Ornate Chest--o [Assassin's Mask] --- o--Ornate Chest--o [Gryphic Armor] --- o--Warrior Remains--o [Silver Ring] [Summery Cowl] <----------------------------------------------------------------------> 19) Exit the arena via the north to find another grand staircase, this time ascending clockwise. Descend the stairs a bit and keep your eye to the north, as we want to jump onto the ledge under the arches-and- columns there. Once done, grab some Throat Drops and an Interventive near a column, then turn and walk clockwise, heading behind (east of) the stairs to find a rounded chest on the ledge under the arches-and- columns. Head back west and jump back onto the stairs and walk off them to the south, aiming to land on the highest platform next to the stairs, on which sits another rounded chest. ***ITEMS*** o--Rounded Chest--o [Red Leather Armor] [Rex Lion Padding] --- o--Rounded Chest--o [Gryphic Cloak] [Harpy Cloak] <----------------------------------------------------------------------> 20) Continue down the stairs to reach the bottom-it should be noted that on subsequent visits both this grand staircase and the one we ascended earlier will be crawling with Skeleton Mages and Skeleton Knights. At the bottom of the stairs, continue clockwise until you can turn north-west, then head counter-clockwise up a hallway, at the end of which lies a rounded chest. Loot it and turn north to find the caged doorway we couldn't get through earlier-smash the beam on it to open the way back to the rest of Bluemoon Tower, which we now have explored every inch of. It's time to head back to town and proclaim our success to Aldous... but first, leave Bluemoon Tower on foot and place the Portcrystal outside. Doing so will save us a good bit of time later. Once done, use a Ferrystone and teleport back to Gran Soren... or walk, if you must. Stash loot, rest if necessary, and talk to Aldous for a well-earned reward. Our next quest is much more mundane and results in much less loot. ***REWARD*** (For aiding a hunting expedition) EXP 25,000 Rift Currency 40 Gold 30,000 o======================================================================o | | | Gathering Evidence for an Important Trial | | | o======================================================================o Sequence of Events: {WLK032} 1) A Fair Cop 2) Fedel's Petition 3) Symone's Petition 4) Geffrey's Petition 5) Jasper, Pip, and Sara Speak 6) Incriminating Documents 7) Reynard's Forgeries 8) Ser Daerio's Character Witness 9) Ansell's Testimony 10) Fournival's Fate 1) Talk to Aldous again and select the task 'Gather Evidence for an Important Trial' to get the details. Apparently Fournival's misdeeds have finally caught up with him, and stands trial for a 'litany of crimes' including bribery, fraud, abduction, and the selling of secrets, and collusion with Salvation... typical merchant crap, but methinks it's not what Fournival has been doing, rather who he has been dealing with. The stakes are high-nothing less than the death penalty awaits Fournival, and as things stand, the odds are against him. Our task is to gather 'evidence'-in this case testimonies pertaining to Fournival's character, good and ill. We've got several days to gather whatever 'facts' we can. Essentially, we have to talk to various characters and collect petitions from them... it's a good old fashioned popularity contest! This quest can be as simple or as complicated as you want it to be. We gain nothing by seeing Fournival put to death, and very little from seeing him acquitted. Still, little is more than nothing, last I checked. You need evidence strongly in favor of Fournival, and to that end, you can just collect as many petitions as you want and turn only the good ones in. I won't go into detail about seeing him found guilty, for that, all you need to do is rest at the Gran Soren Union Inn for a few days until the trial is concluded. ***QUESTS*** Trials and Tribulations o-----o-------------------------------------------------------o--------o |VIDEO|Trials and Tribulations |{VID044}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=vjgDJz1E3aU | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) The first petition can be obtained from right in the castle. Fedel, our friend of lost letters, makes significant profits by dealing with Fournival and doesn't want to lose this income. So... he wants to believe he's innocent, and that's apparently enough for him to give us 'Fedel's Petition'. Not really any proof of innocence here, just a greedy guy trying to keep another greedy guy out of prison so they can continue to be greedy together... It's like the government here in America. Anyways, score one for Fournival. <----------------------------------------------------------------------> 3) Leave the castle and visit Fournival's house, around which you'll find Symone. She, too, wants her father to remain healthy... you know, because she'll be a penniless orphan without him? Oh, and also probably because of the whole family thing, too. This self-interest causes her to write up a petition as well. Score two for Fournival. Inside you can find Fournival, who claims to be innocent. He'll also promise to sell to you at cost for the rest of his days if you get him acquitted. <----------------------------------------------------------------------> 4) Next stop, visit the Gran Soren Cathedral and talk to Geffrey. This holy man knows too well Fournival's faults, but still doesn't think that he's bad enough to deserve the punishment in store for him. He'll hand you a petition, too. That's three in favor of Fournival. <----------------------------------------------------------------------> 5) Now visit the Craftsman's Quarter where Jasper, Pip, and Sara will be if you helped Fournival evict them. They have some opinions of Fournival, and none of them good. Each one of them will hand you a petition in favor of Fournival getting the axe. Ouch. Three for, three against, in one swing. <----------------------------------------------------------------------> 6) For the next bit of evidence that actually might actually count as evidence, we'll need to check our stash. If you forged (or simply didn't turn in) the Chamberlain's Affidavit or the Gift Ledger we found in Fournival's House earlier (way back when we first entered Gran Soren, after completing the Pawn Guild, if you remember), both serve as evidence. The Chamberlain's Affidavit counts as evidence in favor of Fournival, the Gift Ledger, against him. Still even at four for, four against. <----------------------------------------------------------------------> 7) Honestly, we've already done more than enough work to see this trial play out any way we want it to, but if you just must do everything, we still have options. Reynard, the wandering merchant we saved immediately after leaving Cassardis the first time has some tricks up his sleeve. Find him (if you're lucky he'll be in Gran Soren, but he could be in a variety of places-let thy map marker be thy guide...) and he'll seem delighted in the diversion offered by an inquest. He'll offer to sell you 'writs of affidavit' to influence the trial in any ways you wish. After you buy one, whether you purchased an affidavit petitioning innocence or guilt, the next one-again, regardless of the influence, will cost more, as follows: o=======================o=======o | Soiled Affidavit |3000 G | |-----------------------|-------| | Tattered Affidavit |5000 G | |-----------------------|-------| |Sweat-Stained Affidavit|7000 G | |-----------------------|-------| | Blurred Affidavit |9000 G | o=======================o=======o After purchasing all you can, or care to, it's time to move on to the final means of influencing the trial. <----------------------------------------------------------------------> 8) Head over to Windbluff Tower and talk to Ser Daerio, who also has benefited from Fournival's lack of scruples. The fact that these guys view Fournival favorably is the best evidence we've found so far that he's a bad guy... but in any event, he'll decide to vouch for Fournival. Sadly, he can't leave to give testimony, so he'll send one of his soldiers-Ser Castor-who is lurking around here somewhere (again, follow the map-marker) to speak for Fournival in his stead. Talk to Ser Castor to start the escort mission-traveling from Windbluff Tower to Gran Soren shouldn't be too terrible of an ordeal. Take him to Gran Soren and talk to Aldous, selecting the option 'Gather Evidence for an Important Trial' to complete this escort quest. <----------------------------------------------------------------------> 9) One escort mission in favor of Fournival, so you know what's next... that's right, one unfavorable one. Why would you even bother doing this extra work for a conviction that's so easy to secure is beyond me, but we'll cover it anyways. Return to Cassardis, where you'll find Ansell- the gardener we rescued from prison a while back. This snooping peasant overhead Fournival making illegal dealings when he worked back at the castle, and he's willing to risk returning in order to testify. Start his mission and make your way back to Gran Soren, a trip that goes much quicker if you simply use a Ferrystone. Ansell is an annoying guest-he'll whine if you run too far ahead (which means, if you move, pretty much) and when you make your way halfway through the Estan Plains he'll whine about not being able to go on and lose almost all of his health, so be sure to baby him as you travel. When you reach Gran Soren, talk to Aldous and he'll see that Ansell is retained for the duration of the trial. <----------------------------------------------------------------------> 10) You now have had more than enough opportunities to gather whatever 'evidence' you could have cared to gather. Again, it's easy as pie to get him convicted-you merely have to wait. To acquit him, however, you should hand over three pieces of evidence (or more) in favor of Fournival... or rather, three pieces of favorable evidence more than unfavorable evidence. The easiest way to do this is to get petitions from Fedel, Symone, and Geffrey. After that, turn them into Aldous and rest four days at the Gran Soren Union Inn. When the time runs out, you'll be prompted to inquire after the verdict. Head out into Fountain Square and a cutscene will trigger, where Fournival's verdict is read out loud by some dweeb named Ambrose. After the verdict is read, go talk to claim you reward and start on the next quest... if he was acquitted be sure to seek Fournival out, as he'll now sell the 'Magnanimous Cloak' Accountrement. Not a great item, but there's no other way to get one. Anyways, we're done with this task, and hence, the first two of Aldous' directives. This allows us to start two more missions-'Recovering a Stolen Item' or 'Assisting Ser Mercedes'. ***REWARD*** (For gathering evidence for an important trial) EXP 15,000 Rift Currency 30 Gold 20,000 o======================================================================o | | | Recovering a Stolen Item | | | o======================================================================o Sequence of Events: {WLK033} 1) The Wyrmking's Ring 2) Following Quest Markers 3) Suspect: Salomet 4) The Lead 5) Resisting Arrest 6) Brice's Advice 7) Back to Bluemoon Tower 8) Badass Bandits 9) Showdown with Salomet 10) They'll Never Know the Difference... 1) Talk to Aldous and pick the task to 'Recover Stolen Item'. Apparently an heirloom was stolen from the castle recently-the Wyrmking's Ring. It's no petty trinket, and was stolen under heavy watch-Aldous suspects it could be an inside job. So, we'll need to be sneaky, keep our intentions hidden, and watch who we talk to so they don't know they're being... wait? We just need to go around talking to people? Just flat out ask potential suspects about the stolen ring? Okay... not very subtle, I guess. Aldous will finish by exaggerating how important the ring is before finally leaving you to your own heavy-handed devices. Note: The next several Steps, while they add flavor to the quest, are entirely unnecessary. If you want to just get on with things, skip to Step #5. ***QUESTS*** The Wyrmking's Ring o-----o-------------------------------------------------------o--------o |VIDEO|The Wyrmking's Ring |{VID045}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=_LbEL4r0GZo | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Okay... let's begin by talking to the servants around here... this involves little more than following quest markers, but it'll be discussed just so this guide is all complete-like. First, talk to a pleb named Pering, who merely confirms that, given the super-awesome layout of the castle, the thief must have been in the know. Now seek out a guard named Ser Gyles, who will confirm that there was an 'unfamiliar man' seen within the castle's walls, one with the look of a Sorcerer about him. An unfamiliar Sorcerer who yet knew the castle well? Hmm... Finally, find a scribe named Ambrose... hey! It's the guy who read out Fournival's verdict! Anyways, talk to him and he'll put the pieces together for you-the only Sorcerer insider who fits the bill is Salomet... you know? He's got potions named after him? We gave his book to Steffen? Anyways, Ambrose suggests that the ring-being magical in nature, is just the thing that Salomet would covet. Hmm... Time to report back to Aldous. <----------------------------------------------------------------------> 3) Aldous knows of Salomet well enough. Back in the day, when the duke was more ambitious, he had a council of magick scholars who... well, did the sort of magicky stuff such experts are supposed to do. Salomet was the boss of this little enterprise, but was apparently only involved for his own gain. Whatever research the council gain, Salomet made off with, killing his colleagues in the process. <----------------------------------------------------------------------> 4) To find the next clue, head into the city and find an aristocrat named Mellard, who will inform us of a 'queerly dressed man skulking about the quarry.' We now have our lead, time to head out to the Ancient Quarry. You should have no trouble making your way there on your own, by now. <----------------------------------------------------------------------> 5) Enter the Ancient Quarry and, from the entrance, head south until you trigger a cutscene. Salomet stands ready with a host of bodyguards. He'll babble a little before attacking. Kill his pathetically weak bodyguards before going after Salomet... who is also laughably weak. Once they're dead and Salomet is injured, he'll admit you're more competent than the duke's guard (meagre praise, indeed) then he'll teleport away, using a Comestion to cover his escape. Time to report back to Aldous, but... well... since we're here, it wouldn't hurt to loot the Ancient Quarry again, would it? Whatever, do what you wish. <----------------------------------------------------------------------> 6) Talk to Aldous again, and select the option 'Recover Stolen Item' once more to prompt him to talk. Just running Salomet off was, of course, not enough-you'll need to track him down and finish what you started in the Ancient Quarry. Where could he have gone, though? Leave the castle and talk to a merchant in the Fountain Square (again, follow your quest marker) named Brice-the guy whose intriguing about Selene started the quest 'Witch Hunt'. He'll mention Bluemoon Tower; apparently a merchant friend of his has seen a man coming and going 'round there of late. He cast spells to drive off the beasts, and, Brice suspects that this man just might be the sorcerer that stole some bauble from the duke. Yeah. They're not being subtle here-they might as well has hit you on the head and shouted 'He's in Bluemoon Tower!' <----------------------------------------------------------------------> 7) The trip back to Bluemoon Tower is as arduous as you've made it on yourself. If you followed my advice and dropped the Portcrystal there, it's just a Ferrystone away... although it wouldn't hurt to run through Pastona Cavern again to score extra loot and experience. In any event, I won't repeat myself-you know the way there, and you'll get there however you wish. <----------------------------------------------------------------------> 8) Once you make it back to Bluemoon Tower, you'll discover that Brice's information was correct-the old foes have been evicted and replaced with Bandits. Don't let Salomet's petty cronies in the Ancient Quarry fool you-these are some of the strongest Bandits around-on par with those out in Pastona Cavern. Groups of asshole Rangers are especially frustrating, as they're quite powerful and love knocking you and your Pawns around with their Longbows. Considering the many pitfalls here, it's a recipe for grit teeth, swearing, and flying controllers (this is one of many times where my Sorcerer-build character shows her limitations...) Your goal is to head back to the arena where you fought the Griffin, but the Bandits are even worse along the northern grand staircase leading to the arena, where archers have positioned themselves on high ground-unless you can shoot back with a bow, you're going to be at a great disadvantage. All things considered, it might just be easier to take the route you used when we came after the Griffin... and of course if the loot here has respawned, go out of your way to grab it. <----------------------------------------------------------------------> 9) Once atop Bluemoon Tower you'll confront Salomet, who comments on how much time you waste pursuing him and calls you a coward for chasing after him rather than the Dragon. Thankfully, he won't go on much longer, opting to fight it out. Salomet is far less troublesome than his Bandit henchmen were, he only really has a few attacks-he'll summon up some Skeleton Knights or Skeleton Lords-two at a time, either sword and shield or longsword-weilding knights, and he'll replenish them as you kill them. He'll also use a rather potent Comestion spell, as well as High Ingle or High Frazil. If you approach him, he's fond of teleporting away. If you have any sort of ranged attacks, killing him is quite simple-just shoot him to death and ignore everything else. If not, you must work your way through his minions while dodging his spells-he can only summon aid so many times, after which point he'll stop teleporting around and take the beating he deserves. Once he's smote, he'll fall off the eastern edge of the arena, hopefully to a watery grave. Head over to where he fell and recover the Wyrmking's Ring. Just north if it, along the ledge, is a Ferrystone. The trip back isn't going to be so terrible, after all... <----------------------------------------------------------------------> 10) Make sure you have all the loot you care to grab here (the Bandits, if any were left, will vanish once Salomet is vanquished) and leave Bluemoon Tower. I suggest picking up your Portcrystal from outside, as it'll be more useful elsewhere in the future. Once you're ready, return to Gran Soren, where we're faced with a bit of a dilemma... We should probably return the Wyrmking's Ring to Aldous, as... well, that's what our job is, but it's a fairly potent magical item. Just having it in your inventory reduces the casting time of spells-an indispensible accessory for any Mage or Sorcerer. Once again, Mountebank is our answer-he'll forge you a copy of the Wyrmking's Ring (99,990 G). You can give the forgery to Aldous, which will fool him well enough, and keep the original for yourself. Doing this will cost you a reward later, but it's a worthwhile sacrifice. What, exactly, does this ring do? According to the description, it 'allows for quicker incanting of spells', like the Augment 'Articulacy'. In fact, it seems to do the exact same thing Articulacy does, and the two effects stack. I've calculated the base casting times of three spells, their casting times with Articulacy or the Wyrmking's Ring, and finally the casting times with both Articulacy and the Wyrmking's Ring. At the end of the calculations, it seems that both reducing casting times by 10%. Shaving a second (or less) off the casting time of most spells might not be worth an Augment slot for you, but certainly it's worth bearing an inventory weight of .75. Anyways, when you're good to go speak to Aldous again and give him the wyrmking's Ring (or the forgery) and get ready to accept the duke's next directive. ***REWARD*** (For recovering a stolen item) EXP 30,000 Rift Currency 40 Gold 35,000 o======================================================================o | | | Assisting Ser Mercedes | | | o======================================================================o Sequence of Events: {WLK034} 1) She Took 'Ur Job! 2) Playing Knight 3) Revolt in the North 4) Mercedes Versus Julien 5) Honor or Victory 6) Ser Daerio's Doubts 7) A Troubling Trophy 8) More Mundane Tasks 1) Only one task left-talk to Aldous and select the option 'Assist Ser Mercedes'. Apparently Mercedes tried to snipe this job from us, this impetuous daughter of Hearthstone's lord, trying to play a knight. Aldous is worried about her lack of competence, too, and asks us to assist her in the task she was given-a task better suited to a real warrior-us. Accept the task to baby-sit Mercedes, then head to the castle gate. ***QUESTS*** Pride Before a Fall o-----o-------------------------------------------------------o--------o |VIDEO|Pride Before A Fall |{VID046}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=Se2wqw8eglw | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Here you'll find Mercedes. She claims responsibility for the task at hand-wishing to prove herself more than just a sorry moocher of a foreign lord. She'll ask you to allow her this shot at glory. Say what you will, it doesn't matter. She'll elaborate about some trouble at the Stone of the North (Windbluff Tower)-Lord Julien's domain. He set out to take care of whatever issue arose there, and hasn't returned. It's our job to go see what's up. Mercedes will reluctantly accept your presence, while trying to pretend she's calling the shots. She intends to make a name for herself here, and wants you to wait in the shadows. <----------------------------------------------------------------------> 3) Head to Windbluff Tower-you surely know where it is by now. When you arrive you'll see that insurrection-long suspected-has finally erupted. You can waste your time attacking the enemy soldiers, if you wish, but they're more content to fight against the loyal Gran Soren soldiers... besides, they give crap experience and a few of them are just immortal. Continue through the courtyard past the fighting to the east. Head up the stairs to reach the battlements and you'll get a peek of Mercedes running into the keep. <----------------------------------------------------------------------> 4) Follow the foolish girl, where she'll confront Lord Julien, the architect of this rebellion. His reasons are simple-if Duke Edmun were able to defeat a second dragon (even presumably through your agency) Gransys would become even mightier, something its neighbors could ill afford. He'll reveal the stark game of politics to Mercedes, who refuses to hear any of it-a duel is inevitable. <----------------------------------------------------------------------> 5) There are two ways to go about this quest-either jump in on the fight and kill Lord Julien (an easy enough task) or let Mercedes fight him alone. The latter choice is more honorable, and it's probably what Mercedes wants (certainly Julien, as well). It will, however, result in Mercedes being defeated and humilated, after which Julien suggests that you, as an Arisen, ignore worldly affairs and focus on the Dragon. After that, he'll head into the interior of the keep and vanish from the game world. If you defeat Julien, he'll taunt Mercedes before dying. Either way, Mercedes comments on her own sorry state of affairs. Go to leave the building and she'll talk to you again, giving you a reward; either a Cutlass (if you attacked Julien) or a Silver Rapier (if you let her earn her beating, but keep her pride.) She'll also admit she understood full well why she was sent to Gransys instead of a real knight, and what little was expected of her. She's a token gesture of support-nothing more. Politics prevented any real multi-national effort against the Dragon from the start. She promises to head home and return with a real force to aid Gransys, but we should count this as an empty promise-only the Arisen and their Pawns will lay the Dragon low. In any event, Mercedes' futile little errand will take her out of Gransys following this quest. <----------------------------------------------------------------------> 6) On your way out you can talk to Ser Daerio, who will explain the full scheme, how Julien searched the army for ties to Salvation, gathered rebellious soldiers here, and sparked a rebellion when the time was right. Ser Daerio is no cultist, however, his ends were more practical; the Dragon is simply an invincible foe against which all opposition, both the duke, and you, are doomed to fail. Uplifting. Outside, another soldier named Ser Francis will offer further commentary. <----------------------------------------------------------------------> 7) Head back towards Gran Soren, but on the way, stop north of the bridge connecting the Deos Hills and the Estan Plains and note the body of a large, black, bird-like creature on a hill north-west of said bridge. Around the body you'll find three soldiers-Ser Morrison, Ser Rustom, and Ser Tulius, who are quite proud of themselves for finding the body of this monster-a Cockatrice. They'll point out they didn't actually kill such a foe, they merely found its corpse, and eagerly await the reward they'll get for presenting such a trophy to the Duke. This might come up again... <----------------------------------------------------------------------> 8) Return to Gran Soren and pay Aldous a visit, who is quite relieved that the rebellion was put down... but not so relieved to see the extent of Salvation's influence. He'll vouch to remain vigilant against further corruption... certainly, the wise ministers in the duke's court will never fall for such deception again... Immediately after completing the fourth and final of the duke's directives, a guard will show up and whisper sweet nothings in Aldous' ear. One of the duke's soldiers showed up at the Mountain Waycastle, gravely wounded. He's asked to speak with you, and Aldous wastes no time sending us off on this frivolous charge, casually dismissing the utter stupidity of the fact that they sent a messenger to tell us that there's a message we need to come recieve. Damn bureaucracy, this is why this duchy is falling apart. Note: After completing this quest, Madeline will no longer be at her shop. There's a quest involved with that, which we'll get to later. Just note that if you need to buy anything from Madeline, do it before turning this quest in. ***QUESTS*** Honor and Treachery o-----o-------------------------------------------------------o--------o |VIDEO|Honor and Treachery |{VID047}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=2ON5BNZ0AOg | o-----o----------------------------------------------------------------o ***REWARD*** (For assisting Ser Mercedes) EXP 18,000 Rift Currency 30 Gold 20,000 o======================================================================o | | | The Cockatrice Conspiracy | | | o======================================================================o Sequence of Events: {WLK035} 1) An Amazing Waste of Time 2) Cockatrice on the Loose 3) Chasing Off the Cockatrice 4) Taking Care of the Trophies 5) Finishing the Fight 6) Killing the Cockatrice 1) Before you depart Gran Soren, it might be a good idea to grab some Secret Softener or ready High Voidspell on a character... or both. Big freakin' *hinthint* here. Once ready, head on over to the Mountain Waycastle-if I have to give you directions, there's no hope for you at this point. Once you reach the Mountain Waycastle, cross the bridge from Moonsbit Pass to Manamia Trail. Along the bridge a soldier named Ser Ravenn will show up and tell you to return to Aldous with all possible haste. Well, what an amazing waste of time, eh? <----------------------------------------------------------------------> 2) Return to Gran Soren. When you reach the Estan Plains and see the smoke rising from the northern side of the city... yeah, you should figure that something's wrong. If you look closely, you can also see black wings flapping above the walls. If you go to the southern gate you'll be turned away by one Ser Rickart, so head through the southern gate, instead. Ser Laurent will spill the beans-the Cockatrice that was brought to the duke as a trophy revived inside the walls, and is now going on a rampage. The people inside the city are safe, for the most part, but oh goodness, the poor duke might lose some of his other unearned treasures! He'll help out by handing over two Secret Softeners and two doses of Potent Greenwarish. Off on our merry way we go, protecting the property of the rich. <----------------------------------------------------------------------> 3) Enter the Craftsman's Quarter, where the Cockatrice prowls in the field. A squad of Gran Soren soldiers will help out, but they're not likely to manage anything more than getting themselves petrified. A treacherous soldier named Ser Tolth will cackle about the fruition of his plan to unleash the Cockatrice on the city... and then there's the Cockatrice, itself. This encounter is similar to the Griffin fight on the Estan Plains during 'Griffin Bane'-the Cockatrice isn't here to stay, and will run away if sufficiently injured... so it's not a great place to discuss the beast in detail. In brief, however, it shares a number of attacks with the Griffin (especially the clumsy, short dive). The real danger, of course, is its breath, which comes in two forms, a short-ranged breath attack which it performs in an arc in front of it, and a series of aerial bursts, which it performs at long-range. Being hit by these breath attacks will deal a bit of damage, but more fatally cause Petrification. If you get petrified, use a Secret Softener, or cast Voidspell before it fully takes effect. The duke's cargo that you are supposed to protect is along the road east of the field, but I wouldn't worry about it. First, I don't give a crap if the duke loses some toys, second, you'll just get a lesser quest reward, and third, you can't control the Cockatrice, so your only active ways of protecting the cargo is by being overwhelmingly powerful, or by fighting away from the crates. When the Cockatrice flies away (or dies, if you're lucky and powerful enough) Ser Tolth will falter, too. <----------------------------------------------------------------------> 4) Head over to the Pawn Guild and take the road running alongside it uphill to the east. Ignore the passage leading to the Urban Quarter-the way is blocked by a gate. Instead, head up to the Passage Tower at the end of the eastern road and speak to Ser Camillus, who will take you to Aldous. Aldous, in turn, will recap events-he's an idiot, fell for an obvious trick to send off the duke's strongest agent (you) while the Cockatrice was revived and unleashed in a nearly helpless Gran Soren. He'll then give you a quest reward based upon how much of the duke's cargo you protected-the posted rewards below are the best outcome and worst outcomes, respectively. ***REWARD*** (For protecting all the Duke's cargo) EXP 25,000 Rift Currency 40 Gold 60,000 ---or--- ***REWARD*** (For failing to protect the Duke's cargo) EXP 10,000 Rift Currency 40 Gold 15,000 <----------------------------------------------------------------------> 5) Aldous has yet another quest for us... but I have other plans. That Cockatrice started something here in Gran Soren, and we're going to finish it. It just wouldn't be right to encounter a foe without shortly fighting it in a fitting enough fashion to record it in full... besides, at five Steps this section is woefully short. So, let's go kill that Cockatrice, says I. If you remember talking to the idiot soldiers who chanced upon its corpse earlier, they said they found it along the western roads. From where they were in the Deos Hills, what's west of that? Well... lots of crap, but I've done this before, and talking from cheap experience-our quarry lies in Soulflayer Canyon. It couldn't hurt to run there again, so we shall... or, well, you could just ignore this and skip to the next section, you insubordinate whelp. <----------------------------------------------------------------------> 6) Trek back to Soulflayer Canyon, collecting whatever loot and killing whatever monsters you find along the way. Our destination? Leaper's Ledge. It did seem kind of arena-y didn't it? Large, fairly even, secluded platform. Now it's got an occupant-our wayward Cockatrice. ***ENEMY STRATEGY: COCKATRICE*** Looking like a huge, diseased, black quadrapedal vulture, the Cockatrice is a nasty foe. It has similar dimensions to-and indeed shares a few attacks with-the Griffin, the the lightning speed and grace of the Griffin isn't possessed by the Cockatrice. No, the Cockatrice is an ugly, inelegant foe whose most dangerous weapon is its breath. An Inelegant Attacker --------------------- The Cockatrice's resemblance to the Griffin yeilds similar forms of attack-it'll perform a short, flying dive that the Griffin used in repeated series. It also fond of making lunging bites and an erratic, awkward, zig-zagging charge where it seeks to deal damage through its sheer size. What it lacks in grace it makes up for in sheer power. In this, it far out-classes the Griffin. Its Breath is Worse than its Bite --------------------------------- Its most dangerous attack, however, is its breath weapon, a noxious cloud of vapor which can turn those struck to stone. We've dealt with Petrification earlier in Soulflayer Canyon, but the Gargoyle is a much weaker foe than a Cockatrice. Its breath weapon takes two forms-an arching horizontal spray in front of it, and a series of aerial blasts. The former has a fairly short range, while the latter has a much longer range, yet is more easily dodged as it sacrifices area for accuracy. Both have significant visual cues that indicate their imminent deployment. The safest place when fighting a Cockatrice is beside the beast, especially after it starts using its breath, which leaves it fairly vulnerable to attack. The strategy is simple-wait for it to start huffing and puffing, run to its flank and pummel it. o-----o----------------------------------------------------------------o |VIDEO|Cockatrice Takedowns | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=DPiFYnegekM | o-----o----------------------------------------------------------------o Once you slaughter the Cockatrice, return to Gran Soren and talk to Aldous again... our final task in service to the duchy is at hand. o======================================================================o | | | Exploring the Blighted Manse | | | o======================================================================o Sequence of Events: {WLK036} 1) Recognition at Last 2) Looting the Treasury 3) Duchess in Distress 4) Infiltrating the Blighted Manse 5) Defiling the Duchess 6) Breaking Out 7) Into the Depths 8) Pampered Nobility 9) Pointless Options 10) Bandit Bridge 11) Not-So-Pointless Options 12) Beyond the Bridge 13) Reunited 14) More Fashion and Function 15) Maiden's Wear 16) Crashing the Bandit Party 17) Another Bandit Bridge 18) Farewell, Aelinore 1) Aldous will inform you that the duke has taken notice of all your hard work and is going to honor you with... more work. This time we're to lead an expedition, one of great importance to the realm. He'll warn us that once we accept, we might be away from Gran Soren for a while... he's blowing hot air. Don't let him scare you. It's true we're nearing the end of our journey, but we're not in any danger of having our wanderings restricted. Accept and he'll lead you to the duke, who wishes to see us before we depart. ***QUESTS*** Reward and Responsibility o-----o-------------------------------------------------------o--------o |VIDEO|Reward and Responsibility |{VID051}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=899ybYDCgZk | o-----o----------------------------------------------------------------o Treasury o======================================================================o 2) Don't feel confined by Aldous' pace-just run up to the Duke's Solar (upstairs along the western side of the castle). Approach the duke and he'll recognize your strength... and ambition. Before we set off, he means to reward us for our previous work. Follow him through the castle to the treasury, which he'll unlock for us now (unlike Aldous you do need to stay close to the duke-walk too far away and he'll stop moving, so be sure to walk beside him as he takes his sweet as time wandering down to the treasury...) Once he reaches the treasury he'll go to open an ornate chest in the back, using his ring-if you gave back the real Wyrmking's Ring, the chest will open. If not, not. The chest contains a Paladin's Mantle-a unique item, but not a terribly powerful one. Postpone your looting for a moment and head for the door to trigger a cutscene-a Gran Soren guard willl bring the news that Salvation has taken Greatwall. The duke immediately postpones the expedition he planned to send you on and charges you instead of vanquishing Salvation. You'll get a quest reward for the little work you did, and the achievement/tropy 'The Message'. Now we'll get to looting the treasury. First, there's quite a bit of gold stashed around the ornate chest the duke tried to open-53,500 gold by my count. In the square chests opposite (north of) the ornate chest you'll find a Golden Bastard (east chest) and a Badge of Merit (west chest.) In the north-western corner of the room, search near two urns to score a Grand Surcoat. Note: The Badge of Merit will-as long as it's kept in your inventory- grant you an 8% discount at stores. ***ITEMS*** o--Ornate Chest--o [Paladin's Mantle] --- o--Rounded Chest--o [Golden Bastard] --- o--Miscellaneous--o [Grand Surcoat] ***QUESTS*** Deny Salvation ***REWARD*** (For recieving the duke's commendation) EXP 20,000 Rift Currency 35 <----------------------------------------------------------------------> 3) Greatwall has been attacked, and that's probably pretty bad, and stuff... but we've another quest we can do, so let's postpone an urgent matter to pursue a trivial one. Leave the castle and, just outside of the castle, along the northern stairs, you'll find Aelinore's hand-maiden, Mirabelle. She orchestrated our last scandal, and seeks to guide us to another-Aelinore has apparently been banished to the duke's northern manse-the Blighted Manse in the Northface Forest. Simply put, Mirabelle fears for Aelinore's safety, and given the duke's tempestuous disposition, one can't blame her. She wants us to help Aelinore escape back to their homeland of Meliore (must be where the French folk live in Dragon's Dogma... like Orlais in Dragon Age.) To affect our infiltration of the Blighted Manse, she'll give us a 'Set of Royal Guard Armor', with which we can disguise ourselves as a soldier. Don the armor and head to the Northface Forest. The bridge leading to the Blighted Manse is north-west of the Traveler's Rest and south-east\ of the Healing Spring. ***QUESTS*** Duchess In Distress o-----o-------------------------------------------------------o--------o |VIDEO|Duchess in Distress |{VID052}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=K8HATaTc__E | o-----o----------------------------------------------------------------o Blighted Manse: First Floor o======================================================================o 4) Cross the bridge and talk to one 'Ser Whitby', who won't bother examining you too closely-he's just happy somebody came, he presumes, to relieve him. Lazy guard! Head past him into the manse, whence you'll score the achievement/trophy 'Into the Manse'. From the entrance head up some stairs to the west, go through a doorway, and turn south. Continue until you're near some stairs to the south-ignore them and turn east, going up a flight of spiral stairs to reach a guard room. Here you'll find no fewer than three Warrior Remains, a square chest, and various money pouches (one small, three normal, and two Large) totaling 10,100 gold. ***ITEMS*** o--Warrior Remains--o [Dalmatica] [Rusted Daggers] Receiving Room o======================================================================o 5) Turn south and go up another spiral flight of stairs. When you reach the room atop the stairs, turn east and go through another doorway to the south. Ascend more spiral stairs and go down a short hall to the south, turning east to spot a door, beyond which lies the 'Receiving Room'. Enter, and Aelinore will exalt at the appearance of her hero, salvation, and by the end of this cutscene, lover. For the record (not that anybody cares) I hate Aelinore. I find her entirely uninteresting as a character... but this game is nothing if not a wonderful collection of cliches-both good and bad. If I must endure 'the princess in the tower' to get the epic battles against mythic foes... I will. <----------------------------------------------------------------------> 6) When you're done defiling the duchess, search her bed to score more naughty items. Now all we have to do is escape with our human cargo. Fear not, Aelinore is rather hardy, although you'll have to make do without your Pawns for a while, if you still rely on them. Leave the Receiving Room, head down the hallway to the north, down the stairs, and when you reach the lower level turn west. The guards here will know the gig is up when they see Aelinore, so spare yourself the bother and just kill any you see. Aelinore will babble about her plans-head down the stairs to the west, then turn north and descend another flight of stairs. Kill all the guards you encounter and Aelinore will suggest an alternate route, as waltzing out the main gate is... probably not well-advised. ***ITEMS*** o--Miscellaneous--o [Silk Lingerie] Blighted Manse: First Level Underground o======================================================================o 7) Go through the barred door to the west after Aelinore unlocks it and search the room immediately beyond to find two Warrior Remains and a Square Chest. When done, head down some stairs to the west to reach the room below, which you should proceed through by heading east. ***ITEMS*** o--Warrior Remains--o [Gloaming Boots] --- o--Warrior Remains--o [War Blade] <----------------------------------------------------------------------> 8) Eventually the paved floor will yield to raw earth, and a stream will cut the room in half. A feeble bridge makes an abortive attempt to cross this stream and keep your feet dry. Giant Bats and Giant Rats lurk about and should be destroyed for Aelinore's sake. Speaking of which, she'll complain like the spoiled noble she is-the water is cold, the gap in the bridge too far to jump... ignore her. She will be able to follow you just fine, just focus on clearing the way. Head into the stream and follow it south to find a gate, along which you'll find some Harspud Milk and Does of Strength. <----------------------------------------------------------------------> 9) Jump the gap in the bridge to reach the eastern side of the chamber, then go up some stairs. Two passages lie to the east-take whichever you prefer, both shortly lead to the same area. Drop off a ledge or climb down a ladder to reach another stream. Follow it south until you reach an intersection. Continue south and jump on a ledge to score a rounded chest. ***ITEMS*** o--Rounded Chest--o [Recluse's Robe] <----------------------------------------------------------------------> 10) From the chest turn east and go through a doorway to reach a large chamber with a wooden bridge crossing it. Below the bridge flows water, fed by many sources. It's not deep enough to attract the Brine, and treasure lies below... but we'd better deal with what lies across the bridge before we worry about what's under it. On the stone landing across the bridge lurk several Bandits, who vary wildly in power-at the strongest they're equal to those found in the Pastona Cavern, at the weakest, to those in Manamia Trail. Don't be surprised if, while crossing the bridge, some more appear behind you to the west. Dispatch all your foes, but spare the bridge as much abuse as possible-it could collapse if struck too much. Once the Bandits are dead feel free to loot the waters below. There are stone platforms under the bridge on each side of the room-on the western side you'll find a square chest, while the eastern side is noteworthy only because it has ladders for Aelinore to climb. Against a spiked fence in the north-western corner of the chamber you'll find an Angel's Periapt, and south of this, on a mound of dirt, lies a Conquerer's Periapt. On another mound of dirt in the south-eastern corner of the room lies a square chest. Finally, near another spiked fence (the center of three along the southern end of the room) you'll find two Harspud Milks and some Harspud Juice, as well as two Empty Flasks and a Flask of Oil. <----------------------------------------------------------------------> 11) Once you're done looting, cross the bridge to the eastern side and climb to the top platform, where the Bandits lurked. Again, you'll find two doors you can explore, but this time, they don't lead to the same place. Take the northern-most door first and follow the passage beyond to find an ornate chest, behind which lie a Coin Pouch (1000 G), a Large Coin Pouch (3500 G), and a Seeker's Token. ***ITEMS*** o--Ornate Chest--o [Lady's Corset] [Noblewoman's Corset] <----------------------------------------------------------------------> 12) Return to the bridge room and head through the southern door and down some stairs. Score some Warrior Remains along the eastern wall, near a ladder. Ignore the ladder, and the water below it, and instead jump across a bridge to the south to reach another chamber. Some stairs to the west lead to a water-side patch of dirt with Droughtshrooms growing off it-not entirely interesting. On the eastern side of the room sits a rounded chest. <----------------------------------------------------------------------> 13) Head down some stairs to the south to reach a large chamber with dry stonework and bridges over a watery floor... you know, the usual. It's festering with Bandits of middling strength, but on the plus side, your Pawns will rejoin you here. First head east to find a rounded chest behind some crates, then turn west until you reach some wooden bridges that run most of the length of this room. The bridges are unreliable, with many gaps in them, and Bandits lurk all about... although to be fair, they're only of middling potency. Kill them all to ensure Aelinore doesn't get scuffed up, then go treasure hunting. Turn south and cross a very short wooden bridge to reach some stonework. Hop up and run to the southern end of the stonework to find a rounded chest. ***ITEMS*** o--Rounded Chest--o [Bardiche Daggers] [Bastard Sword] [Cast Stone] --- o--Rounded Chest--o [Alchemical Hosen] [Brown Laced Leggings] <----------------------------------------------------------------------> 14) Return back north, continue past the wooden ramp lead down to the bridgework in the middle of the area to the northern end of this stonework. Once there, turn east to find a square chest. Once done, head across the bridges to the west, staying along the northern part of the bridge work, and ascend to the stonework on the other side before turning south to find an ornate chest. From this chest turn south and climb a ledge to reach a higher part of the stonework. Continue south across the chamber to reach the southern edge of the stonework here, where a rounded chest sits. ***ITEMS*** o--Ornate Chest--o [Striker's Greaves] --- o--Rounded Chest--o [Summery Cowl] [Summery Pareo] <----------------------------------------------------------------------> 15) Head back to the northern end of the bridgework and drop down into the water. In the water, follow the eastern side of the bridgework while heading south to find a rounded chest under a segment of bridge. Continue to-and past-the bridges in the south and turn west to spot another rounded chest on a mound of dirt. Continue along the dirt to the west to find a Giant Coin Purse (10000 G). Return back to the north, staying along the western side of the bridgework while keeping your eyes to the west. When you find passage through (or under) the stonework to the west, take it. On a mound of dirt you'll find a square chest. See the stonework ledge above you, to the south? That's your destination, which you can reach by simply crossing the bridges in the middle of the room. ***ITEMS*** o--Rounded Chest--o [Plucked Heart] --- o--Rounded Chest--o [Maiden's Camisole] [Maiden's Petticoat] <----------------------------------------------------------------------> 16) Once on the southern ledge, head to the western end and turn south to find a doorway, which you should head through. Go down some stairs and through two small rooms (the southern-most of which holds a rounded chest) and into another, larger, circular room. This room houses a trio of rather strong Bandits. Dispatch them and loot a table along the western side of the room for some Harspud Milk, Harspud Juice, a Coin Pouch (1000 G), two Festival Pies, and some Sconces. There's also a square chest nearby. ***ITEMS*** o--Rounded Chest--o [Red Over-Knee Boots] <----------------------------------------------------------------------> 17) Turn east and head through yet another doorway, and into another bridge-over-water room. No Bandits this time, and like the last one of these rooms, all the loot lies below. There are two stone platforms under each end of the bridge-there's an ornate chest on the western end, and a square chest on the eastern end. There are three other chests, too-two rounded chests on dirt mounds on either side (east/west) of the room (both north of the bridge) and a square chest along the western pylon. Finally, search along the middle fence along the southern side of the room to score five Apples and a Golden Egg. When you're done here, ascend the ladders to reach the eastern side of the room, go through a doorway to the east, then turn south. You'll find a rounded chest further south, and a ladder which leads to the exit. ***ITEMS*** o--Ornate Chest--o [Raptor Cuisses] --- o--Rounded Chest--o [Rooted Gloom] --- o--Rounded Chest--o [Free-Spoken Earring] <----------------------------------------------------------------------> 18) Once outside you'll encounter Aelinore's entourage, including her hand-maiden and some Meloirean guards. Aelinore makes a courtly-and entirely out of place-exit and cries her ever-lasting love for you before being taken away by her imposingly protective guards. You'll get your quest reward, and Aelinore exits Gransys. Note: You can now use the 'Blighted Manse Rear Entrance' to return to the Blighted Manse any time you wish. Bandits still lurk within, but in the more hospitable parts of the manse the guards will be replaced by Hobgoblins, Goblins, and Specters... albeit creepy, pale-skinned Goblinoids. Ghost Goblins? We've been chasing off familiar characters left and right lately, and it's a trend we'll continue. Before we pursue Salvation, let's finally resolve two quests for two of our oldest merchant contacts-Reynard and Madeline. ***REWARD*** (For rescuing the duchess) EXP 25,000 Rift Currency 40 Gold 35,000 Item Love-In-The-Rough o======================================================================o | | | Merchant Matters | | | o======================================================================o Sequence of Events: {WLK037} 1) Bartering with Reynard 2) Scrounging for Scrap Iron 3) Handing Over Miasmite 4) Reynard's Number One Customer 5) Farewell, Reynard 6) Madeline's Honest Mistake 7) Talk Around Town 8) Ser Raulin's Manhunt 9) Farewell, Madeline 10) Buying Love 1) You'll remember that waaay back in the Encampment I mentioned that Reynard had a quest for us... but he would only give it to use after we purchased enough from him. Like I said earlier, it's not how many items you buy, or how much gold you spend, but rather how many unique transactions you complete that prompts him to give us this quest. You may have been buying from him all game by this point, and he may or may not have started his quest... for the sake of simplicity, we'll assume he hasn't yet given you any quests. To trigger his quest, I prefer to make multiple one-purchase transactions with him, buying the various wares he has. Namely, I start out by purchasing Gran Soren Rubble, as it's not terribly common, it'll be the object of a Notice Board Quest later, and it's very cheap. Other than that you can buy Festival Pies (used for raising Julien's affinity, and cheap, too.) Silk and Chestnut Branches aren't cheap, but they're uncommonly found and useful for upgrading equipment... Just buy whatever strikes your fancy. It took me nine purchases before his quest marker popped up. <----------------------------------------------------------------------> 2) After making enough purchases Reynard will get his quest icon. Talk to him again and he'll request a rare item from you-in this case a hunk of Scrap Iron. Scrap Iron is dropped by Skeleton Knights, and you should certainly have found a bit of it by now (I personally had 74 peices by this time)... if not, these undead pollute Pastona Cavern (at night) and Bluemoon Tower (anytime), along with many other locales. Once you've recovered a piece, hand it over to Reynard and the quest will update. ***QUESTS*** Search Party <----------------------------------------------------------------------> 3) Continue selling crap to Reynard, like we did earlier. This time it only took five purchases-the number of distinct transactions is, to my memory, fairly variable. The next item he needs? Miasmite. Miasmite is dropped by Phantasms, which can be found just over the bridge from Gran Soren in the Deos Hill, or in the Witchwood, both at night. If you only find a Miasmite Shard you can combine it with a Firefly Stone to create Miasmite. When you get yourself a piece (I only had ten at this time) turn it in to Reynard. <----------------------------------------------------------------------> 4) You know the drill-make more transactions with Reynard to prompt him to offer up another quest. Ten transactions does it for me this time. Once the quest marker appears again, Reynard will hail you as his finest patron, and worthy of his trust. He'll tell you his backstory... at least, the part that's relevent to his travels. His father apparently was a scoundrel who abandoned Reynard's mother before he was born, and the question has haunted him-what could so vex a man that he might desert his unborn child? Apparently he never considered that the child itself might be reason enough to get the hell out of there! In any event, Reynard's been searching for answers, taking up trade to fund his travels. I mean, you're already wandering around, might as well make good on all that travel, right? Anyways, he's looking for clues, a record of his travels, a diary, or... perhaps a journal entry? Maybe even six of them? <----------------------------------------------------------------------> 5) That's right, those Journal Entries we've been finding all game belonged to Reynard's father-they're the clues Reynard was searching for. Now, we've had these for a while, so why didn't we turn them in earlier? Well, the search for the answers contained herein is the only thing that's been keeping Reynard on the road, so it was prudent to postpone satisfying him at least until Fournival's trial was over, just to keep our options open. If you want to raise Reynard's affinity or buy anything from him, do it before you give him these journal entries. Once he has them, he'll leave the world forever... unless he ends up as your romantic interest, but there's no way to know whether he will end up as such for sure, so just assume he's gone for good. He'll at least be gone for the immediate future, in any event. Anyways, hand off the Journal Entries when ready and Reynard will thank you, reward you, and bid a heart-felt farewell. ***REWARD*** (For ending Reynard's search) EXP 10,000 Rift Currency 35 Gold 10,000 Item Goddess Cameo Wroth Mask Decaying Grimoire <----------------------------------------------------------------------> 6) One down, one to go. You'll remember back at the end of 'Pride Before a Fall' I pointed out that Madeline will no longer be around? Yeah, let's go look into that. Head over to her shop in the 'Venery', just across the street (south-east) of the Black Cat. Inside you'll find a woman named Katlyn, who will tell you that Madeline has found a way to get herself in trouble... enough trouble that she had to flee her shop. Loot the counter nearby to score Divine Razors-Madeline's weapons. She had to run at night, and in such haste that she's left these behind? She must be in deep. Note: The Divine Razors are a palette swap of the strongest daggers in the game... and this is the only place to get them. If you're an item collector, and wish to keep them, stash them before you continue the quest... or just refuse to give them back when the times comes. ***QUESTS*** Bad Business o-----o-------------------------------------------------------o--------o |VIDEO|Bad Business |{VID048}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=9aw2MT11fzg | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 7) Now it's time to scour Gran Soren for info. Head to Arsmith's Alehouse... where else would you go for gossip? Arsmith himself is useless, but the serving wench-Nettie-will fill us in. She was apparently dealing in illicit goods, and got caught. You can also talk to some dork named Guston, who talks more about Madelin's beauty than her problems. Anyways, after talking to Nettie the quest will update, and we'll be directed to the sewers next. <----------------------------------------------------------------------> 8) When you approach you'll be bothered by a guard named 'Ser Raulin', who will ask if you've seen Madeline. What you say to him doesn't matter in the slightest, although you can lie and say you saw her heading towards the castle, or out into the countryside. Continue past him towards the sewers to spot Madeline near the water below. She'll bolt to the nearby gate and vanish. We should probably follow her, eh? <----------------------------------------------------------------------> 9) Head outside and walk onto a wooden bridge. Turn south and walk along the wall and around a corner to spot Madeline, who has used her keen self-preservation skills to hunker down behind a rock. Talk to her and she'll proclaim her innocence. After the quest 'The Conspirators', where we saw her talking to Julien... well, knowing what he was involved in, it's not too much of a stretch to imagine how useful a legitimate business front for Salvation's dealings in Gran Soren could be. It's also not difficult to imagine that Madeline didn't care who she was dealing with, as long as there was profit in it, legal or not. She'll lament the loss of her daggers... if you have them in your inventory she'll notice them and ask for them back. If you return them, she'll sing your praises and reminisce on how faithful a friend you've been... or she'll write the daggers off as fair payment for not turning her into the guards. Either way, she'll be interrupted by when she spots soldiers in the distance and makes a run for it. Shortly thereafter you'll be bothered by Ser Marcas, who'll ask you-like Ser Raulin before him-where Madeline went. Again, like with Ser Raulin, it doesn't matter what you say. Ser Vyctor will show up and lead the guards on a false trail, which allows Madeline to return and thank you... and mooch more money off of you. She's probably aims to get far away from Gran Soren, and with the loss of all her worldly possessions, suffers from genuine need. Either give her the money she wants-50,000 gold-or refuse. This quest is all about raising Madeline's affinity at the last moment, really-the nicer you are, the more affinity she'll gain, the more likely she'll be to end up as you romantic interest. ***REWARD*** (For helping Madeline escape) EXP 8,000 Rift Currency 30 Gold 0 or (-50,000) <----------------------------------------------------------------------> 10) Only one more task to do before we head to Greatwall-and it's entirely optional. We're nearing the end of the game, so you should consider your romantic interest. You WILL have a romantic partner whether you like it or not, your only 'choice' is who. If you don't care who you end up with, skip this Step, if you do... well, there are a few things we can do to try and influence them. Raising their affinity is the name of the game here, and the best way to do this is by giving gifts. Below is a list of gifts you can give and what characters are particularly fond of them: Ambrosial Meat --> Cassardi Males Ancient Ore --> Members of the Faith Ancient Scroll --> Aldous Antique Panoply --> Soldiers Arisen's Bond --> Everybody Beast Steak --> Cassardi Males Capeflower --> Cassardi Females Cloudwine --> Mercedes Cursed Carving --> Members of the Faith Devilwort --> Valmiro Festival Pie --> Julien Giant Fish --> Gran Soren Males Godsthrone Blossom --> Quina Grandblossom --> Cassardi Females Harspud Juice --> Travelers Harspud Sauce --> Travelers Jasper Blossom --> Symone Large Fish --> Gran Soren Males Lava Flower --> Gran Soren Females Lonefloewr --> Gran Soren Females Magick Medal --> Madeline Noonflower --> Quina Quill --> Maximilian Reminishroom --> Reynard Skull --> Bandits Thornflower --> Symone Toadstool Sitter --> Selene White Orchid --> Aelinore Windmill Flower --> Aelinore Pick the object of your affection and gift them generously, perhaps even using the Arisen's Bond, which will massively increase their affinity. As their affinity raises you'll first see blush appear on their cheeks (accompanied by a chime sound when you talk to them), and at the highest affinity they'll be surrounded by a lavender aura when talking to them. Maxing an NPC's affinity for you will score you the achievement/trophy 'Affinity and Beyond'. Just keep in mind that at this point in the game we cannot access Valmiro, Reynard, Aelinore, Madeline, Julien, Mercedes, or Quina, as they've all departed due to quest progession. Anyways, now that that's over with, we've nothing left to do but go after Salvation. Rest up and head off to Greatwall. Grab your Portcrystal before you go-it'd be a good idea to set it down somewhere within the palisade of the Greatwall Encampment, as doing so will eliminate the need for us to run from Gran Soren to Greatwall, should the need arise. o======================================================================o | | | Salvation's Last Stand | | | o======================================================================o Sequence of Events: {WLK038} 1) The Doorguard 2) The Greatwall Cemetary 3) Skeleton Knight Intersection 4) Saving Ser Bacell 5) Ser Diggan's Shortcut 6) Masticating Undead 7) Rescue and Gratitude 8) Stairwell Treasure 9) Chimera are OUTDOOR Pets 10) Saving Ser Faerma 11) Skeleton Lord Smite 12) Face to Face 13) Wisdom of the Elders 14) The Dragonforged's Gifts Greatwall: First Floor o======================================================================o 1) When you make it to the Greatwall Encampment, rest and stash loot as necessary, then head through the gate to the Greatwall fort. From the entrance head north, where you'll shortly startle two Salvation members hanging out in the courtyard. They'll run away and when the cutscene ends you'll find that the courtyard is swarming with foes- two armored Cyclops and all the Snow Harpies you can eat. Downside? This combination of foes can be really annoying. Upside? The Cyclops will often hit the Snow Harpies, and you don't really need to fight them at all-just run through the gate to the north and you shouldn't be followed. o-----o-------------------------------------------------------o--------o |VIDEO|Deny Salvation |{VID053}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=XZKxw6fvbio | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) When you're done fighting... or if you're being a coward, leave the courtyard and head under the northern gate. To the north you'll find a citadel, wherein our quarry lies. Ignore the stairs leading to the citadel for now and explore around the exterior wall to the north-west, where you'll find a graveyard with a craggy tree in the middle. You can score a square chest and some warrior remains here, but your presence will be contested by some Undead Warriors. Still, it's worth doing a bit of light grave-robbing, since you can get some decent potions and, if you're lucky, even some items from them. ***ITEMS*** o--Graves--o [Solar Numen] --- o--Graves--o [Sight Earring] <----------------------------------------------------------------------> 3) Now head south-east to reach the citadel-there are two gated passages that lead to the interior, one on the western side of the citadel, and one on the southern side. Both paths leads to the same four-way intersection, where a number of Skeleton Knights lie dormant. Dispatch them and head through a doorway to the south-east-you can ignore the north-east, as we can't open the door at the end of the hallway. <----------------------------------------------------------------------> 4) Walk down a short, narrow hallway to reach a small room. A Salvation member walks around here, and he'll shortly be joined by two Skeleton Knights. They might harass you, or the Gran Soren guard lying prone on the ground. The Salvation member functions like the Sorcerers outside Gran Soren... basic elemental spells, and it'll also cast Anodyne on its minions if they are hurt. Once the foes are dispatched the guard-Ser Bacell-will get up and thank you, offering you some Harspud Milk. That is, of course, if he's still alive. <----------------------------------------------------------------------> 5) Take a gander at the south-eastern wall, where you'll see a barred, gated door we cannot open, and a damaged section of wall. The latter will grant us entry to the room beyond if you can destroy it-powerful attacks like Comestion and Warrior attacks can do it, but if you're playing less potent classes, you'll have to resort to gunpowder barrels. So, assuming you can't just knock a hole in the wall, go through the doorway to the north-east. Ser Diggan will run up to you, thankful for aid. He'll tell you the leader of the zealots is upstairs, and will unlock the door to the north-east. The less impressive stairs beyond the door Ser Diggan unlocked will bypass the stairs nearby, which are crawling with Salvation members. <----------------------------------------------------------------------> 6) Don't be a wussy-introduce the cultists on the stairs to the death they embrace so much, then search the landing beyond them to find a gunpowder barrel. Don't worry about Ser Diggan's door, we'll get there shortly, but for now, grab the gunpowder barrel and return to the room south-west of the staircase room. Once there, chuck the barrel into the damaged portion of the wall to create a passage-how ingenious of you! Masticate (yes, chew them up) the Undead Warriors in the room beyond, unbar the door, and search the table for some delicious fruit before heading down some stairs to the south-east. Greatwall: First Level Underground o======================================================================o 7) When you reach the room at the bottom of the stairs, cross it to the north-west, stopping only to grab a Dose of Courage on a table. Go through another doorway and down a small flight of stairs to reach a room occupied by another member of Salvation and his pet Undead Warriors, who set upon several helpless Gran Soren guards. Kill the undead quickly to save the guards, as they'll gift you if they survive. Their gifts include Harspud Juice, Harspud Sauce, Dessicated Herbs, Matured Greenwarish and Ser Cronnel will also open a door to the north-east, beyond which lies a rounded chest. The treasure in Greatwall is quite nice-equal or superior to that found in Soulflayer Canyon or Bluemoon Tower, so it's worth making the extra effort to get. ***ITEMS*** o--Rounded Chest--o [Chimeric Sabatons] [Meloirean Greaves] [Rex Lion Padding] [Silver Chestplate] <----------------------------------------------------------------------> 8) Backtrack to the first floor, returning to the chamber with the cultist-infested stairs and the door Ser Diggan unlocked. Go through this door now and head up the smaller stairs beyond until you reach a small room crammed with loot-two Square chests along the north-western wall and some fruit and a some Harspud Milk on the table. Loot and continue up some more stairs to the north-east, grabbing a Dose of Strength along the way. ***ITEMS*** o--Square Chest--o [Chimeric Half Plate] [Orilux Shield] [Plated Coat] [Steel Cuirass] [Thousand Stings] [Veteran's Arc] --- o--Square Chest--o [Chimeric Gauntlets] [Jade Bangles] [Meloirean Armguard] [Red Over-Knee Boots] Greatwall: Second Floor o======================================================================o 9) Unbar a door and continue through it. To the south-west are the cultist-infested stairs we clear, to the north-east a narrow tunnel continues deeper into the citadel. Head down the tunnel to the north-east and grab some Harspud Juice on the floor as you go. When you exit into a large chamber on the other side of the chamber you'll be treated to the scene of a Chimera trying to get at a cowardly Gran Soren soldier named Ser Estoma, hiding on the other side of a door from the beast. Being the wuss that he is, he won't open the door until the Chimera is dead... if you've avoided fighting one this long, well... this encounter is unavoidable. Best that you learn how to fight it, you'll be facing a stronger version very soon. I suspect, however, that most of you following this guide will have downed a Chimera before, and although we're in a civilized setting, that shouldn't make this fight any more challenging. There are some ballistae lining the room, but in my mind making yourself a sitting duck to deal inferior damage to a Chimera isn't an ideal strategy. Put the beast down and Ser Estoma will open the door and gush over how awesome you are. Yeah, yeah, all in a day's work. Continue into the room he was locked in (along the south-western edge of the Chimera-occupied room) and loot two rounded chests. There's also a Dose of Strength hidden behind the crates in the north-eastern corner, if you care. ***ITEMS*** o--Rounded Chest--o [Animistic Robe] [Master's Bracers] [Scarlet Hand Covers] --- o--Rounded Chest--o [Free-Spoken Earring] [Gryphic Cloak] [Ring of Sable] [Sight Earring] <----------------------------------------------------------------------> 10) Head through a doorway to the south-west and follow the tunnel beyond until it terminates at a staircase running up to the south-east. Atop the stairs you'll find two asswipe Skeleton Sorcerers, their bodyguard of Undead Warriors, and a Salvation cultist. In front of the stairs is a small cubby where Ser Faerma is beset by a group of Undead Warriors. If you aim to save him, you'll have more luck killing the critters on the stairs, first, then helping him (he tends to get grappled by Undead, which limits the damage he takes a good bit.) Once all the foes on the stairs are dead, aid Ser Faerma, who will tell you that the leaders of Salvation are above, preparing some dark ritual. He'll then unlock a door situation along the south-eastern wall of his little cubby. Head through that door, up some stairs, and into a small room with a rounded chest within. There's also an Interventive on a crate in the corner. If you failed to protect Ser Faerma, you're not out of luck-there's a weakened section of wall that connects this room to the landing atop the stairs beyond-either grab a gunpowder barrel from earlier in the level (there are some in the Chimera room, or atop the cultist-infested stairs) or destroy the wall with a sufficiently powerful attack. At the bottom of the stairs you can find some warrior remains, which are now safe to loot now that there aren't any Skeleton Sorcerers blasting you in the face with magic. ***ITEMS*** o--Rounded Chest--o [Faithful Earring] Greatwall: Third Floor o======================================================================o 11) At the top of the stairs we just cleared you'll find a doorway to the south-east. Head through and up the stairs beyond to reach a small chamber occupied by another Gran Soren guard beset by undead-a Skeleton Lord this time. Pretty much the same as our other rescue missions, save we're fighting one strong foe instead of a bunch of weaker ones. This could be a bit tough, as the Skeleton Lord can kill our guard-Ser Gerrick-in three hits. Save him if you can and he'll inform you the leader is just beyond, then he'll unlock the storeroom to the north-east, beyond which lies an ornate chest full of goodies. In the room where you fought the Skeleton Lord you'll find a Salubrious Brew and an Interventive on a crate in the north-western corner. The door to the north-west leads onto the roof, where the leader of Salvation-the Elysion-lurks. Before you head out there though, note that you will not be able to return to the Greatwall citadel afterwards. If you want to try to score any of the loot here again, you'll need to refrain from confronting the Elysion. Rest up at the Greatwall Encampment and return when the treasure has respawned. Then again, the loot it only going to get better as you advance, so it might not be worth the effort to farm this gear when the best loot in the game lies on the horizon. ***ITEMS*** o--Ornate Chest--o [Alchemickal Hosen] [Algid Bloom] [Ardent Will] [Gimble Gyre] [Kunai] <----------------------------------------------------------------------> 12) Go through the door to the north-west to reach the roof. When you enter a cutscene will trigger-the Elysion and two other cultists sit around conjuring purple-badness. The Elysion babbles about how you've no chance against the Dragon... but just in case, they'll kill you anyways. After all, a dream deferred is a dream denied. The Elysion will stab his two accomplices, who rise again as Wights. Once the cutscene ends, the fight begins; you versus the two Wights and all the undead minions they can summon, which include Skeleton Knights (3), Skeleton Sorcerers (2), and Undead Warriors (3). If you've got ranged attacks, you can just shoot down the Wights-they won't resummon minion until they're all dead, so kill everything save an Undead Warrior (which can be easily ignored and avoided) and focus on the Wights. If you're more of a melee persuasion, you'll have to dispatch the minions, as the Wights will lower themselves to the ground-and within reach-only when the summon more fodder. In either event, this fight shouldn't be too difficult-Wights are old news, as are all the paltry undead that guard them. After the fight the Elysion cackles from a high vantage he managed to crawl to during the fight. He'll admit he underestimated you before going into hysterics about the Dragon... who bothers to show himself. The Elysion, in a bout of religious fervor, continues preaching about the glorious doom the Dragon will bring to the world... and the Dragon obliges him by giving him a sample. Then, for the first time since Cassardis, we stand face-to-face with the Dragon, who announces that he will now allow us to confront it, if we dare. But with this challenge, a warning; When the weak court death-they find it. The Dragon then demonstrates its power by demolishing Greatwall-the mighty keep meant to ward against the Dragon is barely even a nuisance to it. We manage to scramble from the ruins, more or less unharmed. The Dragon has one more gift for us, if we've played our cards right romantically. The Arisen's Bond will fall from the sky as the Dragon departs-a final bit of bait set out for us by the Dragon, in case our heart wasn't enough. This will, of course, only occur if a) we gave the Arisen's Bond to somebody, and b) the person we gave it to is our romantic interest... in other words, if they have the highest affinity towards us. In any event, you'll score the Achievement/trophy 'Rough Landing', and the Greatwall will now count as 'civilized' (Stamina-free) territory. ***REWARD*** (For denying Salvation) EXP 30,000 Rift Currency 50 Gold 40,000 <----------------------------------------------------------------------> 13) When you're back in control, walk forward to pick up the Arisen's Bond, if the Dragon dropped it, then turn north to examine Greatwall. Only the lower floors still stand-head north to the four-way intersection and turn south-east to note that the way into the interior is now blocked by rubble. All the loot in Greatwall is now buried under debris, but on the plus side, the previously-locked door north-east of the intersection is now unlocked. It leads to the Tainted Mountain Temple-the Dragon's domain. The end is nigh, but before we confront the beast, we should do a final bit of preparation. Head back out to the Greatwall Encampment and rest/stash loot as necessary. Our next stop? The Dragonforged's Sanctum. ***QUESTS*** The Final Battle <----------------------------------------------------------------------> 14) Return to Hillfigure Knoll and visit the Dragonforged, who, recognizing that you are nearing the final confrontation with the Dragon will generously aid you in your fight. He tells you to 'seek the temple atop the Tainted Mountain, beyond the Greatwall... At its pinnacle, in the shadow of the wyrm, keeper of the endless ring, you will make your choice. What you become, only you can decide.' Cryptic, but fortunately his aid isn't limited to mere words-he'll also give you 'Draconian Strategy Vol. I' and either a 'Dragonleather Vest' (torso clothing) or 'Dragonhide Bracers' (arm-wear). Anyways, once you're done picking up that little trinket, return to Greatwall-which should just be a Ferrystone away. Time to head into the ruins of Greatwall and explore the Tainted Mountain Temple... don't worry, we're not yet fighting the Dragon, but there's plenty of new foes (and new loot!) up ahead. o======================================================================o | Chapter 5: The Ever-Turning Wheel | o======================================================================o | | | Exploring the Tainted Mountain Temple | | | o======================================================================o Sequence of Events: {WLK039} 1) To the Tainted Mountain Temple 2) Where Once Savan Stood... 3) Saurians of Earth and Fire 4) It's Not a Harpy? 5) Clearing the Columns 6) The Golden Belt 7) Killing More Geo Saurians 8) Loot on Ledges 9) I Love Lamellar Armor 10) To the Temple Antechamber 11) Fighting Infernal Foes 12) Looting the Balcony 13) Looting the Alcoves 14) Gorechimera in the Grand Hall 15) Tattered Mantle 16) Final Preparations 1) Walk through the ruins of Greatwall again and return to the four-way intersection. From here head north-east to reach the now-unlocked door at the end of the hallway. Open it up and head on through, dropping down a short ledge to the north-east (or you could walk around like a dink) and grabbing a square chest below. Continue north-east until you reach a door, which leads to the Tainted Mountain Temple. ***ITEMS*** o--Square Chest--o [Cleric's Cap] [Crowned Hood] Tainted Mountain Temple o======================================================================o "Thus you tread the path of the true Arisen: To face the Dragon... and learn the real truth." 2) The real truth? As opposed to what? The fake truth? As in, a lie? Sorry... ahem. This area should look familiar to you-it's where we started the game as Savan all those hours ago. The layout of the Tainted Mountain Temple hasn't changed in all these years, but the loot and the foes are different, so don't assume you know the way (you still need me!). If you've been diligent you should score the Achievement/Trophy 'The Explorer' for finding 150 locations. From the entrance turn north and head under an arch to find an area that's just as boring now as it was back when we were playing Savan-save you get to keep whatever garbage you pick up! Loot a rounded chest and head back south. ***ITEMS*** o--Rounded Chest--o [Meloirean Greaves] [Steel Sabatons] o-----o-------------------------------------------------------o--------o |VIDEO|Exploring the Tainted Mountain Temple |{VID054}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=2nvNAW7KKYg | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 3) Back at the entrance again head south-east, head through another arch, and reach an open-air ledge. No Dragon this time, but that doesn't mean it's safe-in fact, it's just occupied by smaller, sneakier reptiles-Geo Saurians, the third tier of the Saurian family. Dispatch them as you can-there are two in the initial wide portion of this ledge and one more along the south-easternmost point. On the wider, north-western part of this ledge you can find some warrior remains near some debris. From those remains turn north and drop down to a lower ledge that holds a square chest. Be wary, though-as your Pawns will undoubtably warn you, a fall here isn't healthy. Note: The Tainted Mountain Temple also marks a bit of a change in policy for the guide. I had previously refrained from mentioning most gear we've found, as... honestly, a lot of it didn't really matter. You count the damage and use the highest-powered weapon you had, and the armor was really more aesthetic than anything else. I know, the defenses do some good, and the resistances, blah, blah, blah, but the net effect of the incremental differences between most gear we've previously found wasn't worth wasting time on-mine or yours. Now, however, we're finding gear that aspires to be the best in the game, so I'll mention my favorite bits of loot. ***MONSTER INFO: GEO SAURIANS*** The fiery branch of the Saurian family, these black lizards camouflage themselves as well as Sulfur Saurians, except they spit explosive goo instead of poisonous goo. They still carry spears, and have the same attacks with both their polearms and their natural weapons, save Geo Saurians are far stronger and more sturdy than even Sulfur Saurians. This resilience makes targeting their tail an even more attractive option, since they can withstand more punishment in a head-to-head engagement. They are, as fire-beasts, weak to ice attacks. ***ITEMS*** o--Warrior Remains--o [Rusted Greatsword] [Stalwart Earring] --- o--Square Chest--o [Feral Cape] [Gryphic Cloak] [Royal Mantle] Path to Dragon's Domain o======================================================================o 4) Back on the higher ledge, explore the narrower portion to the south-east, scoring another square chest and some warrior remains at the south-eastern end of this ledge, which is guarded by a third Geo Saurian. North-east of the square chest you'll find a Small Coin Pouch (100 G) and a Coin Pouch (1000 G). Once done turn south-west and explore down the narrow tunnel in that direciton, marked on the map as the 'Path to Dragon's Domain'. The path will terminate at a ladder leading down-the lower chamber beyond contains a new, thoroughly annoying foe-the third creature in the Harpy family-the Succubus. Kill the two lurking here and loot around-there's a new plant to pick, the Lava Flower some Harspud Juice to the north-west, and to the west, a square chest. ***MONSTER INFO: SUCCUBUS*** When I hear the word 'Succubus' I can't help but think 'Diablo'. How many millions of those busty wenches did my Sorcerer lay low back in the mid 90s? Not enough. Anyways, these are nothing like that-they're just Harpies with bat-wings and an even more foul disposition. They will still use the typical fly-by attacks the Snow Harpies were fond of, but they also have a new grapple attack. After screaming, they'll swoop down with incredible speed, aiming to latch onto a character, bite a few times, and force your character to drop melodrmatically to the ground. It's beyond annoying. Other than that, expect the same attack as we've seen from Harpies and Snow Harpies... save the frost breath, of course. Their song, however, doesn't cause Sleep, instead it afflicts the 'Cursed' debilitation, which severely lowers your attributes. ***ITEMS*** o--Square Chest--o [Alchemickal Bangles] [Meloirean Armguard] --- o--Square Chest--o [Gimble Gyre] [Iron Bandings] [Orilux Shield] <----------------------------------------------------------------------> 5) Continue down a narrow passage to the south-east, picking plants as you desire. When the pass opens up into a large chamber, stop and look around. You should see a few Geo Saurians clinging-without aid of camouflage-to some pillars. There are more beyond them, to the east. Dispatch them however you may, then continue south into the chamber they occupied. If you turn west and jump over a crumbled wall you can find some plants, a Light-Cure, some Harspud Juice, and lootable debris in the mess beyond. Scale the rubble to the south and you can also nab a Large Coin Pouch (3500 G) near a gunpowder barrel. Oh, and try to avoid setting yourself on fire, you crazy kid. <----------------------------------------------------------------------> 6) Return to the Geo-Saurian infested chamber back east, and, well, head east between two pillars. Jump over the fallen remains of another column and drop down onto a ledge to score a rounded chest, which always drops a Golden Belt. It's not a bad bit of armor-if the aesthetic doesn't bother you. It's got fair defense, a slew of elemental resistances, and best of all, Petrification resistance. It also adds a whopping bonus to Strength. Nowhere near as good as a Sultry Pareo, but if your Arisen is male, it's not bad. ***ITEMS*** o--Rounded Chest--o [Golden Belt] <----------------------------------------------------------------------> 7) Return to the Geo-Saurian chamber back west and this time head south under an arch to reach a smaller room. Search the bushes to the west to score some plants and another Large Coin Pouch (3500 G), then turn east and ascend some stairs-jumping onto the rocks just south of the arch on top to find another Coin Pouch (1000 G). Beyond this arch are more Geo Saurians-one clinging to the wall near an arch to the east and two more on a balcony to the north. Smite them and note a doorway to the south-we'll get there soon enough, but for now, turn your attention to the north. <----------------------------------------------------------------------> 8) Head north onto the balcony and turn east. Climb the short wall in that direction and continue east, looking over to a ledge below, where a square chest sits. Inside are some gloves that appeal to the various Strider-based classes-not really worthy of note. Backtrack to the balcony and explore to its western edge, which also has a scalable wall that leads to treasure. In this case, another square chest (which contains a Lancer's Sword, certainly an upgrade for any Warrior) and some Interventive. If you're a brave, foolish soul, you'll jump onto the pillar nearby (to the north), which contains some Liquid Vim. Another pillar further north hold a Giant Coin Pouch (10,000 G), as does the one west of the first gold-bearing pillar top. This, however, requires a running jump, good timing, and... I find that I rarely possess the patience to manage it. Double Vault or Levitate are necessary, with the latter being superior, in this case. ***ITEMS*** o--Square Chest--o [Assassin's Armguards] [Black Leather Gloves] --- o--Square Chest--o [Lancer's Sword] <----------------------------------------------------------------------> 9) From the first (eastern) gold-bearing pillar top turn east and jump onto a ledge in that direction. Alternatively you can return to the balcony and jump from the elevated north-eastern corner (on which you'll find a Salubrious Brew) to this ledge. If you don't have Double Vault or at least Levitate, you may find this ledge out of reach. Upon it sits an Ornate Chest which can yeild some of the best armor in the game; either a Sultry Pareo (high Defense and Magick Defense, Fire Resistance, Petrification Resistance) or a Lamellar Jacket (high Defense, moderate Magick Defense, Fire/Dark Resistance, and Petrification Resistance when upgraded.) I really like the stats and look of the latter-it's black, it's snazzy, and it's pretty protective. Archer's Culottes might appeal to some, but as far as I'm concerned, it really can't compete with the other two armors in terms of resistances. ***ITEMS*** o--Ornate Chest--o [Archer's Culottes] [Lamellar Jacket] [Sultry Pareo] <----------------------------------------------------------------------> 10) Jump back to the balcony to the south and, from there, continue south through the doorway we neglected earlier. Turn a corner to the west, then go through a doorway to the south when you get the chance. In these two small rooms you'll find some warrior remains to loot, another Large Coin Pouch (3500 G) and some Liquid Vim sitting on a rubble-coverd bit of worked stone. Return to the hallway and continue west, then turn south and head up some stairs to reach the 'Temple Antechamber'. ***ITEMS*** o--Warrior Remains--o [Stalwart Earring] Temple Antechamber o======================================================================o 11) Savan encountered Hobgoblins and Snow Harpies here... we get Hellhounds and Succubi. Sounds fair. Head out onto the northern balcony and turn west. This room consists of two elevated balconies-one north, and one shorter, less intact one to the south. In the middle of the chamber, a bridge connects the two balconies... albeit allowing for a small gap. The Harpies siutate themselves along the southern side of the bridge, and the Hellhounds congregate on the lower floor to the east. It would be unwise to engage both groups at once, so we won't-heading west along the northern balcony should provoke the Succubi, allowing you to dispatch them before turning your attention to the doggies below. Speaking of which... ***MONSTER INFO: HELLHOUND*** The baddest doggies you'll see in Dragon's Dogma, Hellhounds are stronger, more resilient, and... just bad news. Unlike the lesser Wolves we fought, you'll never encounter Hellhounds in great numbers-maybe half a dozen, tops, and often only several. They make up for this lack of numerical superiority with extreme aggression and fiery breath, making them the only such beasts with a ranged option... a ranged option they're not afraid of spamming repeatedly and which, if it hits, will likely knock you down, leading to you being dragged off and mauled. Being stronger and more durable than normal hounds, you should focus on knock-down strikes, when possible. Lighter attacks will not daunt them the way it bothered their lessers, and will just leave you open to retaliation. Ice attacks also work well. <----------------------------------------------------------------------> 12) Once the foes are dead we can turn our attention to looting. Return to the northern balcony and explore to its western end. You can loot the skeletons of fallen soldiers if you really enjoy junk, but we're after superior fare. Over a short wall along the southern face of the balcony lies a narrow ledge, on which you'll find a Dose of Strength on a lip along the western end of the balcony, and some Secret Softener on a lip to the east. Along the eastern edge of the northern balcony you'll find a rounded chest. Ignore the shorter southern balcony upon which the Succubi roosted and climb down some rubble to the east, at the bottom of which lies a Large Coin Pouch (3500 G). In the rounded chest you might score some Royal Cuisses. They're decent leg-armor, certainly better than anything we've found so far (although Red Over-Knee Boots come close). With moderate Defense, high Magick Defense, and a boost to both Strength and Magick, you'll be hard-pressed finding something better to wear at this point in the game. You also might find a Veteran's Arc-easily the strongest Longbow we've had the chance to get our hands on. ***ITEMS*** o--Rounded Chest--o [Royal Cuisses] [Veteran's Arc] <----------------------------------------------------------------------> 13) Now on the ground floor near where the Hellhounds rested turn west and explore in that direction. Keep your eye to the north, as alcoves are built under the northern balcony which contain loot, including two rounded chests-one along the western end of the chamber, and one along the eastern end. There's also a Liberating Brew on a rock near the eastern chest and in the rubble west of this rock you'll find a Large Coin Pouch (3500 G). From the western rounded chest turn south to find a square chest, near which some Smother Sap sits. Finally, in an alcove to the south you'll find some Harspud Juice, and east of there are some warrior remains. As for the loot, I personally fancy the Cardinal Surcoat, which is respectably potent. Once upgraded it'll also boast some Petrification resistance, rather high Fire Resistance, and it looks snappy, too. ***ITEMS*** o--Rounded Chest--o [Algid Bloom] [Cardinal Surcoat] [Crimson Robe] --- o--Rounded Chest--o [Meloirean Plate] [Royal Surcoat] --- o--Square Chest--o [Archwizard's Helm] [Pleached Limbs] Grand Hall o======================================================================o 14) We're done looting this chamber. Find a hallway in the south-eastern corner of the chamber and follow it south, then east down a corpse- strewn hallway. Reach a small room to the east and search the north- western corner of the room to score some Harspud Sauce, and in the south-western corner sits a Panacea. Turn north to reach the Grand Hall, where a new foe lurks; a Gorechimera. I'd give you a typical boss strategy, but there's not really any point-the Gorechimera is a stronger version of the Chimera, so a normal monster entry will suffice. ***MONSTER INFO: GORECHIMERA*** Gorechimeras are... well, they're just palette-swaps of normal Chimeras. They move the same, attack the same, the Gorechimera just deals more damage and has six life bars instead of four. If you get too near the front the lion will lunge at you, the snake spits a rather potent venom and bites, and the goat can caste a wide range of spells-and unlike the Chimera's goat tend to favor healing and debilitative spells more than elemental ones. In this aspect, the Gorechimera is far more dangerous than its lesser cousin. The goat head of the Gorechimera is one of the few foes in the game that can cast a death spell-if you see a red ring on the ground-avoid it. The strategy is mostly the same, though-jump on the hind-quarters and detach the snake. When it falls over, attack the goat, and if that dies, finish off the lion. One thing to watch out for, however, is the fact that the Gorechimera is resistant to fire, so use another element to take it down. <----------------------------------------------------------------------> 15) After the fighting begins the looting. Note that there are four pressure plates in the hall that need to be depressed to open the doors to the east-doors beyond which the Dragon lurks. These plates are roughly in the four corners... if you were able to trick the Gorechimera onto one... well, it'll speed things up a bit. In the north-western corner of the hall you'll find a square chest and some Harspud Juice. In the south-western corner you'll find a rounded chest and two Large Coin Pouches (7000 G). Along the eastern side of the chamber you'll find an ornate chest. In the north-eastern corner of the hall, on an elevated ledge east of the north-eastern pressure plate you'll find some warrior remains, which always drops a Tattered Mantle. It starts out pretty weak-beyond weak, actually, it's outright detrimental to your elemental resistances (-2%) and debilitation resistances (-10%), but if it's upgraded, it'll become... well, the best cloak in the game, with +2% to all elemental resistances, and +10% to eight debilitation resistances. Not bad at all... ***ITEMS*** o--Square Chest--o [Galvanic Razors] --- o--Rounded Chest--o [Coupled Headgear] --- o--Ornate Chest--o [Almace] [Meloirean Helm] [Steel Sallet] --- o--Warrior Remains--o [Tattered Mantle] <----------------------------------------------------------------------> 16) Depress all the pressure plates and the door to the east will open. Now the only thing standing between us and the Dragon is our own resolve. So, let's discuss final preparations. I can't imagine you being under level 50 by this point in the game, although if you feel underpowered, doing a few more loot runs can't hurt. On that topic, a few runs through the Tainted Mountain Temple will serve you well in terms of both experience and treasure. When you've resolved to engage the Dragon, grab a few things from storage-healing items would serve you well, namely Potent Greenwarish and Large Mushrooms, both of which can be purchased from Camellia's Apothecary in Gran Soren-buy as many as you can carry without being burdened beyond, say, average encumbrance? Resist the urge to have Pawns carry your burden, however-they'll gleefully consume everything themselves. Also be sure to grab your best gear. I've avoided upgrading anything thus far, and hence, avoided mentioning it much for a few reasons. First, the gear we've obtained up until now is paltry, not really worth upgrading. Second, our upgrading ability has been limited. Without wyrmfire, we could only get items up to three stars, but the Dragon will Dragon-Forge all the gear we have equipped. Dragon-Forging is the highest tier to which we can upgrage gear. Besides the Dragon, the only way to Dragon-Forge gear is by killing lesser Draconic creatures... but we'll worry about that later, once we've found even better gear. For now, put on your Sunday best for the Dragon. Gear unworn is a missed opportunity. Final preparations? Make sure you're whatever Vocation you chose to level as-the fight with the Dragon will almost certainly level you up, unless you're an extremely high level. Bows and grapples work best, so Strider/Assassin/Ranger/Magick Archer are the best Vocation for the fight... but you'll have to use whatever you can. Pick your weapon loadout and Vocation carefully, however, as you'll get a unique weapon for fighting the Dragon-the same type as you have equipped during the battle. For some Vocations, this is pretty simple, but, say, an Assassin, Magick Archer, or Mystic Knight will have quite a few weapons to choose from. As for the Warrior-yes, there is a difference between Longswords and Warhammers, as far as this is concerned. o======================================================================o | | | Showdown with the Dragon | | | o======================================================================o Sequence of Events: {WLK040} 1) Abandon All Delusions of Control 2) Vote With Your Feet 3) Cat and Mouse 4) Retaliation 5) Out Into the Open 6) First Broken Bridge Run 7) The Dragon's Perch 8) Second Broken Bridge Run 9) One Good Shot... 10) Climbing the Dragon 11) Crash Landing 12) Tainted Mountain Peak 13) Reclaim What is Yours 14) Consequences Tainted Mountain o======================================================================o 1) Once you're ready to confront the Dragon, head to the Great Hall in the Tainted Mountain Temple and go through the door to the east we opened by depressing the pressure plates. Continue east up some stairs to reach an enormous chamber. Upon entering a cutscene triggers, where the Dragon will hit you with some philosophy as some Goblins tease your romantic interest. The philosophical ponders lead to one thing-a test of your will. The Dragon makes you two offers-fight him, and if you win you will be free, or sacrifice your romantic interest. The key phrase he uses in the latter is 'abandon all delusions of control'. Are you the master of your fate, are you the stronger, will you rise to the challenge, or will you submit? o-----o-------------------------------------------------------o--------o |VIDEO|The Final Battle |{VID055}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=2ruuXsRKQkg | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 2) Vote with your feet-if you walk away from the Dragon he'll ask you again if you accept the deal-the life of your romantic interest and in exchange the Dragon leaves Gransys. You get the reputation for killing the Dragon, and the prestige that goes with it. It's the same deal the current duke made with the Dragon, the phony that he is. If you accept you'll get a cutscene of your Arisen wearing the duke's attire, sitting on the throne, looking fairly miserable. While this nets you the Achievement/Trophy 'Solitude', it also prompts a reload, so it's not much of a choice. <----------------------------------------------------------------------> 3) Step forward, however, and the Dragon'll force you to confirm your challenge. Accept and the Dragon will cause a ruckus, knocking huge chunks of the ceiling down. Your romantic interest takes the opportunity and runs off, leaving you free to fight the Dragon. When you're back in control, run to the north-west as (harmless) rocks fall all around. Head into a hallway and run into the camera as the Dragon chases you. If it catches you, you'll get a big, fat, game-over, so just stay in the middle and run. Your Stamina doesn't drain, so, no worries. <----------------------------------------------------------------------> 4) The chase ends when you enter another huge chamber. The Dragon gets caught in the tunnel, with only his head and upper body exposed. To the south are two barriers you can hide behind. The name of the game? Deal as much damage as possible to the Dragon while it's stuck. It's not helpless, however, it'll perform two arcing breath attacks, which you can avoid by hiding behind the barriers. After those two attacks it'll free itself and head into the chamber, where it'll put up a fight for a while before flying off. In all honesty, it is possible to kill the Dragon here, but I've only ever managed to do it with an Assassin. <----------------------------------------------------------------------> 5) Once the Dragon flies away, head to the north to continue your pursuit. Be sure to search a rounded Chest in the north-western corner of the room before you head up the stairs to the north. Pick your way through the debris to reach daylight, above. There are three bottles of Harspud Juice on the stairs as you ascend past the debris, in case you need some healing. ***ITEMS*** o--Rounded Chest--o [Molten Boots] <----------------------------------------------------------------------> 6) Continue onto a long stone bridge running north. Run along it for a length and the Dragon will drop down behind you, staying only long enough to cause the bridge to start collapsing before flying off ahead. Your goal now is to run across the bridge to the north before is collapses (it's incredibly generous with the timing, in fact, unless you're, say, sitting around writing a FAQ while the game is running, there's almost no chance the bridge will drop out from under you.) While you're on the move, the Dragon will do a few fly-bys with its flame breath, which should be pretty easy to avoid. Continue running along the bridge until you reach a tower at the northern end. <----------------------------------------------------------------------> 7) Immediately inside the tower you'll find a square chest to loot, then head up the stairs. Keep an eye on the western side of the stairs to find a rounded chest. Continue up to the top of the tower... or at least as far as we can ascend. Another bridge runs to the east, while the Dragon sits on a perch to the north-east, from which he'll blast at you with his fiery breath. Just before the bridge you'll find a standing portion of wall to hide behind. On top of this convenient barrier is a Light-Cure, while to the north you'll find two doses of Smother Sap and some Harspud Juice. There's also plenty of shelter on the bridge itself, so don't be afraid to run out there. Note that characters with conventional bows can shoot at the Dragon here-if you deal enough damage it'll decide to fly off. ***ITEMS*** o--Square Chest--o [Flame Skirt] --- o--Rounded Chest--o [Dragon Hide Bracers] <----------------------------------------------------------------------> 8) Run across the bridge to the east. This bridge is in much worse shape than the previous one was-it starts out uneven and ready to collapse. It only gets worse when the Dragon decides to land on this one, too, after you traverse along it a bit. The Dragon'll stay long enough to breath some fire, then fly off to do more fly-by breath attacks. The Dragon's attentions causes a general collapse of the bridge. Again, you've got plenty of time, so make your way east-then north-to another tower. <----------------------------------------------------------------------> 9) Ascend the tower and peek to the exterior wall as you go. When it collapses, search near the opening to find some Harspud Juice-there's one on either side of the stairs here. Continue to the top of the tower, as the Dragon flies around like a giant, demented vulture. The game of cat-and-mouse ends atop this tower. The Dragon'll encourage you to fight as you reach the roof-disappoint him for a moment by searching along the northern end of the roof to score two ornate chests. Once looted, turn your attention to the Dragon again. He's going to continuously perform fly-by attacks. Your goal? Get on a ballistae and shoot him. Don't worry, your aim doesn't have to be perfect... and you only need to get off one good shot... ***ITEMS*** o--Ornate Chest--o [Champion's Bangles] --- o--Ornate Chest--o [Dragon Band] <----------------------------------------------------------------------> 10) A very good shot, in fact. Your bolt scores a direct hit on the Dragon. Not a happy camper, the Dragon decides that the fire breath was too subtle and decides to skim the top of the roof. When the dust clears, you're on the Dragon's back. Your goal here is to climb up to the glowing spot between its shoulders and give it a good whack or two. You'll have to do a feel analog shakes from time to time to keep your grip-nobody said there wouldn't be turbulance flying Dragon. The entire time the Dragon'll encourage you... silly reptile. Once you deal enough damage to it (one or two hits is all it should take) the Dragon'll dislodge you. Do another analog wobble to avoid becoming a mid-air meal and you'll pass perilously close to the Dragon. Tainted Mountain Peak o======================================================================o 11) Creepy chest-lights, the Dragon crashes into the ground, and you find yourself miraculously unharmed after a fall of seveal thousand feet. What's more, your Pawns are here, too, in the oddly arena shaped depression. The Dragon rises and declares that the final battle is at hand... and oddly enough still continues to encourage you. The Dragon will, in all likelihood, fly to a tower to the north-east, where he'll sit pretty and pelt you with breath blasts, which gives us a fine time to survey the battlefield. It's circular, so we'll use our old friendly 'clock' aid... or, if you (sensibly) don't care so much about the layout, skip to Step #13 for the tactics of the Dragon itself. ***ITEMS*** o--Warrior Remains--o [Noble Earring] <----------------------------------------------------------------------> 12) At about 5:00 you'll find a collapsing tower you can use to seek shelter from the Dragon. His breath, at least, he'll destroy it quite easily with his body (remember Greatwall?) Inside the tower you'll find a rounded chest, an ornate chest, and some Harspud Juice. Counter-clockwise from the tower (at about 4:00) you'll find a series of scalable ledges (running to about 3:00). On the highest level you'll find a ballista and some warrior remains to loot. The ballista is your key to fighting the Dragon while he's doing fly-bys or sitting pretty on his tower... that is, if you're not playing one of the three Strider-based classes, who have superior ranged attacks. At about 2:00 (past the end of the ledges, anyways) you'll find some more warrior remains on the floor of the arena. At about 1:00 you'll find a ramp leading up to an elevated ledge that houses a ballista. At about 11:00 you'll find some warrior remains hidden behind a large rock at the foot of a ramp that runs counter-clockwise to about 9:00. This ramp leads to two ledges of differing heigh, both the higher and lower ledges feature ballistae and cover, making it a good location from which to shoot down the Dragon. Finally, from about 8:00 to 6:00 are some walls on the ground level around ballistae, which can serve as cover. There's an elevated ramp that runs behind this spot, but it only leads to a dead-end with some healing items and gunpowder barrels. Other warrior remains lie scattered around, as do various plants and healing items, too numerous to detail individually. ***ITEMS*** o--Warrior Remains--o [Golden Belt] --- o--Warrior Remains--o [Harmonious Earring] <----------------------------------------------------------------------> 13) If the Dragon flies out of reach (say, onto the perch at about 2:00?) use a ballista to shoot it down if you don't have a Bow or Longbow. It's pretty easy to tell when it's planning to use its breath, as you can see the flames building up in its maw. It might also do fly-by attacks (typically immediately after being driven from the tower) which can be stopped with proper use of projectiles. When you shoot the Dragon down, close and let the real fight begin. ***ENEMY STRATEGY: THE DRAGON*** The Dragon is a versatile foe who fights fairly differently depending on how you engage him. Just remember that the battle is fairly thematic-the game provides you certain tools and expects you to use them to take down the Dragon. Hence, if the cheating lizard flies out of reach you've got ballistae to shoot. You can hide from his flame breath by taking advantage of the copious amount of cover in the level, but be warned-playing too passive isn't a great strategy. The Dragon can smash most any cover in the level with spells and melee attacks, and many spells will get around your cover entirely. Lizards With Flame, Fight the Same ---------------------------------- First it should be noted that the Dragon has many attack quite similar to the Drake. If you get near its flank, it'll swipe at you. Get behind it and it'll lash with its tail. Get in front of it, and it'll bite. It also has the grab attack we saw the Drake employ, where it'll try to possess captured Pawns or slam the Arisen into the ground. It'll also hover in air and breath fire repeatedly, backing up as you approach... easily the most annoying attack for any character with no ranged option. If you learned these attacks well from the Drake, you should have no trouble anticipating them from the Dragon... it's just on a much larger scale, and if you mess up, it'll hurt more. Dragon Magic ------------ Then again... there are some differences. The Dragon will employ a respectable arsenal of magical attacks against you, usually if you're keeping your distance or hiding behind cover. The attacks it can perform includ High Bolide (which does a nasty job of destroying cover and ballistae), High Ingle, High Frigor, and a unique holy-element spell that deals a good bit of damage over a short time over a wide area. Even if you start running as soon as you see the spell's indicator pop up, there's a good chance you'll take some damage from it. Beware the Breath ----------------- One of its favorite and most prominent attacks is its breath weapon. It'll do fly-by breath attacks (like the ones we saw while on the bridge), arcing forward breath sweeps (like the ones we saw when it was stuck in the hallway) and a massive power-up breath attack that can deal massive damage, knock you down at a long range, and it accompanied by secondary explosions. If he rears up on his hind legs, he's going to do this attack, so put some distance between you. He also has a somewhat unpredictable and fast breath-blast attack which he'll execute while leaping back, typically employed when you're in front of the Dragon. He's also fond of breathing at a stationary point in front of him while advancing. Finally, of course, he'll use his breath weapon when he's trying to enjoy a height/range advantage. As mentioned earlier, he'll perch on a tower and shoot breath blasts at your, or hover in air and breath gouts of flame. Reclaim What is Yours --------------------- Mages and Sorcerers should use cover well and charge up spells when possible-his long-distance routine usually ends with him hovering. If you can knock him out of the air you'll have a bit of time to deal some serious damage to him with magic. A fair technique I've found was to charge up Frigor while behind cover-it's a high damage spell that you can charge up and move into range, and more importantly, you can aim it-a good hit at the heart can deal several life bars of damage in one casting. Most of the time, however, you'll be better served Despite all these attacks, the safest place to fight the Dragon is usually up close. If you can get at his heart, a Strider/Ranger/Assassin can take him out with disturbing ease (even though he might grab you off and slam you into the ground once or twice.) For less mobile melee fighters, hitting him while he's casting spells can knock him down, giving you a clear shot at the heart. Point is, if at all possible, use attacks you can aim, and aim for the heart. <----------------------------------------------------------------------> 14) Once he falls you'll get an ending cutscene, which I won't waste our time trying to explain in detail, suffice to say that you get your heart back... as do all the other Arisens in the land. The link to their immortality now dead, this has some unfortunate consequences for your fellows. The Dragon's demise also causes ruin to Gran Soren, but for us, things are looking up. We've defeated the Dragon, reclaimed our mortality, saved our romantic interest, and in general fought the good fight and saved the day. Right? ***REWARD*** (For taking back what is yours) EXP 80,000 Rift Currency 60 Gold 65,000 o======================================================================o | | | Wandering Through a Ruined World | | | o======================================================================o Sequence of Events: {WLK041} 1) The Dragonslayer's Reward 2) An Unseemly Sky... 3) A Challenge 4) Grim Goblins 5) New Foes on Seabreeze Trail 6) Secret of Metamorphosis 7) Back Through Manamia Trail 8) Moonsbit Pass 9) Undead in the Cottage and at the Gate 10) The Wyvern Outside of Gran Soren 11) New Foes in the Ruined World 12) Beasts in the Estan Plains 1) You'll wake up back in your house in Cassardis, along with your romantic interest. This romantic partner, whoever they may be, will be making your house here their permanent residence for the rest of the game... possibly quite annoying if, say, Asalam decided he fancied you. Talk to your lover and they'll certainly have something to say about your epic rescue... at least, if they're one of the 'main' NPCs (typically characters who have items that specifically increase their affinity have more to say than generic characters.) Other developments to be aware of-you now have the Godsbane blade in your inventory (this gives you the Achievement/Trophy 'Destiny'), which you need not keep on hand-it won't come into play until later. You also have a Crimson Dragon Scale, a material you only get from killing the Dragon. Last but certainly not least, you'll have a new weapon (or weapons) based upon what weapon(s) you killed the Dragon with. Since these weapons are bound to be about twice as strong as whatever you had previously, don't hesitate to switch to it immediately. So much for the new gear, all your old gear has been Dragon-Forged... which means it should be massively more powerful now. Note: Most of the weapons obtained from fighting the Dragon are slightly weaker than the best weapons in the Everfall, which can be obtained shortly... at least when they're both Dragon-Forged. ***QUESTS*** A Warm Welcome <----------------------------------------------------------------------> 2) That's all fine and good, but the question is... well, what gives? We killed the Dragon, reclaimed our heart, saved our true love (or whatever cheap tramp we gave the Arisen's Bond to)... why is there still more game? Just free-playing post-game? Well, then why does the sky look like it had a casual fling with the abyss and forgot to take a shower afterwards? Something's not right here-that Dragon seemed too eager for us to kill it, and, well, the duke and the capital seemed to be in pretty bad shape after that cutscene. Perhaps we should head back to Gran Soren and see what's up? <----------------------------------------------------------------------> 3) Head into Pablos' Inn to see two things; 1) the Notice Board has new quests. In this case the quest should be 'A Challenge'-apparently something needs a beating in the Frontier Caverns. I normally wouldn't mention Notice Board quests, but... well, this one gives us the incentive to track down a rare monster, one we wouldn't encounter otherwise. It would be bad FAQ-writing not to include it. 2) Madeline is here (if she wasn't your romantic interest, of course), and she-like all the merchants-have a fully-fleshed out inventory including tons of new loot. New, powerful, and expensive loot. I wouldn't buy any of it, however-we'll be getting the same and better loot for free with a bit of adventuring. Anyways, the point is; be sure to check all merchants and Notice Boards from now on-they just might have interesting stuff for us. While you're here, stash any excess loot you found while fighting the Dragon and... well, if you want to talk to folks around Cassardis to flesh out backstory, now is a good time. Some of the villagers exalt in your victory, but a few will mention the state of the world, and mention the 'fall' of Gran Soren that went hand-in-hand with the fall of the Dragon. <----------------------------------------------------------------------> 4) When you're done in Cassardis, head outside. Some of you may have wondered why I didn't cover the Seabreeze Trail and Manamia Trail as thoroughly as I did other areas... there are several reasons. First, there's precious little loot to cover in those area. Second, we were trying to get to Gran Soren as soon as possible back then. Third, they were just boring areas, as far as encounters wents. Wolves, Goblins, Bandits, the same things we'd be fighting for a while yet. Now, however, the world is in ruins, and dangerous beasts wander what were once the safer, more civilized parts of Gransys... it's almost enough to make one want to start talking about it! On that note head west along the road from Cassardis. Shortly you should find some Goblins along the road... but Goblins unlike any we've seen before. Don't let their size and the frailty of their less cousins fool you-these grey-skinned 'Grim Goblins' are far stronger than they look. ***MONSTER INFO: GRIM GOBLIN*** Grim Goblins share many features with their lesser counterparts-they have smaller 'Goblin' versions, and larger 'Hobgoblin' ones. They can carry torches, the typical assortment of throwing objects, shields... and employ all the tactics their weaker counterparts employed. They will be better armed, however. Instead of clubs and crude swords they'll have serrated, black, wing-tipped swords, which they'll use to great effect. They're also much stronger and sturdier than Goblins, or even Hobgoblins. Harder to kill, harder to knockdown, this makes them more likely to land hits on you in melee. Pair this with being more aggressive and you have a foe that should probably not be engaged in melee lightly-those uncoordinated, flailing Goblinoid attacks we've been ignoring for half a game now take on a new dimension with this kind of power behind them. o-----o-------------------------------------------------------o--------o |VIDEO|Return to Gran Soren |{VID056}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=u_wDiQ8c9IQ | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 5) Now for the rest of this area-you might find a few Hellhounds lurking around the woods to the south, as well as more Grim Goblins... in much the same places as Goblins were, before. The chests around have the same crappy loot as they always did, so there's no need to go looking for all the treasure here-it's the monsters that are new, not the loot. Down by the beach prowls a Gorechimera, which is a bit more potent than the original inhabitants of the beach. Anyways, when you're done scoping out the new foes head into the Encampment. <----------------------------------------------------------------------> 6) There are a few new things to do here-first head into the 'Command Headquarters' tent and talk to Johnathan in the back. He's the Pawn who sells custom objects to you for Rift Currency, but now he has something that's really worth buying. Check his 'Other' section of goods and scroll to the bottom to find the 'Secret of Metamorphosis' item, which costs 10,000 RC. Steep, but it'll add an option to the main menu that allows you to customize your Arisen and you Pawn at any time, for free. A must-have item for nit-picky games who want to tweak this or that, or who just want a fresh face every now and again. Once that's done, head over to the Notice Board to score whatever new quests are here. <----------------------------------------------------------------------> 7) When you're done, leave the Encampment and head onto Manamia Trail. Next stop? The Mountain Waycastle. Manamia Trail has been shaken up as well (but the Verda Woodlands and Vestad Hills are both the same.) Continue along the road north of the Encampment until, at the fork that leads up into the Verda Woodlands, you find a new foe-Giant Undead. They might be new-but they're not alone. You might well attact some Succubi, who fly around these parts. The hills west of the road that were formerly occupied by Bandits are now the playground of Hellhounds. These will be our companions throughout Manamia Trail, until you hit the Mountain Waycastle. The only part of Manamia Trail that is, in fact, not crawling with new foes is the Cobol Coast-mentioned briefly before but never officially explored. If you follow the coastal cliffs north you'll find the Cobol Coast. The only thing of interest here is a river where two Harpies bathe, and a Cyclops, which we were wise to avoid on our first trip through. Those three creatures still lurk at the river, carrying on as if nothing happened. ***MONSTER INFO: GIANT UNDEAD*** Strong, slow, and sturdy, Giant Undead aren't nearly as fearsome as many of the other new monsters lurking around Gransys these days. They'll flail, they'll lumber about, they'll grapple... typical undead attacks. They do more damage than smaller undead, but compared to Hellhounds and Grim Goblins, they're a walk in the park. As for new attacks, they'll drop the shoulder and perform a rush attack, but even this is nothing to be feared. Fire hurts them well. but they're slow enough that most any attack works fine. <----------------------------------------------------------------------> 8) Surprisingly there are still a few Gran Soren guards around the Mountain Waycastle-certainly a far more dangerous posting now than earlier. Cross the bridge to Moonsbits Pass and make your way through the mountains. No Harpies here anymore, not even Succubi, the place is now home to Geo Saurians. Continue north until you reach the split-the shortcut on the lower ground is now occupied by Grim Goblins instead of Bandits. If you continue down through the Grim Goblin-occupied lower pass you'll have to contend with an Ogre, if you continue up through the main, larger, higher pass you'll encounter a Golem near the ledge where Harpies once roosted in great numbers, so pick your poison. (To be fair, the Golem is much easier to avoid). <----------------------------------------------------------------------> 9) Past the Golem-enroute to the Mountain Cottage-lurk more Geo Saurians. Some will cling to walls, most won't. When you reach the Mountain Cottage, search it to discover its new inhabitants-a pair of Skeleton Lords. Continue past the Mountain Cottage, taking the low ground, watching out for falling rocks which have certained respawned by now. At the ledge over-looking the gate to the Estan Plains you'll find a mob of Skeletons-who are intially dormant, just waiting for some fleshy mortal to come near. This group includes another pair of Skeleton Lords, three Skeleton Knights, and two Skeleton Sorcerers, all hanging out near the lone tree on the ledge. Fortunately you need not provoke them all at once. <----------------------------------------------------------------------> 10) Continue through the gate to the Estan Plains. The Estan Plains haven't been spared invasion by the new foes unleashed upon the world, but oddly enough, the way to Gran Soren should be more or less clear, provided you stick to the road. As you near the bridge leading to the southern gate, however, you'll hear the ominous sound of wing beats behind you... ***ENEMY STRATEGY: WYVERN*** Wyverns are visually nothing more than palette-swaps with the Drake, but the devil is in the strategy. Wyverns are the most nimble of the three lesser forms of dragonoids, and prefer aerial engagements. Wyvernado --------- The main attack of the Wyvern is, like most dragons, its breath. In this case it's a vortex of wind. Its primary tactic is to hover around and try to blast you with it-if it's successful it'll sweep you into the air. Although this itself does little damage, the fall won't be as gentle. Unfortunately for them, characters with very high Magick Defense are quite unlikely to suffer from it much. They'll also perform this attack during fly-by attacks, similar to those performed by the Dragon. Strike it From the Sky! ----------------------- Wynvers love to fly, and their two main tactics-hovering while using their breath, or performing fly-by breath attacks both force you to deal with them at a range. Fortunately Mages, Sorcerers, Striders, Rangers, Assassins, Magick Archers and staff-bearin Mystic Knights are all quite capable of hitting them... at least during their hover-attack. While they're hovering, just try to shoot them in the head, which will knock them down and leave them vulnerable for a bit. If they are taking too much abuse with this tactic, they'll resort to fly-bys, which require more aim. Hitting the head and wings are the best way to knock it from the sky, but any hit is better than nothing. Back Attack ----------- Then again, it is a large, strong foe, and it will resort to melee once in a while... but even here it tends to perform aerial manuevers. It'll try to terminate fly-by attack routines by landing on you, using sheer mass to inflict damage. It'll also do the hover-slam attack the Drake employed. The former can be dodged by watching it while it flies, checking for the charge, and simply running out of the way. The latter, however, can only be avoided by keeping your distance. The vulnerable spot of the Wyvern is its back-the same spot as on the Dragon when we were climbing it during its flight after the ballistae-tower. Do not bother climbing them unless you're confident in your grip and you have plenty of Stamina-healing items, as they'll spin relentlessly to knock you off, leaving very little opportunity to strike. o-----o----------------------------------------------------------------o |VIDEO|Wyvern Takedown | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=Jz-K4JefdOU | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 11) After killing the Wyvern, the way stands clear to Gran Soren... but let's finish off the Estan Plains before we head inside, shall we? The Estan Plains are, as previously mentioned, crawling with infernal foes. This hasn't spread to the rest of the world, however. You might find a few new critters here and there, but for the most part, the strong new monsters are restricted to Seabreeze Trail, Manamia Trail, Moonsbit Pass, and the Estan Plains. An odd place to find the most savage of beasts... perhaps it has something to due with the catastrophe in Gran Soren? In any event, note that all manner of beasties fly around over Cape Pactforge-Harpies and Succubi. They're not flavor, if you manage to hit them, it will provoke (or kill) them, but they're so high up in the sky that they likely won't come after you if you leave them alone. They seem quite content to fly around in their stupid little circles, so let them, we've got bigger fish to fry. <----------------------------------------------------------------------> 12) If you head north along the road outside of Gran Soren and under the arch in the wall you'll soon find yourself attacked by a pair of Gargoyles. Continue north to discover that the Bandits in the 'Collapsed Meeting Room' have been ousted by a pack of Hellhounds-likely the most numerous bunch of them you'll encounter all game. North-west of here, past the western walls, in and around the watery depression that served as a roost for Harpies earlier you'll now find Succubi and Hellhounds-the former can be quite numerous here, but both are rather spread out. Finally, along the road to the Ancient Quarry (which still counts as civilized, and is safe) you'll find a Drake. <----------------------------------------------------------------------> 13) That's all the changes between Cassardis and Gran Soren, but there are a few more, if you care to look for them. I'll just enumerate them here, instead of leading you on a scavenger hunt (omiting the encounters we'll be dealing with in the next Sequence of Events, to avoid redundancy.) --> West of Aernst Castle, in the Vestad Hills, you'll find a Cockatrice prowling around where the Oxen roam. --> In the 'Conquerer's Sanctuary', the Cyclops and Goblinoids have been replaced by a Drake. --> South of Windbluff Tower, east of the road, lurks a Wyvern. --> Atop Bluemoon Tower you'll find a Wyvern. --> A Gorechimera has replaced the Chimera in the Barta Crags. --> In the Watergod's Altar, a Wyrm now lurks in the Offering Chamber, instead of a Cyclops. Once you're done exploring, head into Gran Soren's southern gate... it doesn't matter which gate, really, but we need standards, so, here it is. During the next sequence of events we'll deal with some unfinished business... we've got two old friends to hunt down, and we should probably confront the duke who, while he may have been an Arisen, was certainly no dragon slayer. o======================================================================o | | | Unfinished Business | | | o======================================================================o Sequence of Events: {WLK042} 1) Gran Soren in Ruins 2) Good Intentions 3) All the Duke's Men 4) Enemy of the State 5) Into the Everfall 6) Beyond the Rift 7) To the Chamber of Confusion 8) Chamber of Confusion (Hall) 9) The Evil Eye 10) Escaping the Everfall 11) The Exit 12) Hunting the Hydra 13) Tainted Mountain Treasure 14) Preparing for the Everfall 1) Enter Gran Soren and you'll see a population in misery. Everything east of Caxton's Armory has collapsed, a pit now lies where most of the Urban Quarter and the Venery once stood. Arsmith's Alehouse still stands, as well as the Notice Board therein. You'll also find Mountebank hiding out here, should you need some forgeries. Caxton sells a bunch of new gear-including the next-to-best weapons in the game... but again, we need not buy anything now, since we can find it later. <----------------------------------------------------------------------> 2) Lots of new things in the Craftsman's Quarter-there are now two 'Refuge Areas' north-west and south-east of the Field. In the southern Refuge Area you'll find Devyn-the barber, who still provides her services. In the northern Refuge Area you'll find Ser Alfonso, from the Greatwall Encampment, who will perform the same duties here as he did there-resting, stashing, learning and setting skills, etc., which is useful since the Gran Soren Union Inn is now gone. Speaking of that, Asalam has now set up shop in the Pawn Guild (you'll have to avoid Ser Gauwyn to get inside at the present, however) where he'll offer the same services as usual. If, during the quest 'Land of Opportunity' you helped Fournival evict Jasper and his family, they'll be alive-their old home was in part of the city that fell into ruin. If you were kind and allowed them to keep their home, Pip will be somewhat less happy now that his parents are dead. Good intentions don't lead to good results, it seems. <----------------------------------------------------------------------> 3) Shop, rest, stash loot, and pick up quests from Notice Boards-most of them have to do with killing a few of the new foes we've encountered since entering the Tainted Mountain Temple; Grim Goblins, Hellhounds, Succubi, and so on. When you're ready to move on, talk to one of the guards around town-either Ser Gauwyn (outside the Pawn Guild), Ser Gregor (behind Arsmith's Alehouse), Ser Camillus (along the remains of the road that connected the Urban Quarter to the Noble Quarter), or Ser Raffe and Ser Forden, both on the road south of the Gran Soren Cathedral. They say different things, but most of them despair about the state of affairs in Gran Soren, and all of them tell you to see the Duke. Head up to the Noble Quarter through the Passage Gate, then into the castle. <----------------------------------------------------------------------> 4) Head into the castle and through the Audience Hall, where Fedel and Aldous grimly flank the throne. Make your way to the Duke's Solar and head inside the apparently empty room. The duke will-from out of sight- accuse you of the same cowardice he's guilty of. In his mind the Dragon could not possibly be felled by the hand of man. It was certainly a task beyond him, in any event. His sudden collapse into phsyical infirmity now makes his body match his diseased mind, which has concocted a conspiracy against him. In his paranoia he belives you took the Dragon's bargain, one life in exchange for peace, power, and the position of duke. He vows that you won't get rid of him so easily, and attacks. The duke is beyond feeble-his attacks are slow and weak, and he can barely pursue you. While he *tries* to attack you, he'll demonize you for the very same things he is guilty of. Smack him around and watch a cutscene where, long story short, the duke sets his guard on you. o-----o-------------------------------------------------------o--------o |VIDEO|A Warm Welcome |{VID057}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=NCOJEcaDR5Q | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 5) Well, our meeting with the duke didn't go so well. Now we need to flee the castle, which is pretty simple to do. The duke's guard will pursue us without faltering, and they're somewhat strong. You're not in any real danger of dying, but they are annoying and endless, so there's no point in fighting. Once out of the castle grounds... it's more of the same, really. Ser Maximilian declares you a traitor and he-and his companions-continue chasing you. Let the guards be your guide-where they are, you're not supposed to go. Run into the Passage Gate, down the tower, through the Craftsman's Quarter and into the Urban Quarter. When you approach the huge pit where most of Gran Soren once stood you'll get a cutscene-the Gran Soren guards will herd you to the pit, only for the confrontation to be interrupted when all manner of winged beasts erupt from the bowels of the earth. You'll hear the voice of the Dragon urging you on and, after a moment your Arisen will put it together-this 'hole' in the ground is the Everfall-the true Everfall, revealed. You'll then be unceremoniously knocked into the abyss. ***REWARD*** (For receiving the duke's hospitality) EXP 60,000 RIft Currency 80 Gold 80,000 Beyond the Rift o======================================================================o 6) You're now free-falling through the Everfall. Don't worry, fall damage is... very limited here, and if you reach the bottom of the Everfall you'll just come out the top-hence the name. Lots of ledges will fly past you as you fall, but for now, there's no need to worry about any specifics-just use the right analog stick to direct your fall and, when you get close to a ledge hit the Right Trigger. when you climb onto solid ground a voice will challenge you to prove your worth... seems like we're getting a lot of that, lately. After peering around in search of strange voices you'll be startled by a Pawn with boundary issues. This Pawn-Quince-will tell you that her mistress was searching for something in the Everfall, but died before her task was complete. She'll then give you one of the objects her mistress searched for-a Wakestone. You'll get the Achievement/Trophy 'Treacherous' for this bit of progress. ***QUESTS*** Fathom Deep <----------------------------------------------------------------------> 7) It doesn't matter what ledge you've landed on now-all doors currently lead to the 'Chamber of Confusion', the intro chamber to the Everfall, which the game really wants us to explore. Since all ledges lead to the same place, and since I can't be certain which ledge you've landed on, there's really no point in trying to discuss your surrounding in detail. One thing is certain, however-there will be a door along the wall, which you should enter. The only exceptions to the rules above are if you find yourself on a ledge with the metal disc we originally saw at the bottom of the Everfall-the Everfall contained within the Pawn Guild, or if you find yourself on a narrow bridge running into the edge of the Everfall, instead of a ramp running along its perimeter. In which case, jump down and try to catch another ledge, as both these ledges will lead you to places other than the Chamber of Confusion. Chamber of Confusion (Hall) o======================================================================o 8) Here you'll find two Pawns-a cheater named Rochelle who somehow can weild a Longsword and wear an Animistic Robe, and Faircrest. The former will tell you about corrupt Pawns who will attack all they see, while the latter will cry about his dead master, and the monsters who lurk in the Everfall. Head south past some sarcophagi and up some stairs. Atop the stairs you'll find two ornate chests-the western one will give us our first taste of Everfall-quality loot-and some warrior remains. When you're ready head through the door to the south. ***ITEMS*** o--Ornate Chest--o [Crimson Plate] [Exotic High Boots] [Grisly Skull] [Ring of Pearl] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Confusion |{VID058}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=oiRSHkuRqnQ | o-----o----------------------------------------------------------------o Chamber of Confusion (Arena) o======================================================================o 9) You'll now find yourself in a circular arena, wherein lurks an Evil Eye-the beast behind the tentacles that assaulted us at the bottom of the Everfall. There's not much to say about this area-you'll find minor goodies lying around, healing items being the most useful, but nothing worth our individual attention. That being the case then, let's turn our attention to the big, red, tentacle-bearing orb floating around. It's time to settle the score with this creature, now that we've got it out in the open, and aren't weak little novice adventurers. ***ENEMY STRATEGY: EVIL EYE*** If you've played any Dungeons and Dragons, you certainly know about the beasts called Beholders. The Evil Eye is the Dragon's Dogma version of that creature. It's got a large, floating orb with a central eye that also doubles as a mouth. On top of it (if a sphere can be said to have a top) grow a number of tentacle stalks which can act independantly of the Evil Eye itself. Tentacle Trouble ---------------- We're familiar with the tentacles from our previous encounter with them in the Everfall. They can cast elemental spells independantly (although the ones atop the Evil Eye will tend to cast the same element in unison), grapple, and spit goo. At the bottom of the Everfall under the Pawn Guild they were endless, and killing them was without merit. Here, however, if you kill the tentacles that are sent to harass you from the floor, the Evil Eye will suffer the consequences, as it'll go into shock if you detach enough of its tentacles, leaving itself open to your attacks. Remove enough of them and it'll withdraw its remaining tentacles into its body, drop its barrier, and attempt to regenerate them, giving you plenty of time to beat up on it. More Than Meets the Eye ----------------------- The central eye of the Evil Eye is more of a threat than its tentacles, however, as it's capable of casting two dangerous spells, both of which take a bit of time to cast. The first is a prismatic cone of light that inflicts a number of debilitations, including Blindness, Poison, Tarred and Torpor. It'll also conjure a field of exploding eyes (notable by the red aura around it as it casts.) Its eye is retractable and the hole it's set in also serves as a mouth. It's fond of teleporting around, which it'll do as a form of misdirection, terminating its spree of teleportation by appearing near you and attempted to engulf you in its eye-mouth. If it catches you, you'll have to wiggle the right analog stick to escape, during which time it'll munch on you eagerly. It'll also perform a bull-rush attack, if you get close. Sometimes the beast will content itself with phasing out of the fight for a while and allowing its tentacles to assault you with spells. Beating the Barrier ------------------- Of all the strategic considerations involved with fighting an Evil Eye, the most interesting is its barrier, a magical field that surrounds it and prevents it from coming to harm. While the barrier is up, the beast is invulnerable, and the barrier cannot be penetrated by force alone. So, how to hurt the Evil Eye? Well, first, the eye itself is the most vulnerable part of the creature, obviously. When the beast is vulnerable, go after the eye. Now for bringing down the barrier. First, whenever the Evil Eye itself casts a spell, it must lower its barrier to do so-attacking while it's casting is the ideal answer for any character with a ranged attack of any kind. For those without ranged attacks, however, you'll just have to keep your eye on the beast and avoid its attacks, attacking its ground-based tentacles when they rise. Hack off enough of them and... well, as I said earlier, it'll fall into a state of shock, falling on the ground with its eye vulnerable. Destroy even more and it'll try to regenerate its eyes, during which it's also vulnerable. So... hit it when it casts spells, and attack its tentacles when they're around. o-----o----------------------------------------------------------------o |VIDEO|Evil Eye Takedowns | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=jjhZ7ei10HU | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 10) When you kill the Evil Eye you'll get the Achievement/Trophy 'Eye Contact'. Huzzah for you! Loot it and leave the arena to return to the hall. Our task now is to escape the Everfall... yeah, this whole part was merely an excuse to fight the Evil Eye. Hey, I didn't make the game, I'm just telling you how to play it. Anyways, the easiest way to get out of the Everfall is to use a Ferrystone. You should be in the habit of carrying a few around at all times by now... and if you're not, get in the habit. If you're without a Ferrystone, you still have a way to escape. Leave the Chamber of Confusion entirely and return to the Everfall, jumping down into the void. Fall to the bottom and appear at the top. When you do, move your character north (you'll already be facing this direction) and grab the highest ledge. Beyond the Rift: Exit o======================================================================o 11) Head across a metal disc-the metal disc that was at the bottom of the Everfall way back when it was contained in the Pawn Guild. Continue east down some stairs and turn south to find Akim, another Pawn who has taken up the role of merchant here, as per the dying wish of his late mistress. You can buy a variety of status-restoring items, one of each Jewel, and some Golden Wristbands-potent, yet expensive armwear. Quince will also be found here, waiting, for when you have collected enough Wakestones. She'll be waiting a bit. Head counter-clockwise up the ramp until you find a tunnel to the north, which leads back to the Pawn Guild. Well, we've managed to survive this latest ordeal. Our current task is to gather enough wakestones in the Everfall to... well, to appease the creepy voices we keep hearing. The duke still isn't our friend, but we'll be fine wandering around Gran Soren so long as we stay out of the Noble Quarter. There is one more foe who we should seek a reckoning with, one we encountered early in the game who has thus far eluded us. <----------------------------------------------------------------------> 12) Our next stop is the Frontier Caverns-you should remember the way. Head through the Ancient Quarry, to the Shadow Fort, and, well... into the Frontier Caverns. The Shadow Fort is no longer civilized, and is occupied by the same foes that originally infested it-Hobgoblins, Goblins and Cyclopses. Once in the Frontier Caverns make your way to the Proving Grounds-the Arena where we fought the Cyclops for a Silver Idol. We won't find a Cyclops here this time, however. Instead, our foe is a Hydra. ***ENEMY STRATEGY: HYDRA*** The Hydra is a massive, four-headed serpent... presumably the same one we injured back at the Encampment early in our career. It's an unsubtle foe, but when you're that big, you don't really need much in the way of tactics. Off With Its Head! ------------------ Everybody knows about Hyrda. You cut off their head and... well, there seems to be some disagreement with that happens next. It's either a good thing or a bad thing. In Dragon's Dogma, it's a good thing. The Hydra will not grow back two extra heads for each one removed. Their heads take no special skill to cut off-you can shoot them off with bows, blast them off with spells, or simply climb up on their necks and decapitate them (don't be lazy, you have to get up above the body stalk to easily remove a head.) Kill it! Kill it With Fire! --------------------------- If you remove all four of its heads the Hydra will go dormant as it regenerates. It won't gain any health back, but its heads will return in time. Of course, the heads also regenerate individually without causing the Hydra to go dormant-you only get a period of vulnerability to take advantage of if you remove all four heads at the same time. So, not only must you remove them, but you must do so quickly. A high level Assassin might be able to just shoot them off fast enough, but for most characters, you'll need to cauterize the wounds to buy yourself more time. Yep, use fire-enchanted weapons or spells. This won't prevent the heads from growing back-but it will take them long enough to give you a fighting chance at hacking them all off. A Real Multi-Tasker ------------------- Four heads means four different independent attacks. Like I said earlier the Hydra isn't very subtle-it'll spit acid, slam its heads into the ground, and attempt to swallow characters (wiggle the right analog to escape, as usual.) It'll also sometimes slither around orsweep with its tail, using its massive body to bludgeon anything in its path. This is the only place in the game to encounter a Hydra, so it's not out of place to point out that it'll be joined by Goblins, which infinitely respawn while the Hydra is alive-they're not the best of friends, though, so don't be surprised to see the Hydra chew on a few of them. o-----o----------------------------------------------------------------o |VIDEO|Hydra Takedown | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=4AOelNwObkc | o-----o----------------------------------------------------------------o Once you've gained your vengeance and killed the Hydra you'll get the Achievement/Trophy 'Headshunter'. Search the eastern end of the arena to find that the small chamber here is now accessible, as the gate is no longer barring the way. This allows us to score the ornate chest beyond. ***ITEMS*** o--Ornate Chest--o [Darkened Gloves] [Harmonious Earring] [Meloirean Cyclops Veil] [Noble Earring] <----------------------------------------------------------------------> 13) only one last bit of 'unfinished business' left to do-and it's not really unfinished business as much as it is 'the lazy FAQ-writer wants to point something out, but can't find a better place to put it'. Actually, that's kind of what this whole Sequence of Events was... but I digress. If you return to the Tainted Mountain Temple you'll find that all the old monsters and loot are still there. If, however, you head into the Tainted Mountain (past the Gorechimera, to where we fought the Dragon) you'll find that the way is blocked-no chance to score copies of all that sweet loot we found during the Dragon fight, but as a consolation prize there are two new chests here-one square chest to the south, and an ornate chest to the north. These chests contain low-quality Everfall loot... which is still better than most everything you have, and worth a bit of effort to get. The new weapons, in particular, would serve you well in the Everfall... until you can get the far superior ones there. ***ITEMS*** o--Square Chest--o [Angel's Sanctum] [Dragon Knight's Helm] [Dragon's Den] [Flame Skirt] [Herald's Helix] [Noble Limbs] [Stalwart Bow] --- o--Ornate Chest--o [Chilling Razors] [Crossed Cinquedea] [Cyclop's Sigil] [Saving Grace] [Solar Providence] [Threaded Cudgel] <----------------------------------------------------------------------> 14) Well, we've thrashed the duke, and smote the Evil Eye and Hydra who crossed us before. Not bad for twelve walkthrough Steps. Next up is the Everfall-we'll thoroughly explore every area, which will see us get the strongest loot in the game... and fight the strongest foes. Find your way back to town and make some prepartions for this next adventure. Grab some healing items-Potent Greenwarish is a life saver, and can be purchased from Camellia in Gran Soren. Also be sure to bring at least one Ferrystone... and some Secret Softener couldn't hurt, either, just in case. Our stated goal? Gather 20 Wakestones. Our real goal? Well, gather many more than that and sell off the excess, as well as some of the best loot in the game. o======================================================================o | | | Exploring the Everfall | | | o======================================================================o Sequence of Events: {WLK043} 1) Everfall Overview 2) Chamber of Anxiety (Hall) 3) Chamber of Absence (Bridge) 4) The Lower Level 5) Chamber of Absence (Hall) 6) Chamber of Hesitation (Hall) 7) Chamber of Hesitation (Arena) 8) Chamber of Apprehension (Arena) 9) Chamber of Remorse (Hall) 10) Chamber of Remorse (Bridge) 11) Chamber of Tragedy (Bridge) 12) Chamber of Lament 13) Chamber of Fate (Arena) 14) Chamber of Fate (Bridge) 15) Chamber of Distress (Bridge) 16) Chamber of Distress (Arena) 17) Chamber of Estrangement (Arena) 18) Chamber of Estrangement (Hall) 19) Chamber of Estrangement (Brigde) 20) Chamber of Woe (Hall) 21) Chamber of Sorrow (Bridge) 22) Chamber of Sorrow (Arena) 23) Chamber of Sorrow (Hall) 24) Chamber of Resolution (Hall) 25) Chamber of Resolution (Arena) 26) Chamber of Inspiration (Bridge) 27) Chamber of Hope (Hall) 28) Chamber of Hope (Bridge) 29) The Lower Level 30) The Truth That Lies Beyond... 1) Head back to the Pawn Guild and return to the Everfall... time to discuss it in detail. The Everfall used to be a vertical shaft surrounded by a spiraling ramp. Now the bottom is gone and most of the ramps have fallen into ruin. On each ramp is a door that leads to a different chamber-each chamber has different foes and different loot. I shouldn't have to explain the exit platform again, nor how to reach it. Since the Evefall is circular, we will-one final time-rely on the tired old 'clock face' analogy. The table below shows the various platforms in order of elevation-from highest to lowest. The 'times' to the right very roughly correspond with their circular orientation. It also might help to keep in mind the directions as well, especially if you use the mini-map to orient yourself. 12:00 is north, 3:00 is east, 6:00 is south, and 9:00 is west. We will be exploring the chambers in order of their vertical orientation, from highest to lowest, even though in practice it's not possible to reach them all in order. Note: I will be disregarding low-quality loot in the Everfall-there's junk lying around, potions, plants, what have you. I just can't be bothered at this point in the game to mark out every little insignificant item. I will, however, continue my trend of commenting on the Everfall loot I find the most interesting. The chests in the Everfall-when they can contain loot-tend to drop a bunch of junk as well. You'll have to pick through piles of Red or White Wine, Liquid Vim, Balmy Incense/Perfume, Thundering Spear Tomes, Fulgerous Lord Tomes, Wakestone Shards and Giant Coin Pouches (10,000G) to get at any of the gear, which typically has a very low chance of dropping. Even when it does, each chest typically holds four or five possible items. It could take a lot of save/loading to get what you want out of the Everfall... o-----o----------------------------------------------------------------o |VIDEO|Navigating the Everfall | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=UjN9HRw4mS8 | o-----o----------------------------------------------------------------o o===============================o===============o=======o | Everfall Chamber | Location |Chests | o===============================o===============o=======o | Exit |12:00 to 3:00 | n/a | |-------------------------------|---------------|-------| | Chamber of Anxiety | 7:00 to 9:00 | 1 | |-------------------------------|---------------|-------| | Chamber of Absence | 2:00 to 5:00 | 4 | |-------------------------------|---------------|-------| | Chamber of Hesitation | 8:00 to 11:00 | 2 | |-------------------------------|---------------|-------| | Chamber of Apprehension | 4:00 to 6:00 | 0 | |-------------------------------|---------------|-------| | Chamber of Remorse |11:00 to 1:00 | 2 | |-------------------------------|---------------|-------| | Chamber of Tragedy | 4:00 to 8:00 | 7 | |-------------------------------|---------------|-------| | Chamber of Lament | 4:00 | 0 | |-------------------------------|---------------|-------| | Chamber of Fate | 6:00 to 7:00 | 9 | |-------------------------------|---------------|-------| | Chamber of Distress |10:00 to 2:00 | 5 | |-------------------------------|---------------|-------| | Chamber of Estrangement |10:00 to 12:00 | 6 | |-------------------------------|---------------|-------| | Chamber of Woe | 5:00 to 8:00 | 1 | |-------------------------------|---------------|-------| | Chamber of Sorrow | 9:00 to 11:00 | 11 | |-------------------------------|---------------|-------| | Chamber of Resolution |12:00 to 2:00 | 4 | |-------------------------------|---------------|-------| | Chamber of Inspiration | 5:00 to 9:00 | 1 | |-------------------------------|---------------|-------| | Chamber of Hope | 2:00 to 5:00 | 11 | o===============================o===============o=======O Chamber of Anxiety (Hall) o======================================================================o 2) Enter the Chamber of Anxiety to reach the 'Hall' area. The Everfall chambers are pretty lazily done-only several rooms that are repeated with minor variation. The type you're in now is what I call the 'Hall'. Hall areas consist of one long, central hall area with steps to the south. There are also two smaller halls east and west of the central hall... which may or may not be blocked off. In this case, only the eastern and central halls are open. You'll start out in the western hall. Foes lurk in the central hall, including a Wight, Skeleton Knights, Undead Warriors, and Skeleton Sorcerers. When you dispatch the wight, you'll notice that it drops Wakestones and Wakestone Shards, as well as its normal loot. This is normal in the Everfall-boss-type monsters will commonly drop Wakestones and Wakestone Shards, from humble foes like Cyclops, to Drakes. Lesser monsters also have altered drops, typically healing items. Ferrystones also have an increased drop rate here... as in, they can be dropped at all. Once you're done killing, loot a rounded chest along the southern end of the central hall for some quality Everfall loot. ***ITEMS*** o--Rounded Chest--o [Burnished Bracers] [Dragon's Presence] [Meloirean Plate] [Philosopher's Robe] [Steel Gauntlets] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Anxiety |{VID059}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=s1Rbw9EcWKQ | o-----o----------------------------------------------------------------o Chamber of Absence (Bridge) o======================================================================o 3) Now meet the 'Bridge' area-it consists of an upper floor with three rooms (north-east, south-east and south-west) connected with two balconies outside of these rooms. These two balconies-one north and one south-are connected by a bridge spanning the middle of the level. Some of these rooms may be gated off-as the south-eastern one here is. There is a lower level, as well, which you can reach via some stairs in the middle of the the northern balcony... but you can also reach the lower level (safely) by jumping off the western edge of the southern balcony onto a collapsed section of balcony. This upper part of the bridge area is occupied by Geo Saurians in the north and Skeleton Sorcerers in the south. In the south-western room is a rounded chest worth looting. Shadow Gauntlets are spiffy, dark, plate gauntlets for heavily armed Vocations-Fighters, Warriors, Mystic Knights. Dragon's Pain are the strongest physical damage only Daggers in the game. ***ITEMS*** o--Rounded Chest--o [Crimson Sabatons] [Dragon's Pain] [Lordly Cloak] [Shadow Gauntlets] [Stalwart Bow] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Absence |{VID060}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=hN2xJTd8G2A | o-----o----------------------------------------------------------------o <----------------------------------------------------------------------> 4) Head down the stairs to the north to reach the lower level of the bridge area. Immediately at the bottom of the stairs turn west to find a trio of Hellhounds. Dispatch them and note the layout; there's are two large chambers on the bottom floor-a rough chamber to the north and a man-made chamber to the south, the two are connected in the east. Off the northern, natural chamber is a small, vaulted chamber to the north-east, and a larger chamber to the north-west. The north-western chamber and large southern chamber both hold doors to the west, which may or may not be blocked. In this case, the northern one is blocked and the southern one is accessible. There are no more chests down here, but there are two more groups of three Hellhounds-one in the vaulted square chamber to the north-east, and another in the large southern chamber. When you're ready to move on, exit via the southern door. Chamber of Absence (Hall) o======================================================================o 5) You'll find yourself in another 'Hall' area-you know the layout by now, it's exactly the same as the one in the Chamber of Anxiety; you'll enter in the west, and the foes-this time the Goblins, Hobgoblins, and Grim Goblins-lurk in the larger central chamber. Once the foes are dead search the southern end of the central chamber to find three rounded chests, all of which contain loot. Now to explain another facet of Everfall exploration-the loot grind. Three chests, all of which can contain some top-quality gear. You know the principle of save/loading by now, I hope. Open the chests, see what's inside (without picking anything up) and if you get something you want (for me, I accept anything that's equippable) grab it and save. Reload and try the chests that didn't give you anything the first time. This is much easier without Pawns, who will gleefully pick up any garbage. Save/loading for the best loot in the Everfall is tedious, but much less tedious if you scour a number of chests in an area all at once. Instead of only getting one shot at gear each save/load (one load, one chest search), you'll be searching multiple chests on each load... it's just smart gaming. ***ITEMS*** o--Rounded Chest--o (east) [Dragonbeards] [Grisly Bone Armor] [Laurel Circlet] [Meloirean Armguard] [Sage's Hood] --- o--Rounded Chest--o (center) [Dragon Band] [Red Dragon Scale] [Ring of Sable] [Ring of Sapphire] [Shadow Gauntlets] --- o--Rounded Chest--o (west) [Dragon Knight's Cloak] [Noble Limbs] [Ring of Amethyst] [Sable Sentinel] [Steel Sabatons] Chamber of Hesitation (Hall) o======================================================================o 6) Another 'Hall' area, this time it's occupied by one of the rarest foes in the game-Saurian Sages. Yep. New critters. They lurk along the southern end of the central hall and in the eastern hall. This time it's the western one that's blocked off. There's a door leading to another at the end of the eastern hall, near which is a rounded chest worth looting. Head through the door in the eastern hall when you're done. The Dragon Quickening is the best Magick Bow in the game, while Twilight Manicae are dark arm-wear for Strider-type Vocations. ***MONSTER INFO: SAURIAN SAGE*** The fourth palette-swap Saurian type foe. Saurian Sages like camouflage almost as much as Sulfur Saurians did. They're the strongest of the Saurians, capable of taking-and delivering-the most punishment. They share most of the same attacks, but can cast spells in addition... at least, Anodyne, which can prolong their lives even longer. Like all other Saurians, their tails are vulnerable. ***ITEMS*** o--Rounded Chest--o [Darkened Gloves] [Dignified Earring] [Dragon Quickening] [Steel Sallet] [Twilight Manicae] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Hesitation |{VID061}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=Td3rU4n1rG4 | o-----o----------------------------------------------------------------o Chamber of Hesitation (Arena) o======================================================================o 7) In this arena area (the same kind of area we fought the Evil Eye in) you'll find an Archydra-a most dangerous foe. It is, however, a palette- swap of the normal Hydra, and shares most of the same attacks, so we won't give it the fancy boss treatement. It's accompanied by Undead Warriors, who are mostly just here to complicate matters. Whatever you do, do not stay by the door and try to gain some kind of advantage-the Archydra can auto-kill you if you hide here. Best to just keep moving. When it's done, loot the ornate chest in a cubby to the north and move on to the next chamber, lower in the Everfall. The Dark Lorica is potent light defense armor wearable by Strider-based Vocations. Spiffy and dark, it makes for good, cliche, assassin armor. Fey Whisper is the best Bow in the game. ***MONSTER INFO: ARCHYDRA*** Besides being white, the Archydra isn't much different from the normal Hydra. It'll try to devour you, ram its nose into you, crush you with its body, and spit acid. Defeating it by taking off its heads works the same way-use fire to cauterize the severed heads to buy yourself more time, and once all four of them are off, attack it while it's vulnerable. o-----o----------------------------------------------------------------o |VIDEO|Archydra Takedown | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=FZTivoeq5HY | o-----o----------------------------------------------------------------o ***ITEMS*** o--Warrior Remains--o [Silver Ring] --- o--Ornate Chest--o [Barbarian Chief's Helm] [Dark Lorica] [Fey Whisper] [Ring of Ruby] [Sultry Cowl] Chamber of Apprehension (Arena) o======================================================================o 8) One of the least interesting areas-it consists only of a single Arena area which contains one of two encounters. Either a Gorechimera, two Wights and a bunch of Undead Warriors or two Cockatrices, some Vile Eyes and Grim Goblins. All things considered, the second encounter is probably the most difficult as two Cockatrices are just obnoxious. ***MONSTER INFO: VILE EYES*** A miniature Evil Eye, these tiny little orbs have no tentacles and aren't big enough to chew on you. They can, however, ram you, which they might do if you get close... or they might just teleport away. They also have spells-basic elemental spells, but they're fairly strong. Like their adult forms, they have barriers that only go down when they cast spells. Get them when they're casting, and be thankful they don't have nearly as much health as Evil Eyes. o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Apprehension |{VID062}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=lwopkS4QHpI | o-----o----------------------------------------------------------------o Chamber of Remorse (Hall) o======================================================================o 9) Another 'Hall' area-this time you can search both the eastern and western halls. You start out in the east, and another door lies at the southern end of the western hall. At the southern end of the central chamber you'll find five chests-four rounded, one ornate. Only the ornate chest has any worthwhile loot inside. Near the door at the end of the western hall you'll find another Pawn merchant named Joye. He sells a number of Materials dropped by powerful foes... a few thousand gold here is far cheaper than what Mountebank will charge you for forgeries, and considering their rarity, buying a few Purpure Cystals here can't hurt. As for weapons Joye sells a variety of great items- Carnation, the best physical-damage sword in the game, Wounded Heart, the best Longsword in the game, Dragon's Pain, the best physical-damage Daggers in the game, Sable Sentinel, the best Shield, and Fey Whisper, the best Bow. The Frigid Finger is a decent Staff... but you can get your hands on better. He also sells a Diadem, Crimson Plate, Twilight Manicae, Grisly Greaves, and many rings. Buy what you will... (or what you can afford) and head through the nearby door. The Bloody Thistle is the strongest Warhammer in the game. ***ITEMS*** o--Ornate Chest--o [Bloody Thistle] [Crimson Armet] [Golden Wristbands] [Ring of Argent] [Superior Cuisses] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Remorse |{VID063}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=DzxVrv7ArXs | o-----o----------------------------------------------------------------o Chamber of Remorse (Bridge) o======================================================================o 10) A 'Bridge' level this time, you'll start in the south-eastern corner of the upper floor. The only chest worth looting is a rounded chest in the south-western room. Grim Goblins lurk about up here, and a Golem guards the bridge. On the lower floor you'll find more Grim Goblins and an armored Cyclops. An Ancient Cape looks snappy, if you like the evil warlock look, but it's not a great bit of armor, statistically. ***ITEMS*** o--Rounded Chest--o [Ancient Cape] [Carnation] [Chilling Razors] [Exotic High Boots] [Golden Lion Helm] Chamber of Tragedy (Bridge) o======================================================================o 11) The Chamber of Tragedy is one of the single most lucrative areas in the Everfall. You'll enter into the first floor of a 'Bridge' level, in the north-western corner. Head out into the larger, natural stone northern room to find it infested with Succubi. An odd Specter lurks about as well, as well as Gargoyles, which lurk in the north-eastern room on the ground floor, and in large southern chamber-if you look closely you can see them clinging to the ceiling. Once the foes are dead, begin your looting. The chests here are all rounded and numerous. On the lower floor there is one in the square north-eastern room, and two in the north-eastern corner of the large southern room. On the second floor there is one in the south-western room, one on the eastern end of the southern balcony, and one on each the eastern and western ends of the northern balcony. Seven chests-not a bad haul for killing a few aerial beasts. It's an ideal place to do a save/load run-through. If you fail to collect at least four pieces of Everfall gear here... well, you're just being lazy. The Diadem is... kind of goofy, a barbaric spiked crown which only the Sorcerer and Magick Archer Vocations can wear. It's got poor Defense, but great Magick Defense, gives a bonus to all elements, and has Petrification resistance (among others). It does, however, also come with penalties to Piercing and Striking Resistance. Holy Cuisses are full leg armor that all but basic Vocations can wear. It gives a bonus to Strength and Magick and has Petrification resistance, making it great for... well, everybody, really. Shadow Greaves compliment Shadow Gauntlets. Golden Lion Padding is the ultimate padded armor, possessing good Defense and mediocre Magick Defense. Finally, the Dark Buckler is the strongest Mystic Knight Magick Shield in the game. ***ITEMS*** o--Rounded Chest--o (1st Floor, north-east) [Dark Over-Knee Boots] [Dragon's Risen] [Dragonscale Armor] [Nebula Cape] [Royal Cuisses] --- o--Rounded Chest--o (1st Floor, south duo, southern chest) [Diadem] [Direwolf Veil] [Fey Whisper] [Matte Robe] [Steel Cuirass] --- o--Rounded Chest--o (1st Floor, south duo, northern chest) [Dark Buckler] [Gold Lion Padding] [Golden Belt] [Ring of Amethyst] [Superior Cuisses] --- o--Rounded Chest--o (2nd Floor, north-east) [Crimson Plate] [Dragon Hide Bracers] [Holy Cuisses] [Meloirean Cyclops Veil] [Ring of Onyx] --- o--Rounded Chest--o (2nd Floor, north-west) [Crimson Gauntlets] [Indomitable Earring] [Ring of Pearl] [Sable Sentinel] [Steel Sabatons] --- o--Rounded Chest--o (2nd Floor, south-east) [Ancient Cape] [Dragon's Knight's Helm] [Harmonious Earring] [Shadow Greaves] [Stalwart Bow] --- o--Rounded Chest--o (2nd Floor, south-west) [Autumn Hood] [Gleaming Bangles] [Grisly Greaves] [Sultry Pareo] [Wounded Heart] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Tragedy |{VID064}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=Pf4vxzsRX1Q | o-----o----------------------------------------------------------------o Chamber of Lament o======================================================================o 12) The Chamber of Lament is a unique area in the Everfall-it doesn't have one of the old recycled 'Arena' 'Bridge', 'Hall' areas. Instead it's an extra dimensional arena reminiscent of the Tainted Mountain Peak. Here is where you'll find the single most dangerous foe in the game-the Ur-Dragon. Before you can lure the Ur-Dragon out, however, head to the northern end of the arena and kill several corrupted Pawns that lurk near an elevated, and rather out-of-place bridge. Shortly after the Ur-Draogn will speak and fly out of the portal in the sky. As for the arena itself-there are some chests lying around, and some warrior remains, but the items they drop aren't worthy of our attention. Once you descend off the end of the southern ledge into the arena below, the only way back is to go through the arena and exit via the northern door. ***ENEMY STRATEGY: UR-DRAGON*** Ur-Dragon... Ur... Ur... let's see... ur- or Ur- (oor): Prefix, original, primitive. Okay. I've seen 'Ur' creatures a few times in fantasy games. Ur-priests, for example. The term also seems, in popular use, to be synonymous with 'corrupted', but this might just be from a root meaning 'old'... which in a religious context might have become connotated with 'pagan' or 'heretical', hence the ambivilence of the meaning. So, either the Ur-Dragon is the original, ancient being from which the Dragon was derived, or, more likely, is a degenerate, corrupted form of it. The original Dragon had a purpose... and philosophical leanings. The Ur-Dragon, as your Pawns will helpfully chirp, is made from the hearts of Arisens. Presumably the weak, false ones-like the duke. Perhaps it's a form of punishment for those who showed the most potential and failed? Can you think of anything worse for an Arisen than to have the heart that was stolen from them forming a body of a Dragon? In any event, the game itself gives little in the way of explanation, so it's really up to us to make up our own mythology, if you care to. A Group Effort.... Or Not. -------------------------- It's a rather important boss-offline you can tackle the beast by yourself. Killing it will net you about 20 Wakestones, one unique item; the Volant White Staff, Ascalon, a Sword, or Heaven's Key Daggers, all of which are supremely powerful and imbued with the Holy element. Online, there's one global Ur-Dragon boss, which players from all over the globe can battle the Ur-Dragon cooperatively. Don't get any misconceptions, however-you won't see your buddies running around the arena, or masses of Arisens and theif Pawns all babbling gleefully about nothing. You'll get your own version of the Ur-Dragon, your own arena, your feats of valor will remain unwitnessed by all but you. It only shares a global health value, which all online players can work to diminish. Its health online is much higher than the offline version, and each time it's killed, the next 'generation' of Ur-Dragon is even stronger. The rewards for killing the Ur-Dragon online are better than offline... but I won't go into specifics, since I've never bothered with it. Different Dragon, Same Tactics ------------------------------ The Ur-Dragon looks like a whitish-purple palette-swap of the Dragon. The similarities are more than just skin-deep, however. They share most of the same attacks-wing buffet, breath weapon attacks, grab-and-slams, spells... the whole deal. You're familiar with these by now, or if not, at the very least I've done my due diligence already, and need not waste time repeating myself. There are some differences, however. The Ur-Dragon is much, much stronger, and its breath weapon is of the Darkness element, not fire. Also it's much more interested in prolonged ground engagements, instead of flying attacks... although it will perform them, and even has a perch in the arena from which to retreat and spew breath-blasts at you. Death By A Thousand Cuts ------------------------ While the original Dragon's vulnerable spot was its heart, the Ur-Dragon has no one weak spot. Instead, its entire body must be attacked, piece by piece. After sustaining enough damage in one spot, that part of the body will turn black, its meat will rot and fall off, and by the end of the fight you'll be battling a beast that's more skeleton than flesh. You can tell you're dealing damage if the blood from the wound you inflict is purple. If it's brownish and foul, you're not dealing any damage. Each time a part of the Ur-Dragon is destroyed it'll drop some... bits. Ambrosial Meat-either rotten or sour, and pieces of its own body, which are all valuable Materials. To destroy the Ur-Dragon you must keep moving from body part to body part, destroying each area before moving on. Each wing has two distinct areas, each limb (leg and arm) have three, the tail has three, there are two spots on its back, and its gut and chest are both one. Several more parts of the body remain to be destroyed on the neck and head. I strongly suggest you do not fight the Ur-Dragon unless you are playing a Vocation that can grapple well and perform ranged attacks. This pretty much means the Strider, Ranger, Assassin, and Magick Archer. These Vocations will perform the best against the Ur-Dragon, being able to dodge attacks and reach various hard to reach spots better. The Magick Archer really shines when fighting the Ur-Dragon, as Hunter Bolt, in addition to dealing Holy damage (which the Ur-Dragon is weak against) will easily be able to hit multiple parts of the Ur-Dragon's body each shot. It's not unusual for a high-level, well-equipped Magick Archer to be able to take down half a life bar with a single Hunter Bolt. Another boon enjoyed by the Magick Archer is the fact that the Magick Bow's attacks will only lock-on to parts of the Ur-Dragon that are still alive. You need never worry about going on a scavenger hunt for that last bit of undamaged flesh. You probably won't be able to kill the Ur-Dragon in one encounter unless you're a very high-level, well-built character. After a while the Ur-Dragon will simply fly away. It won't gain any health back, but you'll have to return later to fight it... and by later, you really can just walk out of the arena, and head back in. o-----o----------------------------------------------------------------o |VIDEO|Ur-Dragon Takedown | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=LQf2Vl0CHvs | o-----o----------------------------------------------------------------o Once the beast has fallen you'll get a cutscene showing all your spiffy new loot, which lies in a room to the north. You'll also get the Achievement/Trophy 'The Messiah'. Climb a ledge along the northern edge of the arena and explore this room to score your treasure. There's also a stone here upon which the names of the Ur-Dragon's vanquishers are inscribed. o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Lament |{VID065}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=aBMl6MwLvPU | o-----o----------------------------------------------------------------o Chamber of Fate (Arena) o======================================================================o 13) Here is where you'll find the toughest fight in the game, in my opinion. It's been a busy two Steps, eh? In this Arena you'll either find a Drake and a flock of Harpies, or a Lich, a Chimera, a Gorechimera, and several Hellhounds. The latter fight is the one to fear. All the foes here can attack at a range (with spells or fire breath). The Hellhounds and Chimeras can perform mid-range lunging attacks, and deal lots of physical damage. Put them all together and it's absolute chaos. Be prepared for lots of running around-kill the Lich, as it summons the Hellhounds (something you probably can't prevent) then focus on the Hellhounds, Once you're down to two Chimeras, you can start to try to focus on taking one of them down. Normally you can just detach the snake and kill the fallen beast, but with two of them, you'll have to be ready for the other one to intervene at all times. If you're a high-level Assassin with 'Invisibility' you might do alright, but otherwise... this is going to be one hell of a fight. Once they're dead you can score two ornate chests near the entrance, and a door to the east leads deeper into the Chamber of Fate. o-----o----------------------------------------------------------------o |VIDEO|Chamber of Fate | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=lUEY02YE4R4 | o-----o----------------------------------------------------------------o ***MONSTER INFO: LICH*** Discussing the tactics of the Lich is, in essence, discussing the finer points of strategy for this fight, since the Lich is the prime mover of all your woes. First be warned-they're very strong spell casters. They'll cast Miasma, Comestion, basic elemental spells and, at least in this fight, they'll summon Hellhounds. They also have a magic missile-type attack, where they'll shoot a series of red, homing projectiles at you. Otherwise, they're like the Wight, they hover and cast spells. ***ITEMS*** o--Ornate Chest--o (west) [Angel's Sanctum] [Dark Lorica] [Dragon Knight's Cloak] [Dragon's Presence] [Royal Cuisses] --- o--Ornate Chest--o (east) [Barbarian Chief's Helm] [Benevolent Earring] [Frigid Finger] [Grisly Skull] [Saving Grace] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Fate |{VID066}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=TWiS5MXigBY | o-----o----------------------------------------------------------------o Chamber of Fate (Bridge) o======================================================================o 14) Deeper doesn't always have to mean harder. Quit smirking. Anyways, this 'Bridge' level is occupied by Harpies, Succubi and Gargoyles-cake compared to the last fight. It's also brimming with treasure-another seven chests. You start out upstairs, in the south-eastern room. Up here there are chests inthe south-western room, and one on both the eastern and western ends of the northern balcony, all rounded. Downstairs there is an ornate chest in the north-western room, two rounded chests in the north-western room, and one ornate chest in the north-western corner of the large southern room. After killing all the pests above, your only foes down here should be Giant Bats. Loot and leave the Chamber of Fate. The Dragonblood Ring is the best Accoutrement in the game-hands down. It gives a +25% boost to all debilitation resistances. As a side note about this item that's entirely irrelevent to anything having to do with actually playing the game... Last year, when Dragon's Dogma was new, my girlfriend got on a forum to ask if there were any items in this game like the 'Ribbon' from Final Fantasy. She was called an idiot by some forum malcontent who also added that 'no developer would put such an item in a game'... except for the fact that she mentioned an example of such an item. And, of course, the fact that there is in fact such an item in Dragon's Dogma, itself. Ah, the internet... where stupid goes to thrive... Anyways, the Dragon's Risen is the strongest Archistaff in the game, while the Savage Fang is the strongest Longbow in the game. The Unfettered Claw is the strongest non-elemental Staff you can pull out of the Everfall. ***ITEMS*** o--Rounded Chest--o (2nd Floor, south-west) [Cyclops Sigil] [Dragonblood] [Gold Lion Padding] [Red Dragon Scale] --- o--Rounded Chest--o (2nd Floor, north-west) [Meloirean Helm] [Molten Boots] [Philosopher's Robe] [Ring of Ruby] [Twilight Greaves] --- o--Rounded Chest--o (2nd Floor, north-east) [Crimson Armet] [Grisly Bracers] [Indomitable Earring] [Meloirean Cyclops Veil] [Twilight Mask] --- o--Ornate Chest--o (1st Floor, north-west) [Ancient Cape] [Crossed Cinquedea] [Royal Surcoat] --- o--Rounded Chest--o (1st Floor, north-east duo, eastern chest) [Carmine Breeches] [Chilling Razors] [Dragon's Den] [Indomitable Earring] [Savage Fang] --- o--Rounded Chest--o (1st Floor, north-east duo, western chest) [Crimson Sabatons] [Direwolf Veil] [Dragon's Risen] [Dragonroar] [Unfettered Claw] --- o--Ornate Chest--o (1st Floor, southern room) [Dark Buckler] [Darkened Gloves] [Lordly Cloak] [Shadow Gauntlets] Chamber of Distress (Bridge) o======================================================================o 15) Old friends will greet us when we enter this 'Bridge' area-Snow Harpies and Dire Wolves. After so much fire and scale the game must have thought we needed to cool down again. These monsters are yesterday's terrors-we need not discuss them again. The loot here, however, is more worthy of attention. If only we could have gotten our hands on some of this stuff back in the Northface Forest, when we were killing these things by the dozen. On the first floor there's only one chest-an ornate chest in the north-eastern room. The higher level is more generous, holding three rounded chests for us-one in the south- western room, and one on the eastern end on each the northern and southern balconies. These are, however, also protected by their own pack of Direwolves and flock of Snow Harpies. When you're done looting head back downstairs and search the north-western room to find a door leading deeper into the Chamber of Distress. ***ITEMS*** o--Ornate Chest--o (First Floor) [Bloody Thistle] [Exotic High Boots] [Golden Belt] [Harmonious Earring] [Nebula Cape] --- o--Rounded Chest--o (Second Floor, north-east) [Crimson Plate] [Golden Wristbands] [Sage's Hood] [Unfettered Claw] --- o--Rounded Chest--o (Second Floor, south-east) [Crimson Plate] [Golden Wristbands] [Royal Surcoat] [Sage's Hood] [Unfettered Claw] --- o--Rounded Chest--o (Second Floor, south-east) [Dragon's Pain] [Feral Cape] [Golden Lion Helm] [Grisly Bracers] [Meloirean Armguard] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Distress |{VID067}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=nkf_QIywPmU | o-----o----------------------------------------------------------------o Chamber of Distress (Arena) o======================================================================o 16) In this arena awaits a new foe-the third, and arguably weakest of the draconic species, the Wyrm. You won't find so sturdy a foe here as you did with the Wyvern or, more importantly, the Drake, and since we've now fought what are essentially three palette-swaps, I can't really justify another 'Enemy Strategy', so I'll keep it shorter. Once you've trashed the Wyrm, score an ornate chest to the north. ***MONSTER INFO: WYRM*** The Wyrm is the Magick-user of the draconic species, preferring to use spells instead of melee attacks. Its spell arsenal includes a death spell (if you see a red ring on the ground-stay out of it), basic elemental spells, which it'll cast very quickly and in rapid succession, High Bolide, Anodyne and debilitative spells. This isn't to say it won't resort to melee if the opportunity presents itself-it'll use most of the attacks the Drake used; arm and tail swipes, bites, grabs, wing buffets, flying slams, and its breath weapon-its native element is ice. It only has seven health bars, making it the least resilient of the dragonoids. Its vulnerable spot is on its belly... but who knows their anatomy? Perhaps that's where it's heart is and, like the dumb ape I am, I'm just horribly anthropocentric? o-----o----------------------------------------------------------------o |VIDEO|Wyrm Takedown | o-----o----------------------------------------------------------------o |LINK |http://www.youtube.com/watch?v=bOr40xbipgI | o-----o----------------------------------------------------------------o ***ITEMS*** o--Ornate Chest--o [Beserkin] [Carnation] [Dignified Earring] [Dragonscale Arm] [Noble Limbs] Chamber of Estrangement (Arena) o======================================================================o 17) Enter another 'Arena' area with variable encounters. I like to call this 'the battle of the bigs'. You'll end up fighting an Ogre, a Cyclops, and a Golem (get it? all big things?) or a Metal Golem and a Lich. Either way, the fight is pretty easy... provided you can take out a Golem (go home, magick-builds.) Once done smiting, loot an ornate chest just south of the center of the arena, then exit a door along the eastern side of the arena to head deeper into the Chamber of Estrangement. ***ITEMS*** o--Warrior Remains--o [Silver Ring] --- o--Ornate Chest--o [Barbarian Chief's Helm] [Burnished Bracers] [Diadem] [Dignified Earring] [Ring of Sapphire] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Estrangement |{VID068}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=LSpDQ7CY2_Y | o-----o----------------------------------------------------------------o Chamber of Estrangment (Hall) o======================================================================o 18) This 'Hall' area consists of a central corridor (which you enter into the northern end of) and an eastern hall, the southern end of which leads deeper still into the Chamber of Estrangement. The occupants of this area are some neutral Pawns, most notably the merchant Pawn Delec. The Materials he sells includes Electrum and Poison Hydra Fangs, which are somewhat uncommon considering the rarity of the foes that provide them. As for weaponry, he's much more generous, selling a Dragon's Presence (best Mace in the game), a Bloody Thistle (best Warhammer), a Dragon's Risen (Archistaff), a Dark Buckler (Magick Shield), a Savage Fang (Longbow), a Dragon's Quickening (Magick Bow). His armor selection includes a Golden Lion Helm, a Philosopher's Robe, a Dragonscale Arm, Exotic High BOots, and a vast selection of debilitation resistance-boosting rings and earrings. There are four rounded chests in this area-two at the southern end of the central hall, near Delec, and two along the northern end of the eastern hallway. They contain junk. Chamber of Estrangement (Bridge) o======================================================================o 19) You'll enter into a 'Bridge' area, in the large southern room on the first level. Your playmates will be a batch of Giant Undead, wandering around aimlessly, just waitng to be destroyed. As you explore to the north you'll find assorted undead buried in the western half of the northern chamber, including Undead, Undead Warriors, and Giant Undead. A horde of Undead Warriors lies buried in the north-western room, and some Specters might come meandering around the nothern chamber. Upstairs lie more Undead along the balconies and the bridge. As for the loot-it's all on the first floor, and all contained in rounded chests. There's a trio of them in the north-eastern room and a pair in the north-western one. ***ITEMS*** o--Rounded Chest--o (north-east trio, east chest) [Ancient Cape] [Divine Surcoat] [Grisly Greaves] [Meloirean Greaves] [Wounded Heart] --- o--Rounded Chest--o (north-east trio, middle chest) [Carmine Breeches] [Crimson Gauntlets] [Ring of Onyx] [Stalwart Earring] [Twilight Mask] --- o--Rounded Chest--o (north-east trio, west chest) [Beserkin] [Dragon Band] [Dragonblood] [Matte Robe] [Molten Boots] --- o--Rouned Chest--o (north-west duo, southern chest) [Flame Skirt] [Gleaming Bangles] [Ring of Ruby] [Royal Mantle] [Savage Fang] --- o--Rounded Chest--o (north-west duo, northern chest) [Angel's Sanctum] [Cyclop's Sigil] [Dragon Knight's Helm] [Dragon's Presence] [Holy Cuisses] Chamber of Woe (Hall) o======================================================================o 20) This area is pretty short-you'll enter into a 'Hall' crawling with undead, including a Lich, Giant Undead, Skeleton Lords, and Hellhounds. The latter the Lich will summon, the rest will be triggered to rise by its hostility. If you can kill the Lich before it summons anything... well, life will be easier. Both of the side halls are blocked off and there's only one ornate chest at the southern end of the central hall. ***ITEMS*** o--Ornate Chest--o [Grisly Bone Armor] [Lordly Cloak] [Sable Sentinel] [Shadow Greaves] [Threaded Cudgel] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Woe |{VID069}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=rcmNzjPiNZQ | o-----o----------------------------------------------------------------o Chamber of Sorrow (Bridge) o======================================================================o 21) Those aren't tentacles... they're gentacles! Anyways, you'll start out in a 'Bridge' level, in the south-eastern room on the second floor. This area is, simply put, a treasure trove. Six chests lie around, as follows; two rounded chests on the first floor, one in the south-western room and one on the western end of the northern balcony. On the lower level you'll find two chests in the north-eastern room-one ornate and one rounded, and in the large southern room are another pair, again ornate and rounded. The only complication here is that tentacles will spawn and harass you repeatedly, which can make save/loading difficult. It's still possible, however-if you fight them off, they'll stop bothering you for a short while, which will allow you enough time to save, at least. So... make your rounds, open all the chests, and when you complete a run with an item worth saving for, fight off whatever tentacles are around and save. Repeat until wealthy. When you're done baiting tentacles, there are two doors you can peruse-on the second floor in the north-eastern room is a door that leads to a 'Hall' area, and on the first floor in the north-western room is a door that leads to an 'Arena' area. I suggest going through the latter, first. ***ITEMS*** o--Rounded Chest--o (2nd floor, south-west) [Burnished Bracers] [Dignified Cape] [Dragonroar] [Grisly Bone Armor] [Savage Fang] --- o--Rounded Chest--o (2nd floor, north-west) [Dragon Knight's Cloak] [Golden Wristbands] [Grisly Bracers] [Herald's Helix] [Twilight Greaves] --- o--Rounded Chest--o (1st floor, north-east duo) [Crimson Sabatons] [Dark Over-Knee Boots] [Fey Whisper] [Grisly Skull] [Red Dragon Scale] --- o--Ornate Chest--o (1st floor, north-east duo) [Berserkin] [Crimson Armet] [Crimson Robe] [Exotic High Boots] [Frigid Finger] --- o--Ornate Chest--o (1st floor, south duo) [Dragon's Risen] [Holy Cuisses] [Laurel Circlet] [Matte Robe] [Ring of Onyx] --- o--Rounded Chest--o (1st floor, south duo) [Carnation] [Ring of Amethyst] [Sage's Hood] [Solar Providence] [Twilight Manicae] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Sorrow |{VID070}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=ipucyzeyEN8 | o-----o----------------------------------------------------------------o Chamber of Sorrow (Arena) o======================================================================o 22) Typical 'Arena' area, occupied by an Evil Eye. You know how to fight them by now-kill it and loot the rounded in the north-western corner. Can circles even have corners? Whatever-to the north-west, then. Don't expect that the tentacles in the other areas will vanish just because you killed the Evil Eye here-that would just make sense. Anyways, once you're done looting and killing, head through a door to the north. ***ITEMS*** o--Rounded Chest--o [Crimson Plate] [Dragon's Quickening] [Dragonblood] [Gleaming Bangles] [Steel Gauntlets] Chamber of Sorrow (Hall) o======================================================================o 23) The Chamber of Sorrow is just a big place-one of each of the three staple Everfall chambers. You'll enter the 'Hall' area in the western hall, which is occupied by Grim Goblins, as is the central hall. In the eastern hall you'll find two Vile Eyes-the only place in the game where they are static spawns. There are two chests in the northern part of both the eastern and western tunnels, and as in the 'Bridge' area, tentacles will spawn relentlessly. Go through the door along the southern end of the eastern tunnel when you're done to return to the second flor of the 'Bridge' area, from which you can easily run back through tentacle-doom to reach the Everfall. ***ITEMS*** o--Rounded Chest--o (west duo, west chest) [Crimson Gauntlets] [Crossed Cinquedea] [Dragonblood] [Grisly Greaves] [Philosopher's Robes] --- o--Rounded Chest--o (west duo, east chest) [Crimson Robe] [Diadem] [Dragonbeards] [Nebula Cape] [Twilight Mask] --- o--Rounded Chest--o (east duo, east chest) [Autumn Hood] [Bloody Thistle] [Carmine Breeches] [Dark Lorica] [Ring of Pearl] --- o--Rounded Chest--o (east duo, west chest) [Benevolent Earring] [Dragonscale Arm] [Golden Lion Helm] [Meloirean Greaves] [Shadow Gauntlets] Chamber of Resolution (Hall) o======================================================================o 24) This place is rather busy, as you'll see as soon as you enter. It's crawling with Undead Warriors and Stout Undead. These weaklings are bolstered by several Ogres-two in the eastern hall (the one you enter in) and one in the central hall. As usual there's a chest to loot at the southern end of the central hall, and in addition there are two chests at the northern end of the western hall. At the southern end of the western hall lies a door which leads deeper into the Chamber of Resolution. ***ITEMS*** o--Ornate Chest--o (center hall) [Dragon Knight's Helm] [Dragon's Pain] [Ring of Sapphire] [Stalwart Earring] [Twilight Manicae] --- o--Rounded Chest--o (west duo, east chest) [Crimson Sabatons] [Frigid Finger] [Golden Lion Padding] [Ring of Amethyst] [Steel Cuirass] --- o--Rounded Chest--o (west duo, west chest) [Benevolent Earring] [Grisly Bracers] [Matte Robe] [Meloirean Cyclops Veil] [Shadow Greaves] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Resolution |{VID071}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=9_RGcfkAYCM | o-----o----------------------------------------------------------------o Chamber of Resolution (Arena) o======================================================================o 25) Rather tame for an 'Arena' area, your only foe here is a Cockatrice. Once it's dead, search an alcove to the north to find a rounded chest. Note that there are-like most 'Arena' areas, two versions of this place-both are occupied by a Cockatrice and both hold a chest in the northern alcove. In one, however, the Cockatrice will be joined by Geo Saurians and Saurian Sages (there will be gunpowder kegs near the chest) and in the other the Cockatrice will be alone (there will be plants near the chest.) ***ITEMS*** o--Rounded Chest--o [Crimson Gauntlets] [Dragonroar] [Steel Sallet] [Twilight Greaves] [Wounded Heart] Chamber of Inspiration o======================================================================o 26) More likely than not you'll enter this 'Bridge' area with a Phantasm in your face, trying to possess you. If you can't deal magick damage, this place isn't going to be your friend. Phantasms lurk throughout, and along the western end of the natural northern chamber they'll be joined by Skeleton Sorcerers. These two undead make up your foes in this level. For all your trouble, there's only one bit of loot, an ornate chest in the south-western room on the second floor. ***ITEMS*** o--Ornate Chest--o [Dark Buckler] [Dragonroar] [Red Dragon Scale] [Ring of Ruby] [Saving Grace] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Inspiration |{VID072}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=O2Ug4_pElu0 | o-----o----------------------------------------------------------------o Chamber of Hope (Hall) o======================================================================o 27) From the entrance head south to reach the central hall. Your opposition here will be several Stout Undead lurking in front of two Hellhounds, who guard the door at the southern end of the hall. Once they're dispatched, search the abortive side halls to find a rounded chest on either side, next to the gates that prevent us from exploring the western and eastern hall. Once you're done looting, go through the door to the south that the Hellhounds were guarding. ***ITEMS*** o--Rounded Chest--o (east) [Crimson Plate] [Exotic High Boots] [Grisly Skull] [Meloirean Helm] [Ring of Pearl] --- o--Rounded Chest--o (west) [Berserkin] [Divine Surcoat] [Gleaming Bangles] [Grisly Greaves] [Twilight Mask] o-----o-------------------------------------------------------o--------o |VIDEO|Chamber of Hope |{VID073}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=Z6Hb6LeB6a0 | o-----o----------------------------------------------------------------o Chamber of Hope (Bridge) o======================================================================o 28) Behold! The final chamber in the Everfall! At least, if you've been strictly following the guide. This area can be tricky, as a Gorechimera lurks around, and it'll find its way up to the narrow confines of the second floor-making it a rather close-quarters engagement. Complicating matters are the Skeleton Sorcerers who lurk about, eager to blast you with spells if you neglect them. Readying a High Gicel for when the omniscient beast detects you is a good way to welcome it to death. This area doesn't dissapoint when it comes to loot, either. You'll find no fewer than nine chests lying around, desperately in need of some plundering. Starting with the second floor, where we enter (in the north-eastern room); you'll find one chest in the south-western room, along with two warrior remains. Another sits on the western end of the northern balcony, and a third awaits your attentions on the eastern end of the southern balcony. ***ITEMS*** o--Rounded Chest--o (north-west) [Dragon's Presence] [Grisly Bone Armor] [Holy Cuisses] [Meloirean Plate] [Sage's Hood] --- o--Ornate Chest--o (south-west) [Dragon Knight's Helm] [Dragon's Quickening] [Golden Lion Helm] [Herald's Helix] [Ring of Onyx] --- o--Rounded Chest--o (south-east) [Carnation] [Dragonscale Arm] [Nebula Cape] [Shadow Greaves] [Sultry Pareo] <----------------------------------------------------------------------> 29) Head downstairs where you'll find even more Skeleton Sorcerers-they usually lurk around the stairs, moving up and down as they please, so there's no telling how many you'll encounter on either floor. In the north-western room down here you'll find two rounded chests-one north, one south. Three more await you in the north-eastern room, lined up in a row. A final chest awaits us in the south-western corner of the southern room. ***ITEMS*** o--Rounded Chest--o (north-west duo, south chest) [Dragon Knight's Helm] [Dragonbeards] [Fey Whisper] [Frigid Finger] [Royal Mantle] [Solar Providence] --- o--Rounded chest--o (north-west duo, north chest) [Burnished Bracers] [Dark Lorica] [Dignified Cape] [Dragon's Risen] [Lordly Cloak] --- o--Rounded Chest--o (north-east trio, west chest) [Bloody Thistle] [Carmine Breeches] [Golden Lion Padding] [Lordly Cloak] [Sultry Cowl] --- o--Rounded Chest--o (north-east trio, middle chest) [Dark Buckler] [Grisly Skull] [Philosopher's Robe] [Threaded Cudgel] [Wounded Heart] --- o--Rounded Chest--o (north-east trio, east chest) [Barbarian Chief's Helm] [Diadem] [Dragon's Pain] [Feral Cape] [Savage Fang] [Twilight Greaves] --- o--Rounded Chest--o (south) [Benevolent Earring] [Crimson Armet] [Dragon's Den] [Golden Wristbands] [Sable Sentinel] <----------------------------------------------------------------------> 30) That's it for the Everfall-the huge, if shamelessly recycled-late game dungeon of Dragon's Dogma. If you remember, we're trying to score 20 Wakestones to give to Quince-the Pawn who awaits us at the 'Exit' level of the Everfall, which can be reach via the Pawn Guild. Of course, you shouldn't let this trifling matter of unraveling the inner working of the cosmos distract you too much from life's real goal-gathering sweet loot. The Everfall is full of it, and not only do Wakestones grant life and reveal mysteries-they sell for a pretty penny, too. Farm the Everfall as much as your patience allows, and when you've leveled up enough, gathered enough loot, earned as much cash as you care to earn... well, it's time to get to the bottom of the Everfall. Figuratively, of course. o======================================================================o | | | Ascension | | | o======================================================================o Sequence of Events: {WLK044} 1) A Score of Wakestones 2) Into the Rift 3) Peace 4) Friends and Foes 5) Servitude 6) Deicide 7) Mercy 8) Closure 1) Enter the Everfall via the entrance in the Pawn Guild and find Quince, who stands near the metal bowl on the 'Exit' platform of the Everfall. Talk to her and give her the 20 Wakestones she desires. She'll warn you that there's no turning back after this-which means you can't explore the Everfall any more (but can still return to the rest of Gransys, should you chicken out after handing over the Wakestones). Hand them over and you'll get to see a cutscene where they float about for a bit before eventually opening the rift Quince promised. Once done, the only thing left to do is jump on into the rift-once you do this, however, there is no turning back. The trials beyond shouldn't be too rough, but if you want some security, it can't hurt to bring some Potent Greenwarish, Large Mushrooms, and maybe a spare Wakestone or two. ***REWARD*** (For giving Quince twenty Wakestones) EXP 75,000 Rift Currency 100 <----------------------------------------------------------------------> 2) Jump into the Rift and you'll find yourself... well, in the Rift. Dark, cloudy... looks like where you recruit Pawns. You'll score the Achievement/Trophy 'Freedom' for this little leap. In the distance (to the north) you'll see a golden figure seated on a throne. Approach and you'll be greeted by this being-the Seneschal. He'll keep up the same theme as the Dragon-encouraging you to fight and claim what is yours. The stakes are a little higher this time around, however-if you lose, you die. If you win, you become a god, lord of all creation. Once the cutscene ends, a fight ensues-he'll pelt you with philosophical musings (and beams of light which are easily dodged by simply strafing) and you... well, hurt him however you hurt things best. It's really not much of a fight at this point-you have to be trying to lose. You can't kill the Seneschal until it's done talking... or rather, even if you kill it, the fight will continue until it's done babbling. Once you defeat it... you'll get another cutscene. The Seneschal shows off its power, and another round of conflict begins, much the same as the last. ***QUESTS*** Final Judgement o-----o-------------------------------------------------------o--------o |VIDEO|Final Judgement |{VID074}| o-----o-------------------------------------------------------o--------o |LINK |https://www.youtube.com/watch?v=5jsf3VOW5Sc | o-----o----------------------------------------------------------------o Chamber of Choice o======================================================================o 3) The second time the Seneschal falls, you'll check out the corpse. The Seneschal plays some more mind-games on you before appearing at the end of a rift-funnel. It's got another offer for you-come forward and claim your prize as an Arisen, or turn back and be granted a merciful death. If you do the latter, you'll appear back in Cassardis, free to run around as you please. Go up to the gate to find Quina and Adaro, and the Seneschal will speak-you'll get the Achievement/Trophy 'Peace', and a game-over. <----------------------------------------------------------------------> 4) Well, so much for that. Quit being a wuss and head towards the Seneschal. Along the way you'll meet every important NPC in the game- who will attack you with varying degrees of competence, ranging from harmless to weak. Your romantic partner is always at the end. Reach the Seneschal to continue with the next phase of the encounter. The Seneschal's Chamber o======================================================================o 5) The Seneschal will throw off its golden robes and reveal itself to be none other than Savan-he'll summon his own Pawn, and you'll get yours-time for the final battle. Savan and his buddy are both Fighters, so you should have some idea of what to expect. In addition to typical Fighter attacks Savan will throw out beams of force at you from time to time-they're capable of doing damage, but it's a hard fight to lose... not that there isn't merit in losing. If you fall here, you'll see a part of the cycle play out-a portal will open under your body, and you'll fall from the rift and into the real world, turning into a Dragon as you do-tasked with seeking out the next Arisen. At least we know where the Dragon comes from, then. This gets you the Achievement/Tropy 'Servitude'. <----------------------------------------------------------------------> 6) We didn't come all this way to lose, however. Focus on Savan's Pawn and, when he falls, direct your attention to Savan. When Savan's health is depleted, he'll start spamming one attack over and over-a charge up area-of-effect burst. Stay away from him for now-whether you like it or not, your Pawn has to do some work here-this fight only ends when they run up to Savan and grab him. At this point, run your Arisen up there to land the finishing blow. Sometimes your Pawn will insist on being an imbecile, so just be patient until they do this. <----------------------------------------------------------------------> 7) After Savan falls-he'll reappear enthroned again. He'll apologize- everything that has happened up until now was merely a test of our will, the only purpose of the Dragon was to search for new candidates, for those who prove themselves worthy of replacing the reigning Seneschal. Why would an immortal being with immense will need a replacement? Maybe it's a continuous search for a superior being? Whatever the case, you've won the honor of replacing Savan as the Seneschal. He'll give you the Godsbane Blade-the only weapon that can kill the Seneschal-and ask you to grant him release. Walk up to him, where you'll get the option to kill or question him, as you please. When you're ready to get on with the whole god business, pick the option 'Wield the Godsbane Blade'. You'll give Savan his release, and take his position of Seneschal. You'll get the Achievement/Trophy 'Mercy' for this act of kindness. ***REWARD*** (For freeing Savan from the cruel, unending ring) EXP 90,000 Rift Currency 100 <----------------------------------------------------------------------> 8) So what's a bored deity to do? Well... you can go oversee creation, if you wish. Sit on your Throne and you'll be teleported to Cassardis where you can run around, invisible yet not intangible. Leave via the city gate and you'll find yourself back in the rift. Sit back down and you'll be in Gran Soren-a restored Gran Soren. All you can really do is run around and harass mortals. It gets boring quickly. You have two options-call it a game and go play something else, or... well, do what Savan was obviously too scared to do. Go into your inventory and select the Godsbane Blade, picking the option 'Hold'. When you do, you'll hold the sword up in front of you, blade at your breast. Hit the 'X' button [XBOX] or 'Square' button [PS3] to commit suicide... or you can hit 'A' [XBOX] or 'X' [PS3] to put the blade away. If you kill yourself, you'll fall through the rift, into the real world. Your Pawn follows, obviously distraught by your demise. You both plummet into the sea, but only your Pawn surfaces-in your body. Just as Selene became like her master, and 'The Fool' took the shape of the Dragonforged, so, too, did you Pawn assume your identity. Is it you, reincarnated? Is it your Pawn made mortal? Either way, it's another link in the grand chain, the wheel continues to turn. o======================================================================o | | | New Game+ | | | o======================================================================o {WLK045} After beating the game you'll, what's our next move? Well, beat it again, of course! After the credits you'll find yourself back at the main menu-select the 'Load Game' option (not 'New Game', this will delete your old character and start over!) What's the point of playing through the game again? Well... --> Your old character keeps all their experience, Vocation Ranks, Skills, and attributes. Beat the hell out of those monsters who gave you trouble the first time around! --> So does your Main Pawn. --> You keep all your equipment, Materials, gold, and Rift Currency. --> New Notice Board quests will be available throughout the game, many of them quite lucrative. --> All quest progress will be reset-if you missed anything the first time around, you can try to complete it again. Or if you'd rather see how an alternate quest option plays out, you can do that, too. --> NPCs will have retained their former affinity for you-for better or worse. --> Merchants will retain their advanced stock options. --> You can earn a second Gold Idol and give it to either Caxton or Madeline-whoever you neglected the first playthrough. --> There is now a new Riftstone on the south-western beach of Cassardis' 'Starfall Bay' which will teleport you to the Chamber of Lament, if you wish to fight the Ur-Dragon. --> Mountebank at the Black Cat now sells Portcrystals-for a hefty 200,000 gold apiece. You can now buy enough of them to place them regularly across Gransys, to make walking everywhere a thing of the past. --> When you make it to the Dragon, play another Vocation (or just bring a different set of weapons with you) to score some more unique Dragon weaponry... and freely Dragon-Forge another set of equipment (you might want to make sure you're level 200 before this, to avoid any unwanted level-ups.) o======================================================================o | | | Enemies {EMY001} | | | o======================================================================o Listed below you'll find the various enemies you'll encounter in Dragon's Dogma. The names of most foes are derived from the in-game 'Adventure Log', as is only sensible, but the rather generic 'Humans' category has been appropriately broken up to differentiate between Bandits (of both gender-bound gangs), Salvation members, Soldiers, and rogue Pawns. Unique (quest-related) foes have not been included, such as the assassins encountered during 'Nameless Terror', or random NPCs you could end up fighting due to quest decisions/murderous rampages. Experience Value: The experience earned from killing said foe. These values were recorded with a solo Arisen-using Pawns will result in you earning fewer experience points. Discipline Value: The discipline earned from killing said foe. Items Dropped: The items each foe can drop. For the Ur-Dragon this includes items obtained after its death in single player. Multi-player rewards not included. Locations: Where said foes can be encountered. o----------------------------------------------------------------------> |Archydra o----------------------------------------------------------------------> Experience Value: 58,594 Discipline Value: 236 Items Dropped: Hydra Gallstone Hydra's Lifeblood Poison Hydra Fang Rift Crystal (800 RC) White Hydra Scale Locations: Everfall o----------------------------------------------------------------------> |Bandit (Female) o----------------------------------------------------------------------> Experience Value: 195-801 Discipline Value: 44-75 Items Dropped: Coin Pouch (1000 G) Empty Flask Large Coin Pouch (3500 G) Small Coin Pouch (100 G) Wool Cloth Locations: Barta Crags Cursewood Heavenspeak Fort o----------------------------------------------------------------------> |Bandit (Male) o----------------------------------------------------------------------> Experience Value: 195-1172 Discipline Value: 44-84 Items Dropped: Blank Scroll Coin Pouch (1000 G) Harspud Milk Large Coin Pouch (3500 G) Quill Shackle Small Coin Pouch (100 G) Throwblast Locations: Aernst Castle Ancient Quarry Blighted Manse Bluemoon Tower Deos Hills Dripstone Cave Estan Plains Manamia Trail Moonsbit Pass Northface Forest Pastona Cavern Vestad Hills Wilted Forest o----------------------------------------------------------------------> |Chimera o----------------------------------------------------------------------> Experience Value: 15,039 Discipline Value: 172 Items Dropped: Freakish Claw Freakish Mane Freakish Scale Jewel of Vicissitude Rift Crystal (400 RC) Location(s): Barta Crags Cursewood Deos Hills Greatwall Northface Forest Tainted Mountain (Savan Intro Only) Verda Woodlands Vestad Hills Wilted Forest o----------------------------------------------------------------------> |Cockatrice o----------------------------------------------------------------------> Experience Value: 21,094 Discipline Value: 189 Items Dropped: Cockatrice Beak Cockatrice Liqour Jewel of Petrification Rift Cluster (800 RC) Slick Black Pinion Location(s): Everfall Gran Soren Soulflayer Canyon Vestad Hills o----------------------------------------------------------------------> |Crow o----------------------------------------------------------------------> Experience Value: 20 Discipline Value: 8 Items Dropped: Coin Pouch (1000 G) Egg Golden Egg Gold Ore Small Coin Pouch (100 G) Locations: Bluemoon Tower Cursewood Pastona Cavern Windworn Valley Wilted Forest o----------------------------------------------------------------------> |Cyclops o----------------------------------------------------------------------> Experience Value: 7813 Discipline Value: 141 Items Dropped: Beast Steak Misshapen Eye Rift Crystal (400 RC) Rugged Bone Rugged Tusk Rusted Plate Location(s): Barta Crags Cursewood Deos Hills Everfall Estan Plains Frontier Caverns Greatwall Northface Forest Manamia Trail Shadow Fort Soulflayer Canyon Verda Woodlands Vestad Hills Watergod's Altar o----------------------------------------------------------------------> |Deer o----------------------------------------------------------------------> Experience Value: 39 Discipline Value: 15 Items Dropped: Beast Steak Scrag of Beast Location(s): Cursewood Deos Hills Northface Forest Wilted Forest o----------------------------------------------------------------------> |Direwolf o----------------------------------------------------------------------> Experience Value: 820, 1641 Discipline Value: 75, 93 Items Dropped: Direwolf Pelt Large Fang Rift Fragment (100 RC) Sour Scrag of Beast Location(s): Barta Crags Deos Hills Everfall Northface Forest o----------------------------------------------------------------------> |Drake o----------------------------------------------------------------------> Experience Value: 48,828, 97,656 Discipline Value: 226, 275 Items Dropped: Amber Dragon Scale Dragon Claw Dragon Horn Dragon Scale Drake's Tear Great Dragon Alula Indurated Dragonsblood Rift Cluster (800 RC) Location(s): Devilfire Grove Estan Plains Everfall Verda Woodlands o----------------------------------------------------------------------> |Evil Eye o----------------------------------------------------------------------> Experience Value: 39,063 Discipline Value: 216 Items Dropped: Evil Eyeball Malecryst Malecryst Shard Rift Cluster (800 RC) Location(s): Everfall o----------------------------------------------------------------------> |Gargoyle o----------------------------------------------------------------------> Experience Value: 2637 Discipline Value: 105 Items Dropped: Bastard Wing Elongated Claw Jewel of Petrification Petrifactor Locations: Estan Plains Everfall Soulflayer Canyon o----------------------------------------------------------------------> |Geo Saurian o----------------------------------------------------------------------> Experience Value: 1758 Discipline Value: 95 Items Dropped: Acid Sac Beast Steak Incarnadine Scale Inky Saurian Skin Rift Crystal (400 RC) Locations: Everfall Moonsbit Pass Tainted Mountain Temple o----------------------------------------------------------------------> |Giant Bat o----------------------------------------------------------------------> Experience Value: 20 Discipline Value: 8 Items Dropped: Large Nut Scrag of Beast Locations: Blighted Manse Catacombs Dripstone Cave Shadow Fort Watergod's Altar o----------------------------------------------------------------------> |Giant Undead o----------------------------------------------------------------------> Experience Value: 1563 Discipline Value: 92 Items Dropped: Brawn Runes Hex Runes Rift Crystal (400 RC) Shackle Locations: Everfall Manamia Trail o----------------------------------------------------------------------> |Goblin o----------------------------------------------------------------------> Experience Value: 127, 195 Discipline Value: 36, 44 Items Dropped: Goblin Horn Hunk of Ore Rift Fragment (100 RC) Small Coin Pouch (100 G) Wormwood Sap Locations: Ancient Quarry Barta Crags Cursewood Deos Hills Devilfire Grove Estan Plains Everfall Frontier Caverns Moonsbit Pass Moonshower Cliffs Seabreeze Trail Shadow Fort Verda Woodlands Vestad Hills Wilted Forest Witchwood o----------------------------------------------------------------------> |Golem o----------------------------------------------------------------------> Experience Value: 16,797 Discipline Value: 177 Items Dropped: Copper Ore Dappled Ore Fulgin Ore Silver Ore Magick Medal Locations: Deos Hills Everfall Manamia Trail Pastona Cavern Verda Woodlands Witchwood o----------------------------------------------------------------------> |Gorechimera o----------------------------------------------------------------------> Experience Value: 25,391 Discipline Value: 198 Items Dropped: Black Freakish Claw Black Freakish Horn Black Freakish Mane Black Freakish Scale Rift Cluster (800 RC) Snakeskin Locations: Barta Crags Everfall Seabreeze Trail Tainted Mountain Temple o----------------------------------------------------------------------> |Griffin o----------------------------------------------------------------------> Experience Value: 17,969 Discipline Value: 181 Items Dropped: Ambrosial Meat Great Griffin Claw Griffin Pinion Rift Crystal (400 RC) Locations: Bluemoon Tower Estan Plains Moonshower Cliffs Northface Forest Vestad Hills o----------------------------------------------------------------------> |Grim Goblin o----------------------------------------------------------------------> Experience Value: 1797, 2539 Discipline Value: 95, 102 Items Dropped: Blood Decanter Coin Pouch (1000 G) Ebon Blade Piece Night Terror's Helm Rift Crystal (400 RC) Locations: Everfall Moonsbit Pass Seabreeze Trail o----------------------------------------------------------------------> |Harpy o----------------------------------------------------------------------> Experience Value: 273 Discipline Value: 50 Items Dropped: Elongated Claw Harpy Pinion Harpy Rectrix Rift Fragment (100 RC) Scrag of Beast Locations: Estan Plains Everfall Manamia Trail Moonsbit Pass o----------------------------------------------------------------------> |Hellhound o----------------------------------------------------------------------> Experience Value: 2500 Discipline Value: 104 Items Dropped: Ember Crystal Hellhound Fang Hellhound Pelt Rift Cluster (800 G) Sour Scrag of Beast Location(s): Estan Plains Everfall Manamia Trail Seabreeze Trail Tainted Mountain Temple o----------------------------------------------------------------------> |Hobgoblin o----------------------------------------------------------------------> Experience Value: 742, 1074 Discipline Value: 73, 82 Items Dropped: Coin Pouch (1000 G) Curious Wine Iron Blade Piece Rift Fragment (100 RC) Slate-Colored Horn Locations: Barta Crags Deos Hills Devilfire Grove Estan Plains Everfall Frontier Caverns Northface Forest Seabreeze Trail Shadow Fort Soulflayer Canyon Varda Woodlands Vestad Hills o----------------------------------------------------------------------> |Hydra o----------------------------------------------------------------------> Experience Value: 31,250 Discipline Value: 208 Items Dropped: Black Hydra Scale Hydra Gallstone Hydra's Lifeblood Poison Hydra Fang Rift Crystal (800 RC) Locations: Frontier Caverns o----------------------------------------------------------------------> |Large Rat o----------------------------------------------------------------------> Experience Value: 49 Discipline Value: 19 Items Dropped: Rotten Egg Scrag of Beast Small Rank Fish Locations: Blighted Manse Catacombs Dripstone Cavern Gran Soren Watergod's Altar o----------------------------------------------------------------------> |Lich o----------------------------------------------------------------------> Experience Value: 9375 Discipline Value: 149 Items Dropped: Jewel of Darkness Rift Cluster (800 RC) Skull Vengeful Mirror Wailing Crystal Locations: Everfall o----------------------------------------------------------------------> |Metal Golem o----------------------------------------------------------------------> Experience Value: 23,047 Discipline Value: 193 Items Dropped: Electrum Gold Ore Hunk of Gold Ore Magick Medal Rift Cluster (800 RC) Silver Ore Locations: Everfall Witchwood o----------------------------------------------------------------------> |Ogre o----------------------------------------------------------------------> Experience Value: 9766 Discipline Value: 151 Items Dropped: Ogre Spur Ogre Tooth Rift Cluster (800 RC) Sour Beast Steak Unspeakable Meat Locations: Ancient Quarry Bluemoon Tower Catacombs Everfall Wilted Forest o----------------------------------------------------------------------> |Ox o----------------------------------------------------------------------> Experience Value: 59 Discipline Value: 22 Items Dropped: Ambrosial Meat Beast Steak Scrag of Beast Locations: Deos Hills Estan Plains Vestad Hills o----------------------------------------------------------------------> |Pawn o----------------------------------------------------------------------> Experience Value: 1367 Discipline Value: 88 Items Dropped: Ancient Scroll Blank Scroll Coin Pouch (1000 G) Foreign Knife Giant Coin Pouch (10000 G) Large Coin Pouch (3500 G) Poison Flask Small Coin Pouch (100 G) Locations: Everfall o----------------------------------------------------------------------> |Phantasm o----------------------------------------------------------------------> Experience Value: 1523 Discipline Value: 91 Items Dropped: Astracite Astracite Shard Rift Crystal (400 RC) Locations: Barta Crags Everfall Soulflayer Canyon o----------------------------------------------------------------------> |Phantom o----------------------------------------------------------------------> Experience Value: 742 Discipline Value: 73 Items Dropped: Miasmite Miasmite Shard Rift Fragment (100 RC) Locations: Catacombs Deos Foothills Witchwood o----------------------------------------------------------------------> |Rabbit o----------------------------------------------------------------------> Experience Value: 20 Discipline Value: 8 Items Dropped: Carrot Rabbit Pelt Scrag of Beast Locations: Deos Hills Seabreeze Trail Witchwood o----------------------------------------------------------------------> |Rat o----------------------------------------------------------------------> Experience Value: 6 Discipline Value: 2 Items Dropped: Scrag of Beast Locations: Bluemoon Tower Dripstone Cavern Gran Soren o----------------------------------------------------------------------> |Salvation Cultist o----------------------------------------------------------------------> Experience Value: 215-801 Discipline Value: 46-75 Items Dropped: Ancient Scroll Blank Scroll Coin Pouch (1000 G) Small Coin Pouch (100 G) Locations: Estan Plains Greatwall o----------------------------------------------------------------------> |Saurian o----------------------------------------------------------------------> Experience Value: 801 Discipline Value: 75 Items Dropped: Fisheye Stone Large Rank Fish Poison Sac Rift Fragment (100 RC) Saurian Scale Saurian Tail Locations: Devilfire Grove Dripstone Cave Estan Plains Vestad Hills Watergod's Altar o----------------------------------------------------------------------> |Saurian Sage o----------------------------------------------------------------------> Experience Value: 2969 Discipline Value: 108 Items Dropped: Argentine Sac Fisheye Stone Purpure Crystal Rift Cluster (800 RC) Snowy Saurian Skin Locations: Everfall o----------------------------------------------------------------------> |Seabird o----------------------------------------------------------------------> Experience Value: 20 Discipline Value: 8 Items Dropped: Egg Golden Egg Large Fish Small Fish Locations: Bluemoon Tower Cassardis Gran Soren Seabreeze Trail o----------------------------------------------------------------------> |Skeleton o----------------------------------------------------------------------> Experience Value: 469 Discipline Value: 62 Items Dropped: Craft Bone Rift Fragment (100 RC) Scrap Iron Skull Locations: Catacombs Deos Hills Everfall Watergod's Altar o----------------------------------------------------------------------> |Skeleton Knight o----------------------------------------------------------------------> Experience Value: 1367, 1523 Discipline Value: 88, 91 Items Dropped: Dark Peridot Hard Bone Rift Fragment (100 RC) Scrap Iron Skull Locations: Barta Crags Bluemoon Tower Catacombs Everfall Pastona Cavern Watergod's Altar Windworn Valley Witchwood o----------------------------------------------------------------------> |Skeleton Lord o----------------------------------------------------------------------> Experience Value: 2734 Discipline Value: 106 Items Dropped: Fell-Lord's Bone Lordly Emblem Rift Cluster (800 RC) Locations: Cursewood Everfall Greatwall Manamia Trail o----------------------------------------------------------------------> |Skeleton Mage o----------------------------------------------------------------------> Experience Value: 547 Discipline Value: 65 Items Dropped: Agate Mandrake Rift Fragment (100 RC) Skull Torn Grimore Appendix Torn Grimore Preface Locations: Bluemoon Tower Catacombs Everfall Pastona Cavern Watergod's Altar Windworn Valley o----------------------------------------------------------------------> |Skeleton Sorcerer o----------------------------------------------------------------------> Experience Value: 1406 Discipline Value: 89 Items Dropped: Ancient Scroll Forgotten Arcanum Pigeon's Blood Rift Fragment (100 RC) Salubrious Brew Skull Locations: Barta Crags Everfall o----------------------------------------------------------------------> |Snake o----------------------------------------------------------------------> Experience Value: 20 Discipline Value: 8 Items Dropped: Rotten Egg Snakeskin Locations: Dripstone Cave Gran Soren Soulflayer Canyon Watergod's Altar o----------------------------------------------------------------------> |Snow Harpy o----------------------------------------------------------------------> Experience Value: 879 Discipline Value: 77 Items Dropped: Apple Elongated Claw Glacial Pinion Glacial Rectrix Rift Fragment (100 RC) Sour Scrag of Beast Locations: Barta Crags Bluemoon Tower Deos Hills Everfall Greatwall Northface Forest Soulflayer Canyon o----------------------------------------------------------------------> |Soldier o----------------------------------------------------------------------> Experience Value: 156-430 Discipline Value: 40-107 Items Dropped: Coin Pouch (1000 G) Flask of Oil Interventive Royal Banner Small Coin Pouch (100 G) Locations*: Blighted Manse Gran Soren *Although you can find soldiers in pretty much every civilized part of Gransys, the only times you'll fight them as part of the story as in the Blighted Manse, and in Gran Soren. o----------------------------------------------------------------------> |Specter o----------------------------------------------------------------------> Experience Value: 1758 Discipline Value: 95 Items Dropped: Eldricite Eldricite Shard Rift Crystal (400 RC) Locations: Blighted Manse Bluemoon Tower Deos Foothills Everfall Verda Woodlands o----------------------------------------------------------------------> |Spider o----------------------------------------------------------------------> Experience Value: 20 Discipline Value: 8 Items Dropped: Spider Venom Locations: Dripstone Cave Everfall Moonshower Cliffs Pastona Cavern Soulflayer Canyon Witchwood o----------------------------------------------------------------------> |Stout Undead o----------------------------------------------------------------------> Experience Value: 391 Discipline Value: 58 Items Dropped: Necrophagus Loin Rift Fragment (100 RC) Rotten Beast Steak Small Coin Pouch (100 G) Locations: Catacombs Estan Plains Wilted Forest o----------------------------------------------------------------------> |Succubus o----------------------------------------------------------------------> Experience Value: 1289 Discipline Value: 87 Items Dropped: Elongated Claw Moldy Apple Jewel of Sleep Rift Crystal (400 RC) Sinistone Spurious Wing Locations: Estan Plains Everfall Manamia Trail Tainted Mountain Temple o----------------------------------------------------------------------> |Sulfur Saurian o----------------------------------------------------------------------> Experience Value: 1445 Discipline Value: 98 Items Dropped: Rift Crystal (400 RC) Saurian Tail Striped Saurian Skin Yellow Poison Sac Locations: Barta Crags Deos Hills Estan Plains Soulflayer Canyon Watergod's Altar Wilted Forest o----------------------------------------------------------------------> |Undead o----------------------------------------------------------------------> Experience Value: 342, 361 Discipline Value: 55, 56 Items Dropped: Hoe Putrid Gold Tooth Rift Currency (100 RC) Shroud Small Coin Pouch (100 G) Sour Scrag of Beast Locations: Deos Hills Estan Plains Everfall Wilted Forest o----------------------------------------------------------------------> |Undead Warrior o----------------------------------------------------------------------> Experience Value: 547 Discipline Value: 65 Items Dropped: Aged Insignia Coin Pouch (1000 G) Rusted Plate Small Coin Pouch (100 G) Rift Fragment (100 RC) Locations: Ancient Quarry Catacombs Estan Plains Everfall Greatwall Northface Forest Wilted Forest o----------------------------------------------------------------------> |Ur-Dragon o----------------------------------------------------------------------> Experience Value: 292,969 Discipline Value: 470 Items Dropped: Ascalon Dragon Claw Dragon Scale Ferrystone Giant Coin Pouch (10000 G) Golden Egg Great Dragon Alula Great Dragon Claw Great Dragon Fang Heaven's Key Indurated Dragonsblood Panacea Putrid Dragon Scale Rift Cluster (800 RC) Rotten Ambrosial Meat Seeker's Token Sour Ambrosial Meat Volant White Wakestone Wakestone Shard Locations: Everfall (Chamber of Lament) o----------------------------------------------------------------------> |Vile Eye o----------------------------------------------------------------------> Experience Value: 1074 Discipline Value: 82 Items Dropped: Malecryst Malecryst Shard Rift Cluster (800 RC) Location(s): Everfall o----------------------------------------------------------------------> |Wight o----------------------------------------------------------------------> Experience Value: 4883 Discipline Value: 124 Items Dropped: Black Crystal Immortelle Rift Crystal (400 RC) Skull Locations: Barta Crags Cursewood o----------------------------------------------------------------------> |Wild Boar o----------------------------------------------------------------------> Experience Value: 29 Discipline Value: 11 Items Dropped: Backfat Oil Beast Steak Scrag of Beast Locations: Deos Hills Devilfire Grove Verda Woodlands Witchwood o----------------------------------------------------------------------> |Wolf o----------------------------------------------------------------------> Experience Value: 98 Discipline Value: 32 Items Dropped: Rift Fragment (100 RC) Small Fang Sour Scrag of Beast Wolf Pelt Locations: Cursewood Estan Plains Manamia Trail Moonsbit Pass Seabreeze Trail Vestad Hills Witchwood o----------------------------------------------------------------------> |Wyrm o----------------------------------------------------------------------> Experience Value: 46,875 Discipline Value: 224 Items Dropped: Azure Dragon Scale Dragon Claw Dragon Horn Dragon Scale Great Dragon Alula Indurated Dragonsblood Rift Cluster (800 RC) Wyrm's Tear Locations: Everfall Watergod's Altar o----------------------------------------------------------------------> |Wyvern o----------------------------------------------------------------------> Experience Value: 44,922, 97,656 Discipline Value: 213, 275 Items Dropped: Dragon Claw Dragon Horn Dragon Scale Great Dragon Alula Indurated Dragonsblood Rift Cluster (800 RC) Virid Dragon Scale Wyvern's Tear Locations: Bluemoon Tower Deos Hills Estan Plains o======================================================================o | | | Notice Board Quests {NBQ001} | | | o======================================================================o I neglected to mention in any great detail the Notice Board quests throughout the Walkthrough simple because it's not easy to determine which Notice Board quests a particular player would get during a playthrough. If you wait too long, do too few quests, you'd get fewer quests... so, in order to streamline the Walkthrough, and make my life easier, all the Notice Board quests I've encountered are listed here, in alphabetical order. Below each quest is a description of what needs to be done in order to fulfill the requirements-usually where a specific item or foe can be found, or where an escort quest will lead you. Some quests listed below will not initially be available-if you do not have one, there are three things you should keep in mind. First, completing more Notice Board quests usually leads to the assigning of more advanced Notice Board quests. Second, some quests will not become available until you advance significantly in the main story. Third, some quests just aren't available on your first play-through of the game. So... if at first you don't see it... wait indefinitely and don't bother me about it. Note: There is no way I've discovered EVERY escort request in the game- in fact, I know I didn't, since doing so would require raising the affinity of nearly every NPC in the game to a certain level, and even I have my limits. The escort requests listed here are the ones that most players should typically find available to them-some NPCs are just easier to please... usually becaues they have more quests tied to them, and you must interact with them more. A Bookkeeper's Bind o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire a Promissory Note Region: Gran Soren Reward: 28,000 G 5000 EXP --> Another quest that ends up being less than rewarding. You can only obtain a Promissory Note by buying one from Alon, the merchant outside the Ancient Quarry. Of course, he'll only sell to you after you complete 'Of Merchants and Monsters'. Even then, the damn Promissory Note costs 35,000 gold, so you're essentially coming up negative 7000 gold in return for 5000 experience. A Challenge o======================================================================o Location: Cassardis Notice Board Objective: Defeat: ??? Region: Frontier Caverns Reward: 500 G 500 EXP Golden Rapier x1 --> This quest becomes available after confronting the Dragon. The Frontier Caverns lie beyond the Shadow Fort, which is now no longer clear of hostiles. Back in the day, you may have started the quest 'Put the Eye Out', which this quest is really just a harder version of. Instead of fighting a Cyclops, you'll fight a Hydra-the only place in the game to fight one. A Dark Chorus o======================================================================o Location: Cassardis Notice Board Objective: Defeat 10 Harpies Region: Mountain Waycastle Vicinity Reward: Golden Stilettos x1 500 G 500 EXP --> Picking this quest up before starting 'Off With Its Head' should result in this being completed automatically. If not... just make another trip up Moonsbit Pass. A Diverting Excursion o======================================================================o Location: Gran Soren Notice Board Escort Request: Madeline Region: Bloodwater Beach Reward: Fulgurous Lord Tome x5 5000 G 3000 EXP --> Bloodwater Beach is a long and difficult journey from Gran Soren, and Fulgurous Lord Tomes aren't very adequate rewards for such a task. All in all, not a very rewarding quest. A Fabled Dram o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire 5 King Bay Leaves Region: Witchwood Reward: 30,000 G 5000 EXP --> This quest is more work than it's worth. You can only find King Bay Leaves at the end of the Witchwood, near the grave stone. The only way to reach this area is to complete 'Lost and Found', then, after completing 'Come to Court' you'll get a chance to start 'Witch Hunt', which will allow you to access the depths of the Witchwood in which these plants reside. A Formless Foe o======================================================================o Location: Encampment Notice Board Objective: Defeat 5 Phantoms Region: Catacombs Vicinity Reward: Golden Grace x1 1000 G 750 EXP --> Ignore the locations-pretty much any Phantoms you encounter will count towards this quest. You can indeed find a few Phantoms in the Catacombs, but you'll encounter them earlier-and in greater numbers-in the Witchwood, so just hunt them there. A Hero's Worth o======================================================================o Location: Encampment Notice Board Objective: Defeat 35 Male Bandits Region: Aernst Castle Vicinity Reward: 76,000 G 750 EXP --> This quest is rare in that every male Bandit in the game is not a viable target. The objective should really say 'Defeat 35 Southron Bandits'. Not all male Bandits are part of Maul's gang, unfortunately. All the ones you find on the Vestad Hills should be, however, as should those on Manamia Trail A Lost Cause o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire a Snakeskin Purse Region: ??? Reward: Golden Bastard x1 10,000 G 5000 EXP --> A Snakeskin Purse is a rare item that can only be found by searching fishing spots around Gransys. It seems like many (if not all) spots can provide one-between my girlfriend and I, we have pulled these out of fishing spots in the Estan Plains, Soulflayer Canyon, the Barta Crags, and the Deos Hills. The latter spot is my favorite, however, and it seems to be the most reliable as well. There's a road that runs from outside of Gran Soren, through the Estan Plains and the Wilted Forest to the river that separates the Estan Plains/Wilted Forest from the Deos Hills/Cursewood. There's no bridge here, but instead some fordable shallows where Sulfur Saurians lurk. Cross to the northern side of the river and follow it north-east to find a beach swarming with sun-bathing Sulfur Saurians (during the day) or a Wight (at night). The fishing spot which often contains a Snakeskin Purse is in the river along this beach-it's bound by a waterfall to the north, and the ford to the south, so it's easy to tell when you've gone too far afield looking for it. A Promised Meeting o======================================================================o Location: Cassardis Notice Board Escort Request: Rorric Region: Shadow Fort Reward: Sobering wine x1 5000 G 3000 EXP --> Another Cassardis villager who wants to go to the Shadow Fort... and the reward for doing so is laughably bad. A Prospector's Partner o======================================================================o Location: Cassardis Notice Board Escort Request: Merin Region: Shadow Fort Reward: Strongwarish x5 5000 G 3000 EXP --> This quest is utterly bogus. Strongwarish is decent healing herbs... but you can buy Potent Greenwarish, and the Shadow Fort is an awful long way away. This escort mission just isn't worth doing. A Token of Esteem o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire Maul's Badge of Amity Region: South Gransys, Aernst Castle Ruins Reward: Golden Bardiches x1 10,000 G 5000 EXP --> Complete the quest 'No Honor Among Thieves' to get Maul's Badge of Amity. An Airborne Plague o======================================================================o Location: Encampment Notice Board Objective: Defeat 8 Snow Harpies Region: Soulflayer Canyon Reward: Beak of Gold x1 1000 G 750 EXP --> You'll find Snow Harpies in the Barta Crags, the Northface Forest, and of course, Soulflayer Canyon. Kills made anywhere count towards this quest. Arise to Power o======================================================================o Location: Encampment Notice Board Objective: Slay 10 Seabirds Region: All Gransys Reward: 16,000 G 750 EXP --> Seabirds are all over Gransys, but, as their name implies, they tend to be found by the sea. Seabreeze Trail and Cassardis are fine hunting spots. Just bring a ranged weapon if you intend to actually kill any of them. Arise to Power o======================================================================o Location: Encampment Notice Board Objective: Defeat 29 Oxen Region: All Gransys Reward: 76,000 750 EXP --> Giving us money to kill Oxen? That's like being famous for being famous, or some other equally redundant nonesense. Why an odd number like 29? Your guess is as good as mine. You can find Oxen outside of Gran Soren (the Estan Plain) west of Aernst Castle (Vestad Hills), and south of Windbluff Tower (Deos Hills). Arise to Power o======================================================================o Location: Encampment Notice Board Objective: Defeat 10 Saurians Region: All Gransys Reward: 8500 G 750 EXP --> This quest can easily be completed during 'Deep Trouble'. There are Saurians around everywhere, completing this quest should be no trouble. Arise to Power o======================================================================o Location: Encampment Notice Board Objective: Defeat 5 Skeleton Magi Region: All Gransys Reward: 6000 G 750 EXP --> Skeleton Magi aren't terribly rare, nor powerful, but it's still an assy quest reward. In any event, you can find Skeleton Magi at the Barta Crags (at night) in Blue Moon Tower, the Catacombs, the Deos Hills (along the river, at night) the Everfall, Pastona Caverns (at night), Watergod's Altar... just to name a few places. Arise to Power o======================================================================o Location: Encampment Notice Board Objective: Defeat 20 Wild Boars Region: All Gransys Reward: 51,000 G 750 EXP --> Wild Boars aren't as common as one might expect, but they're not exactly rare, either. Find them at the entrance to the Witchwood, outside the Shadow Fort, and across the bridge connecting the Estan Plains to the Deos Hills. Basic Training o======================================================================o Location: Encampment Notice Board Objective: Slay 8 Spiders Region: Witchwood Reward: 1000 G 1950 EXP --> Spiders aren't uncommon. Find them near the Stones of Courage along the Moonshower Cliffs, in Soulflayer Canyon, and in the Witchwood. Bone of Contention o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 36 Skeletons Region: Catacombs Reward: Skull x60 10,000 G 3000 EXP --> Another liar of a quest-you need not confine yourself to the Catacombs, and really, there are more Undead there than Skeletons, anyways. Any Skeletons you kill in the Cursewood or the Deos Hills count, too. So, anything across the bridge north of Gran Soren at night is fair game. Burden of Proof o======================================================================o Location: Cassardis Bounty Board Objective: Defeat 10 Geo Saurians Region: All Gransys Reward: 15,500 G 500 EXP --> Geo Saurians are a late-game form of Saurian that first appear in the Tainted Mount Temple. Other than than, they'll show up in Moonsbit Pass (post-Dragon) and the Everfall. Burden of Proof o======================================================================o Location: Cassardis Bounty Board Objective: Defeat 3 Golems Region: All Gransys Reward: 75,500 G 500 EXP --> Golems aren't the most common of creatures. In fact, in all of Gransys you can only find three of them before you encounter the Dragon. One can be found in the wide pass in Pastona Cavern (north of Smuggler's Pass), another can be found in the eastern depths of the Witchwood (after starting the quest Witch Hunt), and a final one can be found along the coast of the Verda Woodlands, at the 'Tomb of the Unknown Traveler'. All of these locations are just about as far away from civilization as you can get. Burden of Proof o======================================================================o Location: Cassardis Bounty Board Objective: Defeat 25 Saurians Region: All Gransys Reward: 500,500 G 500 EXP --> Find the Saurians, and kill them all! You'll only get this quest on your 2nd (and subsequent) playthroughs, and by then, Saurians will be weak, and 500,000 Gold is one hell of an incentive. You might be able to fully upgrade one late-game weapon! Saurians are everywhere, just travel to the Dripstone Cave, or to the river north of Gran Soren, or to Devilfire Grove, or to the Vestad Hills, or to the Watergod's Altar... you get the idea, these damn lizards are everywhere. Committed to Memory o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire a Piece of Gran Soren Rubble Region: Gran Soren Vicinity Reward: 10,000 G 5000 EXP Golden Obliteratrix x1 --> Only available after facing the Dragon, this quest is a bit deceptive-'a piece' of rubble means ten. You can find Gran Soren rubble along the wall south of Gran Soren, but the best place to find some is by purchasing it from Reynard. Company for the Road o======================================================================o Location: Gran Soren Notice Board Escort Request: Asalam Region: Healing Spring Reward: Platinum Ring x1 5000 G 3000 EXP --> The Healing Spring (west of the Blighted Manse) requires you to fight through packs of Direwolves and flocks of Snow Harpies... making this a decidedly mid-level or higher mission. Even if you feel up to it, it's quite easy to lose Asalam to an overly ambitious Direwolf or Snow Harpy. Losing Asalam will make the entire game quite difficult... where else will you change Vocations? Even if you succeed, improving Asalam's affinity towards you is a bad idea. If he ends up being your 'romantic' interest at the end of the game, he won't be in Gran Soren anymore, making all the post-game adventuring that much more annoying. Either way, this quest is more trouble than it's worth. Company for the Road o======================================================================o Location: Gran Soren Notice Board Escort Request: Fedel Region: Prayer Falls Reward: Sleeper Arrow x100 5000 G 3000 EXP --> The Prayer Falls isn't a terribly difficult run... if you go by day, but 100 Sleeper Arrows aren't terribly useful. I mean, altogether they're only worth 1800 G, and sell for much less. Company for the Road o======================================================================o Location: Gran Soren Notice Board Escort Request: Steffen Region: Miasmic Haunt Reward: Snags of Gold x1 5000 G 3000 EXP --> A very odd escort mission, Steffen wants to head to the Miasmic Haunt for whatever reason, a rare escort mission destination. The Miasmic Haunt is the largest fetid lake in the south-eastern part of the Barta Crags-a difficult enough escort mission. Sadly, there's no other way to obtain the Snags of Gold, which are fairly valuable. Destruction o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat an Archydra Region: Chamber of Hesitation Reward: 760,000 G 3000 EXP --> There's only one Archydra in the game-in the Chamber of Hesitation in the Everfall. If you can kill a Hydra, you can kill the Archydra. Another easy money quest, you'll only get it on your second playthrough (or later). Destruction o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 10 Vile Eyes Region: Everfall Reward: 1,010,000 G 3000 EXP --> You're guaranteed to find a pair of Vile Eyes in the Chamber of Sorrow in the Everfall. There's also a chance you'll find some more in the Chamber of Apprehension. Either way, killing ten of them will take a few runs, but the money-the single greatest monetary reward in the game-is well worth it. You will only get this quest on your second playthrough (or later). Dire Straits o======================================================================o Location: Pawn Guild Notice Board Objective: Slay 15 Direwolves Region: Duke's Manse Vicinity Reward: 20,000 G 3000 EXP --> Pretty much any Direwolf you slay counts towards this, no matter where in the Northface Forest they are. Its really more difficult to go through a game without having to kill 15 Direwolves than it is to fail to kill that many. Elsewhere Bound o======================================================================o Location: Gran Soren Notice Board Escort Request: Selene Region: Healing Spring Reward: Perfect Herb Ale 5000 G 3000 EXP --> A very difficult escort quest at the beginning of the game, you must trek far to the north to satisfy Selene... and making your way through a horde of Direwolves and Snow Harpies is not a task to take lightly. I don't find the reward worthwhile. Epicurean Delights o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire 5 meals of Kept sour Ambrosial Meat Region: All Gransys Reward: Undulant Gold 10,000 G 5000 EXP --> This quest is pretty easy, especially if you bothered to farm Oxen for money. Kill the Oxen outside of Gran Soren, keep their meat, wait for it to sour, sell off Sour Scrags of Beast and Sour Beast Steaks. As for the Ambrosial Meat that you allow to sour, buy some Airtight Flasks from Camellia's Apothecary and combine them in your inventory. Voila, Kept Sour Ambrosial Meat. Eradication o======================================================================o Location: Cassardis Notice Board Objective: Defeat 10 Chimeras Region: All Gransys Reward: 750,500 G 500 EXP --> Another post-1st-playthrough quest, well worth doing because of the money involved (far better than the 25,000 gold offered for three dead Chimeras in the quest 'Suppression'). Chimeras are one of the more common large beasts in the game, but they tend to be pretty spread out, so you will probably actually have to go out of your way to hunt them down-and do so in several stages, as there are not ten of the beasties in the world at one time. One exists in the Vestad Hills, in Cursewood, along the cliffs to Heavenspeak Fort, in Barta Crags past Heavenspeak Fort, in the Wilted Forest (west of the Ancient Quarry), one in Northface Forest (west of Windbluff Tower), and one by the Healing Spring north of the Blighted Manse. There are more about the place, but these ones are pretty static. Eradication o======================================================================o Location: Cassardis Notice Board Objective: Defeat 25 Saurian Sages Region: All Gransys Reward: 500,500 G 500 EXP --> Only available on the second playthrough, this quest is kind of a pain in the ass... despite the respectable monetary reward. Saurian Sages are only guaranteed to spawn in the Chamber of Hesitation, and you'd have to do a few runs through the place to kill twenty five of them... still, half a million gold is good money. Extermination o======================================================================o Location: Cassardis Notice Board Objective: Slay 24 Giant Bats Region: All Gransys Reward: 50,500 G 500 EXP --> There are Giant Bats in many places throughout the game, you do not need to make any special effort to kill them. In particular, you'll find Giant Bats in Dripstone Cavern, the Watergod's Altar, and the Shadow Fort, amongst other places. Extermination o======================================================================o Location: Encampment Notice Board Objective: Slay 15 Snakes Region: All Gransys Reward: 51,000 G 750 EXP --> Snakes are rather rare, but I generally do this quest by killing the Snakes in the Dripstone Cave, just north-east of the Station Room. You can get five of them each run, which is as concetrated as Snakes come in this game. Fears of a Pawn o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 8 Ogres Region: All Gransys Reward: 760,000 G 3000 EXP --> Another quest available during the second playthrough, Ogres can be rough customers... but by the time you've encountered the Dragon and obtained all the late-game loot, they shouldn't be too rough anymore. If eights sound numerous, just remember that there are several pairs of them in the Wilted Forest at night-you can easily polish off six of the beasts in one run. Just think that each one is worth nearly 100,000 gold and it should make the quest go by that much faster. Fears of a Pawn o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 15 Succubi Region: All Gransys Reward: 760,000 G 3000 EXP --> This quest is both late-game, and restricted to those on at least their second playthrough. The odds of you killing 15 Succubi during the later parts of the game? Fairly good, if you stick your nose in the Everfall at all. Three quarters of a million gold make it well worth your while to hunt them. Final Farwell o======================================================================o Location: Encampment Notice Board Objective: Defeat 15 Undead Warriors Region: Ancient Quarry Vicinity Reward: War Bugle x40 1000 G 750 EXP --> Despite the quest's description, 'Ancient Quarry Area' is really quite generous. Any Undead Warriors you kill in the Wilted Forest should count. Foreign Service o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire 20 Seeker's Tokens Region: All Gransys Reward: 210,000 G 5000 EXP --> Seeker's Tokens aren't terribly uncommon-you can find them in many chests and warrior remains throughout Gransys. You can also find a pair of them along the Unusual Beach (Seabreeze Trail), so if you make a point to grab them every time you're nearby, you should have no trouble hitting twenty. In later playthroughs, it can become more hassle than it's worth to track these down... especially when kill quests offer more money. Goblin Raid o======================================================================o Location: Cassardis Notice Board Objective: Defeat 10 Goblins Region: Moonsbit Pass Reward: 2000 G 500 EXP --> The description says 'Moonsbit Pass', but the game is much more generous than that... pretty much every Goblin you kill between Cassardis and Gran Soren will count. Again, it's more difficult to not kill Goblins than it is to kill them. --> If you do not pick up this quest before heading to Gran Soren for the first time (during 'Off With Its Head') this quest seems to expire. Grim Tidings o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 7 Grim Goblins Region: Cassardis Vicinity Reward: 35,000 G 3000 EXP --> Don't worry about the location so much-any Grim Goblin kills will count. You can find Grim Goblins along Seabreeze Trail, in the eastern pass through Moonsbit Pass (which was previously occupied by Bandits) and in the Everfall. Guardsman Sought o======================================================================o Location: Cassardis Notice Board Escort Request: Adaro Region: Shadow Fort Reward: Ferrystone x1 5000 G 3000 EXP --> A Ferrystone is a pretty weak reward for such a long trip... I suggest just ignoring this quest on your first playthrough, or at the very least, wait until complete 'Of Monsters and Merchants' before attempting this quest. Guardsman Sought o======================================================================o Location: Cassardis Notice Board Escort Request: Symone Region: Hillfigure Knoll Reward: Banker's Periapt x1 5000 G 3000 EXP --> Banker's Periapts aren't terribly common, but it only sells for 7000 gold... so don't expect to really get your money back if you use Ferrystones to get around. Also, Hillfigure Knoll is infested with Direwolves and Snow Harpies, making protecting an NPC somewhat troublesome. Not exactly the easiest or most rewarding of quests, is it? Hair Raising o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire 30 Tufts of Hair Region: ??? Reward: 10,000 G 5000 EXP Path to Heaven x1 --> Only available after facing the Dragon, you can find Tufts of Hair in Ogre nests and in sarcophagi... but the best place to get them is by searching under the seat in the Duke's Solar. You can also score some by searching under the door in Devyn's Barber Shop (the door behind the counter, not the entrance). Of course, this building is... inaccessible... by the time this quest becomes available. He Should Be So Lucky o======================================================================o Location: Cassardis Notice Board Objective: Slay 5 Rabbits Region: Cassardis Vicinity Reward: 1000 G 500 EXP --> Rabbits congregate just outside of Cassardis, finding five of them should be quite simple. Head Count o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire 66 Skulls. Region: West Gransys Reward: Golden Pale x1 10,000 G 5000 EXP --> Complete the Notice Board Quest 'Bone of Contention' to score 60 Skulls, after which collecting a mere six more should be cake. As usual, the 'region' doesn't matter, just find plenty of Skulls, and nobody will ask where you got them. Hobble the Foe o======================================================================o Location: Encampment Bounty Board Objective: Defeat 10 Hobgoblins Region: South Gransys Reward: Teeth of Gold 1000 G 750 EXP --> Hobgoblins are a step up in power from their Goblin cousins, but they're not a bit more rare. You won't see them until you reach the Estan Plains (save the one that sometimes spawns as part of an ambush along Seabreeze Trail), but they quite plentiful along eastern Gransys. You'll certainly reach your kill count doing Wyrm Hunt quests, and like most mosnter killing jobs, ignore the 'Region', it's bogus. Hounded by Fate o======================================================================o Location: Encampment Bounty Board Objective: Slay 10 Wolves Region: All Gransys Reward: 3500 G 750 EXP --> Another simple kill quest, Wolves are perhaps the most common foe between Cassardis and Gran Soren. It's more difficult to avoid killing ten of them than not. Lucre's Location o======================================================================o Location: Cassardis Notice Board Escort Request: Fournival Region: Bloodwater Beach Reward: 55,000 G 3000 EXP --> Cassardis to Bloodwater Beach... doesn't get further away than that. However, if you have a Portcrystal at Bloodwater Beach, the 55,000 gold reward more than pays for Ferrystones to take you there and back. With the right set-up, it's worth going treasure hunting with Fournival. Material Witness o======================================================================o Location: Cassardis Notice Board Escort Request: Benita Region: Cape Pactforge Reward: Kept Grandgrapes x3 5000 G 3000 EXP --> Not a hard escort quest, especially since it only pops up after you've completed 'Off With Its Head'. If you're cheap and lazy (read: resourceful) just use a Ferrystone to get to Gran Soren, from whence Cape Pactforge is just south of the main gate. Material Witness o======================================================================o Location: Gran Soren Notice Board Escort Request: Barnaby Region: Bloodwater Beach Reward: Sight Earring x1 5000 G 3000 EXP --> For a place named Bloodwater Beach, it sure is a popular destination. This quest is ultimately shorter than the Cassardis-to-Bloodwater Beach trip Clemente wants you to take, but it's still more trouble than it's worth. Misery Seeks Company o======================================================================o Location: Gran Soren Notice Board Escort Request: Ser Abell Region: Bloodwater Beach Reward: Dragon's Spit x100 5000 G 3000 EXP --> Bloodwater Beach is one of the longest trips in the game, but if you really love Dragon's Spit... well, this is a way to get them in bulk. They sell for 294 gold each, so selling off one hundred of them would net you 29,400 gold, at least. Misery Seeks Company o======================================================================o Location: Gran Soren Notice Board Escort Request: Ser Daerio Region: Warrior's Departure Reward: Golden Bastard x1 5000 G 3000 EXP --> Not a terrible mission, actually. Ser Daerio wants to travel from Gran Soren, through Moonsbit Pass, to Warrior's Departure, which is near the Encampment. Golden Bastards aren't terribly common, and sell pretty well (97,400 G). Misery Seeks Company o======================================================================o Location: Gran Soren Notice Board Escort Request: Ser Ewart Region: Bloodwater Beach Reward: Warlock's Draught x10 5000 G 3000 EXP --> Meeeeh... the reward for this quest is just full of suck. I'd skip it. Misery Seeks Company o======================================================================o Location: Gran Soren Notice Board Escort Request: Ser Lenn Region: Bloodwater Beach Reward: Potent Greenwarish x100 5000 G 3000 EXP --> You already know the deal about Bloodwater Beach, so let's look at the reward to see if it's worth the trouble. Potent Greenwarish are relatively cheap, moderately potent healing items that can be purchased from many stores... they're pretty much the univeral healing item due to their availability, cost, and effectiveness. Buying one hundred of them would cost you 30,000 gold, so taking this quest is arguably worth-while if you get your Ferrystones cheap from Fournival. If not, it's a value of 35,000 gold and 3000 EXP versus Mountebank's price of 40,000 gold for two Ferrystones. Parcel Service o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire 10 Parcels Region: Soulflayer Canyon Reward: Golden Strings x1 10,000 G 5000 EXP --> You'll find a few parcels near a wagon wreckage along the road running through the Cursewood, but most of them lie in Soulflayer Canyon. Do this quest at the same time as the quest 'The Conspirators', as both goals lie in the same location. Put the Eye Out o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat the Cyclops Region: Frontier Caverns Reward: Silver Idol 10,000 G 3000 EXP --> Pretty self-explanatory, really. Go to the Frontier Caverns (access them via the Shadow Fort) and kill the Cyclops in the arena. The Silver Idol can be given to Caxton or Madeline (after completing 'Come to Court'), and will expand their stock. Put to the Test o======================================================================o Location: Encampment Notice Board Objective: Defeat Ser Berne Region: Encampment Reward: Gryphic Gold x1 1000 G 750 EXP --> You'll only get this quest after facing the Dragon. Ser Berne, the top soldier at the Encampment, now seeks to complete your training. He's not a push-over, so don't take him lightly. Quell the Hobs o======================================================================o Location: Cassardis Notice Board Objective: Defeat 30 Goblins Region: South Gransys Reward: 500 G 5500 EXP --> If you pick this quest up as soon as possible, you should easily complete it by the time you reach Gran Soren... which could be a good or bad thing, depending on whether you've hit level 10 or not. Rat Catcher o======================================================================o Location: Cassardis Notice Board Objective: Slay 7 Mice Region: ??? Reward: 1300 G 500 EXP --> This quest is a bit tricky, since Mice are one of the few foes in the game that are completely docile. Note that they are NOT the same as Rats. They're smaller, for one thing, and... well, they scurry under foot and often go unnoticed. Two common early-game places to find them are around the sewers in Gran Soren, and in the Station Room in Dripstone Cave. Reconnoiter Request o======================================================================o Location: Cassardis Notice Board Escort Request: Valirmo Region: Warrior's Departure Reward: Silver Ore x3 5000 G 3000 EXP --> One of the rare escort requests that's not actually that difficult. Warrior Departure is a small unmarked peninsula just north of the Encampment. Reveille Revelry o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire 50 War Bugles Region: Gran Soren Reward: Soultaker x1 10,000 G 5000 EXP --> War Bugles can commonly be found in chests around Gran Soren, but the easiest way to collect a bunch of them quickly is to complete the quest 'Final Farewell', the reward for which is 40 War Bugles. Ruffled Feathers o======================================================================o Location: Encampment Notice Board Objective: Slay 2 Seabirds Region: Cassardis Vicinity Reward: 1000 G 750 EXP --> Seabirds live... near the sea. The easiest place to find them are Cassardis and along the Unusual Beach (part of Seabreeze Trail... just outside of Cassardis.) They're timid, flighty creatures, however-approach too close and they'll fly away. The use of bows and magic is suggested. Scholarly Pursuit o======================================================================o Location: Cassardis Notice Board Escort Request: Clemente Region: Bloodwater Beach Reward: Placative Brew x15 5000 G 3000 EXP --> Bloodwater Beach is about as far away from Cassardis as you can possibly get. It's only marginally difficult if you use a Ferrystone to get to Gran Soren, go through the Ancient Quarry, then march past the Shadow Fort. Along the way you'll have to fight through a horde of Goblins, Hobgoblins, and perhaps the odd pair of Cyclopses. I suggest ignoring this quest on the first playthrough, as the reward just isn't worth the bother. Scouting Mission o======================================================================o Location: Gran Soren Notice Board Escort Request: Mercedes Region: The Shadow Fort Reward: Lustrous Targe 5000 G 3000 EXP --> Another early, difficult escort mission that you may just want to try, if at all possible, as the Lustrous Targe is a unique item that cannot be obtained another way. Then again, it can always wait until later playthroughs... Sisters in Peril o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 2 Ogres Region: Abbey Vicinity Reward: 20,000 G 3000 EXP --> Abbey Vicinity means, in this case, anywhere in the Wilteed Forest. There are usually about five Ogres there at any given time (at night), so this should be easy... provided you're up to the task of killing an Ogre. Hey... these sisters are religious, right? Why not just pray to the Maker to get them to go away? Oh, right... Smells Suspicious o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire a vial of Wyrmward Perfume. Region: South Gransys, Aernst Castle Ruins Reward: 25,000 G 5000 EXP --> The description of this quest pretty much gives it all away- you'll find a vial of Wyrmward Perfume in the Bandit-occupied ruins of Aernst castle, in a chest. Suppression o======================================================================o Location: Encampment Notice Board Objective: Defeat 2 Metal Golems Region: All Gransys Reward: 76,000 G 750 EXP --> There are only two Metal Golems in the game-in the Everfall, and in the deeper depths of the Witchwood. To confront the latter you must complete the quest 'Lost and Found', then start 'Witch Hunt'. Suppression o======================================================================o Location: Encampment Notice Board Objective: Defeat 7 Skeleton Lords Region: Cursewood Vicinity Reward: 501,000 G 750 EXP --> You'll get this quest on your second playthrough. Before encountering the Dragon, Skeleton Lords are very rare, only occuring in Cursewood (at night, in the northern reaches of Cursewood, near the ledge that leads along the mountains to Heavenspeak Fort) and in Greatwall during the quest 'Deny Salvation'. After the Dragon you'll find them near the Mountain Cottage and on the ledge overlooking the gate to the Estan Plains, in Manamia Trail... and of course, in the Everfall. Suppression o======================================================================o Location: Encampment Notice Board Objective: Defeat 15 Hellhounds Region: All Gransys Reward: 751,000 G 750 EXP --> Yet another quest avaiable to those one their second (or later) playthrough. Hellhounds are copious-you'll find quite a few of them lurking along Manamia Trail and outside of Gran Soren (especially around the 'Collapsed Meeting Room'). There are also three of them in the Tainted Mountain Temple, and more lurk within several Everfall chambers. This is easy money. Suppression o======================================================================o Location: Encampment Notice Board Objective: Defeat 35 Female Bandits Region: Cursewood Vicinity Reward: 251,000 G 750 EXP --> Another quest you won't get until later playthroughs, Female Bandits are only moderately powerful-they don't get anywhere near as strong as their male counterparts in Northface Forest and Pastona Cavern... still, they're rough for low-level parties. Find them in Cursewood and around Heaven's Peak Fort. It'll probably take two trips to get up to 35 kills. Suppression o======================================================================o Location: Pawn Guild Bounty Board Objective: Defeat 3 Chimeras Region: All Gransys Reward: 25,000 G 3000 EXP --> 25,000 gold for three Chimeras? Cheapskate... Chimeras are abundant, you can find them in the Barta Crags, Cursewood, Deos Hills, Northface Forest, Verda Woodlands, and the Vestad Hills, Wilted Forest, without getting too specific. Suppression o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 3 Gargoyles Region: All Gransys Reward: 25,000 G 3000 EXP --> This quest won't appear until late in the game-which is good, since Gargoyles don't appear until after 'The Conspirators' starts. Before fighting the Dragon, you can only find one Gargoyle in Soulflayer Canyon. Afterwards you can encounter two right outside Gran Soren in the Estan Plains, and many in the Everfall. Supression o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 3 Griffins Region: All Gransys Reward: 510,000 G 3000 EXP --> Another 2nd-playthrough quest, it's rather lucrative. Griffins can be found right outside of Gran Soren, in the Estan Plains. You'll usually find them in the north-central part of the Estan Plains, preying on the Oxen that graze south-west of the bridge leading to the Deos Hills. The only problem? Griffins are fickle beasts-they only show up when they want to, and are prone to attacking other things and fleeing, making it rather time-consuming to hunt down three of them. One Griffin kill is guaranteed with the quest 'Griffin's Bane' Suppression o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat a Wyvern Region: ??? Reward: 160,000 G 3000 EXP --> Only available after facing the Dragon, this quest charges you with killing the Wyvern atop Bluemoon Tower. By now the loot there probably isn't game-changing, but the money makes it a fine enough reason to go after the Wyvern anyways. Swamp Things o======================================================================o Location: Pawn Guild Notice Board Objective: Defeat 10 Sulfur Saurians Region: West Gransys, Bart Crags Reward: 20,000 G 3000 EXP --> The region doesn't matter, killing Sulfur Saurians anywhere will count. You can find plenty of them in the Barta Crags, and along the river north of Gran Soren... especially at the crossing that seperates the Witchwood from the Cursewood. Thanks Mislaid o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire the Chamberlain's Affidavit Region: Gran Soren Reward: Grevious Gold 10,000 G 5000 EXP --> Easier done than said-you can find this item (called a 'Gift Ledger' in your inventory) in Fournival's House in the Noble Quarter of Gran Soren. His house is just outside of the gates leading to the castle, no less. The Absent Apprentice o======================================================================o Location: Pawn Guild Notice Board Objective: Slay 25 Crows Region: All Gransys Reward: 85,000 G 3000 EXP --> I personally find this quest rather annoying-probably just because I suck as spotting Crows before they take to flight, unlike my girlfriend, who can spot them anywhere, any time. I don't know how. Crows aren't uncommon, but if you're trying to kill a good number of them at once, the best place to do so that I've found is along the road that leads from the Ancient Quarry, through the Wilted Forest, to the abbey. Not only are there quite a few Crows along the road (at least once you hit the Wilted Forest) but there are at least a good half-dozen of the vermin along the walls of abbey and perched throughout the grounds. The Absent Apprentice o======================================================================o Location: Pawn Guild Notice Board Objective: Slay 45 Rabbits Region: All Gransys Reward: 60,000 G 3000 EXP --> Again, the best spot for bunnies is right outside of Cassardis. It's a very easy way to score 60,000 Gold. The Chef's Blade o======================================================================o Location: Gran Soren Notice Board Escort Request: Arsmith Region: Hillfigure Knoll Reward: Golden Stilettos x1 5000 G 3000 EXP --> Not a terrible Escort mission, if you're up to the task of facing down Direwolves and Snow Harpies by the dozen. Okay, it kind of sucks, but Golden Stilettos sell well. The Maker's Mercy o======================================================================o Location: Cassardis Notice Board Objective: Defeat 10 Deer Region: Abbey Vicinity Reward: Tuft of Hair x15 500 G 500 EXP --> You'll find Deer in the Wilted Forest near the Abbey, as well as near the Healing Springs in the Deos Hills and Northface Forest. The Mock March o======================================================================o Location: Gran Soren Notice Board Escort Request: Ser Robert Region: Warrior's Departure Reward: Worker's Pants x1 5000 G 3000 EXP --> Warrior's Departure is a small graveyard at the end of a peninsula north-east of the Encampment. Not a hard escort mission, but not very lucrative, either. Worth doing if you're heading back to Cassardis, though. The Mysterious Missive o======================================================================o Location: Cassardis Notice Board Escort Request: Pablos Region: The Shadow Fort Reward: Liquid Vim x3 5000 G 3000 EXP --> Liquid Vim is decent enough and it's relatively uncommon, so it might just be worth a Ferrystone to complete this quest... but it's certainly not worth the bother of actually trekking from Cassardis to the Shadow Fort on foot. The Peddler's Petition o======================================================================o Location: Gran Soren Notice Board Escort Request: Reynard Region: Greatwall Encampment Reward: Golden Talisman x10 5000 G 3000 EXP --> Another escort quest that really isn't worth the bother-unless, I suppose, you make a run through Soulflayer Canyon and/or Heavenspeak Fort on your way back, and use a Wakestone to get to Greatwall... Okay, to be fair, 10 Golden Talismans will sell for 70,000 gold, so this quest does at least turn a profit, unlike many others. The Secret Admirer o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire Ophis's Badge of Amity Region: West Gransys, Heavenspeak Fort Ruins Reward: Golden Cyclops Sigil x1 10,000 G 5000 EXP --> Complete the quest 'Thick as Thieves' to get Ophis's Badge of Amity. Trail of Corruption o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Acquire a Tribute Ledger Region: Gran Soren Reward: 40,000 G 5000 EXP --> Easier done than said-you can find this item (called a 'Gift Ledger' in your inventory) in Fournival's House in the Noble Quarter of Gran Soren. His house is just outside of the gates leading to the castle, no less. Venture Forth o======================================================================o Location: Cassardis Bounty Board Escort Request: Quina Region: Prayer Falls Reward: Panacea x5 5000 G 3000 EXP --> You'll typically only see this quest show up upon the successful completion of 'Lost and Found', and it's a rather managable escort quest, for a change. It's possible-if not easy-to get Quina to Gran Soren with a low-level Arisen. From there, Prayer Falls seems far away, but if you take the road to the Abbey in the Wilted Forest, you should be able to get to Prayer Falls in one piece. If you stray, you'll probably run into Sulfur Saurians, a Chimera, or Ogres, depending on what time of day it is. The road, by comparison, is occupied by Bandits, Wolves, and Undead (normal, Stout, and Warrior), far easier to beat. Still... five Panaceas aren't a great reward, so nobody will blame you for passing on this. Witch's Brew o======================================================================o Location: Arsmith's Alehouse Notice Board Objective: Give Selene a Gransys Herb to acquire a daught of Herb Ale. Region: Witchwood Reward: 10,000 G 11,000 EXP --> If you follow this guide, you should complete this quest during 'Lost and Found'. Just bring a Gransys Herb with you when you go wandering through the Witchwood and give it to Selene in return for the Herb Ale. o======================================================================o | | | Placing Portcrystals {PRT001} | | | o======================================================================o You just completed the Everfall and nabbed your first Portcrystal, or it's your second playthrough and you want to make the world more user-friendly for Speed Runs or general gameplay. Fair enough, but be aware there are some limitations when it comes to placing Portcrystals. First, you can only place them in Gransys proper-you cannot put them in dungeons, towns... or pretty much any place that required a loading screen to reach. On the plus side, you can place them just outside of dungeons, for ease of access. Second, you are limited to placing ten Portcrystals around Gransys, not including the freebie at Gran Soren. So, with that understood, here's a list (in order of importance) of my top ten Portcrystal placements, and why. 1. Barta Crags <----------------------------------------------------------------------> Put this one in the Greatwall Encampment, right outside of Greatwall. This place is about as far as you can get from Gran Soren, and there are plenty of reasons to come here. First, for early-to-mid game characters there's the lure of the loot at Heavenspeak Fort and in the nearby Soulflayer Canyon. Second, a few escort quests have Greatwall as the destination. Third... it is again a long way from Gran Soren. You'd either have to go through the Estan Plains and Wilted Forest or the Deos Hills to reach Cursewood, and from there get around at least two Cyclopes and a Chimera to pass through Heavenspeak Fort, or go through the Soulflayer Canyon. Then, of course, there's the Barta Crags. Suffice to say it's as long and perilous a trip as any in the game. Quest-wise, you'll come here at the end of the game for a few missions, and you probably won't want to slog back and forth to Gran Soren during them. After encountering the Dragon, a Portcrystal here will let you easily access the Tainted Mountain Temple, which has the best loot in the game outside of the Everfall. 2. Pastona Cavern <----------------------------------------------------------------------> This Portcrystal goes right in front of the steps leading to Bluemoon Tower. If I made it seem like the Barta Crags had the worst travel in the game... well, they're actually second to Pastona Caverns. To get here you'd need to go through the Deos Hills, then the notoriously obnoxious Northface Forest, replete with Chimeras, Griffins, Cyclopes, Direwolves, and Snow Harpies. After that, trudge through some winds and fight Skeleton Mages and Skeleton Knights, and of course the strongest Bandits in the game. There's also a Golem waiting along this route for you. Really, though, it's the Bandits I find most dangerous here. The loot you'll skip with this Portcrystal in the Pastona Cavern is qutie decent, but it's easier to reach just by backtracking from this Portcrystal location anyways. The reason this Portcrystal drop is secondary to the Barta Crags is simply because only two quests occur here-and both in Bluemoon Tower. No escort quests, and aside from one Notice Board Quest, there's no reason to really come back here late-game. 3. Seabreeze Trail <----------------------------------------------------------------------> Put this Porcrystal right outside the gates of Cassardis. Many, many reasons to put a Portcrystal here. First, the trip between Cassardis and Gran Soren, while relatively tame, gets annoying quickly. Second, after encountering the Dragon it is anything but tame, making it even more annoying. Third, Cassardis and the Encampment boast the only two Notice Boards outside of Gran Soren, and hence, are the origin points of many quests. Cassardis in particular, as one of the two civilian-populated parts of the game has many quest-giving NPCs within. Last and probably least, on subsequent playthroughs there's a certain Riftstone here that gives you easy access to a powerful, late-game foe. Simply put, unless you're doing a Speed Run, Cassardis never becomes a place you're likely to avoid. 4. Devilfire Grove <----------------------------------------------------------------------> This Portcrystal belongs just outside of the entrance to the Shadow Fort. This can be quite an bothersome trip from either Gran Soren or Cassardis, so why only 3rd? Well, once you clear the Ancient Quarry, it's not too difficult to reach the Shadow Fort on foot. Putting a Portcrystal here, however, saves you the trouble of crossing the Estan Plains, the Ancient Quarry, and the Hobgoblin and Saurian-infested Devilfire Grove. There are a number of escort missions that seek out the Shadow Fort, and two quests in the Shadow Fort-one story, one Notice Board. Otherwise, this Portcrystal allows us to access all of southern Gransys without having to run up the mountain pass near the Encampment. Granted, it's a far way off from the Witchwood, Aernst Castle, and Bloodwater Bay, but it's a start. 5. Deos Hills <----------------------------------------------------------------------> Put this Portcrystal along the road just outside (west of) Windbluff Tower. This Portcrystal drop will allow us to skip the Deos Hills and get right to the Northface Forest. This is good for two reasons-it allows us to reach Windbluff Tower and Hillfigure Knoll easier, both of which we'll return to a few times throughout the game. 6. Bloodwater Beach <----------------------------------------------------------------------> Stick this Portcrystal anywhere on the sandy shore of Bloodwater Beach. Putting a Portcrystal solely for the numerous escort missions that have this desolate strip of sand as a goal. Even with the Devilfire Grove Portcrystal in place, it's an obnoxious, Goblinoid-infested journey to this bay. You'd have to skirt around a Drake and the Cyclopes near the Conquerer's Sanctuary, not to mention the Chimera that stalks the woods in between. Also, if you look at it, the distance between the Shadow Fort and Bloodwater Beach is about equal to that between Cassardis and Gran Soren-quite a journey. This also allows us to access the decent treasures along the beach, in the nearby mountains, and the bountious fishing spots along the coast. 7. Deos Hills <----------------------------------------------------------------------> Place this Portcrystal just outside of the entrance to the Catacombs. There's only one mandatory quest in the Catacombs, and all the other entrances closer to Gran Soren only give limited access to the place until after you go through it properly-through this entrance. It also puts us closer to Soulflayer Canyon and Heavenspeak, in case you prefer this approach to the Barta Crags Portcrystal. Really, this Portcrystal is all about shortening Speed Run times, and making general playthroughs a little less bothersome. 8. Manamia Trail <----------------------------------------------------------------------> This Portcrystal belongs on the bridge of the Mountain Waycastle, which connects Manamia Trail to Moonsbit Pass. Again, another Speed Run Portcrystal. This one reduces the run time of a late-game quest to nil, and also puts us close to the Watergod's Altar, which has one quest within. 9. Northface Forest <----------------------------------------------------------------------> Place this Portcrystal near the Healing Spring north of the Blighted Manse. Not an essential Portcrystal placement, but there are a good number of escort missions that go here. Also it gives us access to the Blighted Manse. Admittably of limited interest, since only one optional quest takes place there. It's really all about avoiding the journey through the Northface Forest. 10. Vestad Hills <----------------------------------------------------------------------> This Portcrystal wants a home just outside of the Witchwood. Pretty much the Witchwood Portcrystal, who wants to run up those Wolf and Bandit-infested hills anyways? Not me. Witchwood has two important quests in it... although neither of them are mandatory. Also, this Portcrystal gives us fast-travel access to south-eastern Gransys, namely Aernst Castle. o======================================================================o | | | Quests {QST001} | | | o======================================================================o I had a section like this in my Fallout 3 and Witcher FAQs, and although I feel it somewhat undermines the rest of the guide (particularly the Walkthrough) I've added it here, too. This section is, in a nutshell, a concession to you impatient folks out there who wish to wander about on your own and ignore the Walkthrough in favor of greater autonomy. If you wish to just have a quest-based guide that briefly discusses how to go about completing the quests... here you go. Spoilers here have been kept to a minimum, but the quests are organized alphabetically, so keep your wandering eyes at bay. Pretty much all these quests count towards the achievement/trophy 'The Hero', and your Main Pawn will gain knowledge about them as they're completed. Still, many are side quests, and can be missed. Main story quests will be marked with an '*' symbol-these quests must be completed in order to advance the plot. *A Fortress Besieged o======================================================================o After completing the quest 'Lure of the Abyss' you'll be approached by Ser Duncan, who will give you the Wyrmhunt License, which will allow you to take quests from Ser Maximilian. Two of these four quests must be completed before the story can be advanced. 1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian and pick the option to 'rout a monster infestation'. 2) You don't have any annoying peasants to talk to this time around, unlike all the other Wyrmhunt quests. Instead the trouble with this quest is simply getting to the Shadow Fort, which either requires us to go through the 'Ancient Quarry' (and gives us a good excuse to do the quest 'Of Merchants and Monsters', as in the walkthrough) or go through the pass near the Encampment, through the Vestad Hills and Devilfire Grove... quite a detour. 3) However you reach the Shadow Fort, once you do talk to Ser Robert to learn the plan of attack. 4) Go through the tunnel to reach the interior of the Shadow Fort, head to the 'Station Room' and grab the 'Shadow Fort Lever'. Place it in the slot for it atop the southern gatehouse to allow Ser Robert and his men access. 5) Kill Goblinoids until the defeated hordes retreat back into the Citadel. Mount your own attack into the citadel and make your way to the 'Commander's Antechamber'. Inside, confront the Hobgoblin leader of this invasion. After whupping him, he'll run away-chase and kill him, or ignore him. 6) Talk to Ser Robert for a mini-reward (Greenwarish, Mithridate, Interventive, Harspud Milk, Harspud Juice, a Conquerer's Periapt, a Demon's Periapt, a Ferrystone, and 10,000 gold.) Return to Ser Maximilian for the quest reward. ***REWARD*** (For routing a monster infestation) EXP 20,000 Rift Currency 20 Gold 18,000 *A Matter of Myrmidons o======================================================================o Upon reaching Gran Soren and completing 'Off With Its Head', you'll be bothered by Mason. Talk to Asalam-proprietor of the 'Gran Soren Union Inn' to start this quest. 1) Head to the Pawn Guild and talk to Barnaby. This quest is easy-peasy. ***REWARD*** (For reaching the Pawn Guild) EXP 3000 Rift Currency 5 Gold 3500 A Parting Gift o======================================================================o Talk to Clarus-the head nun in 'The Abbey' in the Wilted Forest after completing 'Talent in Bloom' to start this quest. 1) Obtain a Pilgrim's Charm, either by buying one from Fournival or Madeline, or by finding the one that regularly respawns in Soulflayer Canyon. 2) Return to Clarus for your reward. Quina is gone from the game after this quest. ***REWARD*** (For giving Quina a farewell gift) EXP 10,000 Rift Currency 20 Gold 20,000 Item Ne'er-Do-Part x5 *A Rude Awakening o======================================================================o After completing the quest 'Call of the Arisen' talk to Mercedes in the Encampment and accept her offer to rest over night. 1) You'll be woken up in the morning to some commotion-apparently a Hydra is now attacking the Encampment. Scare it off by severing one of its heads to complete this quest. ***REWARD*** (For driving off the attacking Hyrda) EXP 2000 Rift Currency 5 Gold 2500 A Troublesome Tome o======================================================================o Talk to Steffen, in Gran Soren, to start this quest. He wear black and red, and tends to wander about north of the Gran Soren Union Inn. 1) Talk to Camellia, proprietor of 'Camellia's Apothecary' to learn that some Bandits may possess the tome. 2) Head to the Waycastle, then walk along the road in the 'Manamia Trail' area between the Waycastle to the Encampment, where you should discover a merchant named Rowland getting attacked by Bandits. Save Rowland and he'll tell you that the Southron Bandits stole-among other things-the grimoire you're after. 3) Travel to Aernst Castle, in the south-eastern reaches of the Vestad Hills and climb the ruined tower of the citadel to find an ornate chest which contains Salomet's Grimoire. 4) Return to Gran Soren and give Salomet's Grimoire to Steffen to complete this quest... or see Step #5. 5) If you wish to keep Salomet's Grimoire, head to the Black Cat and ask Mountebank about his forgeries. Hand over Saloment's Grimoire and pay him 37,500 gold. Rest two days, pick up the original tome and the forgery, and hand Steffen the dupe. ***REWARD*** (For expediating Steffen's sorcerous studies) EXP 8000 Rift Currency 20 Gold 15000 *A Warm Welcome o======================================================================o This quest begins immediately after completing 'The Final Battle'. 1) From Cassardis, head back to Gran Soren. Many new monsters dot the landscape between these two areas. Killing them is often the subject of many new Notice Board quests you can pick up. Or, if you're lazy, just use a Wakestone to get back to Gran Soren. 2) Head into the castle via the 'Passage Gate' and make your way to the 'Duke's Solar'. 3) Inside, the now-aged Duke will confront you, accusing you of commiting the same crimes he commited-cowardice, siding with the Dragon, all that jazz. Once he shows up, smack him around a bit. 4) The Duke sics his guards on you-which respawn endlessly. Run through the Noble Quarter, back down the 'Passage Gate', and towards what used to be the 'Fountain Square' of Gran Soren. Watch a cutscene, and this quest ends. ***REWARD*** (For receiving the duke's hospitality) EXP 60,000 RIft Currency 80 Gold 80,000 An Innocent Man o======================================================================o Return to Cassardis after the quest 'Come to Court' to find a little dork named Tomlin whining around. He's lost his daddy and needs some help finding him. He'll give you his father's 'Gardener's Permit', which his father should recognize on sight. 1) Talk to either a peasant named Flavian or a guard named Ser Jakys (or both) to learn that the Gardener has been imprisoned. 2) Grab two Skeleton Keys and visit the dungeon. Unlock the south-eastern most cell to find Ansell, Tomlin's father. Talk to him with the 'Gardener's Permit' in your inventory and he'll decry his innocence before begging you to free him. 3) Unlock the south-western most cell now and escape via a hole in the southern wall. Lead Ansell through vermin-infested tunnels to reach the the sewers in Gran Soren. 4) Escort him to the 'Slums' to the south, where Tomlin awaits. You'll get your quest reward as soon as the two exit the city together. ***REWARD*** (For rescuing Tomlin's father) EXP 6,000 Rift Currency 10 Gold 20,000 An Uninvited Guest o======================================================================o After completing 'Off With Its Head' return to Cassardis and talk to Pablos, who will recruit your aid in fighting a thief prowling Cassardis. 1) Talk to Heraldo and Aestella, fellow shopkeepers in Cassardis to learn about the thief's activities. 2) Return to Pablos, who reveals his master plan-it's so simple, only a genius could have thought of it. Say you're ready to go to rest until night-free of charge. 3) Catch the thief. Seriously, you need to grab him to succeed. Good luck. If you're a Strider-type (you have a Bow) you can shoot him and stun-lock him, making him much easier to catch, but this can cause trouble during 'No Honor Among Thieves'. 4) Talk to Pablos again for your quest reward. ***REWARD*** (For catching the thief) EXP 2000 Rift Currency 10 Gold 3500 Arousing Suspicion o======================================================================o Available after 'Come to Court' is finished, if you talked to Aelinore during 'Come to Court', after the cutscene showing her. Her servant Mirabelle will be standing in the antechamber of the castle the next time you visit, ready to bestow this quest upon you. 1) Enter the castle grounds at night and find Mirabelle, who can be found near the stone, covered pavilion in the northern gardens-marked on the map as the 'Duchess's Gardens'. Talk to her and she'll remind you of the duchess's marital status before encouraging you to go to her. 2) Head to the 'Duchess's Bedchamber', avoiding guards as you go. I have never been caught doing this, so... just try to avoid running into a guard or something stupid like that. Once you're there, a cutscene will play, before you two are interrupted by the arrival of the Duke. 3) The duke will start performing some severely sadistic foreplay while you hide behind a screen. You have two options-wait and Aelinore will die (the quest fails) or confront the duke. In the latter case, Aelinore wastes little time ratting you out, and you wind up in the dungeon. 4) After some complimentary torture and a light breakfast, Aelinore will show up and apologize before handing you two Skeleton Keys-just enough to escape the cell you're in, enter the south-western cell, and escape via a tunnel along the southern wall. You'll get your quest reward when you exit these tunnels and arrive in the sewers of Gran Soren. ***REWARD*** (For escaping the dungeon) EXP 6,000 Rift Currency 20 Gold 10,000 Bad Business o======================================================================o After completing 'Reward and Responsibility' head to Madeline's shop in Gran Soren, where you'll be greeted by Katlyn, who will tell you Madeline is on the run from the law. This quest is only available if you completed 'Chasing Shadows' earlier in the game. 1) Grab Madeline's signature daggers off the counter and head out into Gran Soren in search of info. Talk to Nettie and Arsmith at Arsmith's Alehouse for some info. 2) Head to the sewers to find out more. Along the way you might be stopped by a guard named 'Ser Raulin', who wastes your time asking questions. Once at the sewers you'll see Madeline run out of the city via the sewer-side gate. 3) Follow her outside of Gran Soren and head south along the walls to meet up with Madeline. Listen to her babble. If you haver her daggers, she'll ask for them back, be nice, or not. Either way she'll run off when she's interrupted by guards. Say whatever you wish to the guards, and when Madeline returns she'll try to mooch money off you. Pay up, or not, and this quest ends. ***REWARD*** (For helping Madeline escape) EXP 8,000 Rift Currency 30 Gold 0 or (-50,000) *Call of the Arisen o======================================================================o After you reach the Encampment and complete the quest 'Upon a Pawn', you'll hear a disembodied voice, starting this quest. 1) Head to the 'Command Headquarters' tent and activate the Riftstone within. The Pawn Legion will challenge you to prove your worth. If only a perfect opportunity to dispatch a large-but weakened-creature would present itself... 2) Leave the Command Tent to see a bunch of soldiers running around with a purpose. Follow them out the eastern gate of the Encampment. 3) Defeat the Cyclops assaulting the Encampment. 4) Return to the Riftstone in the Command Headquarters to obtain (and create) your Main Pawn. ***REWARD*** (For earning the fealty of the Pawn Legion) EXP 500 Rift Currency 3 Gold 1200 Chasing Shadows o======================================================================o After completing the twin quests 'A Matter of Myrmidons' and 'Lure of the Abyss', you'll be able to talk to Mason to get this quest. 1) Accept Mason's request and wait until night. 2) Head up to the Noble Quarter and go near the castle gate near the Fournival Manor. After passing the Knight's Manor, you should see a cutscene. 3) Follow the armored figured in the cutscene as he heads through the Passage Gate, then through the Fountain Square, into the Venery and finally to the shop south-east of the Black Cat. Keep a safe distance from him (30 feet/10 meters) and walk after him. Worry less about losing sight of him than getting detected by approaching too close, especially considering how he likes to pause beyond blind corners. 4) After approaching the building he entered and watching the cutscene with Madeline, report to Arsmith. ***REWARD*** (For successfully tailing the Salvation suspect) EXP 4500 Rift Currency 10 Gold 7000 *Come to Court o======================================================================o You'll get the option to 'Hear the Duke's Directive' when talking to Ser Maximilian after completing at least two Wyrmhunt quests. Starting this quest ends all current Wyrmhunt quests, and prevents you from starting new ones. 1) Give up your Wyrm Hunt License to Ser Maxmilian and head inside the castle grounds. Enter the castle, get harassed by a midget, approach the duke, get knighted, leave the castle ground, spy on the Duchess (talk to her to open up her chain of quests) and go to leave the castle grounds to meet Aldous, who will give you your next series of official (storyline-advancing) quests. ***REWARD*** (For hearing the duke's directive) EXP 10,000 Rift Currency 20 Gold 20,000 Deep Trouble o======================================================================o Start this quest by talking to Poll, the guard near the well in Cassardis. This quest isn't available at the beginning of the game, but should be after you visit the Encampment-surely it's available by the time you start 'Off With Its Head'. 1) Accept Poll's request and head into the well. 2) Make your way to the cavern housing the 'Emperor's Pillar' and eradicate about a half-dozen Saurians therein. 3) Return to Poll for your reward. ***REWARD*** (For clearing out the well) EXP 1500 Rift Currency 5 Gold 2000 Deeper Trouble o======================================================================o Return to Cassardis after starting the Wyrmhunt quests (after completing 'Lure of the Abyss' to hear a voice calling out from the well. Head down inside the well to find Rorric, who will give you this quest (you must have completed 'Deep Trouble' previously). 1) Accept to exterminate the Saurian nests deeper inside the well. 2) Head to the 'Brightwater Cove' chamber, just east of the chamber that houses the 'Emperor's Pillar', where you'll find many Saurians guarding their nests. 3) After destroying a few nests, a large Saurian queen will show up, along with a few lesser Saurians as reinforcements. Kill them and finish off the nests. 4) Return to Rorric for your reward. ***REWARD*** (For clearing out the well... again) EXP 6000 Rift Currency 15 Gold 8000 *Deny Salvation o======================================================================o Immediately after 'Reward and Reponsibility' ends, this quest will begin. 1) Head to the Greatwall Encampment in the Barta Crags and enter the Greatwall. 2) Head forward a bit and you'll scare off two Salvation cultists, who summon a vanguard of two Cyclops and a flock of Snow Harpies to defend the Greatwall courtyard. 3) Make your way through the Greatwall, aiming to reach the third floor. The Greatwall is occupied by Salvation cultists and their pet undead. Several times throughout the area you'll find some Gran Soren guards under attack-aiding them tends to score you some loot, or access to new areas. 4) Enter a room occupied by a Chimera, which is desperately trying to get at a Gran Soren guard named Ser Estoma, who hides behind a door... a door we need to get through, as well. Kill the Chimera and Ser Estoma will come out, allowing you to continue on. 5) Reach the roof, where the Elysion awaits, along with two of his cultists. The subordinates play the martyr and revive as Wights, which continuously summon undead to aid them. Kill both Wights and this quest is over. ***REWARD*** (For denying Salvation) EXP 30,000 Rift Currency 50 Gold 40,000 Duchess in Distress o======================================================================o Find Mirabelle north of the front (western) stairs leading to the castle. She'll be there after 'Reward and Responsibility' ends, but only if you completed 'Arousing Suspicion' earlier. She'll ask you to save Aelinore, who has been locked up in the Duke's northern manse, and will give you a 'Set of Royal Guard Armor' to help you gain entry. 1) Travel to the 'Blighted Manse' and, wearing the 'Set of Royal guard Armor', enter the manse. 2) Find Aelinore and indulge in a little adultry. 3) Escore Aelinore through the manse, fending off gaurds, Bandits, vermin, and cold feet as you make your way to the rear exit. 4) Exit the Blighted Manse to complete this quest. Afterwards, Aelinore is gone from the game. ***REWARD*** (For rescuing the duchess) EXP 25,000 Rift Currency 40 Gold 35,000 Item Love-In-The-Rough Dying of Curiosity o======================================================================o After completing 'A Matter of Myrmidons', return to Cassardis and talk to Merin, one of the villagers who lives in a 'Fisherman's House' across from 'Your House'. He'll ask you to go look for Valmiro, who seems to have gone missing. You can talk to townfolk for leads, but it's unnecessary. Grab six Greenwarish plants and leave the town. 1) The first place you'll find Valmiro is on the eastern shore of the 'Unusual Beach', the northern part of 'Seabreeze Trail'. When you approach he'll beg for healing. Talk to him and hand over one Greenwarish herb and he'll run off. 2) Next you'll find him south-west of the road, near the gate to the Encampment. This time he needs two Greenwarish herbs to fix him up. Hand them over, and once again he'll run away. 3) The final place Valmiro ends up is at the entrance to the Witchwood. He needs three Greenwarish herbs this time. 4) Return to Cassardis and talk to Merin again to claim your quest reward. ***REWARD*** (For rescuing Valmiro) EXP 5000 Rift Currency 15 Gold 8000 Escort Duty o======================================================================o After completing 'Land of Opportunity' and 'Lure of the Abyss', talk to Fournival early in the morning to get this quest. You will need to escort his daughter, Symone, around Gran Soren without angering her, and while fulfilling specific conditions. Do not run into her, pick her up, or start/finish other quests while performing this one. 1) Escort Symone outside and stay close. When she falls down, be sure to get over to her quickly. 2) Follow her to the Fountain Square and she'll challenge you to a game of hide-and-seek. Find her hiding behide (south-east of) Arsmith's Alehouse. 3) Escort her around the Fountain Square while she shops. When she runs off to the gate leading to the 'Craftsman's Quarter', follow. 4) Talk to Symone at the gate and she'll request some water to sate her deathly thirst. Get her a 'Flask of Water' as quickly as possible. 5) After watering Symone, she'll challenge you to a race-from this gate to the one exiting Gran Soren via the Craftsman's Quarter. Your job is to lose the race-but make it close. Don't win, and don't fall too far behind. After the race you'll be whisked back to the Fournival Manor, where your babysitting talent will be appraised. In addition to the quest reward, talk to Symone and, if you did well, you'll get the Golden Idol. ***REWARD*** EXP 7500 Rift Currency 10 Gold 15000 Items Golden Idol Farewell, Valmiro o======================================================================o After completing 'Come to Court' return to Cassardis to find Valmiro standing on a grassy bluff south of the 'Fisherman's House' that's north-east of 'Your Home'. He's decided to abandon the life of a fisherman in order to pursue his wanderlust, you see, but he needs a few things before he sets out... 1) Get him the following items, in order: Potent Greenwarish, a Lantern, Sour Ambrosial Meat, and a Pilgrim's Charm. 2) Carry his luggage down to his boat on the beach. 3) Reminisce with Valmiro down on the beach before he departs. ***REWARD*** (For sending Valmiro off) EXP 12,000 Rift Currency 25 Gold 15,000 Items Malecryst x1 Black Freakish Scale x1 Hydra Gallstone x1 *Fathom Deep o======================================================================o After completing 'A Warm Welcome', you'll be knocked into the Everfall. Grab onto any ledge as you fall, and when you climb up you'll be bothered by a Pawn named 'Quince'. 1) Your only goal in this quest is to gather twenty Wakestones and bring them to Quince. Wakestones are abundant in the Everfall-either from chests, or more commonly, by killing larger foes. Any 'boss' type foe-Cyclops, Golems, Chimeras, Ogres, Cockatrices, Evil Eyes, Drakes, Wyrms, etc., will commonly drop you at least a few Wakestone Shards or full Wakestones. Bring the stones to Quince to end this quest. ***REWARD*** (For giving Quince twenty Wakestones) EXP 75,000 Rift Currency 100 *Final Judgement o======================================================================o After completing 'Fathom Deep', jump into the Everfall to find yourself in The Seneschal's Chamber'. 1) Fight the Seneschal twice. This fight is cake-all the Seneschal does is lazily lob energy bolts at you and teleport once in a while. 2) You have two choices-continue fighting or accept the Seneschal's offer of a merciful death. If you do the latter, you'll score the Acheivement/Trophy 'Peace', but also a game-over. So... Travel up the rift-tunnel towards the Seneschal, fighting your way through pretty much every prominent NPC in the game. 3) When you reach the Seneschal he'll reveal his (or her) true form. If it's your first playthrough it'll be Savan, the Arisen of old we played in the prologue. If you've completed the game it'll be the Arisen you beat the game with previously. Defeat the Seneschal and its Pawn. 4) Talk to the Seneschal and grant him mercy. Play around as Seneschal until you get bored, then grant yourself the same mercy to complete the game. ***REWARD*** (For freeing Savan from the cruel, unending ring) EXP 90,000 Rift Currency 100 Floral Delivery o======================================================================o Talk to Benita in Cassardis, who is tending the injured in the house just east of Pablos' Inn. She will ask you to find some flowers so she can use them to create a poultice to help those wounded by the Dragon. Accept. 1) First, find some Sunbright, which grow outside on Seabreeze Trail. Find them near the roots of large trees, during the day time. 2) Return to Benita with five Sunbright flowers. 3) Find one Moonglow, which can be found in Cassardis or the Unusual Beach, near the beach, at night time. 4) Return to Benita with one Moonglow flower. ***REWARD*** (For bringing Benita flowers) EXP 500 Rift Currency 3 Gold 1000 *Griffin's Bane o======================================================================o After completing the quest 'Come to Court' you'll start a new series of quests in service of the duchy, this time recieving orders from Aldous. This quest is one of the first pair of quests you can undertake. To start it, speak to Aldous and pick the option to 'Aid the Corps on a Hunting Expedition'. 1) Leave Gran Soren via its southern gate and find one 'Ser Georg' along with some other soldiers standing just off the bridge. Talk to them to start the expedition. 2) Head south to the Moonshower Cliffs, where your attention will be drawn to a specific spot on the ground. Kill a Goblin somewhere neaby and carry its body to that spot, which will attact the Griffin. Hold onto the corpse and loot into the skies to the south to spot the Griffin's approach-or you could just listen to the music. When the Griffin arrives, drop the corpse and vacate the spot to avoid coming under attack immediately. 3) Fight the Griffin. You *can* kill it here and end the quest-if so, hurrah and cake for you. If not, it'll fly off to its nest in Bluemoon Tower. 4) Head to Bluemoon Tower and, in general, stick south and head upstairs. Eventually you'll reach a chamber with two doors-one to the north and one to the south. Go through the northern door to reach a walkway, where the expedition is under attack by the Griffin. 5) Follow the walkway counter-clockwise a short distance to reach the first gate. Lend a hand in smashing it open and continue counter-clockwise until you reach the next gate. 6) Here you have options-either cut your way through, or head along a parallel walkway to get around the gate, where you'll find lever that opens the way for your buddies. 7) Proceed counter-clockwise to the next gate. Here you must make a stand and encourage the Griffin to attack you. Once it does so, it'll smash open the gate with its body. 8) Sprint counter-clockwise into the camera to the end of the walkway to reach shelter-all the while the Griffin will do its best to destroy the walkway behind you. Once you're safely in a side passage to the north, continue until you reach the 'Tower Summit'. 9) Battle the Griffin here-it won't run away this time. If you completed 'A Troublesome Tome' Steffen will show up to display his newfound sorcerous aptitude... if you gave him the real tome. Otherwise, his magickal display is somewhat anti-climatic. 10) Once the Griffin is dead, return to Aldous for your reward. ***REWARD*** (For aiding a hunting expedition) EXP 25,000 Rift Currency 40 Gold 30,000 Grim Tidings o======================================================================o Begin this quest by talking to Elvar in Cassardis, after the Dragon attack. He'll be found in the Village Chapel, or wandering around the road leading to it. 1) Head to the ruined house east of Pablos' Inn (where Benita is tending the wounded) to find Merin on the northern side. 2) Return to Elvar after talking to Merin. ***REWARD*** (For bearing Elvar's burden) EXP 100 Rift currency 2 Gold 300 Guard Duty o======================================================================o Start this quest by talking to Madeline in Pablos' Inn, in Cassardis, after completing the quest 'Upon a Pawn'. 1) Leave Cassardis and escort Madeline to the Encampment. This quest isn't terribly involved. During the day, you probably won't even encounter any monsters. Just endure her constant distractions, and when you get nearby, you'll be transported into the Encampment with Madeline. 2) Once you reach the Encampment, talk to Madeline again. She'll beg you for 1,000 gold to help her out on her journeys. Decline or accept to complete this quest. ***REWARD*** (For escorting Madeline safely to the Encampment) EXP 700 Rift Currency 3 *Harbinger of Destruction o======================================================================o This quest begins in the game does-as soon as you're done with the tutorial where you play Savan. 1) Watch the opening cutscene and engage the Dragon. This quest is really fool-proof. *Honor and Treachery o======================================================================o Immediately after completing 'The Wyrmking's Ring' and 'Pride Before A Fall', this quest will begin. 1) Run to the Mountain Waycastle, only to be told by Ser Ravenn that you're needed back at the capital once you arrive. 2) Return to the capital and head to the north gate (leading to the Craftsman's Quarter). Talk to Ser Laurent before you enter to get the news, and some loot, then head inside. 3) Fight off (or kill) the Cockatrice as fast as possible to avoid damaging any of the Duke's trophies. 4) Talk to Ser Camillus near the 'Passage Gate' and he'll take you to Aldous, who will reward you, the monetary reward varying depending upon your ability to protect the Duke's trophies. ***REWARD*** (For protecting all the Duke's cargo) EXP 25,000 Rift Currency 40 Gold 60,000 ---or--- ***REWARD*** (For failing to protect the Duke's cargo) EXP 10,000 Rift Currency 40 Gold 15,000 Idol Worship o======================================================================o After the quest 'Come to Court' talk to Caxton. He'll ask you to obtain a special idol for him, which will-short story even shorter-allow him to trade with an eccentric weaponsmith of great talent. He gets access to his stock, and through him, so do you. There are a number of alternate ways to solve this quest, as follows: 1) Bring him a Bronze Idol (obtained in the Witch's House in the Witchwood or in the Dragonforged's Sanctum, in Hillfigure Knoll.) ***REWARD*** (For giving a Bronze Idol) EXP 3500 Rift Currency 10 Gold 10,000 2) Bring him a Silver Idol, obtained by completing the Pawn Guild Notice Board quest 'Put the Eye Out'. ***REWARD*** (For giving a Silver Idol) EXP 7000 Rift Currency 10 Gold 15,000 3) Bring him a Gold Idol, obtained by satisfactorily completing the quest 'Escort Duty'. ***REWARD*** (For giving a Gold Idol) EXP 10,000 Rift Currency 10 Gold 20,000 4) Or, last and least, you can bring him a forged idol of any type, courtesy of Mountebank. This is the worst option, as the weaponsmith will presumably see through the ruse and the chosen merchant's stock will not improve. ***REWARD*** (For giving a forged idol) EXP 1000 Rift Currency 10 Gold 3000 It's worth noting that this quest parallel's Madeline's Quest 'Supplier's Demand'. There is only one Gold Idol and one Silver Idol in the game, so mark you weapon types well before you choose which merchant to favor. Land of Opportunity o======================================================================o Talk to Fournival anytime before the quest 'Trials and Tribulations' and he'll ask you to convince a family to move off some land he wishes to sell. You'll need to satisfy three members of the family-Pip, Sara, and Jasper. 1) Find Pip just south ofthe Fournival Manor, near the Passage Gate. Talk to him, and like any obstinant know-it-all kid he'll run off. 2) Head to the Craftsman's Quarter, where Pip has run off to. He's on top of the roof of a house west of the 'Field', which can be reached by jumping climbing atop the roof of a more accessible structure to the south, then jumping to the northern building. Talk to him again and he'll run off... again. 3) Now head back to the Urban Quarter, and from the Gran Soren Union Inn head south-east to reach the bridges connecting to the Venery. Jump down onto the walkway under the bridges to flush out Pip. This time you just have to chase him down and catch him. Once done, he'll give up-Pip is satisfied. 4) Find Sara at Arsmith's Alehouse and talk to her-all she needs is time. Rest a day, then talk to her again and she'll give her consent as well. 5) Talk to Jasper, who can usually be found on the road north of the Gran Soren Union Inn, although he only shows up later in the day. If you've satisfied Sara and Pip, he'll agree to the sale too... provided you give him 30,000 gold in moving expenses. If you accept, the quest is complete, if not, see Step #6. ***REWARD*** (For negotiating the eviction) EXP 5000 Rift Currency 100 Gold 40,000 (-30,000) 6) If you don't want to evict the family, you can talk to Fournival instead, who-impatient for business to be concluded-will offer to outright sell you the land. If you buy it, this quest is complete. ***REWARD*** (For buying the land from Fournival) EXP 5000 Rift Currency 10 Gold 0 (-80,000) Lost and Found o======================================================================o After starting 'Off With Its Head', leave the Encampment and you'll be bothered by Elvar, from Cassardis, who asks if you've seen Quina, who apparently thinks your condition can be cured by aught besides the Dragon. 1) Return to Cassardis and talk to Adaro, the village chief, who will tell you Quina's been gone a while-she apparently went into the Witchwood to look for a cure for you. 2) Head to the Witchwood to find Quina near the entrance. She'll ask you to accompany her to the witch. 3) Travel east through the Witchwood to find the Witch's House, inside of which you'll find Selene, who'll tell you about the Witch and send you off on your merry way. 4) Leave the Witchwood, return to Cassardis, and talk to Adaro to claim your reward. ***REWARD*** (For rescuing Quina) EXP 4000 Rift Currency 5 Gold 3000 Lost Faith o======================================================================o Talk to Clemente in the Village Chapel in Cassardis and accept this quest. 1) Leave the chapel and talk to Lewes, outside. He'll admit to taking the book, and losing it after the Dragon attacked. 2) Head onto a nearby roof north of the Village Chapel. On a ledge seperating a taller roof from a lower one rests this book. 3) Return the book to Clemente. ***REWARD*** (For saving the Scriptures) EXP 200 Rift Currency 2 Gold 300 *Lure of the Abyss o======================================================================o After completing 'A Matter of Myrmidons', talk to Barnaby in the Pawn Guild again to get this quest. 1) Talk to Barnaby, accept the quest, and head into the Everfall. 2) Make your way down to the bottom of the Everfall, killing and looting as necessary. 3) Search the metal object on the ground in the 'Flameservant's Throne' room. 4) Escape the Everfall. ***REWARD*** (For discovering the source of evil in the Everfall) EXP 8000 Rift Currency 10 Gold 12000 Mettle Against Metal o======================================================================o After completing 'Witch Hunt' return to the eastern depths of the Witchwood and search by the river to find a Metal Golem, who will now rise from its slumber and attack. 1) Defeat the Metal Golem by smashing its external sigils, which power it. ***REWARD*** (For Slaying the Metal Golem) Rift Currency 30 Gold 30,000 Nameless Terror o======================================================================o After completing 'Come to Court' exit Gran Soren's southern gate and talk to one of the guards on the bridge outside named 'Ser Rickart', who will tell you of some crazy-eyed man who was looking for you. So starts this quest, whereupon you'll obtain an 'Unsigned Letter', presumably from the same guard, which says "Let the Arisen's only peace be death." Righty-o. This quest is a series of mostly non-sequential encounters with assassins that only take place at night. 1) Phantom, Ghost, Soul, and Spirits can be found in the Deos Hills, near the 'Old Garrison' just north of the bridge that connects the Estan Plains and the Deos Hills. 2) Raven, Hawk, and Condor await outside of the 'Ancient Quarry North Entrance'. 3) Darkness lurks along Moonsbit Pass-his location varies. 4) Rouge and Noir skulk around Manamia Trail, along the south-west/ north-east running part of the trail. 5) Once all the others are dead, you can encounter Zero outside of Cassardis. He's a pretty powerful Warrior, but once you kill him, this quest is over. ***REWARD*** (For defeating the assassins) EXP 12,000 Rift Currency 30 Gold 30,000 Item Tightly Folded Letter *Newly Arisen o======================================================================o This quest starts automatically when you wake up after your ill-fated encounter with the Dragon. 1) Pick out a weapon (and the assocated Vocation) before leaving the room. This quest ends when you have picked a Vocation and exited. ***REWARD*** (For Arising) EXP 50 Rift Currency 3 Gold 2000 Item Scrag of Beast x5 Greenwarish x5 No Honor Among Thieves o======================================================================o Talk to Maul-the leader of the male Bandits at Aernst Castle, and he'll devise a little test for you, a means by which you can earn their respect. You either have to kill ten rival (female) Bandits, or punish a traitor. 1) Kill the the female Bandits is probably the easiest course here, because it doesn't require us to have completed the consumately annoying 'An Uninvited Guest'. You can find female Bandits in Cursewood, the Deose Hills, and Heavenspeak Fort. 2) Or, for the better rewards, complete the quest 'An Uninvited Guest'. The rogue Bandit is none other than the thief who has been stalking Cassardis-Pike. You have two options here-either talk to Pike and tell him to go back to Aernst Castle, or... well, just kill him. If you were overly violent with him during 'An Uninvited Guest' he might run away from you when you approach, making it impossible to talk to him, and hence, resolve this quest by that route. 3) Whatever you do, return to Maul for your reward. ***REWARD*** (For satisfying Maul by killing ten vixens) EXP 6000 Rift Currency 20 Gold 10000 Items Maul's Badge of Amity --or-- ***REWARD*** (For satisfying Maul by killing the traitor) EXP 8000 Rift Currency 20 Gold 12000 Items Maul's Badge of Amity --or-- ***REWARD*** (For satisfying Maul by rehabilitating Pike to a life of crime) EXP 12000 Rift Currency 20 Gold 15000 Items Maul's Badge of Amity Of Merchants and Monsters o======================================================================o Talk to Alon, a merchant outside the 'Ancient Quarry North Entrance' and he'll ask you to clear the Ancient Quarry, so it can be used as a shortcut between north and south Gransys. What's good for the goose is good for the gander, in this case, as there's no better way to reach Devilfire Grove and the Verda Woodlands. 1) Make your way through the Ancient Quarry-at the very least you'll need to weigh down a pressure plate by standing on it. Since an Ogre resides nearby, you'll likely have to kill it. Two more Ogres exist in the Ancient Quarry, but once the gate is open, Alon's needs have been satisified. ***REWARD*** (For clearing the Ancient Quarry) EXP 5000 Rift Currency 15 Gold 8500 *Off With Its Head o======================================================================o This quest begins after completing 'A Rude Awakening'. Mercedes will talk to you after you drive off the Hydra, and suggest that you present the Hydra's severed head to the Duke. 1) Rendezvous with Mercedes near the Waycastle-a somwhat perilious trip for low-level characters. 2) Escort the Hydra head through Moonsbit Pass, protecting the Ox pulling the cart upon which the Hydra head lies. You will be assaulted by Goblins, Harpies, Wolves, and falling rocks. 3) Reach Gran Soren safely with the Ox alive. ***REWARD*** (For bringing the Hydra head safely to Gran Soren) EXP 6000 Rift Currency 10 Gold 6500 *Pride Before A Fall o======================================================================o After completing both 'Griffin's Bane' and 'Trials and Tribulations', you can start the second pair of quests from Aldous. Talk to him and select the option 'Assist Ser Mercedes' to start this quest. 1) Leave the castle to get grilled by Ser Mercedes at the gate. Say whatever you wish-it doesn't matter. 2) Travel to Windbluff Tower to find the place in open revolt. Ignore the fighting soldiers and head up the stairs opposite the entrance. 3) Follow Ser Mercedes into the ruined fortress, where she confronts Lord Julien. Either sit out the duel, or kill Lord Julien. 4) Either way, Ser Mercedes is shamed by what occured, and pledges to return to her homeland and gather support-real suport-for Gransys. She'll give you a Cutlass if you interfered in the duel, or a Silver Rapier if you stayed out of it. 5) Return to Aldous for your reward. ***REWARD*** (For assisting Ser Mercedes) EXP 18,000 Rift Currency 30 Gold 20,000 Reaper's Scorn o======================================================================o Talk to Austine, in the Craftsman's Quarter of Gran Soren, in a smithy north of the Pawn Guild. He'll beg you to complete a Wakestone to revive his son, and give you two Wakestone Shards. 1) You only need one more Wakestone Shard to complete this quest, which can be obtain various ways-you can try your luck buying one off of various merchants, but Wakestone shards can also be found about the world; find one at the bottom of the Everfall, another can be found in the Ruins of Aernst Castle, a third exists at the entrance to Pastona Cavern, and a another can be found within Smuggler's Pass, inside the Pastona Cavern, to name a few. 2) Once three Wakestone Shards are in your inventory, they'll automatically reform into a Wakestone. Aid Austine's son and confirm the expenditure of the Wakestone to complete this quest. ***REWARD*** (For giving the gift of life) EXP 6000 Rift Currency 10 Gold 10000 *Reward and Responsibility o======================================================================o Talk to Aldous after completing 'Honor and Treachery' to start this quest. 1) Make your way to the 'Duke's Solar' to find the Duke. After he talks to you, follow him to the treasury, where you'll collect a well-earned reward for your work thus far. Ser Ivo will interrupt you, and this quest ends. Pretty easy, eh? ***REWARD*** (For recieving the duke's commendation) EXP 20,000 Rift Currency 35 Rise of the Fallen o======================================================================o After completing 'Come to Court', talk to Ser Maximilian, who is still having misgivings about Salvation. Skeletons have been sighted, and he thinks Salavation is involved. He wants you to continue your investigation into this cult, and will point out a suspected meeting spot in Gran Soren. 1) Head to this suspected meeting spot, which is under one of the bridges connecting the 'Venery' to the 'Urban Quarter.' One Salvation member will run away, but another, named Tagert, will stay and try to deal with you. Either pay him 10,000 gold for a key that'll lead us to the deeper depths of the Catacombs, or take it by force. If you choose the former you'll get the 'First Key to Salvation', if you choose the latter, you'll get the 'Second Key to Salvation'. Both lead to the same place, it's just a different way of getting to the same area. 2) Return to the Catacombs and enter the previously-locked area now open to us thanks to the key we scammed. Your goal here? Collect five 'Gems of Salvation' and use them to open a door, which leads to the 'Confessional Chamber'. 3) Confront Balsac-the Salvation Necromancer who has been creating the skeletons running amok. Kill him and his skeleton cronies to end the menace. 4) Return to Ser Maximilian for the reward you're due. ***REWARD*** (For smiting Salvation's skeletal scourge) EXP 15,000 Rift Currency 25 Gold 20,000 Search Party o======================================================================o This quest begins after a number of transactions with Reynard, the wandering merchant-usually between 8-12 different transactions. 1) Reyard will ask you to get him a rare item-a piece of Scrap Metal, commonly dropped by Skeletons and Skeleton Knights. 2) After another series of transactions Reynard will ask for a second item-this time some Miasmite, which is dropped by Phantoms. 3) continue dealing with Reynard, and after more transactions he'll hail you as his best customer. This time he wants you to find clues of his father, which are the various journal entries that can be found around Gransys, as follows: First Journal Entry: Encampment Second Journal Entry: Catacombs Third Journal Entry: Gran Soren Fourth Journal Entry: Barta Crags Fifth Journal Entry: Soulflayer Canyon Final Journal Entry: Ancient Quarry 4) Give the six journal entries to Reynard and he'll reward you... he will also quit wandering around Gransys, as he's found what he's looking for, meaning he won't be around to offer his mercantile services any more. ***REWARD*** (For ending Reynard's search) EXP 10,000 Rift Currency 35 Gold 10,000 Item Goddess Cameo Wroth Mask Decaying Grimoire *Seeking Salvation o======================================================================o After completing the quest 'Lure of the Abyss' you'll be approached by Ser Duncan, who will give you the Wyrmhunt License, which will allow you to take quests from Ser Maximilian. Two of these four quests must be completed before the story can be advanced. 1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian and pick the option to 'investigate a cult'. 2) Now for a bunch of optional steps, which I will bundle up for convenience. First talk to Devyn, the owner of Devyn's Barber Shop or to Meridith, at the Gran Soren Union Inn to be referred to Mason. Go to the 'Aqueduct' and explore the sewers to find him-he'll give you 'Salvation's Badge', which should make cultists around town more willing to talk to you. 3) Talk to Ser Sarius, a Gran Soren soldier who makes rounds around the Gran Soren Union Inn down to the bridges to the south-east to find out that the cult is meeting in the Catacombs. 4) Go to the Catacombs in the Deos Hills and make your way through the place to reach the 'Gathering Hall', where the Elysion is addressing his flock. When he sees you, he'll summon up a horde of Undead to attack you-and his own cultists. 5) Kill them and continue on a short ways to find Mason and the cultist he has captured. Either kill the cultist in cold blood to satisfy Mason, or leave him alone-to Mason's disappointment. Either way, it doesn't really matter. 6) Return to Ser Maximilian for your reward. ***REWARD*** (For investigating a cult) EXP 18000 Rift Currency 20 Gold 15000 Strength In Numbers o======================================================================o After completing 'Call of the Arisen', Ser Berne will bother you inside the Command Headquarters, and take you out back for a bit of training. You'll need to complete three tasks for him to advance (or you can just walk out the door). This entire event is merely a tutorial on how to play with Pawns. 1) First task will be to pick up a bunch of crates and take them back to a ledge in the south-east. 2) Second task-kill a bunch of combat targets. Easiest done with some kind of ranged weapon... or a bunch of Pawns. 3) Third task is pretty much the same as the second, except it'll require you to kill two types of targets-some blue (which are resistant to physical damage) and some red (which are resistant to magick damage). Just kill what you're best at killing and hope your Pawns can do their part. ***REWARD*** (For succesfully training with Ser Berne) EXP 1000 Rift Currency 5 Gold 1500 Supply and Demands o======================================================================o After the quest 'Come to Court', talk to Ser Daerio in Windbluff Tower. He'll ask you to relay a message to Lord Julien-that the troops here are in arrears of one weeks supply of rations. 1) Return to Gran Soren and enter the castle, where you'll find Lord Julien (somewhat later in the afternoon-certainly not in the morning). Talk to him and tell him that the soldiers in Windbluff Tower need exactly one week's worth of provisions. If you tell him the wrong amount, or if you tell a guard instead of Lord Julien, you'll earn a lesser reward. ***REWARD*** (For botching Ser Daerio's request) EXP 1500 Rift Currency 20 Gold 3000 ***REWARD*** (For successfully relaying Ser Daerio's request to a soldier) EXP 3500 Rift Currency 20 Gold 5000 ***REWARD*** (For successfully relaying Ser Daerio's request to Julien) EXP 6000 Rift Currency 20 Gold 12000 Supplier's Demand o======================================================================o After the quest 'Come to Court' talk to Madeline-if you also completed 'Chasing Shadows' and she has her shop, that is. She'll ask you to obtain a special idol for her, which will-short story even shorter-allow her to trade with an eccentric weaponsmith of great talent. She gets access to his stock, and through her, so do you. There are a number of alternate ways to solve this quest, as follows: 1) Bring her a Bronze Idol (obtained in the Witch's House in the Witchwood or in the Dragonforged's Sanctum, in Hillfigure Knoll.) ***REWARD*** (For giving a Bronze Idol) EXP 3500 Rift Currency 10 Gold 10,000 2) Bring her a Silver Idol, obtained by completing the Pawn Guild Notice Board quest 'Put the Eye Out'. ***REWARD*** (For giving a Silver Idol) EXP 7000 Rift Currency 10 Gold 15,000 3) Bring her a Gold Idol, obtained by satisfactorily completing the quest 'Escort Duty'. ***REWARD*** (For giving a Gold Idol) EXP 10,000 Rift Currency 10 Gold 20,000 4) Or, last and least, you can bring her a forged idol of any type, courtesy of Mountebank. This is the worst option, as the weaponsmith will presumably see through the ruse and the chosen merchant's stock will not improve. ***REWARD*** (For giving a forged idol) EXP 1000 Rift Currency 10 Gold 3000 It's worth noting that this quest parallel's Caxton's Quest, 'Idol Worship'. There is only one Gold Idol and one Silver Idol in the game, so mark you weapon types well before you choose which merchant to favor. Talent in Bloom o======================================================================o After completing 'Come to Court' you'll find Quina at 'The Abbey' in the Wilted Forest (if you completed 'Lost and Found' earlier.) Talk to her to start this quest-she will not have a quest icon. 1) Quina will give you a 'Blessed Flower' and ask you to take it to a priest in either Gran Soren or Cassardis, who can evaluate its potency. 2) Give the 'Blessed Flower' to either of the priests, then return to Quina for your reward. ***REWARD*** (For revealing Quina's blooming talent) EXP 10,000 Rift Currency 30 Gold 15,000 The Conspirators o======================================================================o After completing 'Come to Court' return to the castle and seek out Fedel-a white-clad man who usually wanders around the upper floor of the 'Audience Hall'. He'll pique your interest in performing a secret mission in the service of the state, and if you agree, he'll ask you to meet him in the castle gardens, at night. 1) Wait for Fedel near the covered stone pavilion in the southern gardens of the castle, at night. When he eventually drags his fat ass out of the castle to talk to you, he'll babble about conspiracies, coups, and all other manner of cloak and dagger. Ultimately, he needs you to recover a letter that was lost during a monster attack. 2) His only clues are a flying monster that probably roosts in the mountains near Greatwall. Head to Soulflayer Canyon. Along the way you'll find a sacked caravan in Cursewood, the victim of some grey, flying creature... 3) In Soulflayer Canyon, slide down some watery ramps to reach the ledge upon which the Gargoyle roosts, where you'll find the 'Confidential Letter' Fedel wants. 4) Return to Gran Soren and visit Mountebank, who will gladly forge this document for you for 34,500 gold. Pay him, rest, and return to obtain the 'Confidential Letter Forgery'. 5) Head to the castle, where you'll be bothered by a soldier named Ser Gabrian. He works for Ser Daerio, captain of Windbluff Tower, presumably the unit under investigation by Fedel. He wants the letter-for obvious reasons. Either give him the real letter, the forgery (if you duplicated the real one), or refuse him. If you still have a letter to give (real or forged) see Step #6, otherwise, this quest is done. ***REWARD*** (For giving the letter to Ser Gabrian) EXP 18,000 Rift Currency 35 Gold 35,000 6) Talk to Fedel and give him the letter-either real or forged. Yeah, that's right, forging the letter allows you to get double rewards. Granted, most of the extra gold gained is spent on forging the letter itself, but the experience is nice, in any event, and both sides are none the wiser. ***REWARD*** (For giving the letter to Fedel) EXP 18,000 Rift Currency 35 Gold 35,000 *The Cypher o======================================================================o After completing the quest 'Lure of the Abyss' you'll be approached by Ser Duncan, who will give you the Wyrmhunt License, which will allow you to take quests from Ser Maximilian. Two of these four quests must be completed before the story can be advanced. 1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian and pick the option to 'decipher a text'. 2) Find Josias in the 'Field' area of the 'Craftsman's Quarter' of Gran Soren during the day. He'll point you to Mountebank. 3) Talk to Mountebank at the Black Cat, who will inform you that most of the text is nothing more than flourish, and the text is, in fact, a cypher. Hmm... 4) Find a man named 'Maurin', who is late to rise and complete his round of Gran Soren. He'll point us to Hillfigure Knoll... this step (and the previous two) are entirely unnecessary. 5) Head to Hillfigure Knoll in the Northface Forest, where you'll be pestered by 'The Fool', and then 'The Dragonforged', the latter of which will talk to you a bit about your Arisen status. He'll kindly inform us that we're on a fool's errand-there is no meaning to the words on the text. 6) Return to Ser Maximilian with the news to score a quest reward. ***REWARD*** (For deciphering a text) EXP 10000 Rift Currency 15 Gold 10000 The Dragon's Tongue o======================================================================o After completing 'Witch Hunt' return to the eastern depths of the Witchwood and return to the 'Guardian's Grave' to find 'Rowland', and more importantly, an 'Ancient Tablet' sitting on the grave. Pick up the Ancient Tablet and Rowland will talk to you, suggesting that a man of letters might help us with it. 1) With the 'Ancient Slate' in your inventory, talk to Geffrey-the bishop at the cathedral in Gran Soren. He cannot read the wyrmspeak on the tablet himself, but will point you towards Hillfigure Knoll. 2) Return to Hillfigure Knoll and talk to the Dragonforged, who will reveal the true nature of the tablet, and complete this quest. ***REWARD*** (For discovering the Arisen's Bond) EXP 10,000 Rift Currency 30 Gold 25,000 Item Arisen's Bond *The Final Battle o======================================================================o This quest begins immediately after completing 'Deny Salvation'. 1) Return to Hillfigure Knoll and talk to the Dragonforged, who gives you some advice and some loot. This is optional. 2) Return to the Greatwall and go through the ruined fort to reach the Tainted Mountain Temple. 3) Make your way through the Tainted Mountain Temple-the place where we played as Savan at the beginning of the game-and reach the 'Great Hall' room, where a Gorechimera lurks. Kill it and stand on the four pressure plates in the room to open the way to Tainted Mountain. It would now be a good time to be wearing all the gear you want to Dragon-Forge. 4) Enter the Tainted Mountain and confront the Dragon, who has in its possession whichever character had the highest affinity towards you-henceforth known as your romantic interest. The Dragon gives you a proposition-stand and fight, or sacrifice your romantic interest for power. 5) Choose the former and the Dragon will chase you. Run against the camera down a long corridor until you reach the chamber beyond. 6) Attack the Dragon as it is stuck in the corridor we just ran through. Eventually it'll break free and continue to fight you. Deal whatever damage you can to it before it flies off. Note that you can kill the Dragon at any point now, if you are strong enough to manage it. 7) Follow the Dragon north onto a bridge. Run across the bridge as the Dragon performs fly-by breath attacks. The bridge collapses as you run, so don't tarry around. 8) Scale the tower beyond to reach another bridge. The Dragon will lurk off in the distance, spitting fire bursts at you as you cross the bridge. Eventually it'll come land on the bridge to fight for a bit before flying off and executing more fly-by attacks. This bridge is in the process of collapsing, too. 9) Reach another tower and ascend to the roof, man a ballista and shoot the Dragon. It'll smash the top of the tower, and you'll find yourself on its back. 10) Crawl to the Dragon's shoulders and attack the glowing spot, occassionally re-establishing your grip via analog stick quick-time events. After damaging the soft spot the Dragon will dislodge you. Succeed at another QTE and both you and the Dragon will fall from the sky. 11) You will both land in a circular arena atop the Tainted Mountain, where the final fight with the dragon begins. The Dragon will not flee this time-the only way this ends is when one of you dies. Defeat the Dragon to end this quest. Its most vulnerable spot is its heart. ***REWARD*** (For taking back what is yours) EXP 80,000 Rift Currency 60 Gold 65,000 *The Watergod's Altar o======================================================================o After completing the quest 'Lure of the Abyss' you'll be approached by Ser Duncan, who will give you the Wyrmhunt License, which will allow you to take quests from Ser Maximilian. Two of these four quests must be completed before the story can be advanced. 1) With the Wyrmhunt License in your inventory, talk to Ser Maximilian and pick the option to 'aid a research team'. 2) Talk to Father Geffery, who will tell you that the expedition has set off already. 3) Head to the Watergod's Altar, east of the Waycastle, where you'll find Haslett. He'll ask you to explore the Watergod's Altar to help Brother Jean, the other monk on this expedition. 4) Explore the Watergod's Altar and kill some Saurians to obtain the 'Watergod's Altar Lever', which lowers a drawbridge leading into the interior of the dungeon. 5) Find the remains of Brother Jean in the 'Offering Chamber' and kill the Cyclops there to obtain the 'Watergod's Altar key'. 6) Open a sealed door with the key and explore until you find a pressure plate that drains the water from most of the dungeon. 7) Head to the 'Water's Bottom' chamber and search various chests until you find all five 'Altar Slate' pieces. 8) Exit the dungeon and hand the tablets over to Haslett. Return to Ser Maximilian in Gran Soren for your reward. ***REWARD*** (For aiding a research team) EXP 15000 Rift Currency 20 Gold 13000 *The Wyrmking's Ring o======================================================================o After completing both 'Griffin's Bane' and 'Trials and Tribulations', you can start the second pair of quests from Aldous. Talk to him and select the option 'Recover Stolen Item' to start this quest. 1) Talk to a dork wandering around the castle named 'Pering', who will talk about the theft. Then talk to Ser Gyles, who will mention some 'Sorcerer'-looking fellow. nExt find Ambrose, who will give this anonymous Sorcerer a name-Salomet. Return to Aldous to get Salomet's backstory. Finally head out into the 'Noble Quarter' of Gran Soren and find Mellard, who dwells in the 'Knight's Manor'. He'll point you in the direction of the Ancient Quarry. 2) Head to the Ancient Quarry, where you'll find Salomet, guarded by a band of hired thugs. A fight ensues-the Bandits aren't too strong, and Salomet doesn't fight to his full potential. After defeating his minions and wounding him, Salomet will run off. 3) Return to Aldous and inform him of the confrontation. He'll helpfully implore you to track down Salomet again. Righty-o. Find a man named Brice in the city, who mention some sorcerer lurking around Bluemoon Tower lately. Or you could just skip this step entirely. Doesn't matter. 4) Travel to Bluemoon Tower and fight your way through Salomet's Bandits-much stronger than those in the Ancient Quarry-who have chased away the normal monsters here. Make your want back to the 'Tower Summit', where Salomet lurks. 5) Defeat Salomet in combat and take the Wyrmking's Ring (found near where he fell from the tower). 6) You can now take the ring back to Aldous... or you can duplicate it with the help of Mountebank (99,000 G) and keep the original for yourself. The ring speeds up casting times by about 10%, so it's worth holding onto if you're a Mage, Sorcerer, or Magick Archer. The quest reward is the same either way, but a later reward will be denied to us if we hold onto the Wyrmking's Ring. ***REWARD*** (For recovering a stolen item) EXP 30,000 Rift Currency 40 Gold 35,000 Thick as Thieves o======================================================================o Talk to Ophis-the leader of the female Bandits in Heavenspeak Fort. To do this you, and all your Pawns, will have be be female, or at least dressed as women. In the latter case, this can be achieved by buying a 'Set of Lady's Garb' from Mountebank, proprietor of the Black Cat in Gran Soren. Like with Maul's quest in 'No Honor Among Thieves' you must complete one of two tasks-kill ten of Maul's men, or feed Ophis' Cyclops for Betiah. 1) Maul's Bandits can be found in and around Aernst Castle, in the Vestad Hills. Killing ten of them should be no trouble. 2) To feed Ophis' Cyclops, you must head into the Barta Crags and find 'Ophis' Domain' against the western cliffs. Kill a Goblin (they roam about outside the palisade) and take its corpse to the Cyclops. When you have its attention, it'll reach for the Goblin-drop it as its hand approaches and hope it grabs the Goblin instead of you. 3) Either way, once you're done return to Ophis for your reward. ***REWARD*** (For appeasing the Heavenspeak Bandits by killing their Southron rivals) EXP 8000 Rift Currency 30 Gold 10,000 Item Ophis's Badge of Amity ***REWARD*** (For appeasing the Heavenspeak Bandits by feeding Ophis' Cyclops) EXP 12,000 Rift Currency 30 Gold 17,500 Item Ophis's Badge of Amity *Trials and Tribulations o======================================================================o After completing the quest 'Come to Court' you'll start a new series of quests in service of the duchy, this time recieving orders from Aldous. This quest is one of the first pair of quests you can undertake. To start it, speak to Aldous and pick the option to 'Gather Evidence for an Important Trial'. Once started, your job is to collect 'evidence'... or rather various bits of slander and propaganda... to acquit or convict Fournival. If you allow things to stand, he will be found guilty-so really, the whole point of this quest is to acquit him. You have about four days to gather all the evidence you can. 1) You can get petitions in favor of acquittal from several people around Gran Soren-Fedel (a white-clad man in the castle), Geffrey (the bishop at the Gran Soren Cathedral), and Symone (Fournival's daughter, who will be in and around the Fournival Manor.) 2) You can obtain petitions for Fournival's conviction, as well-Jasper, Pip, and Sara all can be found in the 'Field' area of the 'Craftsman's Quarter' if you helped Fournival evict them during 'Land of Opportunity'. 3) Visit Reynard, who will forge you a series of 'affidavits' that sway the court either way you wish. You can purchase up to four of them, and their prices rise the more you buy, as follows: o=======================o=======o | Soiled Affidavit |3000 G | |-----------------------|-------| | Tattered Affidavit |5000 G | |-----------------------|-------| |Sweat-Stained Affidavit|7000 G | |-----------------------|-------| | Blurred Affidavit |9000 G | o=======================o=======o 4) If you kept (or forged) the 'Gift Ledger' and 'Chamberlain's Affidavit' that can be found in the Fournival Manor (instead of turning them in to Arsmith to satisfy various Notice Board quests) you can turn them in as evidence. The Gift Ledger favors conviction, the Chamberlain's Affidavit favors acquittal. 5) Head to Windbluff Tower and talk to Ser Daerio, who will send Ser Castor with you to Gran Soren to speak favorably for Fournival. 6) Make your way to Cassardis to find Ansell (if you completed 'An Innocent Man') and escort him to Gran Soren, where he will provide evidence against Fournival. 7) Once the time expires (rest in the Gran Soren Union Inn when you're done gathering evidence) the verdict will be read in the Fountain Square next time you approach. It generally takes about two or three more pieces of evidence in favor of acquittal to spare Fournival. Return to Aldous for your reward. ***REWARD*** (For gathering evidence for an important trial) EXP 15,000 Rift Currency 30 Gold 20,000 *Upon a Pawn o======================================================================o When you approach the gate to Cassardis, a Pawn named Rook will materialize and join you. The village chief, Adaro, will suggest you escort the Pawn to the Encampment. 1) Escort Rook through Seabreeze Trail to the Encampment, when you reach the Encampment, this quest is over. ***REWARD*** (For reaching the Encampment) EXP 300 Rift Currency 3 Gold 800 Witch Hunt o======================================================================o After 'Come to Court' you'll find a few merchants north of the fountain in Gran Soren's 'Fountain Square'. These merchants-led by Brice-are talking about an expedition sent after the witch in the Witchwood. This quest begins automatically after overhearing the conversation. 1) Head to Selene's house in the Witchwood, which you'll find under siege by a host of Gran Soren guards and peasants. Approach, and their jeers and threats will take a decidedly more cowardly tone when a Golem rises. 2) Defeat the Golem and head through the door built into the massive tree stump behind where it was sitting. Go down the spiral path beyond to reach the eastern depths of the Witchwood. 3) Follow the path east until you reach a gravestone near a tree, marked on the map as the 'Guardian's Grave'. Talk to Selene and Sofiah to complete the quest. ***REWARD*** (For checking up on Selene) EXP 10,000 Rift Currency 30 Gold 20,000 o======================================================================o | | | Treasure {TRE001} | | | o======================================================================o In the following section you'll find a list of all the gear-yeilding chests, warrior remains, sarcophagi, and other hidey-holes in the game. At least, all of them that I've found. They're organized by location, typically by what is indicated on the 'Area' tab of the 'Map' screen when you hover the cursor over some bit of land, but dungeons and significant locations within larger geographic realms will have their own headings. For example, 'Heavenspeak Fort' is technically part of Cursewood, but since it's so distinct (and crawling with loot), it seems simpler for it to have it's own heading. I have no pretensions that I've found all the items in the game-drops in this game are random. Many chests contain gear (often one of several potential items) and/or junk, although a few are static. These are just the ones I've found, and for every instance of loot listed below, I've searched said object at least ten times. Again, not enough to guarantee completion... but enough that I don't feel too bad about what I've inevitably missed (due diligence, or something like that.) Anyways, if you find an item in a chest that I have not found, or you get some gear from a chest, warrior remains, etc., that I do not have listed, just send me an E-mail. If you use the format I've listed below, I'll be awfully tempted to just post your loot find as you send it to me, especially if I can follow your directions and find said loot. I will of course, check to be sure that I can duplicate your results, and give you credit for anything you send me. I figure with the community out there, this section (and guide as a whole) can only get better with time. o======================================================================o | Aernst Castle | o======================================================================o Square Chest: There are two towers flanking the main (northern, bridged) gatehouse. This chest is on top of the western tower. [Chainmail Bracers] [Hunter's Jacket] [Weak Guard] <----------------------------------------------------------------------> Rounded Chest: South of the main (northern, bridged, tower-flanked) gatehouse is a crumbled, rectangular structure. Head through the doorway, past some stairs leading up to the walls, through another doorway missing its top, and over to a wooden table. From the table, turn east and enter the wall, then immediately inside turn north to find this chest. [Bandit's Glove] [Red Leather Armor] [Ring of Gules] [Rose Ring] <----------------------------------------------------------------------> Square Chest: In the south-eastern part of the castle courtyard (where the bandits, including Maul, reside) are some stairs that lead up and around to the keep. From a tree, head north-east to find a door to the keep, where you'll find this chest along the north-eastern wall. [Incognito Mask] <----------------------------------------------------------------------> Rounded Chest: From the keep (where we found the last chest) head through a doorway to the south-east to enter a tower. Once inside, take the southern-most of the two doors in front of you, then immediately turn north-east to find this chest. [Bandit's Mask] [Dusk Shoes] [Ebon Neck Wrap] [Gossip's Mask] o======================================================================o | Ancient Quarry | o======================================================================o Square Chest: In the chamber south of the 'Ancient Quarry North Entrance', on an elevated ledge in the north-eastern corner of the chamber. [Feather-Light Pelta] <----------------------------------------------------------------------> Rounded Chest: In the small chamber east of the 'Abandoned Mine' room. [Bronze Sallet] [Incognito Mask] <----------------------------------------------------------------------> Ornate Chest: In the 'Abandoned Mine' room, along the eastern side of a stone wall in the center of the room. [Obliteratrix] [Reinforced Longbow] [Thousand Troops] <----------------------------------------------------------------------> Rounded Chest: In an Ogre-occupied chamber in the middle of the level (the chamber with a pressure plate north of a door), sits this chest. This chest is near a wall, north-west of the pressure plate. [Bronze Bangles] [Iron Bracers] <----------------------------------------------------------------------> Square Chest: In the south-eastern corner of the level there is a circular tunnel that originally houses an Ogre. Along the southern wall of the norther 'loop' you'll find some scalable rocks, which leads to a cubby containing this chest. [Eden's Warden] [Ferric Talon] [Scalding Razors] <----------------------------------------------------------------------> Square Chest: In the south-eastern corner of the level there is a circular tunnel that originally houses an Ogre. Along the southern wall of the southern 'loop' you'll find this chest sitting on the floor. [Bronze Cuirass] [Helical Archistaff] [Iron Lorica] [Ogre Bone] <----------------------------------------------------------------------> Rounded Chest: In a Goblin-infested chamber in the south-western corner of the quarry you'll find two rounded chests. This is the western-most one. [Adventurer's Cloak] [Battle Greaves] [Knight's Mantle] [Ring of Gules] <----------------------------------------------------------------------> Rounded Chest: In a Goblin-infested chamber in the south-western corner of the quarry you'll find two rounded chests. This is the eastern-most one. [Downcuffs & Cuisses] <----------------------------------------------------------------------> Square Chest: In the tunnel north of the 'Ancient Quarry South Entrance' you'll find this chest, near some cut stones. [Thunderclap] <----------------------------------------------------------------------> Square Chest: This chest is only available after clearing the mine and completing 'Of Merchants and Monsters' for Alon. From the 'Ancient Quarry North Entrance' continue south until you reach a three-way fork. Take the eastern path to reach a room previously blocked by a pressure-plate activated gate, in which we found the 'Quarry Key'. The southern wall will have since been knocked down, revealing two square chests. This is the northern of the two chest. [Iron Cuisses] [Iron Headgear] [Iron Helm] [Iron Manicae] [Iron Vest] [Sectional Iron Plate] <----------------------------------------------------------------------> Rounded Chest: This chest is only available after clearing the mine and completing 'Of Merchants and Monsters' for Alon. From the 'Ancient Quarry North Entrance' continue south until you reach a three-way fork. Take the western path to reach what was once a dead-end. Now the western wall has been excavated. Head up a ramp to find a ledge where a square chest and a rounded chest lurk. [Bloodthirsty Beak] [Cutlass] [Ferric Talon] [Mounted Pale] [Steel Greatsword] [Thousand Troops] o======================================================================o | Barta Crags | o======================================================================o Square Chest: South-west of Heavenspeak Fort is a large, putrid lake, infested during the day by Snow Harpies and Sulfur Saurians, and haunted at night by Phantasms. In the north-eastern corner of this lake is a small, grounded boat, upon which this chest rests. [Hunter's Bow] <----------------------------------------------------------------------> Square Chest: In the middle of the 'Miasmic Haunt' lake is a small island, with a rock on its southern end. This chest is along the southern side of the rock. [Flamberge] [Sight Earring] <----------------------------------------------------------------------> Square Chest: South-west of the Soulflayer Canyon West Entrance is a small, putrid pond, which will inflict a variety of status effects if entered. This chest is just west of the pond, between some rocks. [Chestcaver] [Flamberge] <----------------------------------------------------------------------> Warrior Remains: On a Hobgoblin-occupied plateau north-east of Ophis' Domain. You'll find these remains east of a cage. [Gambeson] <----------------------------------------------------------------------> Rounded Chest: On a Hobgoblin-occupied plateau north-east of Ophis' Domain. You'll find these remains north-west of a cage, south of a large rock formation. [Animistic Robe] [Ring of Sable] [Thick Fur Greaves] <----------------------------------------------------------------------> Square Chest: In Ophis' Domain, along the southern cliffs, are three chests. This is the western one. [Black Gaiters] [Pauldron] [Silver Vest] <----------------------------------------------------------------------> Ornate Chest: In Ophis' Domain, along the southern cliffs, are three chest. This chest is in the middle. [Forest Tunic] [Ingot Club] [Thunder Kite Shield] <----------------------------------------------------------------------> Sarcophagus: At the northern end of the Barta Crags, north-west of the Greatwall Encampment, you'll find a number of sarcophagi amidst the trees. This is the eastern-most sarcophagus. It can only be looted once per game. [Solar Numen] o======================================================================o | Blighted Manse | o======================================================================o Warrior Remains: Blighted Manse: First Floor. In a small guard room located between two flights of stairs. There are two warrior remains in the south-eastern corner of the room. These are the western-most of the two. [Dalmatica] [Rusted Daggers] <----------------------------------------------------------------------> Miscellaneous: Blighted Manse: First Floor. Search the bed in the 'Receiving Room' (where Aelinore resides.) [Silk Lingerie] <----------------------------------------------------------------------> Warrior Remains: Blighted Manse: First Floor. In the locked room west of the entrance (which Aelinore must unlock for you) there are two warrior remains near the door. These are the northern-most remains. [Gloaming Boots] <----------------------------------------------------------------------> Warrior Remains: Blighted Manse: First Floor. In the locked room west of the entrance (which Aelinore must unlock for you) there are two warrior remains near the door. These are the southern-most remains. [War Blade] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. From the stairs leading to the First Floor of the manse, head east across an incomplete wooden bridge. On the eastern side, turn south, head across some water, and reach an elevated stone platform, upon which this chest resides. [Recluse's Robe] <----------------------------------------------------------------------> Ornate Chest: Blighted Manse: First Level Underground. There are two large, elevated wooden bridges spanning a water-filled chamber in this level. Cross the northern one to the eastern side of the chamber it spans, and note two doorways to the east. Enter the northern one, where you'll find this chest at a dead-end near a gate. [Lady's Corset] [Noblewoman's Corset] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. In the middle of the level is a large room populated with bandits, with a segmented wooden bridge running along more reliable stonework running the length of the room to the east and west. This chest is under the north-eastern part of the wooden bridges. [Plucked Heart] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. In the middle of this level is a large room populated with bandits, with a segmented wooden bridge running along more reliable stonework running the length of the room ot the east and west. This chest is just east of the northern entrance to this chamber, behind some crates. [Bardiche Daggers] [Bastard Sword] [Cast Stone] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. In the middle of the level is a large room populated with bandits, with a segmented wooden bridge running along more reliable stonework running the length of the room to the east and west. This chest is on a small patch of dirt just south of the south-western part of the wooden bridges. [Maiden's Camisole] [Maiden's Petticoat] <----------------------------------------------------------------------> Ornate Chest: Blighted Manse: First Level Underground. In the middle of the level is a large room populated with bandits, with a segmented wooden bridge running along more reliable stonework running the length of the room to the east and west. This chest is on the northern end of the western stonework. [Striker's Greaves] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. In the middle of the level is a large room populated with bandits, with a segmented wooden bridge running along more reliable stonework running the length of the room to the east and west. This chest is on the southern end of the western stonework. [Summery Cowl] [Summery Pareo] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. In the middle of the level is a large room populated with bandits, with a segmented wooden bridge running along more reliable stonework running the length of the room to the east and west. This chest is on the southern end of the eastern stonework. [Alchemickal Hosen] [Brown Laced Leggings] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. Towards the southern end of the area there's a series of chambers that connects the large, segmented bridge room with the the southern-most elevated bridge room. This chest is in a smaller middle chamber. [Red Over-Knee Boots] <----------------------------------------------------------------------> Ornate Chest: Blighted Manse: First Level Underground. There are two large, elevated wooden bridges spanning a water-filled chamber in this level. This chest is in the southern-most elevated bridge chamber room, on a stonework ledge under the wooden bridge, on the western side of the room. [Raptor Cuisses] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. There are two large, elevated wooden bridges spanning a water-filled chamber in this level. This chest is at the watery area below the bridge, on a patch of dirt along the north-eastern end of the chamber. [Rooted Gloom] <----------------------------------------------------------------------> Rounded Chest: Blighted Manse: First Level Underground. There are two large, elevated wooden bridges spanning a water-filled chamber in this level. This chest is in the room beyond, to the east, near the ladder that leads to the exit. [Free-Spoken Earring] o======================================================================o | Bluemoon Tower | o======================================================================o Warrior Remains: Bluemoon Tower: First Floor. On the bridge at the beginning of the level are two lootable warrior remains. This is the southern-most one. [Iron Vest] <----------------------------------------------------------------------> Square Chest: Bluemoon Tower: First Floor. From the entrance, head south across a bridge and under a stone arch. Once beyond it, immediately turn east to find this chest. [Bespoke Longbow] [Chimeric Sabatons] [Silver Ring] <----------------------------------------------------------------------> Warrior Remains: Bluemoon Tower: First Floor. From the entrance, head south until you reach an arch flanked by two griffin statues. These warrior remains are in the room just beyond that arch. [Silver Ring] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. From the entrance, continue south until you reach an arch flanked by two griffin statues. Up some stairs to the south is an open-air chamber flanked by columns. South again is another chamber with some stairs to the east and north, that surround a hole in the floor. You'll find this chest on the western side of this room, south of an animal carcass. [Iron Bandings] [Master's Merle] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. In the southern-most (and lower) room with stairs surrounding a hole in the floor, explore the north-eastern corner of the room (opposite where the stairs start) and cross some rubble to reach a ledge under an arch. On the ledge below, you should see this chest. It is guarded by a Skeleton Knight (which won't appear until you drop down). [Silver Chestplate] [Trooper Outfit] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor: In the northern-most (and higher) room with stairs surrounding a hole in the floor, head up the first flight of stairs (which lead east) to reach a platform. Head up to the second flight of stairs to the south (which lead west), and walk onto the ledge under the arch (ignore the stairs to the west.) Look down to see a platform below you, upon which this chest rests. Land on the chest when jumping down to avoid taking any damage. [Grand Surcoat] [Gryphic Gauntlets] <----------------------------------------------------------------------> Ornate Chest: Bluemoon Tower, First Floor. From the last chest listed above, head east, then up some stairs to the north. Continue north until you find a collapsed path to the east, which leads to an otherwise intact square tower. Jump the gap to reach the path still connected to the tower, and climb up into the tower to find two ornate chests. This is the southern one. [Anchor to Heaven] [Crescending Roar] <----------------------------------------------------------------------> Ornate Chest: Bluemoon Tower, First Floor. From the last chest listed above, head east, then up some stairs to the north. Continue north until you find a collapsed path to the east, which leads to an otherwise intact square tower. Jump the gap to reach the path still connected to the tower, and climb up into the tower to find two ornate chests. This is the northern one. [Assailant's Bracers] [Fluted Bow] [Hunter's Bow] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. From the last chest(s) listed, return back west, leaping over the gap in the path again. Note the wall to the west-the beyond the northern-most double-arch-and-column is a path to the north-west, which leads to a square three-way junction. On this junction you'll find this chest. [Chimeric Half-Plate] [Sectional Iron Plate] <----------------------------------------------------------------------> Square Chest: Bluemoon Tower: First Floor. From the last chest listed, walk along the top of a ruined, uneven wall to the north, directly opposite the rounded chest above. The path will terminate at this chest. [Divine Axis] [Fiery Talon] [Morgenstern] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. Return to the square junction which contain the last rounded chest listed, and from there head across another ruined wall to the west, then go through another double-arch-and-column in the wall. Continue west along the partial remains of a floor and through a second double-arch-and-column wall and you'll find a bridge to the west leading to another square tower, atop which is this chest. [Plated Coat] [Twilight Hood] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. From the last chest listed, leave the tower and return east until you reach the wall, then turn south and follow the path up some stairs. Atop the stairs, turn east to find this chest. [Gryphic Helm] [Violet Ring] [Vouge Daggers] <----------------------------------------------------------------------> Warrior Remains: Bluemoon Tower: First Floor. South of the large, southern stairs that lead to the 'Tower Summit', in the hallway that connects the interior rooms south of the stairs to the walkway where the Griffin is encountered, you'll find these warrior remains. [Twillight Hood] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. On the large, northern stairs that lead to the 'Tower Summit'. Climb to the top of the stairs-on platorms below and flanking the stairs to the north and south are two rounded chests. Descending the stairs a bit and jumping smartly will avoid damage. This is the northern chest. You must have complete the quest 'Griffin's Bane' or 'The Wyrm King's Ring' to be able to access this area. [Red Leather Armor] [Rex Lion Padding] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. On the large, northern stairs that lead to the 'Tower Summit'. Climb to the top of the stairs-on platorms below and flanking the stairs to the north and south are two rounded chests. Descending the stairs a bit and jumping smartly will avoid damage. This is the southern chest. You must have complete the quest 'Griffin's Bane' or 'The Wyrm King's Ring' to be able to access this area. [Gryphic Cloak] [Harpy Cloak] <----------------------------------------------------------------------> Warrior Remains: Bluemoon Tower: Second Floor. In the 'Tower Summit' chamber are three lootable warrior remains-this is the northern-most one. [Silver Ring] [Summery Cowl] <----------------------------------------------------------------------> Ornate Chest: Bluemoon Tower: Second Floor. In the north-western part of the 'Tower Summit' chamber (at about 10 o'clock) are two ornate chests and plenty of gold. This is the northern- most one. You must have complete the quest 'Griffin's Bane' or 'The Wyrm King's Ring' to be able to access this area. [Assassin's Mask] <----------------------------------------------------------------------> Ornate Chest: Bluemoon Tower: Second Floor. In the north-western part of the 'Tower Summit' chamber (at about 10 o'clock) are two ornate chests and plenty of gold. This is the southern- most one. You must have complete the quest 'Griffin's Bane' or 'The Wyrm King's Ring' to be able to access this area. [Gryphic Armor] <----------------------------------------------------------------------> Rounded Chest: Bluemoon Tower: First Floor. On the large, southern stairs that lead to the 'Tower Summit'. Climb to the top of the stairs-on a platform east and blow the stairs you'll see this chest... which is technically off the map. You must have complete the quest 'Griffin's Bane' or 'The Wyrm King's Ring' to be able to access this area. [Assassin's Breeches] [Gryphic Greaves] o======================================================================o | Cassardis | o======================================================================o Square Chest: Behind Heraldo's Grocery to the north-west, you must climb up on the roofs to reach this location. The chest is near a tree. [Leather Bandings] [Talismanic Beads] [Wooden Bands] o======================================================================o | Catacombs | o======================================================================o Rounded Chest: Catacombs: First Floor. Along the southern end of the level is a large chamber. North of this chamber is a sarcophagus-lined tunnel. Part of the northern wall of this tunnel-west of two sarcophagi-is collapsed. With Double Vault you can leap onto the top of this ruined wall, then drop into a chamber beyond, where this chest lies. [Ferric Talon] [Iron Helm] <----------------------------------------------------------------------> Warrior Remains: Catacombs: First Floor. In the large chamber along the southern end of the level. You'll find these warrior remains in the south-western corner, near a sarcophagus. [Bronze Sallet] <----------------------------------------------------------------------> Warrior Remains: Catacombs: First Floor. East of the large chamber along the southern end of the level you'll find a north-south running passage, which connects the southern chamber to the cavern east of the elevator. Along the way, you'll find these warrior remains, along the western end of the tunnel, just north of where the tunnel turns north-south after running east-west. [Padded Armor] <----------------------------------------------------------------------> Rounded Chest: Catacombs: First Floor. In the large cavern just east of the elevator, in a small side-chamber to the east, you'll find this chest. [Iron Armguard] <----------------------------------------------------------------------> Warrior Remains: Catacombs: First Floor. In the cavern east of the elevator. These remains are north of the cauldron and south of a sarcophagus. [Padded Armor] <----------------------------------------------------------------------> Rounded Chest: Catacombs: First Level Underground. In the north-eastern corner of the level are a series of Skeleton and Phantom occupied tunnels. This chest is at the end of the western-most tunnel branch. This area can only be accessed during and after the quest 'Rise of the Fallen'. [Scorched Pelta] <----------------------------------------------------------------------> Ornate Chest: Catacombs: First Level Underground. In the 'Confessional Chamber' in the north-eastern corner of the level. This chest is along the northern wall of the chamber. This area can only be accessed during and after the quest 'Rise of the Fallen'. [Crimson Teeth] <----------------------------------------------------------------------> Square Chest: Catacombs: Second Level Underground. In the Spider- infested tunnel in the north-western corner of the area, along the western wall. [Ogre Bone] <----------------------------------------------------------------------> Sarcophagus: Catacombs: Second Level Underground. In the chamber east of the Spider-infested tunnel in the north-western corner of the area. In a small side-tunnel to the south you'll find a door along the eastern wall, and two sarcophagi along the western wall. This is the northern sarcophagus. [Scale Greaves] <----------------------------------------------------------------------> Rounded Chest: Catacombs: Second Level Underground. In the middle of the level is a large room. This chest is along the eastern side of the room. [Eden's Warden] [Scalding Razors] <----------------------------------------------------------------------> Rounded Chest: Catacombs: Second Level Underground. In the room where the chest mentioned above was found-there are two tunnels along the eastern side of the level, one to the north, and another to the south. Both lead to a rectangular chamber occupied by Skeleton Knights. This chest is along the northern end of that chamber. [Set of Salvation Robes] <----------------------------------------------------------------------> Warrior Remains: Catacombs: Second Level Underground. In the rectangular Skeleton Knight-occupied chamber, near the rounded chest mentioned above. [Bronze Sallet] <----------------------------------------------------------------------> Square Chest: Catacombs: Second Level Underground. In the room where the chest mentioned above was found-there are two tunnels along the eastern side of the level, one to the north, and another to the south. Both lead to a rectangular chamber occupied by Skeleton Knights. Beyond some pillars to the east is another, slightly smaller rectangular chamber, where you'll find this chest along the southern end of the room. [Missionary's Robe] <----------------------------------------------------------------------> Square Chest: Catacombs: Second Level Underground. Along the north-eastern corner of the level, east of the rectangular Skeleton Knight-occupied chamber, is a wooden platform overlooking a bottomless pit. Go down the ladder and head north, exploring under the platform you were just on, to find this chest. [Bronze Sallet] <----------------------------------------------------------------------> Ornate Chest: Catacombs: Second Level Underground. Along the north-eastern corner of the level, east of the rectangular Skeleton Knight-occupied chamber, is a wooden platform overlooking a bottomless pit. Climb down a ladder on the platform and head up a tunnel to the north. It'll end at metal gate, near which is this chest. [Frame Plate] [Magick Buckler] [Violet Ring] <----------------------------------------------------------------------> Square Chest: Catacombs: Second Level Underground. Along the eastern edge of the level is a chamber occupied by an Ogre. This chest is in that chamber, in the south-western corner. [Leather Circlet] <----------------------------------------------------------------------> Square Chest: Catacombs: Second Level Underground: Along the eastern edge of the level is a chamber occupied by an Ogre. This chest is in that chamber, along the north-eastern edge of the southern pillar. [Iron Cuisses] [Mage's Shoes] <----------------------------------------------------------------------> Warrior Remains: Catacombs: Second Level Underground: Along the eastern edge of the level is a chamber occupied by an Ogre. These warrior remains are in that chamber, along the eastern end of the chamber, south-east of the northern-most pillar. [Bronze Sallet] <----------------------------------------------------------------------> Square Chest: Catcombs: Second Level Underground. From the exit on this level, head north to reach a large chamber with a short flight of stairs leading to smaller chambers to the east. This chest is in the south-eastern corner of the southern side-chamber. [Bliaut] [Rose Ring] <----------------------------------------------------------------------> Rounded Chest: Catacombs: Third Level Underground. In the room along the western end of the level, with the ladder leading to the surface, you'll find this chest. [Direwolf Cape] [Restless Earring] [Violet Neck Wrap] o======================================================================o | Cursewood | o======================================================================o Square Chest: In a (female) Bandit Camp south-west of the Catacombs. [Bone Armor] [Incognito Mask] [Leather Gloves] <---------------------------------------------------------------------- Rounded Chest: In the Beast Cave, just north of Prayer Falls, you'll find this chest. [Black Matter] <----------------------------------------------------------------------> Rounded Chest: Along the western cliffs, north of the Beast Cave, south of an (unmarked) bandit camp. A shallow grassy slope leads up to some apple trees, beyond which is a rocky outcropping, upon which this chest sits. [Iron Headgear] [Sectional Iron Plate] [Unspoken Grace] <----------------------------------------------------------------------> Rounded Chest: West of Soulflayer Canyon East Entrance, in the forest under and along the cliff-path that leads to Heavenspeak Fort. This chest is near a Chimera. [Gran Soren Shield] [Morgenstern] [Tight Cinquedea] <----------------------------------------------------------------------> Warrior Remains: Just south of the 'Soulflayer Canyon East Entrance' you will find these warrior remains. [Leather Gloves] <----------------------------------------------------------------------> Square Chest: North of the entrance to Heavenspeak Fort, on the montain trail that connects it to Cursewood. This chest is on top of a rock often occupied by Bandits, past where a Cyclops prowls. [Adventurer's Cloak] [Iron Lorica] [Snapdaggers] <----------------------------------------------------------------------> Rounded Chest: East of the 'Soulflayer Canyon East Entrance' are some cliffs which you can jump onto... despite the fact that they don't look scalable and are off the map. Continue east until you see a ledge below you, on which rests this chest. [Iron Headgear] [Sectional Iron Plate] [Unspoken Grace] o======================================================================o | Deos Hills | o======================================================================o Warrior Remains: North of Gran Soren is a bridge that connects the Estan Plains and the Deos Hills. From the bridge, head north along the road until it splits, then follow the north-western fork. There are two warrior remains along western side of the road, right before where the road starts to curve more westward. These are the northern-most remains. [Rusted Daggers] [Snapdaggers] <----------------------------------------------------------------------> Warrior Remains: North of Gran Soren is a bridge that connects the Estan Plains and the Deos Hills. From the bridge, head north along the road until it splits, then follow the north-western fork. There are two warrior remains along western side of the road, right before where the road starts to curve more westward. These are the southern-most remains. [Light Outfit] [Rusted Shield] [Rusted Spellbow] <----------------------------------------------------------------------> Rounded Chest: North of Gran Soren is a body of water. On the northern shore, south-east of the 'Conquest Road' marker, on a large rock along the cliffs, near the deep, brine-infested sea, you'll find this chest. [Magian Crutch] [Ogre Bone] [Scale Armguard] <----------------------------------------------------------------------> Warrior Remains: Along the east-west running road that connects the Deos Hills to Cursewood, a short ways before the path that leads to the Catacombs. These remains are just north of the road, between two large boulders. [Light Outfit] <----------------------------------------------------------------------> Warrior Remains: Along the east-west running road that connects the Deos Hills to Cursewood, past the Catacombs and south of an (unmarked) female Bandit camp in the woods. [Iron Shield] o======================================================================o | Dripstone Cave | o======================================================================o Square Chest: From the Cassadis exit, head south-east and, when you come to a fork, take the south-western path. This chest lies under a wooden bridge crossing the water. [Leather Cap] <----------------------------------------------------------------------> Warrior Remains: Near the cliff face north-east of the Emperor's Pillar. [Baleful Nails] [Trusty Sword] <----------------------------------------------------------------------> Warrior Remains: South of the Emperor's Pillar chamber are a pair of tunnels. The shorter one to the south-east leads to a dead-end, where these remains lie. [Baleful Nails] [Scholar's Boots] <----------------------------------------------------------------------> Rounded Chest: South of the Emperor's Pillar chamber are a pair of tunnels. The shorter one to the south-east leads to a dead-end, where this chest lies. [Healer's Robe] [Sectional Armor] <----------------------------------------------------------------------> Square Chest: South of the Emperor's Pillar chamber is a small chamber with a gate. East of this gate is a rock, upon which lies this chest. [Metal Greaves] [Novice Bracers] [Scholar's Bangle] <----------------------------------------------------------------------> Square Chest: West of the Emperor's Pillar chamber is the Brightwater Cove, in the middle of which is a pillar. South of this pillar is a water-filled tunnel, wherein you'll find this chest. [Bone Plate Armor] [Hand Covers] o======================================================================o | Estan Plains | o======================================================================o Warrior Remains: Just north of the river that bisects the Estan Plains, (the one that terminates in a small, Saurian-occupied pond) in the shadow of a ruined stone wall, you'll find these remains near a tree. [Stilettos] <----------------------------------------------------------------------> Square Chest: Follow a river running south-east from Gran Soren until it terminates in a small, Saurian-occupied pond. This chest is behind some rocks. [Ebon Neck Wrap] [Mage's Shoes] [Sylvan Bow] <----------------------------------------------------------------------> Warrior Remains: Along the northern of the two roads running east-west through the Estan Plains (the one that connects Gran Soren's outskirts to the Ancient Quarry). These remains are south of the road, amidst some rocky ground opposite the Harpy-infested depression. [Favored Flower] <----------------------------------------------------------------------> Rounded Chest: Along the river north of Gran Soren is a bridge. Under the bridge is a 'Storage Shed', inside of which is this chest. [Battle Greaves] [Favored Flower] [Shoulder Cape] <----------------------------------------------------------------------> Warrior Remains: North of Gran Soren is a river. From the bridge that crosses the river, head along the cliffs to the west, (along the southern side of the river.) These warrior remains are in the shadow of a small tree, flanked by two bushes. [Stilettos] <----------------------------------------------------------------------> Warrior Remains: West of Gran Soren, north-west of the 'Catacombs Rear Passage 1' is a watery depression that houses either Hobgoblins and Goblins, or Harpies. These warrior remains are north-west of this depression. [Broad Sword] [Rusted Sword] <----------------------------------------------------------------------> Square Chest: West of Gran Soren you'll find an abandoned quarry, due south of the 'Miner's Hut'. West of the 'Ancient Quarry North Entrance' are some cut stones which can be climbed. This chest is on some cut ledges, north of two cubical cut stones. [Circlet] [Judgement] [Scholar's Cape] o======================================================================o | Everfall | o======================================================================o Rounded Chest: Everfall: Second Level Underground. In a series of side chambers off the main circular ramp. This chest is in the south-western corner of a long rectangular room along the southern end of the level. [Leather Circlet] [Reinforced Longbow] <----------------------------------------------------------------------> Rounded Chest: Everfall: Third Level Underground. In a series of side chambers off the main circular ramp. This chest is in the south-eastern corner of a square room with a pillar in the middle, along the eastern end of the level. [Skulker's Mask] [Verdant Hood] <----------------------------------------------------------------------> Rounded Chest: Everfall: Fourth Level Underground. In a series of side chambers off the main circular ramp. This chest is in a short dead-end tunnel leading west, along the western end of the level. [Bronze Bangles] [Dusk Shoes] [Hand Covers] <----------------------------------------------------------------------> Ornate Chest: Everfall: Fifth Level Underground. East of the chamber marked 'Ceremonial Cage' is a small room that can only be opened via a lever pilfered from a nearby sarcophagus. Inside are two ornate chests. This is the southern-most one. [Bone Armor] [Scale Coat] <----------------------------------------------------------------------> Ornate Chest: Everfall: Fifth Level Underground. East of the chamber marked 'Ceremonial Cage' is a small room that can only be opened via a lever pilfered from a nearby sarcophagus. Inside are two ornate chests. This is the northern-most one. [Adventurer's Cloak] [Bliaut] [Feather Cape] <----------------------------------------------------------------------> Rounded Chest: Everfall: Fifth Level Underground. At the bottom of the Everfall, in a chamber marked as 'Flameservant's Throne'. This chest is along the western side of the chamber. [Bronze Bangles] [Hand Covers] [Steel-Toed Boots] o======================================================================o | Everfall - Chamber of Absence | o======================================================================o Rounded Chest: Bridge, Second Floor. In the south-western room. [Crimson Sabatons] [Dragon's Pain] [Lordly Cloak] [Shadow Gauntlets] [Stalwart Bow] <----------------------------------------------------------------------> Rounded Chest: Hall. In the Goblinoid-occupied central hall, along the southern end, are three rounded chests. This is the eastern one. [Dragonbeards] [Grisly Bone Armor] [Laurel Circlet] [Meloirean Armguard] [Sage's Hood] <----------------------------------------------------------------------> Rounded Chest: Hall. In the Goblinoid-occupied central hall, along the southern end, are three rounded chests. This is the central one. [Dragon Band] [Red Dragon Scale] [Ring of Sable] [Ring of Sapphire] [Shadow Gauntlets] <----------------------------------------------------------------------> Rounded Chest: Hall. In the Goblinoid-occupied central hall, along the southern end, are three rounded chests. This is the western one. [Dragon Knight's Cloak] [Noble Limbs] [Ring of Amethyst] [Sable Sentinel] [Steel Sabatons] o======================================================================o | Everfall - Chamber of Anxiety | o======================================================================o Rounded Chest: Hall. In the large eastern hall, along the southern wall. [Burnished Bracers] [Dragon's Presence] [Meloirean Plate] [Philosopher's Robe] [Steel Gauntlets] o======================================================================o | Everfall - Chamber of Confusion | o======================================================================o Ornate Chest: Hall. Along the southern end of the main hall are two chests. This is the western chest. [Crimson Plate] [Exotic High Boots] [Grisly Skull] [Ring of Pearl] o======================================================================o | Everfall - Chamber of Distress | o======================================================================o Ornate Chest: Arena. This chest is in an alcove to the north. [Beserkin] [Carnation] [Dignified Earring] [Dragonscale Arm] [Noble Limbs] <----------------------------------------------------------------------> Ornate Chest: Bridge, 1st floor. This chest is in a room in the north-eastern corner of the level. [Bloody Thistle] [Exotic High Boots] [Golden Belt] [Harmonious Earring] [Nebula Cape] <----------------------------------------------------------------------> Rounded Chest: Bridge, 2nd floor. This chest is on the balcony in the north-eastern part of the area. [Crimson Plate] [Golden Wristband] [Sage's Hood] [Unfettered Claw] <----------------------------------------------------------------------> Rounded Chest: Bridge, 2nd floor. This chest is on the balcony in the south-eastern part of the area. [Dragonbeards] [Noble Earring] [Ring of Pearl] [Royal Surcoat] [Twilight Manicae] <----------------------------------------------------------------------> Rounded Chest: Bridge, 2nd floor. This chest is in a room in the south-western part of the area. [Dragon's Pain] [Feral Cape] [Golden Lion Helm] [Grisly Bracers] [Meloirean Amguard] o======================================================================o | Everfall - Chamber of Estrangement | o======================================================================o Warrior Remains: Arena. Slightly north-east of the middle of the area. [Silver Ring] <----------------------------------------------------------------------> Ornate Chest: Arena. Just south of the middle of the area. [Barbarian Chief's Helm] [Burnished Bracers] [Diadem] [Dignified Earring] [Ring of Sapphire] <----------------------------------------------------------------------> Rounded Chest: Bridge, 1st floor. There are three chests in a room in the north-eastern corner of the level. This is the western-most one. [Beserkin] [Dragon Band] [Dragonblood] [Matte Robe] [Molten Boots] <----------------------------------------------------------------------> Rounded Chest: Bridge, 1st floor. There are three chests in a room in the north-eastern corner of the level. This is the middle one. [Carmine Breeches] [Crimson Gauntlets] [Ring of Onyx] [Stalwart Earring] [Twilight Mask] <----------------------------------------------------------------------> Rounded Chest: Bridge, 1st floor. There are three chests in a room in the north-eastern corner of the level. This is the eastern-most one. [Ancient Cape] [Divine Surcoat] [Grisly Greaves] [Meloirean Greaves] [Wounded Heart] <----------------------------------------------------------------------> Rounded Chest: Bridge, 1st floor. There are two chests in the north-western cornr of the level. This is the southern one. [Flame Skirt] [Gleaming Bangles] [Ring of Ruby] [Royal Mantle] [Savage Fang] <----------------------------------------------------------------------> Rounded Chest: Bridge, 1st floor. There are two chests in the north-western cornr of the level. This is the southern one. [Angel's Sanctum] [Cyclop's Sigil] [Dragon Knight's Helm] [Dragon's Presence] [Holy Cuisses] o======================================================================o | Everfall - Chamber of Fate | o======================================================================o Ornate Chest: Arena. In a small cubby along the northern end of the arena which connects to the Everfall there are two ornate chests. This is the western one. [Angel's Sanctum] [Dark Lorica] [Dragon Knight's Cloak] [Dragon's Presence] [Royal Cuisses] <----------------------------------------------------------------------> Ornate Chest: Arena. In a small cubby along the northern end of the arena which connects to the Everfall there are two ornate chests. This is the western one. [Barbarian Chief's Helm] [Benevolent Earring] [Frigid Finger] [Grisly Skull] [Saving Grace] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. In the south-western room. [Cyclops Sigil] [Dragonblood] [Gold Lion Padding] [Red Dragon Scale] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. At the western end of the northern balcony. [Meloirean Helm] [Molten Boots] [Philosopher's Robe] [Ring of Ruby] [Twilight Greaves] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. At the eastern end of the northern balcony. [Crimson Armet] [Grisly Bracers] [Indomitable Earring] [Meloirean Cyclops Veil] [Twilight Mask] <----------------------------------------------------------------------> Ornate Chest: Bridge, First Floor. In the north-western room. [Ancient Cape] [Crossed Cinquedea] [Royal Surcoat] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-eastern room are two rounded chests. This is the eastern one. [Carmine Breeches] [Chilling Razors] [Dragon's Den] [Indomitable Earring] [Savage Fang] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-eastern room are two rounded chests. This is the western one. [Crimson Sabatons] [Direwolf Veil] [Dragon's Risen] [Dragonroar] [Unfettered Claw] <----------------------------------------------------------------------> Ornate Chest: Bridge, First Floor. In the north-western corner of the large southern room. [Dark Buckler] [Darkened Gloves] [Lordly Cloak] [Shadow Gauntlets] o======================================================================o | Everfall - Chamber of Hesitation | o======================================================================o Warrior Remains: Arena. There are two Warrior Remains in this area. These are the southern ones. [Silver Ring] <----------------------------------------------------------------------> Ornate Chest: Arena. This chest is in an alcove to the north. [Barbarian Chief's Helm] [Dark Lorica] [Fey Whisper] [Ring of Ruby] [Sultry Cowl] <----------------------------------------------------------------------> Rounded Chest: Hall. In the eastern hallway, along the southern end, against the western wall, near the door to the arena. [Darkened Gloves] [Dignified Earring] [Dragon Quickening] [Steel Sallet] [Twilight Manicae] o======================================================================o | Everfall - Chamber of Hope | o======================================================================o Rounded Chest: Bridge, Second Floor. At the western end of the northen balcony. [Dragon's Presence] [Grisly Bone Armor] [Holy Cuisses] [Meloirean Plate] [Sage's Hood] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. At the eastern end of the southern balcony. [Carnation] [Dragonscale Arm] [Nebula Cape] [Shadow Greaves] [Sultry Pareo] <----------------------------------------------------------------------> Ornate Chest: Bridge, Second Floor. In the south-western room. [Dragon Knight's Helm] [Dragon's Quickening] [Golden Lion Helm] [Herald's Helix] [Ring of Onyx] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-western room are two chests, one to the north, and one to the south. This is the nothern chest. [Burnished Bracers] [Dark Lorica] [Dignified Cape] [Dragon's Risen] [Lordly Cloak] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-western room are two chests, one to the north, and one to the south. This is the southern chest. [Dragon Knight's Helm] [Dragonbeards] [Fey Whisper] [Frigid Finger] [Royal Mantle] [Solar Providence] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-eastern room are three chests. This is the western one. [Bloody Thistle] [Carmine Breeches] [Golden Lion Padding] [Lordly Cloak] [Sultry Cowl] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-eastern room are three chests. This is the middle one. [Dark Buckler] [Grisly Skull] [Philosopher's Robe] [Threaded Cudgel] [Wounded Heart] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-eastern room are three chests. This is the eastern one. [Barbarian Chief's Helm] [Diadem] [Dragon's Pain] [Feral Cape] [Savage Fang] [Twilight Greaves] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the large southern room, in the south-western corner. [Benevolent Earring] [Crimson Armet] [Dragon's Den] [Golden Wristbands] [Sable Sentinel] <----------------------------------------------------------------------> Rounded Chest: Hall. At the end of a blocked passage leading east, near a gate. [Crimson Plate] [Exotic High Boots] [Grisly Skull] [Meloirean Helm] [Ring of Pearl] <----------------------------------------------------------------------> Rounded Chest: Hall. At the end of a blocked passage leading west, near a gate. [Berserkin] [Divine Surcoat] [Gleaming Bangles] [Grisly Greaves] [Twilight Mask] o======================================================================o | Everfall - Chamber of Inspiration | o======================================================================o Ornate Chest: Bridge, Second Floor. Find this chest in the south-western room, on the second floor. [Dark Buckler] [Dragonroar] [Red Dragon Scale] [Ring of Ruby] [Saving Grace] o======================================================================o | Everfall - Chamber of Remorse | o======================================================================o Rounded Chest: Bridge, Second Floor. This chest is in the south-western chamber. [Ancient Cape] [Carnation] [Chilling Razors] [Exotic High Boots] [Golden Lion Helm] <----------------------------------------------------------------------> Ornate Chest: Hall. In the southern end of the central hall. o--Ornate Chest--o [Bloody Thistle] [Crimson Armet] [Golden Wristbands] [Ring of Argent] [Superior Cuisses] o======================================================================o | Everfall - Chamber of Resolution | o======================================================================o Arena: <----------------------------------------------------------------------> Ornate Chest: Hall. At the southern end of the central hall. [Dragon Knight's Helm] [Dragon's Pain] [Ring of Sapphire] [Stalwart Earring] [Twilight Manicae] <----------------------------------------------------------------------> Rounded Chest: Hall. At the northern end of the western hall are two chests-this is the eastern one. [Crimson Sabatons] [Frigid Finger] [Golden Lion Padding] [Ring of Amethyst] [Steel Cuirass] <----------------------------------------------------------------------> Rounded Chest: Hall. At the northern end of the western hall are two chests-this is the western one. [Benevolent Earring] [Grisly Bracers] [Matte Robe] [Meloirean Cyclops Veil] [Shadow Greaves] o======================================================================o | Everfall - Chamber of Sorrow | o======================================================================o Rounded Chest: Arena. Along the wall to the north-west. [Crimson Plate] [Dragon's Quickening] [Dragonblood] [Gleaming Bangles] [Steel Gauntlets] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. Find this chest in a room to the south-west. [Burnished Bracers] [Dignified Cape] [Dragonroar] [Grisly Bone Armor] [Savage Fang] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. At the western end of the northern balcony. [Dragon Knight's Cloak] [Golden Wristbands] [Grisly Bracers] [Herald's Helix] [Twilight Greaves] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the north-eastern room there are two chests-one ornate and one rounded. This is the rounded chest. [Crimson Sabatons] [Dark Over-Knee Boots] [Fey Whisper] [Grisly Skull] [Red Dragon Scale] <----------------------------------------------------------------------> Ornate Chest: Bridge, First Floor. In the north-eastern room there are two chests-one ornate and one rounded. This is the ornate chest. [Berserkin] [Crimson Armet] [Crimson Robe] [Exotic High Boots] [Frigid Finger] <----------------------------------------------------------------------> Ornate Chest: Bridge, First Floor. In the large southern room are two chest-one ornate and one rounded. This is the ornate chest. [Dragon's Risen] [Holy Cuisses] [Laurel Circlet] [Matte Robe] [Ring of Onyx] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the large southern room are two chest-one ornate and one rounded. This is the ornate chest. [Carnation] [Ring of Amethyst] [Sage's Hood] [Solar Providence] [Twilight Manicae] <----------------------------------------------------------------------> Rounded Chest: Hall. At the northern end of the western hall are two chests. This is the western one. [Crimson Gauntlets] [Crossed Cinquedea] [Dragonblood] [Grisly Greaves] [Philosopher's Robes] <----------------------------------------------------------------------> Rounded Chest: Hall. At the northern end of the western hall are two chests. This is the eastern one. [Crimson Robe] [Diadem] [Dragonbeards] [Nebula Cape] [Twilight Mask] <----------------------------------------------------------------------> Rounded Chest: Hall. At the northern end of the eastern hall are two chests. This is the eastern one. [Autumn Hood] [Bloody Thistle] [Carmine Breeches] [Dark Lorica] [Ring of Pearl] <----------------------------------------------------------------------> Rounded Chest: Hall. At the northern end of the eastern hall are two chests. This is the western one. [Benevolent Earring] [Dragonscale Arm] [Golden Lion Helm] [Meloirean Greaves] [Shadow Gauntlets] o======================================================================o | Everfall - Chamber of Tragedy | o======================================================================o Rounded Chest: Bridge, First Floor. In the small north-eastern room. [Dark Over-Knee Boots] [Dragon's Risen] [Dragonscale Armor] [Nebula Cape] [Royal Cuisses] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the large southern room are two chests. This is the southern-most one. [Diadem] [Direwolf Veil] [Fey Whisper] [Matte Robe] [Steel Cuirass] <----------------------------------------------------------------------> Rounded Chest: Bridge, First Floor. In the large southern room are two chests. This is the northern-most one. [Dark Buckler] [Gold Lion Padding] [Golden Belt] [Ring of Amethyst] [Superior Cuisses] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. At the eastern end of the northern balcony. [Crimson Plate] [Dragon Hide Bracers] [Holy Cuisses] [Meloirean Cyclops Veil] [Ring of Onyx] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. At the western end of the northern balcony. o--Rounded Chest--o (2nd Floor, north-west) [Crimson Gauntlets] [Indomitable Earring] [Ring of Pearl] [Sable Sentinel] [Steel Sabatons] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. At the eastern end of the southern balcony. [Ancient Cape] [Dragon's Knight's Helm] [Harmonious Earring] [Shadow Greaves] [Stalwart Bow] <----------------------------------------------------------------------> Rounded Chest: Bridge, Second Floor. In the south-western chamber. [Autumn Hood] [Gleaming Bangles] [Grisly Greaves] [Sultry Pareo] [Wounded Heart] o======================================================================o | Everfall - Chamber of Woe | o======================================================================o Ornate Chest: Hall. Along the southern end of the central hall. [Grisly Bone Armor] [Lordly Cloak] [Sable Sentinel] [Shadow Greaves] [Threaded Cudgel] o======================================================================o | Frontier Caverns | o======================================================================o Rounded Chest: In the 'Proving Grounds', along the wall to the east of the large gate. [Assembled Breeches] [Assembled Sleeves] [Bespoke Longbow] [Fluted Bow] [Gryphic Gauntlets] [Master's Merle] [Runic Bangles] [Violet Neck Wrap] <----------------------------------------------------------------------> Rounded Chest: In the 'Proving Grounds', along the wall to the west of the large gate. [Caladbolg] [Crescending Roar] [Divine Axis] [Fiery Talon] [Fine Magick Buckler] [Frozen Tomorrow] [Malignance] [Scorched Pelta] <----------------------------------------------------------------------> Ornate Chest: In the 'Proving Grounds', in a small chamber along the eastern edge of the arena. The gate barring the room only opens after completing the quest 'A Challenge'. [Darkened Gloves] [Harmonious Earring] [Meloirean Cyclops Veil] [Noble Earring] o======================================================================o | Gran Soren | o======================================================================o Square Chest: South-east of the 'Gran Soren Cathedral is a square tower. This chest is on a grassy area west of this tower, between two walls. [Leather Chestgaurd] [Scholar's Coat] <----------------------------------------------------------------------> Rounded Chest: In the 'Venery' there's a building marked descriptively as a 'Residence'. The roof of this building has a doorway leading to an attic, where this chest resides. [Quilted Jerkin] [Shoulder Cape] <----------------------------------------------------------------------> Square Chest: In the yard north of the 'Fournival Manor' in a cubby along the north-western corner of the manor. This yard can be reached by dropping down from the wall west of the yard, which can, in turn, be reached via the 'Passage Gate'. [Leather Chestguard] [Scholar's Coat] <----------------------------------------------------------------------> Square Chest: In the 'Craftsman's Quarter', north-west of the 'Pawn Guild' is a house marked on the 'Area' map as a 'Smithy'. Climb the crumbling northern wall of the smithy, then jump west onto a red-tiled roof. Head to the north of said roof and turn west to find a wooden balcony, on which rests this chest. [Leather Shoes] [Short Pants] <----------------------------------------------------------------------> Square Chest: In the 'Craftsman's Quarter', north of the 'Pawn Guild' is a 'Craftsman's House' North of this, down a ledge, are two houses. This chest is on a balcony of the eastern-most house. [Leather Shoes] [Short Pants] <----------------------------------------------------------------------> Ornate Chest: Gran Soren: First Floor. In the duke's castle area. North of the castle is a tower-studded wall. East of the 'Observation Room' is a small square room, in which three ornate chests reside. Of the two side-by-side, this is the eastern-most chest. [Broadsword [Trusty Sword] <----------------------------------------------------------------------> Ornate Chest: Gran Soren: First Floor. In the duke's castle area. North of the castle is a tower-studded wall. East of the 'Observation Room' is a small square room, in which three ornate chests reside. Of the two side-by-side, this is the western-most chest. [Iron Shield] [Pelta] <----------------------------------------------------------------------> Ornate Chest: Gran Soren: First Floor. In the duke's castle area. North of the castle is a tower-studded wall. East of the 'Observation Room' is a small square room, in which three ornate chests reside. This is the lone chest to the west. [Short Bow] [Sylvan Bow] <----------------------------------------------------------------------> Square Chest: Gran Soren: First Floor. In the 'Treasury' of the castle are several chests along the eastern side of the room. This is the eastern-most square chest. [Golden Bastard] <----------------------------------------------------------------------> Ornate Chest: Gran Soren: First Floor. In the 'Treasury' of the castle are several chests along the eastern side of the room. This is the only southern chest. [Paladin's Mantle] <----------------------------------------------------------------------> Miscellaneous: Gran Soren: First Floor. In the 'Treasury' of the castle, search two large urns in the north-western corner of the treasury. [Grand Surcoat] <----------------------------------------------------------------------> Miscellaneous: Gran Soren: Second Floor. In the 'Visitor's Chamber', search under some drawers along the northern wall. [Set of Salvation Robes] <----------------------------------------------------------------------> Miscellaneous: Gran Soren: Third Floor. In the 'Duchess's Bedchamber', under the duchess's bed. [Silk Lingerie] <----------------------------------------------------------------------> Miscellaneous: Gran Soren: Third Floor. In the 'Duchess's Bedchamber', behind a screen. [Lady's Corset] [Set of Servant's Garb] o======================================================================o | Greatwall | o======================================================================o Graves: In the north-western corner of the citadel grounds you'll find a graveyard over-looked by an appropriately scraggly tree. Search in front of the gravestones east of the tree to find this item. [Solar Numen] <----------------------------------------------------------------------> Graves: In the north-western corner of the citadel grounds you'll find a graveyard over-looked by an appropriately scraggly tree. Search in front of the gravestones south-east of the tree to find this item. [Sight Earring] <----------------------------------------------------------------------> Rounded Chest: Greatwall: First Level Underground. In a small chamber in the northern-most part of the level, just north of a larger room where several Gran Soren soldiers were threatened by Undead Warriors. You cannot return to this area after completing the quest 'Deny Salvation'. [Chimeric Sabatons] [Meloirean Greaves] [Rex Lion Padding] [Silver Chestplate] <----------------------------------------------------------------------> Square Chest: Greatwall: First Level. Enter the citadel and when you reach a four-way split turn south-east to reach a chamber. Turn north-east and you'll find another room with a large staircase to the north, and next to it is a gated door. Enter the door and go up a smaller spiral staircase until you reach a room, where you'll find two square chests along the north-western wall. This is the southern-most of the two chests. You cannot return to this area after completing the quest 'Deny Salvation'. [Chimeric Half Plate] [Orilux Shield] [Plated Coat] [Steel Cuirass] [Thousand Stings] [Veteran's Arc] <----------------------------------------------------------------------> Square Chest: Greatwall: First Level. Enter the citadel and when you reach a four-way split turn south-east to reach a chamber. Turn north-east and you'll find another room with a large staircase to the north, and next to it is a gated door. Enter the door and go up a smaller spiral staircase until you reach a room, where you'll find two square chests along the north-western wall. This is the northern-most of the two chests. You cannot return to this area after completing the quest 'Deny Salvation'. [Chimeric Gauntlets] [Jade Bangles] [Meloirean Armguard] [Red Over-Knee Boots] <----------------------------------------------------------------------> Rounded Chest: Greatwall: Second Floor. In a small chamber south-west of of the large room occupied by a Chimera, you'll find two rounded chests. This is the eastern-most one. You cannot return to this area after completing the quest 'Deny Salvation'. [Animistic Robe] [Master's Bracers] [Scarlet Hand Covers] <----------------------------------------------------------------------> Rounded Chest: Greatwall: Second Floor. In a small chamber south-west of of the large room occupied by a Chimera, you'll find two rounded chests. This is the western-most one. You cannot return to this area after completing the quest 'Deny Salvation'. [Free-Spoken Earring] [Gryphic Cloak] [Ring of Sable] [Sight Earring] <----------------------------------------------------------------------> Rounded Chest: Greatwall: Second Floor. In the south-eastern corner of the level you'll find large stairs leading to stairs that in turn lead to the third floor. North of these stairs is a small room, in which lies this chest. You can reach this room by saving a Gran Soren guard, who will unlock a door leading to it, or you can destroy a weak section of wall atop the large stairs. You cannot return to this area after completing the quest 'Deny Salvation'. [Faithful Earring] <----------------------------------------------------------------------> Ornate Chest: Greatwall: Third Floor. Ascend to the third floor to find yourself in a square chamber occupied by a Skeleton Lord. This chest is in a smaller room to the north-east. You cannot return to this area after completing the quest 'Deny Salvation'. [Alchemickal Bangles] [Algid Bloom] [Ardent Will] [Gimble Gyre] [Kunai] <----------------------------------------------------------------------> Square Chest: Greatwall: First Floor. Only available after completing 'Deny Salvation', you'll find this chest on a wooden grate, in the room beyond the previously locked door that leads to the tunnels leading to the Tainted Mountain Temple. [Cleric's Cap] [Crowned Hood] o======================================================================o | Heaven's Peak Fort | o======================================================================o Ornate Chest: South-east of the gate that separates the Barta Crags (west) from Cursewood (east) is a bandit camp, where you can access two towers. This chest is in the larger, eastern tower, down some stairs in a room with two other (square) chests. [Maiden's Camisole] [Nimble Earring] [Noblewoman's Corset] [Scarlet Cape] [Silk Lingerie] <----------------------------------------------------------------------> Square Chest: South-west of the large, round, ruined, eastern tower is a smaller intact round tower. A wall with battlements connects the two towers. This chest is on the smaller tower. [Maiden's Petticoat] [Summery Cowl] [Summery Pareo] <----------------------------------------------------------------------> Ornate Chest: South-east of the gate that separates the Barta Crags (west) from Cursewood (east) is a bandit camp, where you can access two towers. This chest is in the larger, eastern tower. Head up some stairs until the stairs end in ruin. Here you must jump up onto the partial remains of the floor above to find this chest. This can be achieved without Double Vault or Levitate by using the wall near the ruined stairs as a platform. [Hunter's Bow] [Purple Long Kilt] [Red Over-Knee Boots] <----------------------------------------------------------------------> Rounded Chest: Opposite the main fort (to the north-west) is a square tower, within which Ophis usually resides. You must use the walls around the doorway as platforms to reach a ruined upper floor upon which this chest sits. [Alchemical Cloak] [Bardiche Daggers] [Galvanic Razors] [Thick Fur Greaves] o======================================================================o | Hillfigure Knoll | o======================================================================o Warrior Remains: In the western end of the main chamber (the room where the Dragonforged resides) lie these remains. [Recluse's Robe] [Rusted Greatsword] <----------------------------------------------------------------------> Ornate Chest: This chest is in the smaller side-cavern to the west. [Feather Cape] [Leather Circlet] [Silver Bands] <----------------------------------------------------------------------> Warrior Remains: Find these warrior remains in the smaller side-cavern to the west, south of the ornate chest. [Hand Covers] o======================================================================o | Manamia Trail | o======================================================================o Rounded Chest: South of 'The Mountain Waycastle' is a trail that leads to 'The Watergod's Altar'. Along the way is an enclave of Goblins to the west. At the western-most point is a ledge to the south which can be reached with Double Vault. On this ledge you'll find this chest. [Scholar's Cape] [Two-Hander] [Wooden Wall] o======================================================================o | Moonsbit Pass | o======================================================================o Square Chest: From the Mountain Waycastle head north through Moonsbit pass. Along the way you'll notice a fork in the path. Take the eastern-most path down a pair of ledges and immediately after the second ledge turn south and drop down onto another, larger ledge to find a small platform. This chest is near a tree. [Faerie Hood] [Iron Leg Guards] [Shoulder Cape] <----------------------------------------------------------------------> Rounded Chest: North-west of the entrance to the Mountain Cottage. [Faerie Hood] [Iron Leg Guards] [Shoulder Cape] <----------------------------------------------------------------------> Warrior Remains: On a rocky ledge north-east of the Mountain Cottage. [Broadsword] <----------------------------------------------------------------------> Warrior Remains: In the pass leading from the Mountain Waycastle (Moonsbit Pass) to the Gran Soren lea (Estan Plains), on a ledge to the south of the goblin-guarded gate, over-looking the gate are some warrior remains. These remains are just east of a tree. [Favored Flower] <----------------------------------------------------------------------> Rounded Chest: In the pass leading from the Mountain Waycastle (Moonsbit Pass) to the Gran Soren lea (Estan Plains), just south of the goblin-guarded gate is a wooden structure, on top of which is this chest. It cannot be reached from the ground by jumping or double-jumping, you must use platform-creating skills or jump from the cliff to the west (which will involve taking considerable damage). [Faerie Hood] [Iron Leg Guards] [Shoulder Cape] o======================================================================o | Moonshower Cliffs | o======================================================================o Warrior Remains: East of the 'Stones of Courage' you'll find two sets of warrior remains. These remains are further from the edge of the cliff. [Iron Shield] <----------------------------------------------------------------------> Warrior Remains: A ways north of the 'Stones on Courage', amidst some patchy grass between a boulder with a square chest near it and the cliffs, you'll find these warrior remains. [Broadsword] <----------------------------------------------------------------------> Square Chest: After passing through the gate connecting Moonsbit Pass to the Estan Plains find a path leading south to the Moonshower Cliffs. Follow the path south, then east until it ends, then head up some grassy hills to the south until you reach some cliffs. Off the edge of these cliffs you'll spot some ledges below you, on the highest of which you'll see a square chest. You should be able to slide down the cliff and safely claim your prize. [Ebon Neck Wrap] [Iron Shield] [Judgement] o======================================================================o | Northface Forest | o======================================================================o Miscellaneous: North-east of the cave leading to Hillfigure Knoll, on the hill bearing the hillfigure. Search the spearhead to find this item. [Signs of Valor] <----------------------------------------------------------------------> Rounded Chest: In the 'Abandoned Campsite' area east of Hillfigure Knoll, this chest is one of a trio of chests. [Bandit's Mask] [Ring of Purpure] <----------------------------------------------------------------------> Ornate Chest: In the 'Abandoned Campsite' area east of Hillfigure Knoll, this chest is one of a trio of chests. [Frozen Tomorrow] [Gossip's Mask] [Guardian's Hood] <----------------------------------------------------------------------> Sarcophagus: South of the Healing Spring area line of sarcophagi, west of the road. Two, in particular, are intact. This is the more southern of the two. These sarcophagi can only be opened once per game. [Flutter Padding] <----------------------------------------------------------------------> Rounded Chest: North of the Healing Spring, hidden amidst some rocks. [Brigandine Jerkin] [Iron Bracers] [Mounted Pale] <----------------------------------------------------------------------> Square Chest: South-east of the Healing Spring, on a lower section of land, are two square chests. This is just south along the cliff-face from the 'Blighted Manse Rear Entrance'. This is the eastern-most chest. Beware of a Chimera that lurks around here. [Bespoke Longbow] [Frozen Tomorrow] o======================================================================o | Pastona Cavern | o======================================================================o Square Chest: Past the Snow Harpy-infested windy areas, in the Bandit- occupied part of the pass. Where you first encounter Bandits, on a ledge to the south, in a room cut into the cavern walls, you'll find this chest. This ledge leading to the chest-containing room is opposite two dead trees. [Font of Fire] <----------------------------------------------------------------------> Square Chest: From the last chest, continue south-east into the Pastona Cavern. You'll pass under two high ledges that provide a vantage point for two Bandit archers. Just past them, on the floor of the cavern, are chambers dug into the north-eastern wall of the cavern. This chest is in the first, smaller chamber. [Seeker Tights] <----------------------------------------------------------------------> Square Chest: From the last chest, continue south-east into the Pastona Cavern. You'll pass under two high ledges that provide a vantage point for two Bandit archers. Just past them, on the floor of the cavern, are chambers dug into the north-eastern wall of the cavern. This chest is in the second, larger chamber to the south-east. Head up stairs until you find this chest. [Assassin's Mask] [Iron Headgear] <----------------------------------------------------------------------> Square chest: From the last chest, turn to the south-west to find a doorway leading outside onto a small ledge flanked by barricades. While on the ledge, between the barricades, turn south-east and note another doorway dug into the cavern wall. The ledge you're on continues to the south- east, but does not connect with the ledge leading to the chamber to the south-east. With a running start, good timing, and a tricky bit of jumping, however, you can make it over (this is one of the rare instances where Levitate outshines Double Vault.) Inside the chamber are three chests-an ornate chest in the middle flanked by two square chests. This is the northern-most square chest. [Barbed Nails] [Knight's Mantle] <----------------------------------------------------------------------> Ornate chest: From the last chest, turn to the south-west to find a doorway leading outside onto a small ledge flanked by barricades. While on the ledge, between the barricades, turn south-east and note another doorway dug into the cavern wall. The ledge you're on continues to the south- east, but does not connect with the ledge leading to the chamber to the south-east. With a running start, good timing, and a tricky bit of jumping, however, you can make it over (this is one of the rare instances where Levitate outshines Double Vault.) Inside the chamber are three chests-an ornate chest in the middle flanked by two square chests. This is the ornate chest. [Fiery Talon] [Meniscus] [Red Leather Armor] <----------------------------------------------------------------------> Square Chest: Near the 'Bandit's Den' map marker, just before (north of) the area where the Golem lurks, you'll find a chamber cut into the northern cliff, at ground level. Inside sits this chest. [Barbed Nails] [Ring of Purpure] <----------------------------------------------------------------------> Warrior Remains: You'll find these warrior remains just north of where the Golem lies dormant-just outside the door leader to the chamber that contains the chest listed above. [Iron Shield] <----------------------------------------------------------------------> Warrior Remains: In the 'Bandit's Den' area, in the open area where the Golem lies. These remains are south of the rocks in the center of the area, where Snow Harpies roost. [Cutlass] <----------------------------------------------------------------------> Rounded Chest: In the 'Bandit's Den' area, along the southern wall (opposite the Golem and the stairwell that leads to an elevated bandit camp.) you'll find a series of narrow-yet scalable-ledges that lead to an elevated chamber cut into the wall. This chest is within. [Caladbolg] <----------------------------------------------------------------------> Warrior Remains: Past the 'Bandit's Den' area to the south-east, exit the wide part of the cavern and move through a narrow pass. In the distance you'll see a natural arch of stone over the route south. Jump on some scalable rocks along the northern wall to find these Warrior Remains. [Fine Magick Buckler] <----------------------------------------------------------------------> Ornate Chest: From the 'Bandit's Den' area, continue south-east past the area where the Golem lurks to reach 'Smuggler's Pass'. Travel under a large, natural stone bridge and immediately after reaching the eastern side of it examine the northern cliffs to spot a chamber dug into the wall. Head inside and go down three flights of stairs to reach a tunnel running north-east/south-west, with multiple rooms along its length. This chest is in the south-eastern-most room, behind a locked door that requires a Skeleton Key to open. [Bardiche Daggers] [Lion-Lord's Helm] [Scarred Sentinel] <----------------------------------------------------------------------> Square Chest: From the 'Bandit's Den' area, continue south-east past the area where the Golem lurks to reach 'Smuggler's Pass'. Travel under a large, natural stone bridge and immediately after reaching the eastern side of it examine the northern cliffs to spot a chamber dug into the wall. Head inside and go down three flights of stairs to reach a tunnel running north-east/south-west, with multiple rooms along its length. This chest is in the southern room flanking the stairs. [Guardian's Hood] <----------------------------------------------------------------------> Square Chest: From the 'Bandit's Den' area, continue south-east past the area where the Golem lurks to reach 'Smuggler's Pass'. Travel under a large, natural stone bridge and immediately after reaching the eastern side of it examine the northern cliffs to spot a chamber dug into the wall. Head inside and go down three flights of stairs to reach a tunnel running north-east/south-west, with multiple rooms along its length. This chest is in the northern room flanking the stairs, beyond a locked door that requires a Skeleton Key to open. [Fine Magick Buckler] [Scorched Pelta] [Thunder Kite Shield] <----------------------------------------------------------------------> Ornate Chest: From the 'Bandit's Den' area, continue south-east past the area where the Golem lurks to reach 'Smuggler's Pass'. Travel under a large, natural stone bridge and immediately after reaching the eastern side of it examine the northern cliffs to spot a chamber dug into the wall. Head inside and go down three flights of stairs to reach a tunnel running north-east/south-west, with multiple rooms along its length. Enter the north-eastern-most room, which is protected locked door that requires a Skeleton Key to open, and head into a rough-cut side-chamber to the south-east to find this chest. [Black Matter] [Caladbolg] [Malignance] o======================================================================o | Seabreeze Trail | o======================================================================o Square Chest: On the far western side of the beach (Unusual Beach) are some rocks which can be scaled. On top of these rocks is this chest. The rocks are just south-east from the southern entrance to the Encampment, down a cliff. [Hide Armor] [Mace] [Shoulder Cape] <----------------------------------------------------------------------> Square Chest: On the far western side of the beach (Unusual Beach) are some rocks which can be scaled, on top of which is a chest-but not this chest. From these rocks, head north- east along a narrow, rocky ledge until you find more scalable rocks, upon which you'll find this chest. [Ebon Neck Wrap] [Iron Shield] [Judgement] o======================================================================o | Shadow Fort | o======================================================================o Warrior Remains: The Shadow Fort: First Floor. In the area south-east of the first gate. These remains are the eastern-most of the three warrior remains in this area. [Grievous Horns] [Lupine Veil] [Silver Ring] <----------------------------------------------------------------------> Warrior Remains: The Shadow Fort: First Floor. In the area south-east of the first gate. These remains are the western-most of the three warrior remains in this area. [Ring of Purpure] [Silver Ring] <----------------------------------------------------------------------> Warrior Remains: The Shadow Fort: First Floor. In the area south-east of the first gate. These remains are the northern-most of the three warrior remains in this area. [Weak Guard] <----------------------------------------------------------------------> Rounded Chest: The Shadow Fort: First Floor. In the southern gatehouse building (unmarked as such on the map, use common sense), in the lowest room, you'll find this chest. This is the room with the 'First Level Underground' tunnel that connects the interior of the Shadow Fort to the exterior. [Obliteratrix] [Ogre Bone] [Over-Knee Boots] <----------------------------------------------------------------------> Square Chest: The Shadow Fort: Third Floor. On top of the southern gatehouse building, on the wooden 'roof' above the stairs. You'll need to jump on some nearby crates to reach this roof, upon which this chest sits. [Cyclops Veil] <----------------------------------------------------------------------> Warrior Remains: The Shadow Fort: First Floor. These warrior remains lie outside of the 'Station Room' structure, between the north-eastern wall and the southern-most wooden tower. [Hide Armor] [Silver Ring] [Steel Greatsword] <----------------------------------------------------------------------> Rounded Chest: In the Goblin tunnels that run under the Shadow Fort, in the northern 'loop' of tunnels. You must be a very short character to enter these tunnels. [Bandit Stalkers] [Barreled Helm[ [Bone Armor] <----------------------------------------------------------------------> Square Chest: The Shadow Fort: First Floor. On a wooden platform immediately after scaling the ladder on the north-western side of the 'Station Room' structure. [Chainmail Skirt] [Downcuffs & Cuisses] <----------------------------------------------------------------------> Ornate Chest: The Shadow Fort: First Floor. In the 'Station Room' structure, near the 'First Level Underground' tunnel. [Feather Cape] [Harpy Cloak] [Steel Greatsword] <----------------------------------------------------------------------> Rounded Chest: The Shadow Fort: First Floor. In the 'Station Room' structure, in the southern-most cell. The chest containing the 'Shadow Fort Lever' is just in front of this cell's door. [Scale Coat] [Surcoat] <----------------------------------------------------------------------> Square Chest: The Shadow Fort: Third Floor. On the third floor walls of the citadel (the battlements upon which a Cyclops and ballistae are found). Head to the northern outcropping upon which a ballista is stationed and jump onto the battlements. This chest is located on a wooden platform along the northern edge of the outcropping, on the exterior of the citadel's walls. [Bronze Gauntlets] [Bronze Sabatons] [Direwolf Bow] <----------------------------------------------------------------------> Square Chest: The Shadow Fort: First Floor. Along the exterior walls of the citadel, between the front door and an external structure, you'll find a wooden platform. Upon this platform is this chest-you can reach it two ways-by jumping on some nearby boxes (be warned, your moron Pawns love to smash these) or by jumping from the battlements of the citadel. [Assembled Sleeves] [Red Leather Glove] <----------------------------------------------------------------------> Rounded Chest: The Shadow Fort: First Floor. In a structure near the citadel, behind a barred door. You must reach the third floor walls of the citadel (the battlements upon which a Cyclops and ballistae are found) and drop down into this structure, wherein you'll find this chest. [Red Leather Cap] [Scale Greaves] [Silver Ring] <----------------------------------------------------------------------> Ornate Chest: The Shadow Fort: First Floor. From the third floor of the citadel, head south-west of the southern tower, where you'll find a rocky ledge below the citadel walls. Drop down to find this chest. [Lupine Veil] <----------------------------------------------------------------------> Rounded Chest: The Shadow Fort: Second Floor. Head up to the third floor of the citadel, then down the southern tower until you reach the tunnel that connects the two towers, with the 'Commander's Antechamber' in the middle. Along the north-eastern end of the tunnel, near a gate, you'll find this chest. [Feather-Light Pelta] [Grievous Horns] [Red Leather Hood] [Scalding Razors] o======================================================================o | Soulflayer Canyon | o======================================================================o Square Chest: Soulflayer Canyon: First Level Underground. From the eastern exit head west and go down a ladder near a ruined wooden bridge. This chest will be on a ledge to the north. [Chimeric Half Plate] [Crowned Hood] [Scarlet Cape] [Thousand Stings] <----------------------------------------------------------------------> Square Chest: Soulflayer Canyon: First Level Underground. There are two watery, open-air platforms haunted by Phantasms connected by a tunnel infested with Hobgoblins. This chest can be found at the southern-most end of the southern watery platform. [Caladbolg] [Malignance] <----------------------------------------------------------------------> Warrior Remains: Soulflayer Canyon: First Level Underground. There are two watery, open-air platforms haunted by Phantasms connected by a tunnel infested with Hobgoblins. This chest is on the southern of the two chambers, along the southern end of the platform, at the edge of the water, near where Sulfur Saurians lurk. [Iris Ring] [Silver Vest] <----------------------------------------------------------------------> Square Chest: Soulflayer Canyon: First Level Underground. You'll find this chest in the Hobgoblin-occupied tunnel linking two watery ledges. [Free-Spoken Earring] [Iris Ring] [Ring of Sable] <----------------------------------------------------------------------> Warrior Remains: Soulflayer Canyon: First Level Underground. In the Hobgoblin-occupied tunnel linking two watery ledges are two warrior remains. These remains are the northern-most of the two. [Ingot Club] [Rusted Magick Shield] <----------------------------------------------------------------------> Rounded Chest: Soulflayer Canyon: First Level Underground. There are two watery, open-air platforms haunted by Phantasms connected by a tunnel infested with Hobgoblins. This chest is on the northern of the two chambers, just outside of the Hobgoblin tunnel. [Fine Over-Knee Boots] [Raptor Cuisses] [Red Longkilt] <----------------------------------------------------------------------> Warrior Remains: Soulflayer Canyon: Second Level Undgeround. The floor of the Leaper's Ledge chamber is littered with Warrior Remains. These particular remains are nearest the watery slope leading down to Leaper's Ledge. [Kunai] <----------------------------------------------------------------------> Warrior Remains: Soulflayer Canyon: Second Level Underground. The floor of the Leaper's Ledge chamber is littered with Warrior Remains. These particular remains are near the center of the chamber, just south of a ledge that holds an ornate chest. [Master's Bracers] <----------------------------------------------------------------------> Warrior Remains: Soulflayer Canyon: Second Level Underground. The floor of the Leaper's Ledge chamber is littered with Warrior Remains. These particular remains are south-east of the last warrior remains, listed above, surrounded by some piles of hay and an animal carcass. [Plucked Heart] <----------------------------------------------------------------------> Warrior Remains: Soulflayer Canyon: Second Level Underground. The floor of the Leaper's Ledge chamber is littered with Warrior Remains. These particular remains are south of a steam that bisects the chamber, between a pile of hay to the north, and an animal carcass to the south. [Alchemical Hosen] [Alchemical Vest] <----------------------------------------------------------------------> Warrior Remains: Soulflayer Canyon: Second Level Underground. The floor of the Leaper's Ledge chamber is littered with Warrior Remains. These particular remains are in the south- eastern corner of the chamber, near a ledge that holds rounded chest. [Crowned Hood] [Pleached Limbs] <----------------------------------------------------------------------> Ornate Chest: Soulflayer Canyon: Second Level Underground. On the Leaper's Ledge platform, on a small elevated ridge in the north-western corner of the area, you'll find this chest. [Almace] [Animistic Robe] [Terminal Gyre] <----------------------------------------------------------------------> Rounded Chest: Soulflayer Canyon: Second Level Underground. On the Leaper's Ledge platform, on a small elevated ledge on the eastern side of the area, you'll find this chest. [Triple Tooth] <----------------------------------------------------------------------> Square Chest: Soulflayer Canyon: First Level Underground. After exploring the Leaper's Ledge platform, you'll need to climb some ledges to return to the rest of Soulflayer Canyon. This chest is on the last ledge, the northern face of which is a watery slope. [Chimeric Gauntlets] [Knight's Mantle] <----------------------------------------------------------------------> Square Chest: Soul Flayer Canyon: First Level Underground. From the western exit (leading to the Barta Crags) head north-east, then when the cavern opens up, turn south-east, cross a wooden bridge, and go down a ladder. The chest is on a wooden platform, near the bottom of the ladder. [Bastard Sword] [Crowned Hood] [Plain Longbow] <----------------------------------------------------------------------> Square Chest: Soulflayer Canyon: First Floor. From the western exit head north-east until you come to a fork in the path. Ignore the northern fork (which leads to a natural stone bridge occupied by a Cyclops) and head east instead. Turn south and cross a spider-infested bridge to find this chest, lying near a rock. [Arm Crest] [Chimeric Armet] <----------------------------------------------------------------------> Square Chest: Soulflayer Canyon: First Floor. The chest is midway on a large natural stone bridge occupied by a Cyclops. [Rex Lion Padding] [Sage's Robe] <----------------------------------------------------------------------> Square Chest: Soulflayer Canyon: First Floor. On the eastern side of the Cyclops-occupied natural stone bridge that connects the canyon in the north is a chamber. This chest is against the northern wall, north of some watery slopes. [Bespoke Longbow] [Fluted Bow] [Master's Merle] <----------------------------------------------------------------------> Ornate Chest: Soulflayer Canyon: First Level Undgeround. After crossing the Cyclops-guarded natural stone bridge to reach the eastern side, slide down a watery slope and stick east. When you reach the first platform, go down two more slopes in succesion-first to the south-east, then to the north- east. When you reach level ground, head west until you find some more slopes to the south. Ride them down and stick west to reach a platform, upon which this chest resides. [Steel Beak] <----------------------------------------------------------------------> Square Chest: Soulflayer Canyon: First Floor. After crossing the Cyclops-guarded natural stone bridge to reach the eastern side, slide down a watery slope and stick west. This chest lies on the first platform you'll reach. [Free-Spoken Earring] [Golden Ring] o======================================================================o | Tainted Mountain | o======================================================================o Rounded Chest: After the chase sequence with the Dragon, in the large chamber where the Dragon finds itself stuck in a hallway. This chest is in the north-western corner of the room [Molten Moots] <----------------------------------------------------------------------> Square Chest: After the first bridge sequence, in the tower. You'll find this square chest immediately after entering the tower. [Flame Skirt] <----------------------------------------------------------------------> Rounded Chest: After the first bridge sequence, in the tower. You'll find this chest on the stairs, along the western side of the staircase. [Dragon Hide Bracers] <----------------------------------------------------------------------> Ornate Chest: On top of the second tower (the one with the ballistae) are two ornate chests. This is the eastern-most one. [Champion's Bangles] <----------------------------------------------------------------------> Ornate Chest: On top of the second tower (the one with the ballistae) are two ornate chests. This is the western-most one. [Dragon Band] <----------------------------------------------------------------------> Warrior Remains: At the Tainted Mountain Peak, where the final showdown with the Dragon occurs. You'll find these remains just south of the center of the arena-just walk towards the Dragon a bit from where you arrive. [Noble Earring] <----------------------------------------------------------------------> Warrior Remains: At the Tainted Mountain Peak, where the final showdown with the Dragon occurs. The area is circular in shape. Imagine the face of a clock-near the perimeter of the level, at about 3:00, you'll find these remains near the base of the tower upon which the Dragon likes to roost. [Golden Belt] <----------------------------------------------------------------------> Warrior Remains: At the Tainted Mountain Peak, where the final showdown with the Dragon occurs. The area is circular in shape. Imagine the face of a clock-near the perimeter of the level, at about 11:00, you'll find these remains behind a large rock at the foot of a ramp running counter- clockwise. [Harmonious Earring] <----------------------------------------------------------------------> Square Chest: After the encounter with the Dragon, return to the Tainted Mountain. While most of the Tainted Mountain now blocked off, you will at least find two chests to loot-a square chest to the south and an ornate chest to the north. [Angel's Sanctum] [Dragon Knight's Helm] [Dragon's Den] [Flame Skirt] [Herald's Helix] [Noble Limbs] [Stalwart Bow] <----------------------------------------------------------------------> Ornate Chest: After the encounter with the Dragon, return to the Tainted Mountain. While most of the Tainted Mountain now blocked off, you will at least find two chests to loot-a square chest to the south and an ornate chest to the north. [Chilling Razors] [Crossed Cinquedea] [Cyclop's Sigil] [Saving Grace] [Solar Providence] [Threaded Cudgel] o======================================================================o | Tainted Mountain Temple | o======================================================================o Rounded Chest: From the Greatwall entrance, head north-west to reach a dead-end ledge. At the north-western end of this ledge you'll find this chest. [Meloirean Greaves] [Steel Sabatons] <----------------------------------------------------------------------> Warrior Remains: From the Greatwall entrance, head south-east to reach an open area occupied by Geo Saurians. These warrior remains are to the north, near a Geo-Saurian. [Rusted Greatsword] [Stalwart Earring] <----------------------------------------------------------------------> Square Chest: From the Greatwall entrance, head south-east to reach an open area occupied by Geo-Saurians. From the tunnel leading to these cliffs, follow the wall north-east and drop onto a lower ledge to find this chest. [Feral Cape] [Gryphic Cloak] [Royal Mantle] <----------------------------------------------------------------------> Square Chest: From the Greatwall entrance, head south-east to reach an open area occupied by Geo Saurians. You'll find this chest in the middle of this hour glass-shaped area. [Alchemickal Bangles] [Meloirean Armguard] <----------------------------------------------------------------------> Square Chest: From the Geo Saurian occupied ledges along the northern part of the level, head south to find a small, watery chambered occupied by a pair of Succubi. This chest is along the western edge of the chamber, near a bush. [Gimble Gyre] [Iron Bandings] [Orilux Shield] <----------------------------------------------------------------------> Rounded Chest: From the Succubi-occupied chamber mentioned above, head south until you find some ruins crawling with Geo-Saurians. Pass some pillars and turn east. Jump over a pair of collapsed pillars to find this chest, on a ledge. [Golden Belt] <----------------------------------------------------------------------> Square Chest: Head south through the Geo-Saurian infested ruins mentioned above, then head up some stairs to the east to find... more Geo-Saurian infested ruins. Kill them, and head north to find a balcony of sorts. Along the edge of the balcony turn west and climb up some ledges to find this chest. [Lancer's Sword] <----------------------------------------------------------------------> Square Chest: Head south through the Geo-Saurian infested ruins mentioned above, then head up some stairs to the east to find... more Geo-Saurian infested ruins. Kill them, and head north to find a balcony of sorts. Along the edge of the balcony, turn east, climb up some ruins, then jump down to a ledge below to find this chest. [Assassin's Armguards] [Black Leather Gloves] <----------------------------------------------------------------------> Ornate Chest: Head south through the Geo-Saurian infested ruins mentioned above, then head up some stairs to the east to find... more Geo-Saurian infested ruins. Kill them, and head north to find a balcony of sorts. Along the north-eastern edge of the balcony are some ruins that can be climbed upon, whence then serve as a platform for jumpin to the rocky ledge to the north, upon which this chest lies. [Archer's Culottes] [Lamellar Jacket] [Sultry Pareo] <----------------------------------------------------------------------> Warrior Remains: In the hallways before the 'Temple Antechamber', in a small pair of rooms you'll find several warrior remains to loot. This particular remains as in the eastern room, in the south-eastern corner. [Stalwart Earring] <----------------------------------------------------------------------> Rounded Chest: In the 'Temple Antechamber', on the northern balcony. You'll find this chest along eastern end of the balcony. [Royal Cuisses] [Veteran's Arc] <----------------------------------------------------------------------> Rounded Chest: In the 'Temple Antechamber', on the lower floor. This chest is near some rubble, in an alcove formed by the square pillars that support the northern walkway, along the eastern end of the hall. [Algid Bloom] [Cardinal Surcoat] [Crimson Robe] <----------------------------------------------------------------------> Rounded Chest: In the 'Temple Antechamber', on the lower floor. This chest is in an alcove formed by the square pillars that support the northern walkway, along the western end of the hall. [Meloirean Plate] [Royal Surcoat] <----------------------------------------------------------------------> Square Chest: In the 'Temple Antechamber', on the lower floor. This chest is in the south-eastern corner of the chamber. [Archwizard's Helm] [Pleached Limbs] <----------------------------------------------------------------------> Square Chest: In the 'Grand Hall' the room with the Gorechimera and the pressure plates, in the north-western corner. [Galvanic Razors] <----------------------------------------------------------------------> Rounded Chest: In the 'Grand Hall' the room with the Gorechimera and the pressure plates, in the south-western corner. [Coupled Headgear] <----------------------------------------------------------------------> Ornate Chest: In the 'Grand Hall', the room with the Gorechimera and the pressure plates. This chest is along the eastern side of the room, just before the stairs. [Almace] [Meloirean Helm] [Steel Sallet] <----------------------------------------------------------------------> Warrior Remains: In the 'Grand Hall', the room with the Gorechimera and the pressure plates. These remains are on the elevated platform near the door to the east, between two pillars in the north-eastern corner of the room. Once Dragon-Forged, there is no better cloak in the game... and this is the only place to get it. [Tattered Mantle] o======================================================================o | Verda Woodlands | o======================================================================o Square Chest: On a ledge west of the Verda Woodlands 'Healing Spring'. From the 'Healing Spring', head west until you reach the mountains that form the northern boundary of the map, and continue along them to the east until you find a way to proceed uphill to the north-east (on your Area Map and mini-map, this protrusion looks like a knife blade.) Proceed to the end of the protrution and jump to a slightly lower ledge to the east, which is off the map entirely. This chest resides upon this second ledge. [Horned Helm] [Mahogany Cape] [Reinforced Longbow] <----------------------------------------------------------------------> Square Chest: Just south of the space in the 'Conqueror's Sanctuary' text on the map. In the valley occupied by two Cyclops, Goblins, and Hobgoblins, on a rocky ledge just below the western of the two large southern hills overlooking the valley, sits this chest. [Frame Plate] [Padded Armor] <----------------------------------------------------------------------> Square Chest: On the south-eastern ledge overlooking the 'Conquerer's Sanctuary', north-east of the Goblin-occupied hill with a ballistae. This chest sits on a rock formation. [Rose Ring] <----------------------------------------------------------------------> Ornate Chest: Bloodwater Beach. North-east of the water, along the cliff, under a shelter. [Chain Mail] [Divine Axis] [Font of Fire] <----------------------------------------------------------------------> Rounded Chest: Bloodwater Beach. North-east of the water, along the cliff, near some boxes under a shelter. [Hunter's Jacket] [Red Leather Hood] <----------------------------------------------------------------------> Warrior Remains: You'll find these warrior remains on the western point of Bloodwater Beach. [Over-Knee Boots] <----------------------------------------------------------------------> Warrior Remains: North of Bloodwater Beach, in the canyon connecting Bloodwater Beach to the south and Conquerer's Sancutary to the north. Just north of the campsite in the canyon there are two warrior remains. This is the southern one. [Feather-Light Pelta] <----------------------------------------------------------------------> Warrior Remains: North of Bloodwater Beach, in the canyon connecting Bloodwater Beach to the south and Conquerer's Sancutary to the north. Just north of the campsite in the canyon there are two warrior remains. This is the northern one. [Direwolf Bow] <----------------------------------------------------------------------> Warrior Remains: North of Bloodwater Beach, in the canyon connecting Bloodwater Beach to the south and Conquerer's Sancutary to the north. North of the campsite in the canyon, these warrior remains are on a ledge to the east. [Mummer's Wear] <----------------------------------------------------------------------> Warrior Remains: North of Bloodwater Beach, in the canyon connecting Bloodwater Beach to the south and Conquerer's Sanctuary to the north. These warrior remains are on a ledge to the west, overlooking a campsite. The only way to reach this ledge is to jump across the canyon from the eastern side. Worthy of note is the fact that on this ledge is the only Noonflower in the game. [Magick Buckler] <----------------------------------------------------------------------> Rounded Chest: North of Bloodwater Beach, in the canyon connecting Bloodwater Beach to the south and Conquerer's Sanctuary to the north. This chest is in an elevated cavern along the western side of the canyon. This cavern overlooks- but is not accessble by-a campsite in the canyon. [Fine Magick Buckler] [Navy Leather Gloves] [Red Longkilt] <----------------------------------------------------------------------> Warrior Remains: Near the 'Tomb of the Unknown Traveler', (a coastal area north-east of Bloodwater Beach, south-east of the Conqueror's Sanctuary) you'll find a sword-in-the- stone, which can be looted. [Eden's Warden] [Scalding Razors] [Steel Greatsword] <----------------------------------------------------------------------> Warrior Remains: From the 'Tomb of the Unknown Soldier' head north down a rocky hill until you find a boulder with two exploding barrels on it. These warrior remains are just north of this boulder. [Thunderclap] <----------------------------------------------------------------------> Square Chest: East of the 'Tomb of the Unknown Traveler' you'll find a chasm that runs to the sea. Safely climb down its northern end, then run south to reach a beach, where you'll find the 'Caverns of Delusion', a small cave which contains this chest. [Adventurer's Cloak] [Golden Ring] <----------------------------------------------------------------------> Rounded Chest: East of the 'Tomb of the Unknown Traveler' you'll find a chasm that runs to the sea. Safely climb down its northern end, then run south to reach a beach, where you'll find the 'Caverns of Delusion', a small cave which contains this chest. [Barreled Helm] [Chainmail Bracers] <----------------------------------------------------------------------> Warrior Remains: On the beach west of Aernst Castle, along the western side of the shore. You'll find these warrior remains just south of a large rock formation. [Scholar's Boots] o======================================================================o | Vestad Hills | o======================================================================o Warrior Remains: On beach east of 'The Ruins of Aernst Castle' are two warrior remains. This is the western-most one. [Leather Belts] <----------------------------------------------------------------------> Warrior Remains: On beach east of 'The Ruins of Aernst Castle' are two warrior remains. This is the eastern-most one. [Chestguard] [Rusted Daggers] <----------------------------------------------------------------------> Square Chest: Just north of the beach east of 'The Ruins of Aernst Castle' you'll find a shelter near a tree, just north of which is this chest. [Ogre Bone] [Verdant Hood] <----------------------------------------------------------------------> Rounded Chest: Due north of the 'Nightfall Crevasse' marker on the Area Map is a forest occupied by a Chimera and Saurians. This chest is on top of a rock near where the Chimera prowls. [Scholar's Cape] [Two-Hander] [Wooden Wall] <----------------------------------------------------------------------> Square Chest: Due north of the 'Nightfall Crevasse' marker on the Area Map is a forest occupied by a Chimera and Saurians. This chest is west of the previously mentioned one, also on top of a rock formation. [Hide Armor] [Mace] [Shoulder Cape] o======================================================================o | Watergod's Altar | o======================================================================o Rounded Chest: The Watergod's Altar: First Level Underground. From the room before the drawbridge (which requires you to fetch the 'Watergod's Altar Lever' to lower) head down the stairs to the east. You'll find this chest in the lower level, near a ladder. [Eden's Warden] [Grievous Horns] [Thunderclap] <----------------------------------------------------------------------> Rounded Chest: The Watergod's Altar: First Level Underground. In the south-eastern part of the level where Saurians lurk. In the southern-most room you'll find three chests-two rounded, one ornate. This is the more southern of the two rounded chests. [Bronze Gauntlets] [Silver Bands] <----------------------------------------------------------------------> Square Chest: The Watergod's Altar: First Floor. In the large chamber north of the drawbridge, in a side-chamber immediately east after the drawbridge. You'll have to jump a water-filled gap to reach it... or climb a ladder after draining the water. [Iron Boots] [Tiger Bangle] <----------------------------------------------------------------------> Ornate Chest: The Watergod's Altar: First Floor. In the large chamber north of the drawbridge, on the ruined central structure, which is typically occupied by a pair of Skeleton Mages. [Iris Ring] [Ring of Azure] <----------------------------------------------------------------------> Rounded Chest: The Watergod's Altar: First Floor. In the large chamber north of the drawbridge, on a dead-end ledge in the north-eastern corner, just north-east of the ruined structure upon which the Skeleton Mages lurk, you'll find this chest. Be wary of sneaky, camouflaged, wall-hugging Saurians. [Bronze Cuirass] [Iron Helm] <----------------------------------------------------------------------> Ornate Chest: The Watergod's Altar: First Floor. In the Offering Chamber (where a Cyclops lurks), near a pillar along the eastern side of the room, just north of center. [Battle Greaves] [Padded Armor] <----------------------------------------------------------------------> Ornate Chest: The Watergod's Altar: First Floor. At the far northern end of the Offering Room, in the eastern chest. [Chainmail Bracers] [Light Outfit] [Violet Ring] <----------------------------------------------------------------------> Ornate Chest: The Watergod's Altar: First Floor. At the far northern end of the Offering Room, in the western chest. [Red Leather Cap] [Ring of Purpure] <----------------------------------------------------------------------> Rounded Chest: The Watergod's Altar: First Floor. South of the room with the drawbridge are two side chambers. This chest is in the eastern chamber, behind a sealed door. [Blue Longkilt] <----------------------------------------------------------------------> Square Chest: The Watergod's Altar: First Level Underground. From the sealed room, head down some stairs to the east until you come to a chamber in the First Level Underground (just east of the central room marked as 'Water's Bottom' on your map). This chest is in the north-western corner of the room. [Direwolf Bow] [Obliteratrix] [Surcoat] <----------------------------------------------------------------------> Rounded Chest: The Watergod's Altar: First Level Underground. In the north-western corner of the southern 'Water's Bottom' chamber. [Hunter's Jacket] [Missionary's Robe] <----------------------------------------------------------------------> Square Chest: The Watergod's Altar: First Level Underground. In the northern chamber of the 'Water's Bottom' area, in the south-western corner lies an ornate chest which originally contains an 'Altar Slate' piece. East of this chest is a ruined wall which can be scaled, leading to this chest. [Padded Armor] [Silver Ring] <----------------------------------------------------------------------> Rounded Chest: The Watergod's Altar: First Level Underground. In the northern chamber of the 'Water's Bottom' area, along the northern wall. [Cleansing Earring] <----------------------------------------------------------------------> Rounded Chest: The Watergod's Altar: First Level Underground. North-east of the northern part of the 'Water's Bottom' chambers runs a passage, which turns south and ultimately leads to a ledge with a ladder on it. You'll find this chest on the ledge, west of the ladder. [Tiger Bangle] o======================================================================o | Wilted Forest | o======================================================================o Warrior Remains: On the eastern edge of the forest representation on the 'Area' map (bordering the Estan Plains). You'll find these warrior remains in a cubby by unscalable rock formations. These remains lies off an unmarked, road, which lies south of the main road connecting the Wilted Forest to Gran Soren. The entrance to this road is marked by two rock formations that frame the entrance to a trench through which the road runs. [Reinforced Longbow] <----------------------------------------------------------------------> Square Chest: Along the southern mountains in the Wilted Forest, you'll find 'The Abbey'. This chest lies inside The Abbey walls, behind (south of) The Abbey. [Cleansing Earring] [Common Archistaff] [Crimson Glare] [Bronze Gauntlets] [Mahogany Cape] o======================================================================o | Windbluff Tower | o======================================================================o Square Chest: In Windbluff Tower. Head up some stairs opposite the entrance to reach the keep. Venture into an interior structure and go down some stairs to reach a room with two square chests. This is the southern-most chest. [Iron Helm] <----------------------------------------------------------------------> Square Chest: In Windbluff Tower. Head up some stairs opposite the entrance to reach the keep. Venture into an interior structure and go up some stairs. Atop the stairs turn north-east to spot the remains of a doorway. Go through it and turn north-west to spot a square chest. [Chain Mail] <----------------------------------------------------------------------> Square Chest: In Windbluff Tower, atop the southern wall, at the far eastern end. [Broadsword] [Iron Helm] <----------------------------------------------------------------------> Rounded Chest: Complete the quest 'Supply and Demand' (only available after 'Come to Court') in the optimal manner and Ser Daerio should reward you with the windbluff Tower Key. Open a locked door along the southern edge of Windbluff Tower to find two rounded chests. This is the western one. This chest can only be opened once per game. [Meloirean Helm] <----------------------------------------------------------------------> Rounded Chest: Complete the quest 'Supply and Demand' (only available after 'Come to Court') in the optimal manner and Ser Daerio should reward you with the windbluff Tower Key. Open a locked door along the southern edge of Windbluff Tower to find two rounded chests. This is the eastern one. This chest can only be opened once per game. [Meloirean Plate] o======================================================================o | Windworn Valley | o======================================================================o Warrior Remains: On a Snow Harpy-infested hill south-east of the Traveler's Rest, south of the Blighted Manse. You'll find these Warrior Remains between some bushes and an apple tree. [Cresending Roar] <----------------------------------------------------------------------> Warrior Remains: Technically these remains are in the unnamed area between the start of Pastona Cavern and Windworn Valley on your map. Windworn Valley is a tiny area south of 'The Blighted Manse', occupied by Snow Harpies. From there, head south through a narrow pass where wind impedes your movement. These remains are on top of a ledge to the north of where the winds stop, east of a tree surrounded by Windmill Flowers and Sunbright. [Fine Over-Knee Boots] <----------------------------------------------------------------------> Warrior Remains: These remains lie on the same ledge as the ones mentioned, previously, to the east. [Guardian's Hood] o======================================================================o | Witchwood | o======================================================================o Square Chest: From the western entrance to the Witchwood, just before the stream to the east is a ledge north of the path overlooking the river. Head up onto the ledge to find this chest. [Gossip's Mask] [Verdant Hood] [Wizard's Helm] <----------------------------------------------------------------------> Square Chest: From the entrance to the Witchwood head east to find a river. Follow the river south, and at the bend when it begins to turn east again, head onto some land to the west. This chest in in a cubby, in the western-most part of the map. [Magick Buckler] [Lady's Corset] [White Stockings] <----------------------------------------------------------------------> Square Chest: Follow the river at the beginning of the area south, then east, then south again. This chest is on some land on the western side of the river, on a hill by a cliff, a short distance before the waterfall. [Magian Crutch] [Rusted Bow] <----------------------------------------------------------------------> Square Chest: From the last chest, head north to find a path and follow it north until it splits. At the fork, climb the hill around which the path splits and continue north past a tree until you find a scalable boulder that forms a bridge over a chasm. Cross the boulder to reach the land to the east. Once on the eastern side, continue south past a huge tree to find this chest. [Mahogany Cape] [Missionary's Robe] <----------------------------------------------------------------------> Square Chest: Follow the river at the beginning of the area south, then east, then south again. This chest is in a cubby on some land east of the river, just before the waterfall. There is a mist-talisman nearby. [Common Archistaff] [Silver Ring] <----------------------------------------------------------------------> Rounded Chest: From the entrance to the Witchwood head east across a river, pass a fork in the road and continue to the north- east. Eventually you'll come near a ledge with a large tree on it to the north, just before a cave. Walk up to the elevated ground near the tree and continue around the tree to the west, then south-west to find a scalable rock near a partially-collapsed rock above you. Scale the rocks to reach the leaning stone and climb on it to use it at a bridge to the north. On the ground north of the leaning rock, to the east, is this chest. [Direwolf Cape] [Restless Earring] [Silver Ring] <----------------------------------------------------------------------> Rounded Chest: Follow the directions to reach the previous chest. From there head north until you reach a cliff face (the northern boundary of the area), then follow the cliffs east. You'll eventually run into this chest on a ledge. [Blue Longkilt] [Urban Hosen] [Yellow Gaiters] <----------------------------------------------------------------------> Square Chest: Follow the direction to reach the previous chest. This chest is on the lower ground, just south-east of the previous one. Backtrack along the northern boundary cliffs until you find a small tree, at which turn south, then follow edge of the cliff you were just on into a cubby, wherein lies this chest. [Mage's Shoes] <----------------------------------------------------------------------> Square Chest: Behind (to the north of) the 'Witch's House', on the ground amidst some roots is where this chest hides. [Circlet] [Cleansing Earring] [Direwolf Bow] [Silver Bands] <----------------------------------------------------------------------> Round Chest: You'll find this chest inside the 'Witch's House'. [Ring of Azure] [Ring of Gules] [Thunderclap] <----------------------------------------------------------------------> Square Chest: From the 'Witch's House', follow a trail to the north until you leave the Witchwood. You'll find yourself on a ledge overlooking Seabreeze Trail. This chest is to the west, in plain sight. This chest is technically in Seabreeze Trail, but since it can only be reached via the Witchwood, it's listed in the latter. [Scholar's Cape] [Two-Hander] [Wooden Wall] <----------------------------------------------------------------------> Square Chest: In the second part of the Witchwood (south-east of the 'Witch's House'. From winding entrance tunnel, follow the path south-east until you find a route to the south, which leads to a river. This chest is directly south of the pass that leads to the river, on the southern shore, near a tree. [Common Archistaff] [Fluted Bow] [Malignance] [Master's Merle] <----------------------------------------------------------------------> Rounded Chest: In the second part of the Witchwood (south-east of the 'Witch's House'. Follow the river east along the south of the map until it starts to turn north (where it eventually dead-ends.) On some ledges to the north, on a rock, you'll find this chest. Skeleton Knights will spawn when you approach. This chest is due north of the one listed below. [Meniscus] <----------------------------------------------------------------------> Square Chest: In the second part of the Witchwood (south-east of the 'Witch's House'. Follow the river east along the south of the map until it starts to turn north (where it eventually dead-ends.) On the southern shore you'll find this chest near a tree. This chest is due south of the one listed above. [Anchor to Heaven] [Divine Axis] [Unspoken Grace] <----------------------------------------------------------------------> Square Chest: In the second part of the Witchwood (south-east of the 'Witch's House'. Follow the path east until you reach the grave of Selene's grandmother. This chest is west of the gravestone, near a rounded chest. [Alchemickal Cloak] [Restless Earring] [Silver Ring] <----------------------------------------------------------------------> Rounded Chest: In the second part of the Witchwood (south-east of the 'Witch's House'. Follow the path east until you reach the grave of Selene's grandmother. This chest is behind (east of) the tree under which the gravestone lies, near a cliff. [Fiery Talon] [Mark of the Chimera] [Wizard's Boots] o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o Version 1.01 Information (7/25/2013) (1,071,848 bytes) o======================================================================o Version 1.01 to 1.02 changes: (12/2/2013) (1,196,084 bytes) o=o Fixed a few typos, made sense of some incomprehensible sentences... normal proof-reading stuff. o=o Added more loot, as it was found. o=o Added the 'Enemies' section. o=o Added the 'Placing Portcrystals' section. o=o Added the 'Quests' section. o======================================================================o Version 1.02 to 1.02 changes: (9/25/2014) (1,235,887 bytes) o=o Added the 'Video Walkthrough' section to the Index, and inserted 75 video links throughout the walkthrough. o=o Changed the video link design. Special Thanks o======================================================================o o=o My girlfriend, for putting up with me for all these years and allowing me to waste so much time working on these games. Even better, since she's played through many of these games herself, she's often been able to proof-read my guides and offer advice based on her own gameplay experience. Could a guy ask for a better girlfriend? No. For all you guys out there who have settled for some snippy bitch who hates your gaming-dump her and find someone better. You can find a girl who loves you AND loves to game, if you bother to look. ***END OF FILE***