Act
3 - Chapter 2: The Morden Chief
* Enter the Morden city of Darthrul
* Speak to the Morden Chief
* Defeat the Morden Chief
* Bring the head of the Morden Chief back to Lord
Kalrathia
* Mythrilhorn
* Lost Jewels of Soranith
* Lelani's Sorrow
* The Kalrathian Nexus
* Spirits of Aranna
* Sartan's Suspicion
* Amren's Vision
* The Lore of Aranna
* The Mage's Apprentice
* Finala's Contempt
* The Morden Riders
Secondary questing time again. Go up to the North
Wall (follow the plank past Telgrey's house) and
speak to Nalus. He'll give you harpy feathers in
exchange for your Agallan relic. Go to the tavern
and talk to Kevarre, who will give you Soranith's
Amulet to complete your set.
Teleport to Aman'lu. Go see the pet seller, who
will now sell you a mythrilhorn, if you so desire.
In the extreme north of Aman'lu, find the fletcher
Ithir'renne and give her the harpy feathers in exchange
for an Aman'lu orchid. That ought to cheer Lelani
up!
Teleport back to Eirulan, head for Lelani's house
next to the pet shop and give her the orchid. Lelani's
trading scam is finally finished and you get a rather
large pile of loot. It makes one wonder, if Lelani
has that much money, why couldn't she at least rent
herself a little happiness?
Now your only holdovers from earlier acts are Amren's
Vision, Finala's Contempt, Spirits of Aranna and
the Mark of the Assassin. You'll be taking care
of the first of those pretty soon. Return to Kalrathia
and leave through the East Gate.
You'll soon come to a chasm where there are three
paths to choose. South leads to a dead end, but
there's a hidden treasure chest. Look for the lever
sticking up out of a rock.
North is the Kalrathian Nexus. Enter the cavern
and descend to the center. Equip the Soul Staff
and beat on the big, blocky seal until it's removed.
Go ahead and run back to town and talk to Nora.
She'll give you the Soulstaff of the Nexus, which
is a good staff for nature mages. Head back through
the Eastern Plain of Tears, aiming, this time, for
the teleporter. As you pass the chasm, enter the
square tower to pick up the Greater Chant of Mage
Health.
Just past the teleporter is Spirit of Aranna #13,
the incantation shrine is further along the path.
Continuing past the ghost, if you keep on due east
rather than turn north toward the shrine, you'll
enter A Mysterious Cavern.
This is a step in Sartan's personal quest, so add
him to your party before you go any further. Enter
the cavern and loot the treasure rooms north and
south.
Knock on the east door and Sartan and Osric have
a little sword-to-heart chat.
If Half-giants want to change the perception they
are stupid oafs, they've got to stop acting like
stupid oafs. So, Sartan is now tasked with freeing
some prisoners, which will take place later in this
chapter. Back to the main quest.
West of the incantation shrine is a square tower
with the Greater Chant of Ranger Health. As you
continue north, you'll enter the Ruins of Okaym.
As you do, another square tower yields the Greater
Chant of Fighter Health.
Just north of this tower is the fourth mushroom
circle,
leading to the Shrine of Blindness. Take Amren down,
pick up the Lore book: Vol. 20, The Path of Blindness.
If you've activated the other shrines already, activating
this one opens a portal in the center.
Go through the portal to another Mysterious Shrine
with a big treasure chest. Amren opens it to reveal
Virtuous Rebellion--a powerful longbow that will
look nice on your primary ranger. And, of course,
lots of other loot. Step back through the portal
to the Shrine of Blindness and return to the surface.
You now have the last of the Lore of Aranna books,
so if you've been collecting them diligently, you
can complete this quest. The next time you are in
town, pay a visit to Telgrey. Be sure to talk to
him again after completing the quest. He won't dole
out your true reward the first time you talk with
him. Part of the reward is the Mysterious Book from
the Mysterious Mystery Quest (section 4.7).
From Amren's mushroom circle, work your way east
toward the next teleporter. As the path turns north,
you'll pass an entrance to A Large Abandoned Shelter.
This is a puzzle/treasure room with plenty of loot
and XP, but no special quest significance.
Take the elevator down and go through either door
into the next room. Grab a green life stone (familiar?)
and go through the door and down the stairs into
the main "puzzle" room, though what needs
be done is not that puzzling. There are four lit
pillars and four unlit pillars. Each unlit pillar
has one of the four Azunite symbols on it.
So, you know what to do. Grab one of each color
stone and put it on the proper pillar. You already
have the green stone so you can light the green
tree column. All you have to do is find the other
three color stones.
Take the door on the north side of the light room
and follow the passages around until you find a
golden chalice.
Picking up the chalice opens two secret doors to
the east, allowing you to enter a set of hidden
passages. Follow these around until you find the
purple death stones and pick one up.
This will open a door back into the light room,
so place your purple stone on the purple tree column
and head through the south door. You'll quickly
come to some caverns that run east and west. Go
east first, which soon dead-ends, but contains a
pile of yellow sight stones.
Go back west and follow the caverns to some more
man-made rooms and follow these until you find the
red blindness stones. Picking one up opens a shortcut
back into the room of light.
Place your stones and a secret door opens to the
main treasure room to the east.
Collect your reward, which includes the Greater
Chants of Mage and Ranger Power.
Back to the surface, there's a tower just ahead
guarded by a nature mage sanctuary door and the
Ruins of Okaym teleporter is just to the west of
the tower. After the teleporter, the path turns
north, but keep going west
and climb the hill to find the entrance to the Morden
Arsenal that is part of Sartan's quest.
With Sartan in your party, enter the Arsenal.
From the first room, take the north door for a little
treasure, including a secret room. Then take the
south door and go west to a larger room. The south
door here leads to an empty jail cell guarded by
a horde of Morden.
The main path lies west, to a large jail room.
Note the spiked, metal canisters in front of the
cells. Hit them with a ranged weapon or spell to
blow them up and blow open the doors of the cells.
Remember this technique, you will use it again.
Search the cells for a large treasure chest (Sartan
has to open it). Teleport to the Eastern Plain of
Tears and run to the Mysterious Cavern. Talk to
Orayne to close Sartan's quest. Then teleport back
to the Ruins of Okaym.
Follow the path north to the main gate of Darthrul.
Right before you reach the bridge to the gate, turn
left (west) and go around the guard tower and down
into the dry canal. Follow the canal west and then
up some stairs and then down into Some Ancient Ruins.
Oh boy! Another light puzzle!
The statue on the north side of the room is missing
its mirror; the golden one Mage Boden gave you fits
quite nicely and starts the beam of light. There
are two doors, to the north and west, and you must
shine the light on each to open it. There are 17
statues in all, scattered about the room.
The north door is simple, direct the light south
one statue, west one statue, south one statue, east
one statue and then north to unlock the door.
Door
|
| 1
| |
3-------------2
| |
| |
| |
| |
| |
| |
4----------5
The west door is a bit more complicated.
Direct the light all the way to the south end of
the room, to the fourth statue. **NOTE** You will
have to turn statues out of the way to let the light
pass. Send the light east one statue, then north
one statue, then west three statues. Now direct
the beam south one statue, east two statues, south
one statue then west and move all the intervening
statues out of the way until the light hits the
west door.
1
|
X |X
5------------|---4
| | |
6------------|---|--------------7
|X | |
| | |
| | |
Door------------------|---|--------------8
X X X| | X
| |
| |
2---3
X = Statues that must be turned out of the way to
let the light beam pass.
Beyond the west door is a treasure room. Behind
the north door is Mage Boden's apprentice, Darek.
Turns out Boden is a nasty guy.
Gee, what a surprise.
Grab the Greater Chant of Casting and Greater Chant
of Fighter Power and head back to the main gate
into Darthrul. Talk to the gate guard to be allowed
entrance.
You didn't really think it was going to be that
easy, did you?
Well, you've got a whole city to depopulate, might
as well get started. The first Morden you'll meet
in the city is the Patrol Leader from back in Kalrathia.
He already has a bone to pick with you, so give
him what he deserves. He'll drop a Key to the District
of the Sword.
Ah! So that's how it works. There are five districts:
Sword, Crossbow, Lance, Shield and Chief. You'll
have to slaughter your way through each one to get
the key to the next. You can also continue Finala's
Contempt while in Darthrul, and receive and complete
The Morden Riders side quest.
Lots to do. Lots to do.
In the main square you'll see a ghost, but you
can't talk to it until you unlock the District of
the Crossbow and its incantation shrine. The main
square also has the city's teleporter, so take a
refit break in Aman'lu before you begin depopulating
Darthrul. While back in town, go ahead and confront
Boden and kill him, then speak to Darek who mysteriously
appears to wrap up The Mage's Apprentice quest.
Back in Darthrul, with Finala in your party, head
east from the main square toward the white star
on your map. Finala will find a secret door that
leads to the Durvla hatchery. Clear the joint. When
you reach the end, there are three (count 'em, 3)
mini-bosses. In the corner is a cage with a treasure
chest. Note the spiked ball--you have to blow the
cage open.
Let Finala loot the chest to earn a Morden Wrench,
which, she supposes, could be used to fix an elevator
somewhere. You won't find that elevator in Darthrul,
so you can send Finala back to the Inn now if she
isn't normally a member of your party.
You have the key to the District of the Sword,
which is located in the northeast quadrant of the
city. Enter and kill the City Lieutenant for the
key to the District of the Crossbow.
That district is the southwest quadrant.
Once again, enter and kill the City Lieutenant,
who drops the key to the District of the Lance.
Note the supply vault with a door you cannot open.
Use the incantation shrine to talk to the ghost
in the town square; this is Spirit of Aranna #16.
The District of the Lance is in the northwest
and the City Lieutenant drops the key to the District
of the Chief. Aha! What about the District of the
Shield? Search the small rooms along the north side
of the district for a hidden switch that lowers
you to a cellar.
There's another Lieutenant down here with the key
to the District of the Shield.
The District of the Shield is to the southeast.
Enter it and clear it out. There's a room along
the west side with a mimic, so be careful opening
chests. Along the south side of the district is
a pit. Look for a hidden switch
on the west wall that lowers an elevator and allows
you entrance to the eastern end of the dry canal.
Head east and climb up to an area outside the city
walls. Fight your way to the eastern end of this
area and talk to the Morden riders Nordax and Nellioc.
This is, probably, the most humorous conversation
in the entire game. Play along with these guys.
Finally, you will discover they are deserters in
need of supplies. Agree to help them to open the
Morden Riders quest.
Head back to the city and raid the supply vaults
in the Districts of the Crossbow, Lance and Shield.
This gives you the supplies you need for the Riders,
so return to them. Rather than give you a reward
directly, their pet Klask bashes open the east wall,
giving you access to an Ancient Vault. Get your
reward from there; it includes the Greater Chant
of Fortification.
Return to Darthrul and enter the District of the
Chief to the north.
Fight your way to the Chief, speak to him, then
kill him. Return to Kalrathia and talk to Lord Kalrathia
to start Chapter 3.
|