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