-------------------------------------------------------------------------------- GOTHIC 2 - Guide by Ellusion -------------------------------------------------------------------------------- Gothic 2 version 1.31 English Gothic 2 is (c) Piranha Bytes All reference concerning this guide via mail to gothic2@ellusion.no, please. Guide is version 0.95 as of 02/09/03 FOREWORD & COPYRIGHTS -------------------------------------------------------------------------------- When an exciting grand rpg like Gothic 2 landed in my mailbox, I rushed to GameFaqs to get some background info and tips on putting me on the right path. You see, I'm one of those gamers that really want the most out of the games I play and I can often be found starting a game over and over again to get it 'right' - lots of additional gaming hours in that and it just gives me a better experience. However, as I said heading out to find a FAQ on this, to my astonishment there were sadly none at the time. I've been thinking of writing a FAQ for a game for a long time to brush up on my english writing skills a bit, and here was an opportunity to do just that. So here we are, my first attempt at writing a FAQ/Guide, and also what appears to be the first for the English version of Gothic 2. Let it be said that I'm not German, nor a native english speaker, and that I never played the original Gothic prior to Gothic 2. Once I got started writing this though, I soon realized the scope of it was simply massive. There's so much to tell (or simply me ranting on), and I quickly realized it would take months to get everything I wanted in here. Instead of waiting for the whole thing to be complete before releasing, I thougth other players like me would still like to get atleast something helping them along, and hopefully also be able to share their experience with me and this FAQ as they went along. Thus that is the basis for it - I hope to complete this in steps and also take on any tips and follow-up information you would be as kind as to reveal. There are bound to be a lot of things missed, outcomes to various quest trees, consequences of actions and so on, and I would be more than happy to hear about it for inclusion in this FAQ (properly credited when used of course). If you have ANY information you want to share, don't hesitate to send me a mail about it at gothic2@ellusion.no - Thanks. Do note that I'm not a helpline for this game, and will not answer any questions on how to accomplish things in the game, wether the problem in question is covered in this guide yet or not. Please understand this - the guide is taking an extraordinary time to write as it is. For contributors, I don't normally reply unless there is something to clarify, but know that you have my heartfelt thanks. Credits given to contributors are given in the order that I recieve them, so unless you have additional noteworthy information, the first contributor to make me aware of something I didn't know in adavance is credited for the contribution. There are a lot of contributions at this point, and they will get added in due time - just don't expect to see your contributions added in the immediate following versions. Also, until the guide reaches a 1.0 version, please contribute to the context so far, and not half a novel about the upcoming chapters not covered in the guide yet - that will come in due time, and if you see something missing then, please add what you have. Copyrights automatically apply to this document according to law wether stated here in full or not. You can not reprint any of the material within without written permission, nor bring this document to a printed or digital medium (magazine, CD etc) without permission. Neither can you host this document without permission. If you want to host this document, contact me. You can always find the last version at www.ellusion.no, or any of the below guide/faq sites: - http://www.gamefaqs.com - http://faqs.ign.com VERSION HISTORY -------------------------------------------------------------------------------- 020903 Version 0.95 - Chapter 5 nearly complete, with full complements of quests for both Paladins and Mercenaries, with 35 entries. - A few major revisions to the guide, where some smaller areas were combined into one. This subsequently shifted all the other areas around too, so the new lineup is: 1.Xarda's Tower, The Valley, and Road to Khorinis - 2.City of Khorinis - 3.Akil's Farm, The Dead Harpy, and Surroundings - 4.Onar's Farm and Land - 5.Roaming the New World - 6.The Monastery - 7.The Pass - 8.The Valley of Mines - 9.The Castle - 10.The Halls of Irdorath. This also lead to a good cleanup on the growing list of quests and the whole thing should be a bit more reader-friendly and easy to use. Some crossreferences probably got screwed up too, so if you spot any, please let me know. - Added a new appendix called Bugs, where you can read up on possible bugs and thus avoid them. - Added A11.5, an unlimited xp/gold exploit for paladins - Added C3.3.P6 Access to the Ship for paladins - Edited the info in C2.3.Q4 on the sextant for Ramirez - Added C4.4.Q1 Deprivation for paladins - Begun a much more comprehensive guide to the three guilds, by adding pointers to weapon skills, secondary skills, how to spend LP and so on for paladins and mercenaries so far. It's added to the entries for the guilds at the start, I1.1 and I1.2. If you have any pointers to add here, please do. - Finally added the statboosters 'Donations to Daron' and praying to the statues of Innos after much request. - Added a new info section called I4 Settings, detailing some alterations made to the game ini file. - Keep the suggestions and additions coming! I really appreciate all the feedback and it will make the guide bit by bit as I come around to it. The whole guide will also go through a spellchecker soon, and I am aware of the many spelling errors. 010803 Version 0.85 - Added a near-complete chapter 4, the dragon hunt, for paladins and mercenaries, containing 41 entries so far. - Amazed by all the small treasures hidden around that I still find now after what must surerly be 300+ hours with this game, I had to add C2.2 with 'A Strange Amulet'. Well worth a read and a rather peculiar entry. - Added I3 Training your combat skills - Added forging as a section to skills appendix (A1) with several swords to forge. Also rearranged the order some and moved alchemy into the skills - Added C3.6.Q6 The Judge's Lackey - Added C3.6.P7 Another Pot of Stew - Added C3.6.P8 A Graveyard Sorrel - Added C3.6.Q7 Shadowbeast Horns for Buster - Added C3.8.Q5 The Forged Mineshares - Added additional info on the differences on completing a lot of quests in chapter 3 as a mercenary - Added C3.2.Q2 Maleth's Walking Stick, for mercenaries - Added a point of interest to the beginning of chapter 3, returning you the valley of mines for some last chance pickpocketing - Complemented the chapter start sections (C2, C3 & C4) with some reflections on average levels and progress, including my own level experience for comparison so you can see how you fare - Added C3.3.S3 Fingers' Chest for those not taking advantage of this earlier - Added more hunters and hunting skills - Added C2.10.P14 A Stone Circle & Elixir of Spirit, and changed the order of interest there a bit - Added C2.10.P17 Demon's Lair & Life Elixirs - Added C2.10.P18 Ancient Demon Tower - Added C2.10.P19 A Ring of Dexterity - Added A12.4 Unlimited Experience & Gold, part II 210703 Version 0.75 - Chapter 3 almost complete, with emphasis on Paladin for now. Chapter 3 touches on nearly all areas in the new world and has a total of 35 new entries so far. - Added 6 more points of interest to C2.10, Valley of Mines - Added appendix A11, Combat Tactics with info on how to combat several creatures, including Dragon Snappers, Snappers, Orc Scouts, Orc Warriors, Skeletons, Shadow Warriors and Crypt Guards. - Added information I2, Training your Attributes. This might seem like an odd sequence, but rest assured other information appendixes will follow, like classes, training your combat skills, combat in general and so on, they are just not all that finnished yet while the attribute training section was =) - Added appendix A12, Exploits & Unintended Advantages, with information on how to gain unlimited gold and experience, as well as some additional goblin berries and dragonroots - Added appendix A13 Magic Rings & Amulets, an overview of the various rings and amulets and what they do, as well as references to the guide where and when you can find these items. The list is a work in progress. The appendix sequence is a bit chaotic at the moment and will probably change in the future. - Updated C1.3.Q26 and C1.7.P4 with more info on the ring of invincibility - Added A7.11 Sergio's Two-Hander Tip - Added several new entries to the various weapon/armor/item and similar tables - Added a paragraph to "foreword and copyrights" about the contributions, mailing me with questions and other reference. - And probably a whole lot of things updated that I forgot I did. 160703 Version 0.7 - Added chapter 2 area 9, The Pass with 2 entries - Added chapter 2 area 10, The Valley of Mines with 19 entries - Added chapter 2 area 11, The Castle with 8 entries - Added Khorinis and Onar's Farm areas for chapter 2, with 6 and 3 entries - Added a very rewarding alternate sidequest into the city, C1.2.S2 - Added additional info to several quests from contributors - Added a point to the Dead Harpy area about the goblin cave since there's so many of the little buggers in there I felt it deserved it's own entry. - Added 3 more entries to C1.7 and rearranged the list order a bit - Added a new entry to area 8, on how to get into the monastery in chapter 1 without joining the mages - Added a C1.3.Q26 Snapper's Claws - Added C1.3.P14 Bromor's Backroom - Added C1.6.S1 Wasili's Old Coins - Added C1.2.P6 Back to the Valley - Expanded on the info in C1.4.Q1 - Expanded on the info in C1.6.Q14 - Expanded on the info in C1.3.S4 - Added some info to C1.7.S1 with a magic ring - Added more beasts to the Experience & Loot appendix - Added the two books from Lutero to the Skills & Statboosters appendix 070703 Version 0.6 - Added another section dealing with information it would be good to know before starting play, marked 'I' and located before the chapter guide. First additions here are a quick overview on the three different guilds. - Added new area (7) Roaming the New World with 4 entries so far (chapter 1) - Added new area (8) The Monastery with 18 mage related quests (chapter 1), 1 sidequest and 1 point of interest. This also details how to join the mages and becoming a full Fire Mage - Moved "How to get Into the Monastery" to the Monastery area - Added 4 more quests to area 6, Onar's Farm - Added 1 new quest to area C1.3 Khorinis (Jack's Lighthouse) - Added 2 new quests to Onar's farm, one being the first task as a Mercenary - Added Dragomir's Crossbow quest to Dead Harpy area - Completed the info on C1.6.P4 - Added Sagitta and Constantino to the Alchemist Trainers - Added Hunters Gaan and Grimbald - Added more potion recipies and weapons - Completed the Herbology list - More foes added to the Experience & Loot appendix 040703 Version 0.55 - Added Appendixes for Weapons, Armor, Herbology, Experience & Loot, and a Levelchart, all works in progress. - Added the Dead Harpy, and Onar's Farm areas - Added more Points and Quests to Khorinis as well as rooting out some loose threads there. - Completed the Foodstuffs appendix - Added more Trainers - Some spelling errors, namechanges etc 020703 Version 0.4 - Decided to release the version in it's current state so people would get atleast something to start on. Hope it was enough to begin with. - Cleared out all (I hope) placeholder spots for further inclusions, some spellchecking and proofreading to make sure it made sense so far. - Removed several Appendix sections that wasn't near completion. Look for them in the next version. 010703 Version 0.35 - Added Akil's Farm area with quests and info. - Added more of the Khorinis chapter 1 quests to near completion - Further added appendixes and info 300603 Version 0.3 - Completed the first areas, got much of the Khorinis quests in place. - Added more appendixes 280603 Version 0.2 - Added the Xardas Tower sections, Lobarts Farm and begun some appendix sections 270603 Version 0.1 - Began this guide and realized how massive the scope was and that I might have made a mistake. Decided to do it anyway =) ABOUT THE GUIDE -------------------------------------------------------------------------------- Due to the nature of Gothic 2, I felt writing a step by step walkthrough would defeat the purpose of experiencing such a game. Instead everything is divided first into chapters and then into general areas like cities, stretches, outposts etc. For each chapter and area there are specific quests as given to your Questlog (L), and also sidequests and points of interest. Quests are specific entries that show up named in your Questlog and are marked "Q" in the index. Sidequests are small 'quests' or tasks you can partake in or fulfill if you like but wont show up in your questlog. The sidequests still give experience though. Sidequests are branded "S" in the index. Points of interest are neither quests nor give you any direct experience, but may still give you a challenge and some good items - examples would be a hidden cave, a hidden corpse, a cache of coins, a tip or trick, or a weapon off the beaten track etc. Points of Interest are marked "P" in the index, but not everything is listed unless there is something of special importance. A regular cave with a few monsters and coin won't show up as a point of interest unless it serves another purpose. The quests in your questlog (L) are placed in the chapter and area where you recieve them, but contain notes if you cannot finnish the quest within the same chapter you recieved it. Some quests may also be a lot harder than others, but theoretically possible to finnish within a certain chapter. In those cases the quest belongs to the chapter it was first obtainable. Most quests and sidequests also spans over several areas and even chapters, so the way they are listed here is simply what I found to be a convenient way of doing them without touching on too many areas at once. As an example, the city quests often touch on the various guilds, going in and out of an area and often branching off into multiple quest trees before completion. In these cases I try to finnish up and list all "stand alone" quests you can get and complete, without them neccecarily happen strictly in a step by step manner (ie, walk left take this quest, walk further left and do this quest). It doesn't really matter in what order you take most of the quests either, I've just listed them in the manner I find them most fitting to take and complete. The whole idea still is that you explore the game world and pick up quests as you see fit, then come back and crosscheck them here by looking for their names as they show in your questlog. Quests are also divided by guild alignment since many quests are only obtainable when you belong to a certain guild. These quests are most often listed at the end of the chapter or area questlist. Everything is then further outlined in the descriptions, like wether the thing is a quest, sidequest, or point of interest. Last, not everything is actually outlined in the guide like a step to step guide - that would simply just ruin your gaming experience and be a guide that took a year to write. There won't be specific monster entries or down to the coin entries of what to find where, but rather a point to point guide where you get what's coming to you inbetween. Of course, if a dark cave opening contains something that would smack you down in a single blow, or a certain item that is highly useful can be found, it will be mentioned as a point of interest, but other than that don't expect a x/y coord of every Healing Plant or Wolf present in the game. Most of the 'inbetweens' you need to know are outlined in their own appendix sections, like "herbology" or "combat". Walk around, talk to the people and generally explore, then come back to this guide and look up the various quests to see if you got it 'right' or if there was something you forgot or possibly another outcome if you want to get in on everything. Most of all, have fun with your own experience and use this guide as you see fit. CREDITS & CONTRIBUTORS -------------------------------------------------------------------------------- Geir Gundersen - For several tidbits of information and alternate ways of completing quests Darf [darf@bellnet.ca] - For cluing me in to a rewarding alternative on getting into the city of Khorinis, as well as some additional info to several quests xerxes0 [xerxes0@cox.net] - for even more alternate ways into the city of khorinis and Wulfgar's training tip The Wonderer [thewonderer@gmx.net] - For additional tips to many quests. TheGreat Moose [dunos_2000@hotmail.com] - For pointing out the alternating between the two 'all AC' rings in the game and how one will replace the other. Also a couple errors in the statistics. Slayer - for additional bows, pointing out some spelling errors and a tip concerning C1.5.P2 JemyM - for some bug additions INDEX -------------------------------------------------------------------------------- Each idex entry has a corresponding ID (like C3.1.1). Using the Search function of text documents (CTRL+F) can help you look up a specific quest or item of interest from the index and then let you jump directly to that information without going through everything else. As a whole the structure of the guide is split into info (I), for items of interest you might want to get an understanding for beginning play, like game mechanics, the factions and so on. Next comes the chapter guide (C) with listed quests, sidequests and points of interest. Last you'll find the Appendixes (A) dealing with a breakdown of statistics, skills, trainers, alchemy recipies, and similar. -------------------------------------------------------------------------------- I INFORMATION -------------------------------------------------------------------------------- I.1 GUILDS I.1.1 Paladins I.1.2 Mercenaries I.1.3 Mages I.2 TRAINING YOUR ATTRIBUTES I.3 TRAINING YOUR COMBAT SKILLS I.4 SETTINGS -------------------------------------------------------------------------------- C1 CHAPTER 1 - THE MENACE -------------------------------------------------------------------------------- C1.1 XARDA'S TOWER, THE VALLEY, AND ROAD TO KHORINIS C1.1.Q1 The Eye of Innos C1.1.P1 The Chest behind the Porticullis C1.1.P2 A hidden corpse C1.1.P3 Down to the valley C1.1.P4 Lester C1.1.S1 Lester's Shadow C1.1.Q2 Wanted Notes and Bandits C1.1.Q3 The Bandits at Lobart's Farm C1.1.Q4 How to Get Into the City of Khorinis C1.1.S2 Another Way In C1.1.Q5 Lobart's Work Clothes C1.1.Q6 Harvest the Turnip Field C1.1.Q7 Bring the Turnips to Hilda C1.1.Q8 A Pan for Hilda C1.1.Q9 For a Bottle of Wine C1.1.P5 A Useful Herb C1.1.P6 More Bandits C1.1.P7 Back to the Valley C1.2 CITY OF KHORINIS C1.2.Q1 Getting into the Upper Quarters C1.2.Q2 Apprentice in Khorinis C1.2.Q3 Matteo & Gritta C1.2.P1 Pablo's Wanted Poster C1.2.Q4 Furs for Bosper C1.2.Q5 Blessing of the Gods C1.2.Q6 A Great Challenge C1.2.Q7 Herbs for Constantino C1.2.S1 Abuyin's Prophecy and Tobbacco C1.2.Q8 Canthar's Favor C1.2.Q9 A Brazen Thief C1.2.Q10 A Merchant's Gold C1.2.Q11 Bandit Raids C1.2.P2 Zuris' Herbs C1.2.P3 A Dead Militia Man C1.2.Q12 The Experiment C1.2.S2 Edda's Statue C1.2.Q13 Mad Fellan C1.2.S3 Lares' Trip C1.2.Q14 Information for Garvell C1.2.P4 Hunting with Bartok C1.2.S4 Alrik's Fights & Missing Sword C1.2.Q15 The False Messenger C1.2.Q16 Baltram's Shipment C1.2.S5 The Fishmonger C1.2.S6 Entrance to the Thieves Guild C1.2.Q17 Constantino's Ring C1.2.P5 Matteo's Leather Armor C1.2.Q18 Bosper's Bow C1.2.S7 Coragon's Silver C1.2.P6 The Sewer Stash C1.2.S8 Lehmar's Ledger C1.2.P7 The Island Stash C1.2.P8 Beaches & Shipwrecks C1.2.P9 Thieves Secret Headshake C1.2.P10 A Thief in the Night C1.2.P11 Ripping off Lehmar C1.2.S9 Valentino C1.2.P12 The City Guard Towers C1.2.Q19 The Blood Chalices C1.2.P13 Robbing the Upper Quarter C1.2.Q20 Bandits at Jack's Lighthouse C1.2.Q21 Member of the City Guard C1.2.Q22 Paladin: Where is Peck? C1.2.Q23 Paladin: A Package Full of Weed C1.2.Q24 Paladin: The Weed Deal C1.2.Q25 Paladin: Problems at Lobart's Farm C1.2.Q26 Snapper's Claws C1.2.P14 Bromor's Backroom C1.3 AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS C1.3.S1 Two Brothers C1.3.Q1 A Farmer in Need C1.3.Q2 Bottoms Up C1.3.Q3 Dragomir's Crossbow C1.3.P1 A Burnt Down Camp C1.3.P2 Paladin's Rest C1.3.P3 Goblin Mayhem C1.4 ONAR'S FARM & LAND C1.4.P1 Buster C1.4.P2 A Nest of Field Raiders C1.4.Q1 The Hungry Hunter C1.4.P3 Trolls! C1.4.Q2 Four Wolves for Pepe C1.4.Q3 Kick Bullco's Butt C1.4.Q4 A Good Fighter C1.4.Q5 Rod's Sword C1.4.Q6 Respect C1.4.Q7 For a Fistful of Herb C1.4.Q8 The Package of Weed C1.4.Q9 Jarvis' Challenge C1.4.Q10 Member of the Mercenaries C1.4.Q11 Drive Away the Militia C1.4.Q12 Collect the Rent C1.4.P4 Dueling C1.4.P5 A Golden Plate C1.4.Q13 Stew C1.4.P6 Dexter's Bandit Camp C1.4.Q14 The Lazy Farmer C1.4.Q15 The Forbidden Pasture C1.4.Q16 The Sun Aloe C1.4.Q17 The Snorting Creature C1.4.Q18 Black Hide C1.4.S1 Wasili's Old Coins C1.4.P7 Inubis' Tomb C1.4.Q19 Mercenary: An Offer of Peace C1.5 ROAMING THE NEW WORLD C1.5.P1 An Inaccessible Riverbed? C1.5.P2 The Magic Golem C1.5.P3 The Temple Ruins C1.5.P4 A Tomb and Steingolems C1.5.P5 A Hidden Path C1.5.S1 The Black Troll C1.5.P6 The Dragonslicer C1.6 THE MONASTERY C1.6.Q1 Getting into the Monastery C1.6.P1 Sneaking Into the Monastery C1.6.Q2 Mage: Serving the Community C1.6.Q3 Mage: Opolos and the Recipe C1.6.Q4 Mage: Opolos and the Library C1.6.Q5 Mage: The Chamber of the Novices C1.6.Q6 Mage: Figth Training for Babo C1.6.Q7 Mage: Babo and the Garden C1.6.Q8 Mage: Prayer for the Paladins C1.6.Q9 Mage: Isgaroth's Problem C1.6.Q10 Mage: The Mutton Sausages C1.6.Q11 Mage: The Wine Delivery C1.6.Q12 Mage: Seven Herbs C1.6.Q13 Mage: The Lost Recipe C1.6.Q14 Mage: A Short Trip to the City C1.6.Q15 Mage: The Test of Fire C1.6.S1 Mage: A Little Help from Dyrian C1.6.Q16 Mage: The Living Rock C1.6.Q17 Mage: The Path of Believers C1.6.Q18 Mage: Create a Rune C1.6.P2 Mage: A Gift of Spirit -------------------------------------------------------------------------------- C2 CHAPTER 2 - RETURNING TO THE COLONY -------------------------------------------------------------------------------- C2.1 XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS C2.1.P1 A Strange Amulet C2.2 CITY OF KHORINIS C2.2.Q1 Evidence C2.2.Q2 Fernando's Business C2.2.P1 A Good Read C2.2.Q3 The Message C2.2.S1 A Second Prophecy C2.2.Q4 A Sextant C2.4 ONAR'S FARM & LAND C2.4.Q1 Mercenary: Another Task C2.4.P1 Mercenary: Medium Mercenary Armor C2.4.P2 Sagitta's Stock C2.7 THE PASS C2.7.P1 An Alternate Route C2.7.P2 An Orc Camp C2.8 THE VALLEY OF MINES C2.8.P1 Diego's Leather Bag C2.8.P2 Teleport Rune: Valley of the Mines Pass C2.8.P3 A Dead Paladin & Rune C2.8.Q1 Bad News C2.8.P4 An Underwater Cave C2.8.P5 Den's Body C2.8.P6 A Nest of Dragonsnappers C2.8.S1 Paladin Marcos' Ore C2.8.P7 The Waterfall C2.8.S2 Greppert & Kervo C2.8.Q2 Help for Marcos C2.8.P8 An Amulet of Strength C2.8.S3 Olav's Demise C2.8.S4 Paladin Silvestro's Ore C2.8.P9 A Cliffside Cave C2.8.P10 A Lone Sorrel C2.8.S5 Paladin Fajeth's Ore C2.8.Q3 Snapper Hunt C2.8.Q4 Tengron's Ring C2.8.Q5 Bilgots Curse C2.8.P11 Snowy Area & Elixirs of Life C2.8.P12 Ambush! C2.8.P13 Mage Rune of Ice Arrow C2.8.P14 A Stone Circle & Elixir of Spirit C2.8.P15 A Skinny Shadowbeast & Elixir of Strength C2.8.P16 A Bold Hunter C2.8.P17 Demon's Lair & Life Elixirs C2.8.P18 Ancient Demon Tower C2.8.P19 A Ring of Dexterity C2.9 THE CASTLE C2.9.P1 Getting into the Castle C2.9.P2 Castle Transport Rune C2.9.Q1 Meat C2.9.Q2 Gold for Brutus C2.9.Q3 Rescue Gorn C2.9.P3 Paladin: Heavy Militia Armor C2.9.Q4 Diggers and Ore C2.9.P2 Robbing the Castle -------------------------------------------------------------------------------- C3 CHAPTER 3 - THE EYE OF INNOS -------------------------------------------------------------------------------- C3.1 XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS C3.1.S1 Report From the Mines C3.1.S2 Report of the Dragons C3.1.Q1 Healing for Hilda C3.1.Q2 Mercenary: Maleth's Walking Stick C3.2 KHORINIS C3.2.P1 Meeting With Lord Hagen C3.2.Q1 Diego's Gold C3.2.Q2 Diego's Business C3.2.S1 Comfort Gritta C3.2.S2 A Third Prophecy C3.2.Q3 Something Lost? C3.2.P2 Khorinis Merchants' Stock C3.2.P3 Paladin: A New Sword From Peck C3.2.P4 Paladin: Joining the Order C3.2.P5 Paladin: A Magic Blade C3.2.P6 Paladin: Access to the Ship C3.2.S3 Fingers' Chest C3.3 AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS C3.3.Q1 Moonshine C3.3.Q2 Sheep Thieves C3.3.P1 Tavern Teleport Rune C3.4 ONAR'S FARM & LAND C3.4.P1 Seeker's Curse C3.4.P2 Pass of Khorinis Teleport Rune C3.4.P3 Lester & Xardas Teleport Rune C3.4.Q1 Alone and Helpless C3.4.Q2 The Banished Farmer C3.4.Q3 Torlof's Fear of the Dark Man C3.4.P4 Lee & Teleport Rune Landlord C3.4.S1 Gorn Made It C3.4.Q4 Bennet is in Jail C3.4.P5 Farm Merchants' Stock C3.4.P6 Mercenary: Heavy Mercenary Armor C3.4.Q5 The Crawler Armor C3.4.P7 Another Pot of Stew C3.4.P8 A Graveyard Sorrel C3.4.Q6 Mercenary: The Judge's Lackey C3.4.Q7 Mercenary: Shadowbeast Horns for Buster C3.6 THE MONASTERY C3.6.Q1 Documents C3.6.S1 Information for Opolos C3.6.Q2 Paladin: The Power of the Stars C3.6.P1 The Treasury C3.6.Q3 The Eye of Innos, Continued C3.6.Q4 Paladin: The Desecrated Shrines C3.6.S2 Paladin: Consecration of the Sword C3.6.Q5 Mercenary: The Forged Mineshares C3.8 THE VALLEY OF MINES C3.8.P1 Last Chance -------------------------------------------------------------------------------- C4 CHAPTER 4 - THE DRAGON HUNT -------------------------------------------------------------------------------- C4.1 XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS C4.1.P1 Lizardmen in Khorinis! C4.1.Q1 Lobart's Orc Problems C4.2 CITY OF KHORINIS C4.2.S1 A Fourth Prophecy C4.2.P1 Merchant's Restock C4.2.P2 Mercenary: Baltram's Deal C4.2.P3 Paladin: Magic Runes C4.2.Q1 Paladin: Hordes of Orc Elite Warriors C4.3 AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS C4.3.Q1 Paladin: Deprivation C4.4 ONAR'S FARM & LAND C4.4.P1 Two-Handed Combat C4.4.P2 Sagitta C4.4.Q1 Mercenary: Dragon Eggs C4.4.S1 Lee and the Dragon Eggs C4.4.P3 Mercenary: Bennet's Battle Blades C4.4.S2 Mercenary: Bennet and the Dragon Eggs C4.5 ROAMING THE NEW WORLD C4.5.P1 An Orc Warlord C4.6 THE MONASTERY C4.6.S1 Jorgen a Novice? C4.6.S2 Mercenary: Kill Pedro C4.6.Q1 Paladin: Neoras' Dragon Egg Brew C4.8 THE VALLEY OF MINES C4.8.P1 First Dragonhunter Encounter C4.8.P2 Assault on Fajeth's Camp C4.8.Q1 Ur-Shak C4.8.P3 Demontower Revisited C4.8.S1 Engrom is Lost? C4.8.Q2 I Gotta get out of Here! C4.8.P4 Hunting Dragons C4.8.S2 The Swamp Dragon Pandrodor C4.8.P5 Recharging the Eye of Innos C4.8.S3 The Stone Dragon Pedrokhan C4.8.S4 The Fire Dragon Feomathar C4.8.Q3 Two Ice Giants for Sylvio C4.8.S5 The Ice Dragon Finkregh C4.9 THE CASTLE C4.9.Q1 Lost in Darkness C4.9.Q2 Theft C4.9.Q3 Angar's Amulet C4.9.Q4 The Filthy Sty C4.9.Q5 Hunger C4.9.Q6 Jan and the Smithy C4.9.Q7 Fero's Sword C4.9.P1 A Little Help from Oric C4.9.Q8 Hosh-Pak C4.9.P2 Mercenary: Medium Dragon Hunter's Armor C4.9.P3 Paladin: Dragon Blood for Jan -------------------------------------------------------------------------------- CHAPTER 5 - DEPARTURE -------------------------------------------------------------------------------- C5.1 XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS C5.1.P1 Xardas' Letter C5.1.P2 Lobart's Demise C5.2 CITY OF KHORINIS C5.2.S1 A Fifth Prophecy C5.2.P1 Provisioning C5.2.S2 The Thieves Guild C5.2.P2 A Few Goblin Berries C5.2.P3 Empty the Pockets C5.2.P4 Mercenary: Access to the Ship C5.2.P5 Paladin: New Paladin Runes C5.2.P6 Before you Leave C5.3 AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS C5.3.P1 Looting C5.3.P2 Another Goblin Berry? C5.4 ONAR'S FARM & LAND C5.4.P1 Thekla's Last Pot of Stew C5.4.P2 Sagitta's Sorrels C5.4.S1 Lee's New Bodyguard? C5.4.Q1 Sekob Misses His Wife C5.4.Q2 Rosi's Flight C5.4.P3 Lifting Pockets C5.4.P4 Mercenary: Dragon Weapons & Heavy Armor C5.4.Q3 Mercenary: The Show-off C5.6 THE MONASTERY C5.6.S1 The Monastery Cellar C5.6.Q1 I Need A Ship C5.6.Q2 Who Will Be My Captain? C5.6.Q3 No Travelling Without A Crew C5.6.Q4 Return to the Tower C5.6.P1 Pickpocketing in the Monastery C5.6.S2 Paladin: Second Consecration & Paladin's Armor C5.6.S3 Mercenary: A Strange Almanac C5.8 THE VALLEY OF MINES C5.8.P1 Biff C5.8.P2 Fear & Looting in the Valley C5.8.P3 The Great Orc Wall C5.9 THE CASTLE C5.9.P1 The Castle Storeroom C5.9.P2 Gerold's Goblin Berry C5.9.P3 Picking the Castle Clean C5.9.P4 Letting the Orcs In -------------------------------------------------------------------------------- APPENDIXES - GENERAL INFO -------------------------------------------------------------------------------- A1 SKILLS A1.1 General Skills A1.1.1 Sneaking A1.1.2 Opening Locks A1.1.3 Pick Pocketing A1.2 Hunting A1.2.1 Hunting: Skinning A1.2.2 Hunting: Remove Mandibles A1.2.3 Hunting: A1.3 Forging A1.3.1 Forging: Self-forged Sword A1.3.2 Forging: Ore Longsword A1.3.3 Forging: Ore Two-Hander A1.3.4 Forging: Ore Bastard Sword A1.3.5 Forging: Heavy Ore Two-Hander A1.4 Alchemy A2 TRAINERS A2.1 HUNTERS A2.1.1 Bosper A2.1.2 Grom A2.1.3 Gaan A2.1.4 Grimbald A2.2 ATTRIBUTE TRAINERS A2.2.1 Laras A2.2.2 Carl A2.2.3 Harod A2.2.4 Torlof A2.3 MELEE TRAINERS A2.3.1 Alrik A2.3.2 Wulfgar A2.3.3 Buster A2.3.4 Rod A2.4 RANGED TRAINERS A2.4.1 Bartok A2.4.2 Niclas A2.4.3 Dragomir A2.4.4 Ruga xxx A2.5 ALCHEMISTS A2.5.1 Ignaz A2.5.2 Constantino A2.5.3 Sagitta A2.6 BLACKSMITHS A2.6.1 Harad A2.6.2 Bennet A2.7 MAGE TRAINERS A2.7.1 Vatras A2.8 OTHERS A2.8.1 Thorben A2.8.2 Bartok A2.8.3 Jesper A2.8.4 Ramirez A2.8.5 Cassia A3 WEAPONS & STATS A3.1 One-Handed Weapons A3.2 Two-Handed Weapons A3.3 Bows A3.4 Crossbows A4 ARMOR A5 SKILLS & STATBOOSTERS A5.1 Apples A5.2 Dark Mushrooms A5.3 Coragon's Special Beer A5.4 Rengaru's Pick Pocketing Tips A5.5 Book: The Divine Power of the Stars A5.6 Potions A5.7 Thekla's Stew A5.8 Wulfgar's One-Hander Tip A5.9 Book: Southern Defense Art A5.10 Book: Double Blocks A5.11 Sergio's Two-Hander Tip A5.12 Donations to Daron A5.13 Statues of Innos A6 HERBOLOGY A7 FOODSTUFFS A8 EXPERIENCE & LOOT A9 LEVELCHART A10 COMBAT TACTICS A11 EXPLOITS & UNINTENDED ADVANTAGES A11.1 Unlimited Gold A11.2 Unlimited Experience A11.3 Additional Goblin Berries & Dragonroots A11.4 Mercenary: Unlimited Gold & Experience A11.5 Paladin: Unlimited Gold & Experience A12 MAGIC RINGS & AMULETS A13 BUGS -------------------------------------------------------------------------------- I - INFORMATION -------------------------------------------------------------------------------- I.1 - GUILDS There are three possible guilds to join in Gothic 2, and although made up of different tiers, they will be refered to here as the Paladins, Mercenaries and Mages. Note that you cannot belong to more than one main guild like this, and once you have joined a certain guild, there is no way back. Ever. Except starting a new game. Please read up on the three guilds to get a better understanding of the quest order, how they are marked with each guild, and most of all what the differences are. I.1.1 Paladins This is the first guild you'll come into contact with, and also the easiest and most convenient to join with if you just want to get things going. Paladins are a mix of fighter and mage and will rely both on strong weapon skills as well as magic later in the game. The first 'tier' here is to become a member of the City Guard or rather Militia in Khorinis. From a member here you can later progress to become a Paladin. There is a bit of confusion here as you'll see references to Militia, City Guard and the Paladins all over, but in effect they all belong to the same grouping. If you join the City Guard with Andre, and get your Militia Armor on you are on the rigth track if Paladin is what you intented to become. All quests requiring you to be a member of this guild is marked 'Paladin Quest' even though you are still just a city guard at first. Paladin Setup Paladins are a class-type in itself, a warrior/mage setup and you don't really have much variation when choosing this guild. Your primary skill will most likely be Strength, relying on either one- or two-handed weapons. It's quite possible to go the way of Dexterity and use either bows or crossbows as your main weapon, but as far as paladin-only weapons, you are limited to swords. When you decide on one main attribute - strength or dexterity - it's a good idea to sort of ignore the other. Meaning, if you plan on using strength, don't go training dexterity. Similarily, don't worry about 'maxing' your off attribute, but rather make us of any stat boosters you can for this skill as you go. This is not to say that you should completely ignore your off attribute, but it will rather raise naturally by items found. No matter what you decide to go with as a main attribute, the off attribute can easily reach 100+ and will be sufficient to do anything you like with it - with dexterity that means all pickpocketing and thief related things, and with strength it means you get to use pretty much any weapon you wish although dexterity is your main attribute. Weapons Personally I preffer two-handers with paladins (and for mercenaries for that matter) due to their increased damage and longer range. When you break it down, there really are no game-affecting differences between one or two handers, and you will do very well with both. High-damage two-handers can be a bit tricky to find at first, but later in the game they will outdamage the one-handers considerably. There is also the matter of being able to train your two-handed skill to 100% with 10LP less than for one-handers. For two-handers, except to spend a minimum of 33 LP in one-handers to gain a 'Master' competence level: - 10% Base - 10% From wearing Alrik's Sword - 2% From Wulfgar's Training Tip (See xxx) - 5% From reading the Book Southern Defense Act (See xxx) - 33% From regular training using 33 LP = 60% Master Then you can spend 85 LP reaching 100% two-handed skill: - 10% Base - 5% From reading the book Double Blocks (See xxx) - 85% From regular training, using 85 LP = 100% Master For one-handers, the cost is a bit higher since you won't actually use Alrik's sword in combat. To reach 60% in one-handed weapons, you need: - 10% Base - 5% From reading the book Double Blocks - 45% From training, using 45 LP And then work on your one-handed skill: - 10% Base - 2% From Wulfgar's training tip - 5% From reading the book Southern Defense Act - 83% From regular training, using 83 LP Total cost for mastering two-handed weapons is 118 LP, or 12 levels. Total cost for mastering one-handed weapons is 128 LP, or 13 levels. For paladins, I wouldn't want to ignore ranged weapons still. Any class/guild will find great use in having a ranged weapon handy. Personally I never saw bows as a suiting ranged weapon for paladins, and chose to go with crossbows. You don't really need to train either skill, but doing so will make it a little less frustrating hitting your targets. For both paladins and mercenaries, I usually raise crossbow to 30%, expending 20 LP doing this. Magic Paladins will recieve their first rune when they become paladins after serving as militia, in chapter 3 at the earliest, after solving the quest 'Bennet is in Jail' (See C3.6.Q4 and then C3.3.P4). Paladin's selection of runes are very limited, and you will also find several of them. Recieving a rune costs 5 LP and is done simply by recieving a rune to use from your inventory. The paladin magic is split in two types, healing and combat. You can save yourself some LP by ignoring the less powerful runes in favour of the greater ones, ie no need to learn Lesser Healing when you could get Greater Healing instead. Doing this means only a short time of your life as a paladin will be spent actually using magic, so feel free to take whatever you can if you like the casting aspect. You will however need mana if you are going to use magic. Training mana cost double for paladins, and you have to spend 10 LP for every 5 MaxMana you train, up to 250. You don't need that much mana really, so around 100 should be enough, then raise it artificcially by items, and potions if needed. Mana is nevertheless a high-cost avenue for paladins, and you should expect to spend 150+ LP on this. Secondary Skills Paladins don't really need any of the secondary skills, but if you have to pick one - and trust me, you will have more than enough LP to do so - it would be alchemy. Learning the healing potions aren't really needed as paladins will generally use their healing runes, but it is required to learn the best recipies. Learning all 3 healing potions will enable you to learn to make Elixir of Strength, costing a total of 20LP. This will favour your combat skills the most and enable you to brew about 10-12 strength potions raising your strength by 50-60. You could also opt for the mana line, learning all 3 mana potions and then open up Elixir of Spirit that raises MaxMana by 10+, for about +50-60 to MaxMana using all your King's Sorrel, but I only reccomend this for the paladins that plan on relying on their magic for the most part. Going both ways will set you back 40LP, and will have you splitting the Mana or Strength potions - Each such potions uses a King's Sorrel plant, and you have a finite amount of them. For other skills, paladins don't really need or have much use of any of them. None of the hunting skills will give anything other than a monetary return, and forging will only let you make a few of the swords where you find or recieve way better ones pretty soon. Thieving skills can be just as useful to paladins as the two other guilds, and I reccomend learning them. They are Sneaking, Picking Locks and Picking Pockets, setting you back 15LP. It could be argued that the paladins are great protectors of the law, but really, there is nothing stopping you from being a goody paladin during the day, and robbing the people you protect at night. Apprenticeship Paladins can basically sign up with any of the three apprenticeships in Khorinis, but none of them will anything but a monetary advantage. If I had to pick one, I would go with Constantino, because he won't require you to learn any skills and will give you a good price on the hundreds of mushrooms you most likely will never use. Advantages & Disadvantages - Paladins won't get the best weapons in the game, but their melee weapons are in turn much less stat dependant. The best one-handed weapon for instance, require only 40 Strength. - Paladins will get the best armor in the game and can achieve as high 130 AC vs. weapons and arrows. - Training Mana is expensive for Paladins as the training cost is double that of mages. Each point of Mana costs 2 LP to train. - Paladins only have a limited array of magic (combat and healing), but in turn these can mostly all be found and thus require very little LP to master. General Paladin Tips - Wait with the 10 prayers to Innos until you have joined the order and become a paladin in chapter 3. You will get double the bonuses for up to +20 strength, +20 dexterity or even +40 extra mana (ignore the HP here). The mana in this case is the most LP saving as with double cost you are looking at 80LP for 40 more mana. I.1.2 Mercenaries The mercenaries are pure fighters and also likely the second guild you'll come into contact with. Signing up with the mercenariers involves several quests and tasks before you are initiated. A mercenary is a pure fighter specializing in the heaviest weapons, dealing damage and generally kicking ass. Mercenaries will never learn magic outside the use of scrolls. Due to this, training Max Mana is twice as expensive. The second tier of this guild enables you to become a Dragon Hunter - the ultimate fighter, but for purpose of branding the mercenary-only quests, all such quests are marked 'Mercenary Quest' even though you can later become a Dragon Hunter. Mercenary Setup Mercenaries are supposed to be the prime fighters and will have no access to magic. This is both a boon and a disadvantage, as there's only so much you can actually spend your hard earned LP on. There's the melee and ranged weapons, but as with paladins you will master your weapon of choice fairly early, and thus have a large portion of LP left that isn't so obviously spent. Strength is the attribute for melee fighting and dexterity for ranged combat. Mercenaries can normally become masters at one, but also very good at the other. I reccomend going melee and then working up a little skill in ranged as you go. Weapons The same weapon setup for paladins apply to mercenaries as well, so have a look at the breakdown there. Ranged weapons are not to be overlooked either, so always carry a bow or crossbow - training either of the ranged skills to 30 or 30/60 is no problem for a mercenary. In addition, mercenaries will get access to much stronger weapons than paladins or mages. Secondary Skills Once the weapon skills are done and away with, mercenaries will have a load of LP to spend on secondary skills, and is in fact the only proffesion who will experience the most of them. Forging is a good skill for mercenaries, as all the best weapons has to be made. This is also only available to mercenaries as the smith Bennet will only teach mercenaries. Forging works a little different than alchemy, in that you only need prior knowledge of forging basics to be able to make swords - you don't need to know a "level 1 sword" to make a "level 2 sword", and can simply wait until the best swords can be learnt and learn those for minimal LP use. New forging techniques follow the chapters where the best forged swords are available in later chapters. Alchemy is also good for mercenaries, where they will almost exclusively concentrate on the healing potions to end up with the permanent Strength potion. You could also go the way of the mana potions to reach the permanent dexterity potion, but that is 3 recipes you will never use. Alchemy to make use of strength potions will set you back 20LP Thieving skills I would say is almost mandatory for mercenaries. A lot of the equipment mercenaries need cost a lot and they are the proffesion that will burn through the most gold. Sneaking, Lock Picking and Pick Pockets set you back 15LP Hunting seems at first fairly useless, but mercenaries have a few avenues here where they take direct advantage of the hunting skills. With the excess of LP several of these skills could be well used by mercenaries: - Skinning is an ok skill and will bring in a lot of gold. - Take Shadowbeast Horns can be used to gain a lot of experience later - Remove Dragon Scales is required to get the best armors - Take Dragon Blood is used to make the best forged weapons Apprenticeship Mercenaries could just as easily sign up with any of the masters, but two stand out more than others. Harad will give mercenaries a huge amount of gold both early and throughout the game, as well as making use of a skill they will probably learn anyway. Bosper is also a good choice, where skinning and selling the skins at full price will give a slow but steady income. Constantino and the mushrooms is also a choice, but the mushrooms are finite, and you could really just skip running all over the forrest picking them up. Advantages & Disadvantages - Mercenaries appear to have the highest upkeep in terms of buying weapons and armor, but in turn have also the easiest venues of making money. - Mercenaries get the best melee weapons in the game. - Mercenaries do not have to think about magic or mana, and thus have way more learning points to spend on other skills for exploration purposes. - Mercenaries have the quickest and easiest access to good trainers. General Mercenary Tips - Do not learn forging if you can wait. In chapter 5 you will learn to forge the best weapons in the game for free. - Use Torlof to train your Strength to 90, then apply every trick in the book, including Thekla's Stew, Apples, prayers to Innos etc. A high strength from early on will make you a combat champion. - Don't ignore ranged weapons. You have enough LP to reach Marksman (30%) or even Master (60%) in either one, and you will find great use of the ranged advantage. I.1.3 Mages The third and last option - to become a mage you will have to seek out the Fire Mages in the Monastery on your own will and join them. You'll start out as a Novice and then later become a Fire Mage when you have fulfilled all the tasks of a novice and then passed the Test of Fire. Fire Mages rely solely on magic spells cast from permanent runes they create of increasing power. That is not to say a mage will not use weapons, but it will be more expensive for them to train. Mana is the most important attribute of a mage, and it costs the normal amount of learning points to train where it costs double that for mercenaries and un-guilded. Once a Novice, training will still be at the normal cost so it's quite possible to train up to a considerable level of melee and ranged skills, but once a Fire Mage, the cost of training Strength and Melee skills will double making it nearly a total waste training these skills further. For the purpose of defining mage-only quests, they are named "Mage Quest" in the guide, wether they apply to Novices or Fire Mages. I.2 - TRAINING YOUR ATTRIBUTES Attributes are Strength, Dexterity, HitPoints and Mana. Of the four, only 3 can be trained, and the last - HitPoints, have to be raised via potions or magic rings/amulets, simply levelling up, or even transforming into another creature. Strength and Dexterity can be trained to 90 in chapters 1-5, and to 100 in chapter 6. Mana can be trained to 250 in chapters 1-5. Normally, you are going to be concentrating on either of the 3 and would naturally want to get your prime as high as possible. Even though 100 is regarded as the 'top' it's possible to raise these skills a lot higher, and you do get an immediate return for doing so, but that requires a shear bit of effort. First there are potions for raising either Strength and Dexterity by +5, or Max Mana by +10. Then there are a multitude of other items and events that can raise the skills further (See A7 Skills & Statboosters). There's even some items that will decrease your skill when worn, that allows you train the skill artifically. And last there are of course magic items that will boost these 3 skills even further. Example, let's train strength. First to the max of 90 in chapters 1-3. Save all your possible strength potions and items until chapter 6. In chapter 4 and out there is a special orc ring that decrease your strength by 20. So here we are in chapter 6, put on the orc ring, train your strengt from 70 to 100 (we had 90 from chapter 1, minus 20 from the ring). Remove the ring and you have 120 strength. Drink all the strength potions, and items (like Thekla's Stew) - it's possible to create and find in excess of 20 strength potions, so let's say you have 20 for the sake of this example. All those drunk, your strength would now be 220. Eat the 5 pots of Thekla Stew for another +5 strength, and chew your gums out on the apples you saved for another +1 strength. You might even have made a special dragon potion that adds +15 strength to top it all off. Put on your strength amulet and a couple strength rings...and you have an incredible 241 strength in this example alone. So what are you going to do with all that strength? There's hardly any lightly clad wimen around to impress, and in chapter 6 there's not much else to do that you couldn't already do ok with the 90 strength you came with. The conclusion here is really that it's not worth raising your attributes to the extremes this way. Personally, when doing melee as the primary skill, I train up to 90 as this isn't hard doing in chapter 1, and after that start making use of all the boosters I can find. That way the raised strength (or dexterity/mana) have a noticable effect there and then, and I get something in return for doing all the quests and work getting these boosters. I still end up having close to 200 strength in the end either way. The issue with Mana is a bit different, as the rule here is that the more you have the better you survive as a Mage. In this case I would seriously consider training as far as the 250 you're allowed before applying the various potions and boosters. Hit Points should never be much of a worry to you. You'll start with 40 and get +12 every level, as well as several items to further boost this, both permanent potions and items. If you find yourself dying all the time, it's not your hitpoints that are the cause, but rather your lack of combat skills, wether melee, ranged, or magical. That said, take note that you will be most likely to have one major skill you concentrate. That doesn't mean the two other skills should be totally ignored. For a strengthy melee fighter, dexterity will a have a nice return when using ranged weapons, and for a paladin a little extra mana never hurt. If you come across stat boosters that will raise a skill not your primary, I say make use of it right away as you'll be better off for it. I3 - TRAINING YOUR COMBAT SKILLS Training your skills in Gothic 2 is initially down to finding the correct trainer for the skill you want to train, pay them for their services one way or the other, and then spend 1 learning point for either a one percent increase or one point increase in the skill in question. From there on it get a little bit more advanced though. Offensive melee skills, One-Handed weapons or Two-Handed weapons act in accordance with eachother and consists of 4 competence levels. Once you train up to the next level of competence in one of them, the cost increase for training that skill will double. Not double as in one percent trained costs 2LP, but double in the matter that you are forced to train both melee skills at the same time and will have to spend 1 point on Two-Handed skill and one point in One- Handed skill at the same time. This is the dependancy rule of offensive skills. Once one offensive skill jumps to a higher competence level, you must either train both at once, or just the other, until both offensive skills are at the same competence level again. The competence levels for melee skills are: 10% Rookie 30% Figther 60% Master Say you've decided to concentrate on one-handed weapons. In effect, you haven't - you are going to concentrate on becoming a melee fighter, with emphasis on one-handed weapons. This is just they way things work, so you have to deal with it. Training your one-handed skill to 30% using 20LP in this case, would then make you a fighter one-handed and still a rookie two-handed. This is where the dependancy comes into effect for the first time. You can still continue to train your one-handed skill, but training the next 5 percentage now costs 10LP and will leave you with a 35% one-handed skill and 15% two-handed skill. Continually doing training this all the way will eventually put you at 100% one-handed skill and 70% two-handed skills, with 60LP 'wasted' on your two-handed skills. Of course you could always opt to fight with both type of weapons, but in effect there's really no reason to - the difference between one and two handed weapons are so small you really just want to use the weapon you like and are better trained with. The general rule here is that the two melee skills has to be within a 30% range of eachother. Seeing as you would obviously try to increase the skill for the weapon you are going to use as much as possible, there are some work-arounds and quirks involving the actual competence levels we can use. For two-handed weapons atleast, it's even 'possible' to drag the difference to a 51%, albeit not very likely. First, if the trainer you are training with has the appropriate skill level, it's quite possible to pull a skill level atleast 4% over its competence level before the dependancy take effect. Simply train one and one percentage until you hit either 29%, 59% or 89%, then opt to train 5% at a time and you will go up one competence level as well as leaving the preffered skill at 34%, 64% or 94%. From here on you have to pay double cost or bring the other melee skill up to the same competence level. Next there are items and instances raising your skill percentage (See A7 Skills & Statboosters), and these can be used to further widen the difference. Back to our one-handed skill, say we have used the 5% trick above to raise one-handed to 34% while two-handed is still at 10% - we could then read the Southern Defense Art book on top of it, and have 39% one-handed skill, then take Wulfgar's training tip, and now have 41% one-handed and still 10% two-handed skill. For two-handed skills there's even another useful item - namely Alrik's Sword (See C1.3.S4) wich is a magical oddity bestowing 10% one-handed skill. For one- handed users, this particular sword isn't very useful as such as it's simply not a very good sword to use regularily, but for two-handers, it's a real gem. Since training a particular weapon skill doesn't involve you wielding the weapon in question, two-handed fighters can train while having Alrik's sword equipped to superfically raise their competence level to another level, thus making it more efficient to train two-handed skill. Example: train two-handed to 34%, then equip Alrik's sword and now train one-handed with 10LP bring you to 30% (10% base, +10% from Alrik's Sword, +10% from 10LP) and competence level 'fighter' in both skills. Now, with Alrik's sword still equipped, continue training two- handed now at normal cost, up to 64%. Read the Double Blocks book, then remove Alrik's sword and bring out your favourite two-handed orc slicer - you'll now be a rookie 20% one-hander, but a Master 69% two-hander, with only 10LP 'wasted'. The reason should be obvious - you'll want to be the best you can be in the weapon of your choice, the earlier the better. This way you can actually make the LP spent work directly on the tasks at hand, more easily defeating your enemies and earning more LP. Further to the two-hander trick is a paladin that could even add another 2% to this, making the difference 51% between the two skills, but this last requires you to become a mage and not particulary fond of two-handers to begin with. Personally I'm not all that comfortable with this system, and would rather have seen all the wasted skillpoints in the melee type I never ever used put to better use trying out other skills like the hunting/alchemy/forging skills instead. Still, there's no way around except a few tips here and there, so lets deal with it. When it comes to ranged weapons, bow and crossbow, the system works exactly the same. Once you reach the next competence level in one of them, you have to train both at the same time. Sadly there are no readily available ranged weapons tricks and boosters besides the "4% above" trick. If you are mainly a ranged fighter, you live by the same rules as a melee figther and most likely solely rely on ranged weapons, but as a melee fighter (or Warrior), you'd want to invest a little in ranged weapons nevertheless, bringing one of them to 34% if you can. The competence levels for ranged weapons are: 10% Rookie 30% Marksman 60% Master Know that it's also possible to raise a weapon skill above 100%, but there really should be no reason to, atleast for melee weapons. The skill for melee weapons is a "chance to critically hit" percentage, and I see no reason how this could be higher than a critical hit every time. For ranged weapons this works a bit different as the skill level is a percentage indication on how good you are at hitting targets, targets in motion, and targets at range, so maybe here a higher than 100% skill will have some sort of return as I know you won't hit a creature 3 kilometers away with a bow, even with 100% skill (or 200% for that matter). I.4 - SETTINGS Seeing as the developer wanted to keep everything in Gothic 2 as similar to the original Gothic as they could, the game will default with many of these settings. New functionality have been introduced however, but you have to activate most of it manually. All these settings are adjusted by editing the file gothic.INI found in the /system folder. It's a good idea to make a backup of this file for safe keeping. An INI file can be edited using any text-editor, like Notepad, Textpad and similar. This section will not touch on in-game settings you can change from within the game, but rather explain some distinct features you might want to enable and that can only be done so by editing the INI file. QuickSave and QuickLoad [useQuickSaveKeys=1] You are going to save and load a lot, so you might as well get this on at first. In the original Gothic you didn't have this feature, but didn't do any less saving and thus it became a chore. This setting will enable or disable quicksave/quickload (keys F5 for save, F9 for load) and is found in the bracket called GAME. There are a couple bugs associated with this, so be sure to read up the buglist too. Blood Detail [bloodDetail=3] More a visual feature than anything else, but nice to know. The blood detail has 3 levels, but defaults to 2. 0 is off, 1-2 is amounts of blood displayed when you hit something or is being hit. Setting this to 3 will add a continued loss of blood to both you and your enemies, and is besides a nice effect, a good pointer on how hurt you really are. When this is set to 3, you will begin dripping blood whenever you go when you are below 50% and increasingly more the lower you get. The same applies for enemies, and should one run away this is a great way to track it down. This setting can also be found in the GAME bracket. Quick Potions [usePotionKeys=1] This will enable a sort of quick potion feature, where you can assign a key to either healing or mana potions, and drink them without the animation in the middle of combat. Some might feel this is too easy, but there are so many situations in Gothic where things suddenly go the opposite way of what you had planned, and quaffing a potion to get away instead of loading saves you a lot of trouble. Once this is enable, you can set up the keys in 'additional keys' in-game. The potion used is always the strongest one. Also found in the GAME bracket. -------------------------------------------------------------------------------- CHAPTER 1 - THE MENACE -------------------------------------------------------------------------------- After the opening sequence, you are thrown right into a conversation with Xardas, a necromancer, who explains the setting for you. Orcs and dragons are afoot in the land and you need a special artefact to combat this menace. Exhaust Xardas conversation tree and lets get going. Realistic level range for completing chapter 1 should be from 1-18, although 20 is possible. C1.1 - XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS As Xardas said, everything you think can be of use to you, you can have - so pick up whatever you find lying around. There's also a bed here you can sleep in if you need after exploring the vicinity of the tower. There are 6 bookstands in the tower - one by Xardas, five in an upstairs room. You can read each for 25xp, for a 150xp total. There's a chest upstairs requiring a key you can find on a nearby table too. It contains 5gp, 2 Lockpicks, a Dagger and a scroll of Light. Keys quickly clutter your inventory so know that once used you never need a key again - it's usually a good idea to leave keys you have used in the chest you used them on or if on a door, close by. A Heavy Branch found by the fireplace downstairs make a better weapon than the dagger. A chest downstairs contain a couple Fireball scrolls, a Heal Light Wounds scroll, and some gold. Some torches and waterflasks can be found lining the shelves, as can a "Lab Waterflask" you'll need later for brewing potions. Hidden among the crates and barrels are some more coins too. Immediately exiting Xardas' tower, there's some Healing Plants along the tower wall to your left, hidden under some trees. It's often a good idea to turn on first person view when looking for herbs. Believe me, in this view you'll spot them easier and also don't slip off a ledge to certain death. The Wonderer adds: "There is another corpse behind xardas' tower, with a potion and 2 scrolls to get there you have to drop from the top of the tower to the lower platform and go around to the backside of the tower" At the very beginning, every coin counts and every rusty sword or similar is a treasure. Be sure to grab everything not nailed down and you'll be better off for it later. C1.1.Q1 QUEST: The Eye of Innos This quest will span several chapters and is the overlying thing you should pursue. For now, this quest should prompt you to seek out the paladins in the city of Khorinis, wich will take you through the following areas. Look for the completion and all it involves in C3.6.Q3, otherwise pay it no heed until chapter 3. C1.1.P1 POINT OF INTEREST: The Chest behind the Porticullis A gate prevents acess to a chest in Xarda's lab. Only a hidden lever will open this gate. Hidden levers and buttons don't show up as items you can interact with in-game, but can still be used if you are standing in front of them. Look for a button on the fireplace on the same level - top-right corner on the frontside of the fireplace. Behind the gate is a Mana Essence potion (+50 mana) and a chest with 20gp, a Heal Light Wounds scroll and a Fireball scroll. C1.1.P2 POINT OF INTEREST: A hidden corpse At the lake where you found the entrance to the valley, there's an overhanging tree along a path to your left. Under this tree is a corpse and some items. A couple Fire Arrow scrolls, an Essence Healing potion, a Shortbow and some arrows. The shortbow will be of great use to you at this point, but conserve the arrows. C1.1.P3 POINT OF INTEREST: Down to the Valley Xardas mentions a secret passage down to the valley below. This can be found by walking down to the small pond and waterfall to your left just a short ways after exiting the tower. Besides a few monsters and adjoining cave adobes, the tunnel will take you a bit down and out onto a winding mountain path leading down to the valley floor. The valley is host to lots of herbs as well as wolves and rats. Lester can be found here at a campfire, and there's also a cave down here with some foes. C1.1.P4 POINT OF INTEREST: Lester From the second you set foot in the valley you can see a campfire a little ways off, where an old buddy from Gothic 1 is resting, namely Lester. Strike up a conversation with him and ask what happened. After his story about the black shadow, be sure to mention that he should go tell Xardas about it. Lester will rest in the Valley for a few days more then you can find him in Xardas' Tower (triggered by completing C1.1.Q4 How to Get Into the City of Khorinis). Lester can be a pain or a benefit either way you see it as he will charge any hostiles closing. If you want the experience for yourself, be sure to lure the monsters away from Lester, or try to get the last hit in so you get the 'kill' and thus the exp. C1.1.S1 SIDEQUEST: Lester's Shadows If you told Lester to go see Xadras about the shadow he saw, you can find Lester inside Xadras' Tower a few days later - after you have gained entrance to the city of Khorinis, sleeping in the bed in Xadras' Tower. Asking Xadras if Lester told him about the shadows will yield +25xp and a magic ring called Ring of Spirits, giving a +5 to Magic Protection (Armor Class). C1.1.Q2 QUEST: Wanted Notes and Bandits Further down the road you will eventually be greeted by a bandit standing guard in front of a staircase built into the mountainside. Unless you trail around him with good distance, he will initiate talks automatically. There's two outcomes to this encounter. You can be brupt and dont fall into his trickery - at wich point he will attack you. This is if you dont follow him into the small cave to see his boss (where you will be attacked anyway). It seems someone is looking for your head on a platter and has passed around mugshots of you and a promise of rewards. It's also possible to sweettalk the bandit though, and learn some good information as well as another quest to your Questlog. Tell him you come from the Mountains, and ask whom is looking for you. Then have him reassure you this isn't a trap, and tell a white lie about being tricked earlier. If you then mention you come from the convict colony (gothic 1) things will change. Seems this bandit is also from the colony and think the old fellows should stick together. From that point he will no longer attack you and you can gather a bit of information. Have him hand you the mugshot, then ask about who is behind it (not his boss inside the caves). For 10 gold he will reveal the name of this person. Exit the conversation and he will warn you about his 'gang' inside the cave and that they will probably beat you up. And they will if you go inside, so take it easy and lets deal with this a little later. You now have the quest "Wanted Notes and Bandits" in your Questlog. This quest will complete for +25xp when you finally find Dexter in his camp (see C1.6.P6) and talk to him for the first time. Darf adds: "You were indeed tricked earlier, this is one of the Quests from Gothic 1, so it's not a lie!" The Wonderer adds: "You dont have to pay the 10gold to the bandit to get Dexter's name if you dont have the cash on you, he realizes it too late." C1.1.Q3 QUEST: The Bandits at Lobart's Farm Following the road further down, you'll come across Maleth, a sheephearder working Lobart's Farm. He will also strike up a conversation with you when you close in. Telling him you were attacked by bandits, and then that you know the location of their hideout will give you this quest to 'take care of them'. If you talked and got to know the bandit guarding the entrance, when you return you can get +50xp if you warn him that the farmers want them dead. He will then stay out of the fight and walk up to a campfire further up towards Xardas' Tower. Inside the cave are Brago and another bandit. Each will yield +50xp when killed, and carry various foodstuffs, some gold and maybe a potion. The bandit also has a message offering coinage for your head from this Dexter person you was told about from the bandit outside. Brago carries a key to the chest here. Return to Maleth for your reward - 3 bottles of wine and +100xp. If you already dealt with the bandits the quest will complete as you speak to Maleth for the first time, and he will give you the same reward. Further, dealing with the bandits lower the cost of the farmer's clothes Lobart has another 10 gold (see Lobart's Work Clothes). C1.1.Q4 QUEST: How to get into the City of Khorinis Telling Maleth that you're on your way to the city when you meet him will give you some useful pointers here and spawn this quest. Seems getting into the city isn't as easy as it first seemed. The city guards are wary of convicts and thugs from the mountains and wont just let anyone in. There are several ways to complete this quest. One is getting the farmer's work clothes from Lobart and telling the guards you work there and are just after supplies. Another way is to talk to Canthar by the crossroads and accept his free gate pass in return for a favour later (see C1.2.Q8 Canthar's Favour). The last option is to bribe your way in at the cost of 100 gold. Getting the work clothes from Lobart and saying you're here to see the blacksmith is the only option that will net you any xp. +25xp and entrance to the city, as well as all the xp you get from completing the connected tasks involved in that. There's also another way into the city you shouldn't miss - see C1.1.S2 Another way in. C1.1.S2 SIDEQUEST: Another Way In Besides the three obvious options to get into the city of Khorinis, there is also another more lucrative option here - namely to get into the city without using the gates. Not only will this net you a handsome sum of xp for your efforts, but can also be done without upsetting the other quests. Meaning you can do this sidequest, and still work your way to Lobart's Work Clothes and getting into the city the regular way, quests and xp intanct. Before embarking on this little romp through the forrest however, it's a good idea to finnish the "A Pan for Hilda" quest, as Canthar the merchant will pack up and leave for the city once you have entered it for the first time. Also note that this little venture is very risky and probably aimed at more experienced players if you're just starting out. Anyway, here's how. First find your way up to the Statue of Innos again where you first met Maleth. On the other side of the road, you can make out the dense forrest on a lower level than the road, but it looks to be a higher drop than you can survive. Make your way to the point where the ledge starts and you can see the steep mountainside continue further. Ie, the absolute earliest opportunity to jump down (don't yet though). The fall here is too high and will kill you, but there's a little trick to be done here. If you jump off the ledge you're on, aiming to crash in mountainside - jumping off the ledge, but into the cliffside on your left - you will be bounced off it and into the ground, where the total drop only counts as a risky fall doing some damage and not killing you. It takes a few tries to get right, but keep at it and you should find yourself on the forrest floor below the ledge soon enough. Once down, you are in the close vicinity of a band of Black Goblins - probably way too tough to take on by this point, so lets try to leg it past them. Run as fast as you can along the cliffside and you should loose the goblins when you see this part of the forrest makes way to a greengrass strip and a small mountain alley. You can probably aslo see the top of a mast on a big ship anchored on the other side. At the very bend in this new alley, walk up the corner and there should be a sloope there that you can jump up on and not slide down again. Finding and getting up here should leave you atop a very narrow cliffside, where you will see the Paladin's ship and harbour on the other side. Run along the steep cliff - almost like a razors edge - all the way over to the bandit cave (see C1.1.P6). From here the grassy strip on top of the cliff ends, and you should see some makeshift tents to your left down on the beach. Take a careful sideways drop down on a mountain ledge just below the one you're standing on now, and from there, jump across to the roof of the nearest tent, and then finally drop from the tent roof onto the beach. Congratulations, you're now right smack inside the city of Khorinis. So for the sidequest here - make your way along the docks and don't talk to anybody before you meet Lares (C1.2.S3). He will utter a suprised remark, asking how you got into the city, and if you actually swam in. This will also net you a very handsome +500xp. There's also some other suprised remarks around, but you can now make your way out of the city again through the South Gate and continue what you were doing. The quest "How to get into the City of Khorinis" will still be in your questlog, and you can finnish it now by getting Lobart's work clothes and saying you are here to see the blacksmith as you would normally. Thanks to Darf who first clued me in to this fact. Xerxes0 also adds: "You can climb the wall off to the right of the south gate guards. As you walk along the wall a bit, there is a low spot that can be reached and climbed over, not that far from the city gate; but this is important, you must jump standing back a little bit, or you will be bounced back and not make it. It takes a bit of practice but it is a great way to avoid the guards and get in." And: "Another way into the city is outside the East Gate; walk up towards the light house, skirt the bandits there, stay to the left and walk all the way up and around the mountain; very high up to the ridge. Eventually you will come down near where the thieves guild is and you can also jump onto the wall of the harbor district and jump down." The Wonderer adds: "You can just go around the South Gate guards from the right side (from near the place where u can climb the wall) because only the left guard will stop you, stay away from him near the wall, until your are behind the right guard, then just go in." Several nice shortcuts into the city in other words, and something you shouldn't miss. C1.1.Q5 QUEST: Lobart's Work Clothes Lobart is the owner of the farm here and can be found in the middle of the farm yard. He also have some farmers clothes that would work well with getting into the city. The price for the clothes (a slight armor boost) starts at 70 gold when you first talk to Lobart, but by working his for a little while, you can bring the price down. The clothes can also be stolen to achieve your more pressing goal, but if you talk to Lobart again he will demand them back or you will get into a fight with the whole farm if you dont give them back. The price can be brought down quite a bit so it's usually a good choice to finnish these menial tasks for a bit of xp and learning the ropes around here instead. The clothes start at 70 gold, but can be brought down to 30 gold if you complete all the quests around here. They are: 1. Harvest the Turnip Field - Clothes for 60 gold. 2. A Pan for Hilda - Clothes for 50 gold. 3. For a Bottle of Wine - Clothes for 40 gold. 4. The Bandits at Lobart's Farm - Clothes for 30 gold. Once you have a price you can pay, Lobart will take your coin and tell you to get the clothes from a chest in his house (the side room with 2 beds) and that will complete this quest. C1.1.Q6 QUEST: Harvest the Turnip Field Tell Lobart you're looking for work and he'll get you started on your first task. Right next to him is a fenced in small field with Turnips growing in it. There's 25 of them in total. Pick them all up and talk to Lobart again for +50xp and completion of the quest. Regarding the Farmer's Clothes, Lobart will either give you 5 gold, or knock off 10 gold on the price of the Clothes. There seems to be a bug here though, since when you take the gold he still knocks off 10 gold on the clothes in addition since you helped him out. Once done he tells you to bring the Turnips to his wife in the main building. C1.1.Q7 QUEST: Bring the Turnips to Hilda Hilda can be found in the house. Talk to her and give her the turnips for completion of this quest and +25xp. With the turnips she can cook up some stew for you, wich is a very good food alternative to healing potions (heals 20, very cheap). If you spend some days at the farm, Hilda can cook you up some stew once per day. C1.1.Q8 QUEST: A Pan for Hilda Hilda mentions she just saw a farmer pull up to the crossroads a bit down from the farm and asks if you can go see if he has a pan for her. You can ask for 20 gold to pay for the pan now, or recieve it when you bring the pan back. Canthar the merchant can be found a short bit down the main road from the farm - just follow the road from where Lobart stands. Talking to Canthar for the first time will also trigger a follow up to the quest of getting into Khorinis (see C1.1.Q4 How to Get Into the City of Khorinis). Unless you have finnished The Bandits at Lobart's Farm quest and gotten the wine from Lameth, you can buy a bottle from Canthar for use in Vino's quest below. Returning to Hilda with the pan nets you +50xp and will bring the price of the clothes down another 10 gold. C1.1.Q9 QUEST: For a Bottle of Wine There's two fields connected to Lobart's farm besides the turnip field. In one of them are 2 farmers and a person called Vino. Talk to him and ask if they need any help. Since you're obviously not an experienced farmer Vino has nothing for you...maybe except getting the boys a bottle of wine. Give him the bottle you bought, or if you found a bottle somewhere else and he will tell Lobart you were a real help. For this you get +50 xp and the price of the farmer's clothes will go down another 10 gold. C1.1.P5 POINT OF INTEREST: A Useful Herb Behind Lobart's farm, up on a hill near a stone circle you can find a Goblin Berries herb - a very rare and expensive herb you can either eat for a permanent stat bonus, or use in a potion for an even greater boost. There is also another very rare herb up here, but it can't be found from start but must be triggered by another event in the city (see C1.2.P2 Zuris' Herbs) C1.1.P6 POINT OF INTEREST: More Bandits Following the road from Lobart's farm down to the city gates, you can see a dense forrest area to the left of the road. This area is host to several tough creatures that are sure to kill you at this point. However, if you complete the sidequest C1.2.P4 Hunting with Bartok, you should have a clear way to explore this area further. To the very back of this forrest there is a Black Goblin camp with a chest, and also another path leading closer to the ocean where a group of bandits have their camp in a cave. C1.1.P7 POINT OF INTEREST: Back to the Valley Yes, we're not quite done here yet. At the small goblin camp you passed before coming upon the bandits, you might have noticed something moving on ledges below? This is sort of the opposite side of the valley, and not accessible going down into it, but actually from where you first spotted it at the goblin camp. Behind the trees here is a not so steep slope you can drop down to and continue along this side of the valley. There is no way down to the valley floor from here, but there are some foes to beat and some herbs to be found if you want it all. Reason this was mentioned last though, is that the creatures here are a tad tougher that what you can reasonably expect to beat while doing this section, so I reccommend coming back here later. There are some ledges leading down here in several steps, but be careful not to fall. Along the steep cliff side you'll find some regular herbs, a couple scrolls, some 6 nasty lizards, a couple giant rats, some meatbugs, and last 2 firece Wargs you shouldn't try to pet unless you can handle it. One advantage is that most of these can be pelted with arrows from the safety of a higher ledge. C1.2 - CITY OF KHORINIS Once inside the city you should run into a Paladin in shining armor, one Lothar who will initiate talks with you. He'll tell you about the rules of the city since it's under paladin control at the moment and also make it clear to you that your quest to see the leader of the paladins for the Eye of Innos quest is far from done. Thing is, only those employed by the paladins, or respected citizens of the town are allowed into the Upper Quarters of the city, naturally where the leader Lord Hagen is also located. Khorinis as a city is split into 4 'parts' - The master merchant area where you enter first, the upper city where all the rich folks live, the merchants square, and the docks. There's two main gates - the one you came in at first, the South Gate, and one in the merchants square, the East Gate. At this point most everyone will have a neutral stance towards you so just walk around and talk to people. You'll rack up various quests soon enough. The overlying goal for now though is to get into the upper quarters. The city will also be a place where you spend a considerable time in chapter one, so take your time and get it right. It's not uncommon to reach level 8 just doing tasks in and around the city. C1.2.Q1 QUEST: Getting into the Upper Quarters Although what you will be doing for the next hours is working towards this goal to see the leader of the Paladins, Lord Hagen, a lot of quests lead up to completing this quest. You could literary spend days of gameplay just exploring before doing this part so dont worry about it immediately. There are several ways to get into the upper quarter though. The first and most obvious one is to become a respected citizen of Khorinis. This can be done by getting work with one of three Master Merchants, involving quite a few quests in itself. Once an apprentice for either one, you automatically gain acess to the upper quarters. A second way is to become a member of the Militia, one of the three guild factions in the game. Normally you have to be a citizen of Khorinis to be considered for Militia work, but there are some shortcuts here. Once a Militia member, you automatically gain entrance to the upper quarters, as well as acess to Lord Hagen. Hooking up with the Mercenaries, the second Guild faction in the game, will also get you into the upper quarters and access to see Lord Hagen. See the Mercenary related quests for more info. And last, becoming a Fire Mage, the third and last Guild, will also get you access to the upper quarters and Lord Hagen. However, with all the options present, you can still go about your business for now and wait until later until choosing a guild to join as this is a permanent choice. Once guilded there is no way out. And besides, you still want to experience the part of the game that gets you access without any guild affiliation as it involves a lot of quests. This quest will complete when you pass the gate to the upper quarter, but doesn't give any direct xp. C1.2.Q2 QUEST: Apprentice in Khorinis Talking to almost any of the first characters you meet inside the city will clue you into this path and quest. Since only citizens get into the upper quarters, your goal now should be to become a citizen. This is only done by getting some proper work with a Master Merchant and this isn't as straightforward as it seems either. For one of the master merchants to accept you as an apprentice, the majority of the other merchants must agree to it. That means you'll have to get on the good side of atleast 4 of the 5 master merchants in the city to even have one of them consider you for an apprenticeship. Some of the quests for these merchants you'll partake in will be harder than others, but it's generally the best outcome if you can get them all on your side and not just the required minimum. With Master Merchant, it means the top dogs in the city - the ones with a proffesion that produce things for the city, not mere merchants peddling goods. There are plenty of merchants in the city but most of them basically just sell the stuff the master merchants produce. Of the 5 merchants, you will only be able to start an apprenticeship with 3 of them. Wich one that will be is entire up to you. - Complete "Matteo and Gritta" for Matteo's approval - Complete "Furs for Bosper" for Bosper's approval - Complete "Blessing of the Gods" for Thorben's approval - Complete "A Great Challenge" for Harad's approval - Talk to Constantino for his approval With 4 of 5 approvals in order you can complete this quest and sign up with either Bosper, Harad or Constantino, provided you have completed the quest for the Master you want to sign up with. Signing on with any of the three nets you +300xp. Although you would maybe want to finnish all 5 quests first, it doesnt net you any more direct xp from 'completing' this quest. How the apprenticeships work: Bosper will teach you how to skin an animal, and when you sign up with him, he'll only require that you drop by now and then and deliver some skins he can sell to the city. This isn't even a requirement as such and the only thing you'll hear is that he can get a little upset if you havent visited him in weeks. There are no repercussions though. The real advantage here though is that Bosper will buy all skins you bring him for their real value - an item's value is hardly what you get from normal merchants as they usually buy items at 30% it's value, rounded down. But here Bosper will pay full price for all skins you bring him. That includes Sheep Skins, Wolf Skins, Warg Skins, Shadowbeast Skins, Troll Hides, and Black Troll Hides. Since you know skinning already (or should), that's thousands of gold you'll earn extra when selling them back to Bosper instead of normal merchants. Also as mentioned elsewhere, I'm unsure if you can learn this skill from others than Bosper, while the skills the two other masters can teach you can be tougth elsewhere. It would be a drag to spend the LP on skinning and not reaping the benefits of full price skins in my opinion. Harod will teach you the basics of Forging (cost 5 LP) wich is a "Self-Made Sword". Without this skill you cannot learn more about forging and how to make the really nice weapons later on. Another trainer can also teach you this however, and that is Bennet in the Mercenary camp. Harod will also train your Strength up to a max of 50 if you sign on with him. The Self-Made Sword is really nice though, but better ones can be found and you can even find readymade Self-Made Swords without making them yourself. The advantage here is that you can get a nice one hander early on, and also that Harad buys these swords from you at full price - 100 gold per sword. And that is really what your task is with Harod, to make swords. You have to buy or find Steel, then process the steel into these swords and sell to Harod. Steel comes in limited supply however, and you should be satisfied if you can find 30+ pieces of steel through the chapters. It's still a hefty amount of coin though, and the advantage is quick easy money from early on. Compared to Bosper, you'll make more money at the very start. Constantino will teach you how to make potions with Alchemy. There's no real 'Basics' in Alchemy as learning any potion will make you a Learned Alchemist and thus allow you to learn more potion recipies from the various Alchemists around, but only a couple will teach you the 'first' - Constantino being one of these. Each and every potion in the game will cost 5LP to learn. You don't actually need to learn Alchemy from Constantino as his apprentice though - he really just wants you to gather herbs for him. The advantage here is that he will buy your ingredients for full value, wich will turn out to be quite some coin after a while. The downside here is that you really want these herbs for yourself for the strong potion making later in the game (yes, spending LP on Alchemy for this is really worth it - see Trainers, Alchemy, and Stats & Skill Boosters). Even though you can get some quick easy coin from start, you'd want most of it back later and have to pay him the same as you sold it for. Another problem would be that Constantinos inventory updates on chapter changes and you could stand to loose a lot of what you sold him. Of the three apprenticeships, I consider Bosper the most useful, Harad a good second if you intend to forge weapons, and Constantino the least useful. Don't dismiss Constantino as an Alchemist in himself though - once you have learnt the basics somewhere else, and completes his quest Herbs for Constantino, he can teach you some of the most powerful potions. C1.2.Q3 QUEST: Matteo & Gritta Starting with the first master merchant, Matteo in Matteo's Store to your left as you enter the city, before he will consider vouching for you as an apprentice you have to complete a task for him. Ask him about how to get into the upper square and you'll recieve the Getting into the Upper Square and Apprentice in Khorinis quests if you haven't already recieved them in your Questlog. It seems Matteo needs a small favour - Thorben's niece Gritta owes him a good sum of gold, 100 gold to be exact and he wants it back. Thorben is another Master Merchant in the city so Matteo won't involve himself directly although he would still like to see Gritta roughed up a bit. Thorben is the carpenter working just outside Matteo's Store a bit off. You can see him sawing on a log and some furniture scattered around outside his house wich is next to Bosper's. The entrance is around the corner, where you will find Gritta. Talk to Gritta and learn of her oh so miserable fate. It's possible to just rough her up and demand the money by threatening to sell her fancy clothes, but as with a lot of quests sweettalk and diplomacy will get you a lot further. Additionally, gold although scarce at the beginning will be in abundance. If you can pay a little gold and recieve some more experience instead, it's always the best choice in my book. There's also a bookstand in here that should most likely yield another +25xp as I dont think you can find that particular book anywhere else for a long time yet. With that you can offer to pay off Grittas debt to Matteo. Head back to Matteo and give him the 100 gold. You'll recieve 100xp for completing the quest, then ask him to help you get into the upper quarters. You now have Master Matteo on your side and he will agree with any apprenticeship you seek. This also nets you another 100xp. Don't forget to head back to Gritta to let her know you paid her debts, for another 50xp and a bottle of wine. This will also make Thorben more favourable against you. On a sidenote, Gritta does indeed have 100 gold on her for the debt, and you can knock her out later if you can't resist. C1.2.P1 POINT OF INTEREST: Pablo's Wanted Poster A city guard next to a tower in the middle of the city, by Harad the smith, will stop you first chance he gets and ask you about a wanted poster he has. This is Pablo, and the wanted poster is the same as the one you got off the bandits up at the road from Xarda's tower. Deny that it is you, and you'll have an option to clear up some matters that happens later in C1.2.Q8 Canthar's Favour. When you deny it, you get the option to ask Pablo where the bandits came from that they took "your wanted poster" off, but wait with doing this until after Q8. C1.2.Q4 QUEST: Furs for Bosper Bosper is the citys bowyer - making bows, crossbows, arrows and bolts - as well as dealing in furs. He owns and runs the "Deadly Arrow" just opposite of Matteo. Bosper is really interested in taking you on as an apprentice, but not as a bowyer but rather a hunter. To be considered for apprenticeship with Bosper you need to fullfill his quest, wich is gathering 6 wolfskins. This is also required if you want Bospers approval with any of the other masters. Before you go into this however, there's a couple points. You cannot do this quest without learning the first Hunter skill called Skinning, wich costs 5LP to learn. When you agree to do the get the furs and say "Teach me how to skin!" you'll learn this skill and 5 LP is deducted from your total (you should be level 1 atleast now). Many think this skill is learnt for free, and then later wonder why they have only 5 or 15 LP left. That said, Skinning is a really valuable skill wether you want to sign up with Bosper or not and will bring you in a lot of gold during the game. Have a look at Appendix A1.2.1 and read up on Skinning before making your choice though. If you choose NOT to do this quest for Bosper and 'save' the learning points, there's only one other way of getting his approval, and that is by completing the "Bosper's Bow" quest. A word of advice though. When breaking down the advantages and disadvantages of all 3 possible apprenticeships, it really just boils down to wich is more lucrative for you, ie just about how much gold you can make out of it - that is, besides becoming a citizen wich all 3 will do for you. Bosper is the one the one who will pay out the most gold in the long run, and Harod is the one paying out the most early on. Anyway, accepting this quest (it will go into your Questlog wether you do it or not) involves hunting down 6 Wolves or Young Wolves and deliver their skins to Bosper (you can even steal some skins if you can find them), for wich he will pay you 60 gold (full price). Once complete, ask if you will get his approval to sign up with another master and you recieve +100xp. To this wether you plan on signing on or not, with all the masters as it will net 100xp for gaining their approval. C1.2.Q5 QUEST: Blessing of the Gods Back to Master Thorben, the carpenter, we want his blessing to take up work as an apprentice too. You cannot work for Thorben as he's flat broke and in debt too (see a pattern in the family here?). Ask him for some work however and he'll tell you he'll atleast give you his approval. However, Thorben is a religious man and doesn't trust just anybody. When asked about your own faith, it doesnt really matter what you answer - the end result is either way that you need to get the blessings of two persons. The first is Vatras the water mage, and the second from a priest of Innos (Fire Mage). First one is straightforward. Vatras can be found a little ways off through the underpass into the merchants square and temple, preaching to a crowd of onlookers. Talk to him and say you want his blessing. He'll ask you about your past, your purpose and your goal, and it's important that you answer these thruthfully (contrary to what Xardas told you about keeping it secret) otherwise he will see through your lies. Once you get your story straight you will get his blessing and +100xp. Next is a priest of Innos. The quickest here is a fellow called Daron by the East Gate, a shady character who will surerly become a TV-Preacher scam in a future life. He's in town to advice the paladins and lurks about in the merchants square (north from Vatras). Ask him about recieving a blessing and he'll count the contents of your purse. If you have 50 gold, he will take that as a donation and then give you his blessing. Alternately you have to ask him how much the going rate of donations are, and come back later when you have the dough. Getting his blessing yields +50xp It should theoretically be possible to recieve a blessing from other priests of Innos too (fire mages), but I'm unsure if it's possible. There's one priest at a similar temple as Vatras on the way to the fire mages monastary, but it's out of ways and surerly quite the dangerous trip at the level you are when first doing this quest. If anything, it seems like a lot of trouble to go through just to save 50 gold. If you know otherwise, please share. With both Vatras and Darons blessings in order, return to Thorben and ask for his approval. Chalk up one more Masters approval and another +100xp. Note that completing the Matteo and Gritta quest by paying her debts now pays off a little when talking to Thorben, as you see he can teach you the skill of lockpicking (he only does that to honest folks). He'll still charge 200 gold for it though, so you might want to hold off a bit on it for now (as a coincidence he owes the local moneylender 200 gold - more on that later). In addition he can sell you some lockpicks. Consult the Skills appendix for more info on LockPicking. C1.2.Q6 QUEST: A Great Challenge Right across from Thorben you'll see Master Harad, the blacksmith. Talk to him and you'll soon see that you won't get far with him before you can prove your worth. To Harad, that means only one thing - that you can fell an Orc. Harad can also take you on as an apprentice like Bosper, but for that and his approval to any of the other masters, you still need to fulfill his quest. He wants you to get a hold of an Orc weapon to prove you have killed an Orc, and nothing else will do. However, taking down an orc at that level is nigh impossible. Thus the challenge. Examining his words though, it says nothing about actually killing an Orc, we just have to deliver him an orc weapon and have him believe we killed one. That we can do fairly easy. Any orc weapon will do though, so if you dont want to finnish this quest now - come back at a later point when you've become a big strong fighter with multiple orc scrathes on your sword. Either way works, one quicker and simpler than the other. To find an orc weapon lying around, you need to exit the East Gate, trail north into a clearing beside the city wall, and find a cave there. There's some Loafers (bandits) inside but also an old statue of an orcish god and an orc axe Harad will accept as proof. If you care to wait a little bit with this, you can also finnish C1.3.P3 Hunting with Bartok, and you just might get yourself an orc weapon from a real kill. Another easy way would be to take the trip with Lares (C1.2.S3) and visit Onar's Farm - Cipher, one of the mercenaries there is selling an old Light Orc Axe for a mere 10 gold that Harad will take as proof too. Proving to Harad that you're good for anything will net you a nice +200xp and when asked about his approval, you'll get another +100xp. If you also got the approval of the other masters (Matteo, Bosper, Thorben), you're actually close to having them all now and could sign up as an apprentice already. The last, Master Constantino the Alchemist, doesnt really care either way and will give you his approval just like that so you have all five - you still need to talk to him though. However, read on to "Constantinos Herbs". Geir Gundersen adds: "If you find getting a orc weapon too hard, you can just talk to Harad again and he lowers the challenge to killing some bandits that have been attacking the merchants" - See C1.2.Q11 C1.2.Q7 QUEST: Herbs for Constantino In the underpass east of Harad you can find Constantino's shop. Constantino is an old grumpy geezer, but also the third master you can actually sign up with as an apprentice for. However, Constantino's last apprentice died from poisoning working the herbs and he says he simply won't bare loosing another apprentice. To convince him that you're the man for the job, you have to complete his quest wich involves gathering a whole lot of herbs. Push him about the matter and ask what it would take to become his apprentice and he will give you a list of herbs to gather. This list is hefty, so be warned. Besides the common plants you probably already have by roaming around so far, it includes one of each of the rare herbs like King's Sorrel, Goblin Berries, and Dragon Root. Another issue with this is that if you do complete the list, Constantino will take the herbs from you. Getting the rare herbs back involves dishing out the well over thousand gold it costs to buy them back from him - you cannot knock him out for this. The quest as such is nice to complete either way though, as Constantino will later teach you about Alchemy (See Appendix Alchemy and Skills). If you want to become Constantinos apprentice, you need to complete this quest. For other apprenticeships, Constantino will give you his approval for free - he doesn't care. So if you at this point want to complete the Apprentice in Khorinis quest and sign on with either Harod or Bosper, you can. Just be sure to get the quest about the herbs first as you can always complete this later. Finding one of all the herbs on his list will net you +200xp. C1.2.S1 SIDEQUEST: Abuyin's Prophecy and Tobbacco Sounds like a regular store in the indian or chinese quarter doesn't it? On your way to the East Gate through the city of Khorinis you'll run across this rather odd fellow by the name of Abuyin. In front of him are some carpets and water pipes and citizens gather here in the evening to relax with a good smoke. Abuyin also deals in phrophecies and for a fee, will read your future. This is chapter reliant, in that you will get one prophecy in chapter 1, a new one in chapter 2 and so on. To get your reading in chapter 1 you have to fork out 25 gold and you will get some hints as to what awaits, as well as +100xp. In addition, Abuyin deals in tobacco for his water pipes - a special blend of Apple Tobacco. Ask him about this and you will learn how to mix tobacco at an Alchemist Table (not a skill and does not cost LP), and get two portions of apple tobacco for free. To actually mix the tobacco, you do however need to learn Alchemy, even though learning to mix tobacco doesnt cost anything. It's sufficient to learn any one potion and the "basics" of alchemy and then you have the option to "..blend tobacco" when you use an Alchemist's Table. Once learnt you can mix 3 different types of tobacco using the apple tobacco as a base. This expends one Lab Water Flask per mix. The different ingredients for the new types of tobacco are Honey for Honey Tobacco, Dark Mushroom for Murky Tobacco, and Swampweed for Weed Tobacco. You cannot use these types or the original apple tobacco for anything sensible other than this little sidequest, atleast to my knowledge, so getting 3 bags of apple tobacco should be enough. Well, one of the types you mix can be sold back to Abuyin for 10 gold, but that is just waste of coin as the apple tobacco + lab water flask + ingredient costs more than what you get for selling the finnished product. What you do with the 3 types of new tobacco however is find 3 people around the world you can sample them on to see if you have a great business idea on your hands. Say goodbye to running around the bloody woods with a sword and hello to your own tobacco industry. No seriously, it's just an amusing little sidequest. - Give the Honey-Apple tobacco to Abuyin himself for +50xp - Give the Weed Tobacco to the Gardener working the garden behind the town hall Lord Hagen occupies for +25xp (requires access to the upper quarter) - Give the Shroom Tobacco to Dren the mercenary at Onar's Farm for +25xp C1.2.Q8 QUEST: Canthar's Favor Remember Canthar? The sneaky merchant outside Lobart's Farm that wanted to give you his free hall pass? He's now back in the city and sitting at a bench outside the barracks on the way to the East Gate. If you walk past him he'll force you into a conversation and also a quest you have to accomplish. If you took his Pass earlier he'll expect you to do this for him as a favor, if not he'll offer a weapon as a reward. It seems Canthar has his eyes on a merchant's stall by the gate, but unfortunately it's already used by a merchant named Sarah. With a little trickery he hopes to frame Sarah so Andre (the Paladin running the Militia Barracks) will put her in jail and he can get the merchant stall. Since you're more or less forced into this quest, lets get it over with. There are more outcomes to this than meets the eye at first. You can do what Canthar asks, by taking his forged letter framing Sarah and just giving it to her in a tradewindow, then go tell Andre what Canthar tells you to say - namely that Sarah is selling weapons to the landlord Onar whom the paladins and militia is fighting against. Do this by telling him you want to collect a bounty on a criminal and saying Sarah is selling weapons to Onar. This nets you +100xp and 100 gold. This will be enough to put Sarah in jail, and when you go back down again Canthar has taken the stall. Talk to him to recieve +100xp more, and a Ship Axe, an ok one hander worth 120 gold. Quest complete it seems. However, this quest has a quite moral overtone to it. It's pretty easy to sense that Canthar is the bad guy here and Sarah the good girl. You can turn the quest around halfway, by going straight to Andre (in the barracks courtyard up the stairs where you found Canthar sitting) and tell him how Canthar is trying to frame Sarah - this will put Canthar in jail instead, and you get the same +100xp and 100 gold for turning in a criminal. Then go see Sarah and mention what you just did - she'll give you a better weapon that Canthar did, a very nice beginner sword called a Pirate's Cutlass, also worth a bit more, 150 gold. In addition, you'll recieve +200xp this way instead of just 100 if you frame Sarah. The quest Canthar's Favor will now also show up in the Failed Quests category. Putting Canthar behind bars however have it's concequences. Canthar is a though bastard and if you do get him behind bars he will exact revenge upon you later in the game. He will be released from prison sooner or later (I think automatic in chapter 2, but happened for me already in chapter 1 due to a trigger explained below). When he does, Sarah is gone for good and he occupies her stall. But that's not all, Canthar has now convinced the other merchants in the square (Hakon, Jora, Zuris, and Baltram) that you are nothing but an escaped convict from the mining colony and they will all refuse to trade with you. The only way to clear things up are to talk to Canthar again and agree to pay his hefty demand of 500 gold and he'll promise to set things straight with the other merchants. So there you go, a choice to make. I'm unsure if doing the quest in Canthar's favor and framing Sarah has any further consequences. If you are strapped for coin, the 500 gold fee later on is a tough one - not that the merchants in question have much in the way of value to offer you. Zuris do sell apple tobacco and potions that are of use later though...but on the other hand, completing the quest in Sarah's favor does yield more xp and also a much better beginner weapon. Personally, I chose to go with Sarah and pay the 500 gold later. Due to my sticky fingers and generally questonable morale, I had more gold than I could carry anyway, so the extra 100xp and sword from Sarah was worth more to me than the 500 gold I chipped out. Your choice. With Canthar in jail for a while, you can later come back and talk to Pablo about where the bandits that had your wanted poster came from (see P1 Pablo's Wanted Poster), if you denied the fact at first. This will make Pablo report the fact that you are indeed wanted, and from the mining colony, and Canthar will overhear this from his cell. Head up to Andre to discuss the matter - doing this has no effect on your standing in the city, or your chances to join the city guard even though Andre says you should clear it up first - what it does is release Canthar from jail as the word of a former convict is suddenly void. If you wait a day after this, Sarah will be gone from her stand, replaced by Canthar and the merchants in the square suddenly all know you're a former convict and won't have any more dealings with you. If you talk to Canthar now, you can pay him 500 gold to clear the matter and you won't hear anything about this ever again. Personally, I like to get this matter out of the way in chapter 1 and be done with it. Otherwise it will happen automatically in chapter 2. The Wonderer adds: "You are not forced to take his quest when he does not know you're an escaped convict so if you ignore him while he is sitting outside of town, or if you get lobart's clothes before you speak to him and pretend to work for lobart, he wont bother you at all when you are back in town" And: "When you take the quest and put him in jail, you dont have to pay the 500gold later. You can visit him in jail and kill him. If you are too weak, you can attack him and run - with a little luck the guard will do the job. Just make sure he is finished and you wont see him again." C1.2.Q9 QUEST: A Brazen Thief Once you have the Canthar/Sarah quest out of the way, there's a couple more quests to pick up in the merchant's square. Talk to Jora by the stand closest to the gate, and you will learn someone stole his purse only a short while ago in full daylight. Offer to get the gold back for him and he will tell you all about it. Seems a person by the name of Rengaru ran off with his purse of 50 gold, but that he's so brazen he can still be seen hanging around the merchants square or maybe downing beer down at the free stand in the evening. Again offer to get the gold back for part of what was in it and you'll recieve this quest. Rengaru shouldnt be too hard to find - he's either standing by a lamppost between Sarah's stand and Canthar, or down at the landlord serving free beer. Once found, talk to him and he'll try to make a run for it. Give chase and catch up to him down on a plateu on the far side of the barracks. Talk to him again to 'catch' him for +50xp. Don't attack him to knock him out though, as that will make him hostile and even report you to Andre making you a criminal (imagine that, just like in the real world) Now, this is where things can turn - you have two options here based on what you want to do later in the game. You see there is a Thieves Guild in the city of Khorinis (should be obvious with all the thefts around, no?) and Rengaru happens to be a member of it. If you plan on joining the Thieves Guild yourself later, you'll want to work up some 'good will' with the guild, and letting Rengaru go will certainly be a step in the right direction. You can threaten him and get the 50 gold back for Jora, but if you want the thieves favour you have to let him off the hook and tell him to get lost, ie, not reporting him to Andre. Return to Jora and tell him Rengaru got away, then give him back his 50 gold for +100xp. Jora won't give you part of the stolen gold either way. This will also fail the quest A Brazen Thief, but put you in a better position with the Thieves Guild. If you have no interest in the Thieves Guild, or is trying to get accepted into the militia without being a citizen, you can simply tell Rengaru that you will make sure he's put behind bars. Reporting Rengaru to Andre will net you +100xp and 100 gold (not possible if you don't specifically tell Rengaru you will do so). Also return to Jora with his gold for another +100xp. This will complete A Brazen Thief and put you one step at odds with the Thieves Guild. C1.2.Q10 QUEST: A Merchant's Gold You will recieve this quest at the same time as A Brazen Thief, when talking to Jora, and it involves the gold stolen from him. Wether you complete A Brazen Thief in favour of the Thieves or the Militia, you can get the gold back from Rengaru by simply asking for it. Return to Jora and tell him Rengaru either got away or was caught, then give him his 50 gold back for completion of this quest. This will net you +100xp and put you in Jora's favour for the sidequest C1.2.S4 Alrik's Fights & Missing Sword. C1.2.Q11 QUEST: Bandit Raids Talk to Hakon the weapons dealer in the merchant's square by the East Gate. Asking about the paladins, how business is going and generally imploring will soon let you know Hakon was held up by bandits just outside the city. The militia has tried to track the bandits down without luck, lead by one of the militia men called Pablo. Talk to Pablo for a bit more information. Offer to take care of it and Hakon will offer 100 gold if you can do so. This doesn't involve bringing anything back, but rather finding and killing the bandits. This can be a bit hard though, as it involves 3 bandits that are stronger than the first ones you met. Level 4-6 maybe, some healing potions and a nice weapon should do. The cave in question is located a bit south of Akil's farm (see C1.3 for more info on the whereabouts of this farm). Exit through the East Gate and follow the road up to where the stone staircase will take you to Akil's farm. There's a road right next to it at the top, so follow this away from the farm. After a little while, leave the road to your left and you should spot a cave opening. Be very careful around here though, there are beasts lurking that will swallow you whole wether you're level 5 or 15. Saving is a good thing in any case when fighting the bandits or if you follow the road too far. Inside the cave are 3 bandits, two regular grunts with only branches, but also one tougher with armor and an axe and bow. It's possible to lure the two henchmen out and fight them together then come back and finnish the 'leader'. Once all three are dead you have practically completed this quest, but there is more to it. Search their cave carefully and pay attention to a special fish found in a chest in the inner chamber. It's a 'wierd looking fish' you can open from inventory like you would a bag of coins. Inside is a stinking note you should read. Aha, a link to the fence the bandits have in the city. We'll deal with this a little later (in 'The Fishmonger'), so for now just keep the note and head back to the city. Upon talking to Hakon again and saying you took care of the bandits, you'll complete the quest, recieve the promised 100 gold and +100xp. C1.2.P2 POINT OF INTEREST: Zuris Herbs In the merchant's square near the East Gate, you'll find Zuris the potion merchant. Ask him about wether he brews his own potions and he'll tell you about Constantino (who makes the potions for him) and how he needs an apprentice. First, this is just a pointer on completing the quest Herbs for Constantino as Zuris will tell you where Constantino goes to collect his herbs. Secondly and much more interesting, is that Zuris will tell you something about the rare herbs, such as King's Sorrel, and where you are most likely to find them. He will tell you about an old stone circle in the hills behind Lobart's farm, and that King's Sorrel usually grows near those circles. This little conversation will trigger two rare herbs. First, a King's Sorrel near the Stone Circle up behind Lobart's farm. The Sorrel can be found a little bit off the stone circle actually, on the lower ledge behind it. Look around the generic mushrooms growing there by the edge and you should find it. The second rare herb appearing is a Dragon Root just outside the East Gate. Walk over the bridge and turn left immediately following the dried out riverbed. The Dragon Root should have appeared by some bushes just where the riverbed ends. C1.2.P3 POINT OF INTEREST: A Dead Militia Man In the Bandit Raids quest, you probably heard how the Militia tried to hunt down the bandits but were unsuccsessful. Atleast one of the militia men died in the encounter and he has some interest belongings no one will claim. His dead body can be found just outside the East Gate. Cross the road and follow the mountainside towards Akil's farm. Be careful though, you'll come across a cave here with a little surprise in it. It's not the one we are after though, so trail past it and to a ledge further up. Standing on the top here you can see an even taller ledge that it looks like you can jump up and grab. Do so and discover the corpse of the militia man half-hidden under a tree. With his remains you'll find a militia short sword (worth 90 gold when sold), but also a Ring of Force that gives +5 to Strength when worn. C1.2.Q12 QUEST: The Experiment From the Master Merchants street, head down to the docks either through the passage behind Regis sitting on a bench by Matteo's Store, or down the main road, but immediately turn left along the wall separating the merchants and docks. All the way to the back here, close to Carl the smith, there is a house where Ignaz the slightly mad Alchemist lives. When you first meet him he will have an interesting quest for you. Ignaz has just developed a new spell and put it on a scroll he wants you to test out. In return he'll teach you how to brew a couple potions if you like. This quest is morally a little on the side, but works as nice introduction to the wonders of Oblivion - a handy tool for robbing people blind should that be in your interest. Oblivion will make a person forget any evil deeds they have either witnessed or been the victim of. Wether robbed or attacked, or any crime basically. In Khorinis, attacking anyone unprovoked will cause a stir, making everyone witnessing the action hostile to you (ie, not talking to you) and the the person attacked feel the same way after being knocked out. The person being offended will report you to Andre and you'll have to pay a hefty fine before that person will even talk to you again. If there were any witnesses, all of them will chip in on the report causing the fine to raise considerably for each and every witness. However, the way this works is that you wont be fined before actually going to andre to resolve the matter - the final fine will then be calculated based on how many persons are angry with you at the moment. Oblivion can be cast on such an angry person and they will forget what happened. This even works on people you have knocked down in a fight you started. It will NOT work on persons in combat-mode though, so stealing from someone and have them notice you, they will attack - casting oblivion then will waste the spell. You have to knock down anyone fighting you, then cast oblivion on them when they are down or after they have gotten up. People can attack you when first angry, but wont continue to attack you when you have defeated them, but rather walk away and sulk never talking to you again before you have paid your fine or made them forget it happened. And that's where Oblivion comes into play. You can even make a sport of defeating persons in town (they all give xp) and casting oblivion on them all if you have enough scrolls. This is also the way to rob people properly. Just be sure you don't have any witnesses, or you'll be burning Oblivion scrolls like crazy (expensive too, at 100 gold). This is really what Ignaz wants you to do - knock someone out unprovoked, and use the spell on them afterwards to see if it works. You can basically do this with anyone to complete the quest. For the morally inclined, there's even a person in town just begging to get a whopping wich everyone hates (see Valentino). Once you've tried it, return to Ignaz and tell him the good news for +100xp. Now Ignaz will sell you both potions, more oblivion scrolls and other alchemy stuff, as well as offer to teach you how to make potions. If you read through the "Apprentice in Khorinis" and signing up with the different masters, you'll see now why you don't particularily need to sign up with Constantino to learn Alchemy. If you learn your first potion from Ignaz, then complete Constantino's quest, Constantino will teach you even more potions. Potions all cost 5 LP to learn, so check up on the Alchemy appendix before jumping into this. C1.2.S2 SIDEQUEST: Edda's Statue On the other side of Ignaz' house, you can find Edda. She's cooking soup and if you bring her a fish, he will cook you some fish soup from it. She can only cook one bowl a day for you though. When you talk to her, she also mentions just in passing that the only thing she owned of value, a statue of Innos, has been stolen. If you can give her a statue if you have one for +100xp. Completing this little sidequest also puts you in favour with Carl the Smith up at Ignaz house, the only non-affiliated trainer who teaches Strength at first. Normally Carl charges 50 gold to train you, but if you give Edda a new statue of Innos, he will tell you how he appreciates it and do it for free. The max STR he can teach to is 30 though. Look at C1.2.P7 "The Island Stash" on where to obtain a Statue of Innos. This is to my knowledge the only place where you use a Statue of Innos for something, but you can get a whole lot more of them later in the game. They are worth a bit of gold to merchants I guess. C1.2.Q13 QUEST: Mad Fellan In the docks district, along the upper wall to the merchant's square, but in the opposite direction of the main road than that of Ignaz house, you can find a slaughterhouse with some sheeps outside. On a bench by the door Alwin is sitting. Talk to him to hear how fed up he is with his neighbors constant hammering. Offering to take care of it has the promise of 25 gold. Fellan, or Mad Fellan who lives next door (around to the back of the slaughterhouse - look for a man hammering) is obsessed with it raining too much and leaking into his house. He is slightly mad though as the quest implies, and although the obvious route would be to threaten him to stop, he's not really scared of you. Maybe that's mad of him. I haven't found any other way to stop him hammering than giving him a good beating. Fellan also won't report you or get mad if you beat him up, just don't leave any witnesses to the thrashing, for they surerly will report you. You can find Fellan alone later in the evening when everyone else is heading home to sleep, still hammering away. Just give him hell with any weapon (except bows or crossbows! See appendix Combat for more info) and talk to him afterwards. He will stop hammering but you will be responsible when it rains in his house - how can we live with that on our conscience? Head back to Alwin if he's still up and tell him the good news. You'll get +25xp and even 30 gold, more than what he initially promised you. C1.2.S3 SIDEQUEST: Lares' Trip Down at the docks, just south of the PegLeg tavern you will run into an old friend from Gothic 1, one Lares. Lares will clue you in on a couple pointers on what's going on with the paladins and about the mercenaries. Lares is connected to the mercenaries himself and is spying out the town for them. Lares is also a general trainer and can teach you dexterity for free (ie, no gold/quest but still costs LP) up to 30. The sidequest here though is that Lares can bring you on a 'guided' tour as far as The Dead Harpy tavern - he offers to take you there to see another old friend from Gothic 1, Lee, now the leader of the mercenaries. Wether you want to go there or not, taking this guided tour of the countryside is a good idea nevertheless. Because you'll be grouped with Lares, all creatures killed will be considered a 'group kill' and thus you get the experience. A thing with NPC's in general is that they are a lot more powerful than you in every aspect and will very seldom die even when fighting multiple foes. With this in mind, you can take this trip with Lares, have him kill all the critters along the way without lifting a finger and still get the xp, as well as clearing a path you'll use later. Once he drops you off at the Dead Harpy tavern, you can just head back to the city again. It's even possible to 'train' monsters along the path onto Lares to have him really clean up the place. When you get to far from him, he will stop and wait so just trail off a bit and see if you can find anything lurking. Once a monster notices you and decides you'd be a nice meal, run back to Lares and have him take care of it with a little help from you once he is the target. With this tactic it's easy to bring in maybe +1000xp or more from monsters killed along the path before heading home again. C1.2.Q14 QUEST: Information for Garvell Down at the docks, close to where you first met Lares, there's a shipbuilder named Garvell. Garvell is scared of the orc rumours and his hurrying his boys to finnish a boat so he can get out of there. Talk to him and ask if you can help him in any way and it's evident he wants to know as much as he can about what is going on with the orcs and paladins. There are 3 pieces of information you can find out and tell him for a little xp. The first two tidbits are about the orc army and even an orc spotted outside town. To discover this info you need to head back up to the Barracks and Merchant's Square area, where the Landlord is handing out free beer. Grab a couple beers from the stand and then talk to Rangar, a militia man standing by the beer stand. He's out of work at the moment so he's just hanging out drinking beer. Ask him about the situation and he'll calm you down. If you have beers in your inventory you'll get the option to give him one. Do so and he'll disclose the first piece of info about the orc army wich is holed up and contained in the valley of the mines. Hand him a second beer and he'll tell you about the orc outside town. Bring both these pieces of information back to Garvell and you'll recieve +25xp for each, for +50xp. The third and last piece of information before completing this quest is why the paladins are really in town. This can be learnt from Lord Hagen at the end of chapter 1 when you get an audience with him and ask what they are really up to. You can however learn this info and not trigger chapter 2, so it is possible to finnish this quest within the chapter. Once you know why the paladins are here, head back to Garvell and tell him for +100xp and completion of this quest. Geir Gundersen adds "You can also learn this from Andre after you join the militia, but he gives you less info so Garvell only gives you 75xp for it" C1.2.P4 POINT OF INTEREST: Hunting with Bartok Bartok is the former apprentice with Bosper, and a hunter. Hunting for Bosper has become too dangerous though, so nowadays he just hangs out by the free beer stand getting loaded. Bartok is also the only one I know of that can teach you the general skill of Sneaking (cost 5LP, see more under the Skills Appendix), and can also instruct you in the use of Bows. He can also clue you into the quest Bosper's Bow, but that's not really why we want a little chat with him now. You should be atleast level 4-5 by now, as the following will require some effort. On the other side, you'll go up against creatures you would have no chance of beating at that level anyway. You see, being a hunter and all, talking to Bartok about hunting together for safety, you can get a companion for a little hunting trip outside of town. To do this requires that you already learnt the Skinning skill from Bosper as Bartok won't go hunting with just anyone. Bartok insists you pay him 50 gold, but that you can keep the skins you take, wich at first doesnt seem like that good of a deal. But keep reading. The trip will take place outside of town, through the South Gate where you first came in. There's a dense forrest area in a lower part close to the road you came down from the mountains. If you had the guts to check out this area before entering town, you prolly spotted some wolves, and if you ventured further in you probably got your first little 'combat-shock' if you decided to get closer to pet that big hairy dog. Yeah, that's a Shadowbeast, one though mother of a creature able to kill you in one charge up until the high levels. Even further into this forrest there's even a thougher creature, namely an Orc Scout, the one you've been hearing about for a while in town now. So, with these two creatures in mind, it should be obvious why the 50 gold to Bartok suddenly pays off big-time, especially if we can trick Bartok into helping us kill both these creatures. This whole trip can be a bit tricky though, so be careful and save when you can. As mentioned earlier in the "Lares' Trip" sidequest, we are going to make use of a grouped NPC to take care of a monster way to tough for us, and at the same time reap the xp rewards. A note on those 3 wolves before we start though. It's quite safe to kill them without Bartok, since you won't get close enough to the shadowbeast by doing so, so you might want to head out there and take care of them first, for some xp and 3 wolf skins. You see, this being a hunting trip and all, if you already killed the 3 wolves in advance, another 3 wolves will be present once you have Bartok with you for double the xp/skins. If you are of the morally questionable character I would strongly suggest bringing a scroll of oblivion on this trip too. Well, let's get to it. Pay Bartok the 50 gold and then tell him to get going and he will lead you through the city and out the South Gate. Follow him until you meet the 3 wolves and take care of those. You can either help or just let Bartok deal with them. The XP and skins are yours either way. After they are down, Bartok will venture a bit further in before stopping. This would be a good spot to save. If you get to close to Bartok he will force you into a conversation and ask you if you want to continue or not - if he does you should say continue, but that will make him run into the shadowbeast right away and you have less control over the situation. Just ahead, the Shadowbeast is sleeping behind a tree out of view. Try to sneak up on it and get it's attention. As soon as it catches your scent and wakes up, run back to Bartok and hopefully he will fire off a few arrows and hit it to get its attention before it rams you through. Trial and error. It's a good thing to help Bartok kill it once the attention is on Bartok. When killed the shadowbeast yields +200xp and a shadowbeast skin worth a nice 250 gold to Bosper if you're his apprentice (so dont go selling it anywhere before you have become Bosper's apprentice unless you want good coin for it). Now Bartok will continue through the forrest until he comes upon a flock of Bloodflies, 4-5 of them I think and the same applies here - help him or let him deal with it. Next up is the Orc Scout and the trickiest part - you have to get the orc's attention so he comes charging, then run around Bartok until he lands a few shots in the orc and gets the attention. Bartok won't survive this fight for long unless you help out, so as soon as the heat is off you, take to your weapons and try and deal as much damage as you can. Chances are Bartok will harm it a lot more than you can and thus will keep the attention - if you get in a few critical hits in a row, it might turn on you and cleave you in half rather quick. Doing this properly will probably take a few tries, as critical hits play a role here - the combat outcome can go either way, with Bartok dying and then you, or just Bartok biting it and you getting a lucky hit in the end. What we want of course is for the both of you to survive. Once dead, the Orc Scout drops a Light Orc Axe (can be used for the A Great Challenge quest) and a little loot, but more importantly +240xp. Bartok continues a bit further down the forrest, then waits for you to come close enough to force a conversation saying this is as far as he'll go and that meeting that orc shook him up pretty bad. He'll leave your group and start walking back to the city and the free beer stand. Most likely, Bartok will be near death at this point and out of healing potions...if you get my intentions. Both of you are out in the wild, all alone with no prying eyes. This would be the perfect opportunity to rob Bartok if you want to. A couple arrows in the back and then finnish him off with your melee weapon - don't use arrows or bolts for the last part of his hitpoints as that will kill him. Bartok is quite strong and will yield another +240xp when knocked out. Rob him blind, take his rather peculiar Wolf Knife, and then be sure to cast Oblivion on him so he won't remember what happened. He'll prolly think that orc knocked him pretty hard in the head. Just be sure to have an Oblivion handy to remove his anger-state before he re-enters the city, or he will tell the guards at the gate and you have to bribe them 100 gold to get in again. The last part of robbing Bartok probably seemed quite unethical, but if you choose to play as a thugish thief and general self-minded guy, this would be the perfect opportunity, this the mention of it. All up to you how you play of course. You can talk to Bartok later in the spot you first found him, but cannot get him to go hunting with you again as he's hellbent on drinking away the images of that orc. C1.2.S4 SIDEQUEST: Alrik's Fights & Missing Sword Far to the north in the docks districk, hidden away from prying eyes, Alrik is arranging fights. Alrik is an old army vet and knows his way around one handers. Unfortunately he's rather poor though and makes a living arrangining fights. You can find behind Barhmin the mapmaker, in an alley. Talk about his situation and Alrik will tell you how he lives in this alley and how poor he is - he even had to sell his old sword for some food. Jora is the merchant who bought Alrik's sword, and if you talk to him about it he'll offer to sell it to you for 50 gold. If you completed The Gold of Merchant quest however and brought the 50 gold stolen from him back, he'll give you Alrik's sword for free. Returning Alrik's sword to him nets you +100xp. By paying 50 gold to a pot (of 100 gold) you can also fight Alrik, and if you win you'll get the pot. Alrik ain't that great a fighter and beating him using a simple attack-block-attack tactic should have him down fast enough. Beating Alrik for the first time also nets +120xp. You can continue fighting him later if you wish, 4 times in chapter 1, for 200 gold in total. In later chapters Alrik can be fougth endless for a 'limitless' income. Once beat, Alrik will teach you One-Handed fighting for free, up to 30 max. C1.2.Q15 QUEST: The False Messenger Before beginning, note that this is another quest related to the Thieves Guild, and you'll get a failed quest here either way you do it. This quest is also connected to the "Baltram's Shipment" quest below, so read up on that too. Head to the tavern down by the docs, the PegLeg, where Moe stands guard outside. If you haven't deal with Moe before now, he'll force you into a conversation where the outcome is either that you pay him 50 gold, or beat him up to gain entrance to the PegLeg. Once inside, talk to Kardif, the owner. Ask him about information and you can haggle with him until you get the price down to 6 gold for every piece of information he gives you. Ask about work in docks, the about 'special' work and he'll point you towards Nagur who sits by a table. Talk to Nagur about special work and you'll be sent on a little errand. It seems Nagur has just killed Bartram's errand-boy so Bartram is now looking for someone to run his errands. Bartram is one of the merchants on Merchant's Square. It seems Bartram gets his foodstuffs from Alrik and that Nagur knows of a shipment coming from Alrik soon. You are to sign up as Bartram's new errand-boy, go to Alrik and get the goods, but instead hand them over to Nagur who has a buyer standing by. You'll get the quest The False Messenger. If you are out to catch the thieves for the militia, you can turn in Nagur already by telling Andre who killed Bartram's errand boy, but it's better to wait a little so you can also get and complete the next quest, Bartram's Shipment before doing so. If you're looking to join the Thieves Guild, read on. Head up to the merchant's square by the East Gate and talk to Bartram. He'll offer you some work as intended - to go to Alrik and pick up a package. Accept and you'll get the quest Bartram's Shipment (below). Head to Alrik's farm. If you took the sidequest Laras' Trip, the road should be clear. Just head up the small stone staircase you passed on your way to the tavern - it's about halfway up the road there. If you didn't go with Laras, just follow the road to your right out the East Gate, then follow it until you see a stone staircase leading up to your left (not the one leading down by the bend in the road to your right). Talk to Alrik at his farm and say Baltram sent you, you'll get his package. Return to the city. This is where it split's off. You can turn in Nagur at this point and put him in jail (+100xp, 100 gold) and still give Bartram his package to complete that quest too. Otherwise, head down to the PegLeg again and give Nagur the package. This will fail the Bartram's Shipment quest and complete The False Messenger. You have to wait a day before collecting your pay from Nagur, wich with all expenses paid comes to 120 gold. Doing this also gives you +100xp and puts you in good favour with the Thieves Guild. C1.2.Q16 QUEST: Baltram's Shipment You cannot get this quest unless you have first triggered the above False Messenger quest. Once you have talk to Bartram and retrieve the package. Before delivering the package to Baltram however, be sure to turn in Nagur to Andre if that is what you intend. Then return the package to Baltram for +100xp and 50 gold. In addition, Baltram's selection of foodstuffs will now be a lot better when you trade with him. Completing this will fail the False Messenger quest, but if you just return the package without reporting Nagur first, you cant turn him in after completing this quest. Turning in Nagur to Andre puts you at real odds with the Thieves Guild. C1.2.S5 SIDEQUEST: The Fishmonger Next to the brothel, south of Edda you'll find Halvor's 'Slimy Skate' and Halvor the fishmonger. Halvor normally just sell fish, but if you completed the Bandit Raids quest (required for this) you'll know about the bandits having a fence in town. You also found a wierd looking fish in the bandit's cave with a stinking note in it, and the conclusion that Halvor was their fence is easy to draw. You have to have the Stinking Note in your inventory to do this. Talk to Halvor and ask him about the note and you can see he is busted. What you want to do with the situation is up to you however. You can strike a deal with Halvor to supply you with some 'special' fish and let him have the note, not turning him in, or you can simply tell him it's the slammer for him for all you care. Making a deal with Halvor gives you some nice items and also puts you in favour with the Thieves Guild, and can also make use of Halvor's 'fencing skills' later. Turning him in by reporting him to Andre will net you the usual +100xp and 100 gold, as well as putting you at odds with the Thieves Guild. If you strike a deal with Halvor, he can sell you 4 more wierd fishes, a light fish, a small fish, a heavy fish and a ball-shaped fish. Each of them costs 25 gold. Open the fishes by clicking them in your inventory like a bag or satchel. The light fish has a lockpick in it, the small fish contains a magic Flame Protection ring (+5 Dragon Fire AC), the heavy fish has 50 gold in it, and the ball-shaped fish contains a Lump of Ore. C1.2.S6 SIDEQUEST: Entrance to the Thieves Guild By now, you should have completed enough quests to get into the secret Thieves Guild. Wether you intend to join them or kill them, you first need to gain entrance. There's two very similar ways of getting the key to the sewers. In both cases you need to complete 2 quests and 1 sidequest either in favour of the Thieves, or in favour of the Milita. They are: - A Brazen Thief - Bandit Raids + The Fishmonger - The False Messenger or Baltram's Shipment Getting into the Thieves Guild the good way: If you let Rengaru get away in A Brazen Thief you're on the Thieves good side. If you completed the Bandit Raids, and then gave the stinking note to Halvor, but didn't turn him in for it but rather struck a deal, you're also on the Thieves good side. And last, if you completed the False Messenger by giving Bartram's Package to Nagur, you're also on the good side of the Thieves. When all this is done, go see Kardif at the PegLeg and he will tell you about a certain person that was in looking for you. This stranger asked to meet you behind The Slimy Skate, Halvor's fish store. Go there and meet Attille, a messenger and assasin for the Thieves Guild (just down a bit from Edda). Upong meeting him in the Thieves favour, you'll recieve +300xp. He'll recount all the good deeds you have done, and hand you a key along with a special invite to the Thieves Guild, then see you off. Head over to where you found Garvell, and jump off the docks into the ocean. Swim around the right and you should see a sewer exit with a door. The key you got from Attille will open this door. Open it and head to the right immediately, then follow this sewer hall south, then west until you meet Jesper. Tell him you got an invite from Attille and he'll escort you to see Cassie, their leader. You don't have to join the Thieves and can walk freely out again as long as you don't rat them out at this point, but the Thieves Guild have some additional quests and things to do. Consult the Constantino's Ring, The Blood Chalices and more for what to do at the Thieves Guild. If you choose the path of Joining the Militia without being a citizen, and take up Andre's quest of rooting out the Thieves Guild, you have probably done the above three quests in a way that has upset the Guild. Once you have done all three quests disfavourly of the Thieves (put Rengaru, Halvor, and Nagur in jail), you can go see Kardif at the PegLeg too and he will tell you similar story about a person wanting to see you behind Halvor's fish store. This time around however, Attille have been sent to kill you. You'll get +50xp when you meet Attille and he'll recount all the bad deeds you have done and how the Thieves Guild see you as a threat. He'll then try to kill you. Finnish him off and you'll find the sewer key on his body. When you enter the sewer's after killing Attille you'll meet Jesper as usual, but this time you won't have any friendly options and have to take him out (atleast I remember it that way). Head up to where Cassie is after that and talk to her. You'll still get the option of joining the Thieves Guild instead of ratting them out, but if you decline at this point Cassie will attack you (and probably kill you). If you join the Guild here, things will revert to a normal state where you have to complete the initiation quest for the thieves and can be a normal member. If you decline to be able to join the Militia (see Member of the City Guar) without being a citizen, you will have to kill all three Thieves down here. That is, Cassia, Jesper and Ramirez. This is extremely hard as both Cassia and Ramirez are strong foes, especially at the level you probably are at this point. In addition, Cassia is the only one who can teach you to PickPocket. Talk to Cassia about teaching and you'll learn that there are 3 things the Thieves can teach you. Cassia teaches PickPocket and Dexterity, while Jesper can teach you to Sneak if you haven't learnt it from Bartok already, and finally Ramirez can teach you how to Pick Locks if you haven't learnt that from Thorben. C1.2.Q17 QUEST: Constantino's Ring This is the initiation quest for the Thieves Guild. Talk to Cassia once you have agreed to join them and she will tell you about a ring Constantino keeps around that would look much better on Cassia's finger. To become a full member of the Thieves Guild, you need to fetch this ring. At night, when Constantino is asleep in his bed, sneak into his house and pick the chest next to his bed. The combination is L-RR-L-R. Inside you'll find a ring of Wood Protection (+5 Arrows AC) wich is the ring Cassia wants. Return to Cassia with it for +100xp and she'll make you a full member of the Thieves Guild. You'll also recieve a key to the backdoor so you won't have to go swimming - it's located behind Hanna in the Sleepy Moneybag inn. Just follow the ascending hallway from the room where Cassia and Jesper sleeps. Once a member of the Thieves Guild, Cassia will also teach you the secrit guild headshake wich will come in handy later. See The Thieves Headshake sidequest for who to show it to. You can also ask Cassia for more work and recieve the quest of the Blood Chalices, and ask Ramirez where it would be profitable to break in. C1.2.P5 POINT OF INTEREST: Matteo's Leather Armor This little thing could be gotten a lot earlier than this, but is listed here after you have acess to both persons that can teach you how to LockPick wich is needed. If you remember talking to Matteo, he could sell you a Leather Armor, but also mentioned that the paladins stole away most of his stock and kept it under guard behind his store. Walking too close to the guard next to Matteo's store would also clue you in to this. However, there's an easier way to get a hold of some leather armor if you first know how to pick locks. Walk over to the backside of Matteo's store, through the passageway behind Regis. Just behind Regis there's a section of the city wall separating the rest of the city from the filthy docks, that you can climb up on by jumping straight up next to it. Once onto this section of wall, follow it to the gap, jumping over the cracked area. From this little section wich is a bit taller than the other, you can jump onto the roof of Matteo's store if you time it properly. Use Sneak to position yourself (as sneaking prevents you from falling off ledges and roofs etc) so you have a tiny bit of running space before jumping. Once onto the roof, you can drop down into the guarded area behind the guard. Just be quiet and he won't notice you even in broad daylight. There's two chests here, one that cannot be opened - ever - and one you can lock pick. The combination is L-R-L-R and inside you can find a Leather Armor initially worth 250 gold. To leave the area again, jump up on a crate and then the back wall again. Careful though as you can fall to your death here. Trail back the wall and drop down just behind Matteo's Store and you're home free. C1.2.Q15 QUEST: Bosper's Bow If you have talked to either Bartok, or Regis outside Matteo's Store, you probably have this quest in your log already. Both of them will tell you about it when chatting with them, and you can then mention this to Bosper to get the quest. The thief in question is none other than Jesper. Ask him about it, and he will tell you he's hidden the loot in a chest in a dark room in the sewers. This room is found through a dark area if you turn left after entering the sewers through the waterside door. Around this opening is 7-8 Giant Rats so be careful. Inside is a chest you have to Lock Pick. The combination is RR-LL-R. In the chest you can find Bosper's Bow and also 8 pieces of Silver. Bring the Bow back to Bosper for +150xp. Look to the next entry for what to to do with the silver. C1.2.S7 SIDEQUEST: Coragon's Silver In the same run as the Bosper's Bow quest, talking to Coragon, the barkeep at "Happy Fatted Calf" next to the temple square, and asking how business is, he'll tell you he was robbed too. The thief took some silver on a crowded night, but it has been a little while ago. This doesn't show as a quest however, but is solved in the same run as Bosper's Bow. And the reward here is much sweeter, or more malty if you wish. In the chest where you find Bosper's Bow, you will also find Coragon's Silver, 8 pieces of it. Return the silver to Coragon for +150xp and one pitcher of Coragon's special Beer that adds +3hp and +1mana permanent. It will show up in your inventory as just Beer, but if you look closer it says the brand is "Coragon's Special Beer" where the normal Beer is of brand "Dark Paladin". C1.3.P6 POINT OF INTEREST: The Sewer Stash If you have looked around the sewers a bit you've probably found a door with light coming through the cracks that you require a certain key to open. This is the Thieves local booty and contain some very nice items indeed. So nice that they are worth killing for, literary. Jesper is the only one who has the key for this door, and sadly it's impossible to knock any of the thieves out - they die instead of being knocked out. However, once Jesper has told you where he hid Bosper's Bow, and alternately thought you how to sneak if you didn't have Bartok teach you, Jesper's role in the game is really played out and you won't have need for him anymore, except a small sidequest later involving the chest (See C3.2.S3). Update: If you choose not to do this in chapter 1, you can talk to Jesper in chapter 3 and he will give you the key freely, telling the story of how a master lockpicker named Fingers (reference from Gothic 1) hid a chest in the room that he locked himself, and how no one but him could open it again. Fingers is missing however, so Jesper will give you the key and let you have a shot at it. It's also possible to pickpocket Jesper in chapter 3 and out for 180 gold and the corresponding xp. Telling Jesper you actually picked the chest nets you +150xp. So, it all boils down to how you want to go about this. In my opinion, recieving the amulet and dex potion so early in the game is worth a whole lot more than than the 150xp and the possible 250xp for pickpocketing Jesper later. Experience wise, you could simply just kill a few more skeletons off a skeleton mage to 'make up for it'. When I did this in chapter 3, I already had an amulet of strength from the valley of mines, closing on 200 strength total, and was even close to 100 dexterity from other dexterity potions and goblin berries, so the Elixir of Dexterity didn't seem like that much of an award. Getting the +15 strength and +5 dexterity in chapter 1 would no doubt have given me a more direct return. Thanks to Darf for first cluing me in to solving this at a later stage insteading of killing Jesper right away. The obvious chance to kill Jesper is when you first meet him in the sewers and he takes you to see Cassia, but at that point you are often not strong enough or know of it to take the opportunity. That said, if you have previous experience of this stash that would be the best point to kill Jesper, but there's one other chance. Angering Cassia and Ramirez is of course out of the question as they'll prolly kill you and ruin your run of the Thieves Guild. I found a work-around though. Enter the main room with Cassia around midnight or later, when both Cassia and Jesper is asleep and Ramirez is sitting watch in the armchair. Jesper most often sleeps in the bed opposite the stove, in the dark corner. While he's out of it sleeping, sneak up to him, target him, and lash out. If you're lucky you'll get a few good hits and bring him into combat mode without Cassia waking up or Ramirez noticing. Why they don't is beyond me - that's one racket you'll cause basically in front of them, but it seems to work nevertheless. Kill Jesper so he falls back in the dark corner and loot his corpse for the key. Done right, this shouldn't alert either Cassia or Ramirez and although Jesper will be dead at their feet, they won't comment on it or have any effect on your further dealings with the guild. Take the key and open the door to the secret stash in the sewers. Inside the room is a single chest with a very tricky combination. The combination is RRR-L-RRR-L-R-L-R-L-RR-LLL-RR-L. Inside you'll find an Amulet of Strength +15, an Elixir of Dexterity +5 (permanent potion), 300 gold, a gold chalice, and 5 silver chalices. Nice loot indeed. C1.2.S8 SIDEQUEST: Lehmar's Ledger You'll require to know Pick Pocketing for this, and have a Dexterity rating of atleast 20. If you need more dexterity, check out P5 "The Sewer Stash" and P8 "Thieves Secret Headshake" or talk to Laras. During the day, walk up to Lehmar's house and talk to him. With the Pick Pocket skill you should now have an option to steal his book. It will probably say it would be child's play to steal his little book, but you will fail unless you meet the minimum Dexterity required (25). Steal his book and read it. Seems he has 3 people of the city in his book of debts. But how can he claim that money when he no longer has any proof? We'll take a trip to each and everyone in his book to rack in some sweet rewards. Thorben, the carpenter owes Lehmar 200 coin - tell him you have the Ledger and he'll take it, but you recieve +200xp. If you ask Thorben about buying lockpicks, you can buy the ledger back from him for 100 gold. Alternately you can beat him up and take the ledger. Coragon, the innkeeper at the "Happy Fatted Calf" owes Lehmar 150 gold - talk to him and give him the book for +200xp and another pitcher of his special beer (the last of the two possible to get). Ask him to show you his wares and you can buy back the ledger here too for 100 gold. Hanna, the hotelier owes Lehmar 250 gold - Talk to her and give her the ledger for +200xp and a bag. Ask about the bag and she'll tell you "it's the key to a gate of wealth". Open the bag in your inventory and you'll find a "Key" with the description "A small key" and 10 lock picks. The key matches that of a chest in the Thieves Guild real stash that Ramirez hints to (see The Island Stash). You cannot get the ledger back from Hanna unless you knock her out, so it's best to give it to her last. A total of 600xp, a pitcher of Coragon's special beer, and the key to the secret thieves stash - not bad for little pickpocketing. C1.2.P7 POINT OF INTEREST: The Island Stash By now you are probably clued in to the fact that the Thieves Guild have 'another' much more secret stash of goods. Complete S8 Lehmar's Ledger and you'll also be in possesion of a key there. The key is only for one chest, so you don't absolutely have to be a member of Thieves Guild or know how to Pick Pockets for the key to do this - you just won't get all the loot without it. If you have qualms about ripping off the Thieves too, don't do this. The stash is located in a secret cave on an island and involves fighting Lizards and a bit of a swim. You'll see if you're strong enough for the lizards soon enough. Head down to Laras by the docks and watch out over the horizon - see an island out there? There's actually two, one locking like a stone overpass where you could swim under, but you can't really get onto this island. The one we want is right in front of Laras, so jump in and swim to it. If you cannot see, you probably have your viewrange set to the bottom so turn it up a bit just to see what we're talking about (F1-F4). You'll have to swim a bit to the right and past the island to find a beachhead you can get up from. On this beach are some Meadow Knotweeds if you look carefully but also several lizards. Defeat them if you can - otherwise come back when you're stronger. Follow the beach around the island to the back and notice the very dense area of shrubs by the cliffside. Behind it is a hidden cave opening with more lizards inside that will charge you if you get too close. There's a ledge opposite of the cave entrance that serves as a good spot to lure the lizard to and pelt them with arrows relatively safe. There's a total of 6 lizards on the beach. Once inside the cave, pick up a silver chalice lying in the dark and notice the single torch on the wall here. The cave only consists of two rooms, but the small hallway between them is covered with what looks like a metal plate with holes. Stepping on this plate will puncture you with several sharp spikes, so be warned. There's a hidden level somewhere that will disable this deathtrap - try the single torch, and 'use' it. Once inside the protected room you'll see the Thieves stash - several crates and chests. There's a silver chalice and a gold candlestick lying around on top of the crates. There's 4 chests in total, from left to right, the first two are locked with the same combination (R-LL-RRR-L), the third is open, and the fourth is the one you need the key from Hanna for. All chests and loose objects come to 750 gold, 5 silver chalices, 2 gold candlesticks, 1 gold chalice, 1 gold dish, and one Statue of Innos (see Edda's Statue). Not bad. C1.2.P8 POINT OF INTEREST: Beaches & Shipwrecks When you swim back from the Island Stash visit, you'll probably notice that on the other side of the rock outcropping next to the harbour and the entrance to the Sewers, there's another beach. You can reach this one and two more like it by swimming around. Start by swimming around the rock outcropping by the Sewer entrance and look for a shallow point to get onto the beach. There's a couple Lizards here and some foodstuffs lying around the abandoned fisherman camp here. For the next beach, you have to walk up to the very end of the beach, and take a little jump onto a slope leading down to the next, as the beach doesnt go far enough into the water for you to climb up. On this little beach, there's a half-buried chest with some foodstuffs, gold and a weapon of no imortance in it. The combination is R-LL-R-LL. For the last beach, you need to jump in the water again and continue swimming. You'll see a larger broken ship and you can climb up onto the beach on either side of it. On this beach-stretch, there's another two lizards. In a broken crate and a skeleton here you can find a very good one-hander for beginners, a Rough Bastard Sword (45/45). In a chest in the shipwreck you can find a nice stack of 250 gold - the combination is R-LL-RR-LLL-RRR. If you swim further along the coast you'll be eaten by a big sea creature and watch a small video. Swim back and get up at the small gangway on the docks. C1.2.P9 POINT OF INTEREST: Thieves Secret Headshake Once learnt by Cassia after completing Constantino's Ring, you get the option to show this to a few select person connected to the Thieves Guild. Doing so will open a few doors where otherwise you would be turned away. These are the people you should try it on: Rengaru When you didn't report Rengaru he went back to his normal business, scouting the merchants in the merchants square, or drinking beer at the stand. Talk to him and show him the secret headshake and will give you some valuable pointers on how to properly pick pockets. This is worth a striking +2 permanent Dexterity bonus, so be sure to remember to drop by him. Halvor the Fishmonger With Halvor also saved from Jail, show him the secret headshake and he will tell you that as a fence, you should really come see him with any silver chalices or silver plates. Halvor will buy these (but only these two types of silverware) from you at 50% value, instead of the usual 30% value you get at normal merchants - meaning you'll get 50 gold for every piece of chalice or plate you give him instead of the 30 gold you'd get from other merchants. A good deal indeed. Halvor will only do this once a day though as to not arouse suspicion. Gardener There's a former thief from the old mining colony working the garden behind the town hall. Show him the signal and he will tell you about how the rich folks in the upper quarter often hide their stuff behind hidden panels activated by hidden levers. Kardif The owner of the PegLeg will sell you lockpicks if you show him the thief signal. Joe Once freed from the sixth tower (See C1.2.P12), you can find Joe at the Peg Leg. Showing him the thieves shake nets you 5 free lockpicks. Ramirez, Nagur You can show these people the signal, but nothing special happens other than a word of encouragement or similar. C1.2.P10 POINT OF INTEREST: A Thief in the Night As a member of the Thieves Guild, you'll probably have the most useful skills Lock Picking & Sneaking by now (although not neccessary to get these with the thieves guild, or to do the following). That means the city of Khorinis is yours for the take if you are looking to line your own pockets. Wait until nighttime, then just start in one end and pick the houses clean of anything not nailed down. As long as you start sneaking before entering a house, then sneak around in it picking open chests or just taking stuff lying around, the sleeping inhabitants won't have a clue what's going on. There are tens of houses that can be entered and stolen from, and every little tidbit picked up do turn into a tidy sum. This holds even more true for the Upper Quarter of town, when you get acess to it, and can net you thousands of coin. Completing the Blood Chalices quest for Cassie also requires you to sneak around in the upper quarter houses, so why not take everything else that isn't nailed down while you're at it. When picking chests, be sure to quicksave before doing so as the chances are high you might hit a wrong combination somewhere. When the lock breaks there is a small chance the sleeping occupants will wake up and catch you. I'm unsure wether the game randomly makes up the combination for the more generic of chests (the 2-4 number combinations) at each new game, and thus haven't included the combinations for all chests - if this information changes, I will see about getting them in. However, save before picking a chest, get the combination right, then reload and you'll save yourself some trouble with breaking lockpicks and people catching you in the act. C1.2.P11 POINT OF INTEREST: Ripping off Lehmar Lehmar is a moneylender and can lend you some money. After stealing his debts ledger, grabbing the Blood Chalice, and possibly also robbed him blind of everything else during the night, you can just as well rip him off on the moneylending business too to be sure you really did him in. Ask about what he's doing and he'll ask you to get to the point and how much money you want to borrow. You have the option of borrowing 50, 200 and 1000 gold. If you ask to borrow 1000, he just laughs and gives you 100, so go with the 200 gold option. You can of course do this earlier if you're strapped for cash in a situation, but the thing is you can only do it once. If you borrowed money from Lehmar earlier and paid it back to him with interest, this option will no longer apply to you. With 200 gold borrowed, our intent is to keep it of course. After one day it's time to pay up, but don't do that. Wait another day and things will heat up. If you get close to Lehmar's house, his right hand man Meldor will draw you into a conversation and tell you to pay up - then attack you. He's pretty easy to beat, so do so. Meldor won't trouble you again after that, and you won't even get him angry since he started it. Neither will any city guards or other citizens interfere or get angry. Meldor is also worth 120xp when knocked out. Next rub it in by going into Lehmar's house and he'll force you into a conversation saying you are way overdue and the interest is now 30%. Tell him you're not going to give him a single coin and he threatens you then attack. Lehmar is a tough customer so be careful. He uses a one-hander and is skilled with it, knowing a lethal double-swipe combo that can really hurt you. With all the nice weapons you have found so far though, it shouldnt be a problem. Lehmar yields +180xp when knocked out. You have probably said all there is to say to Lehmar for now, but he won't mention the money again. The third obstacle is the easiest one. When passing Moe again down at the PegLeg, he will also bring you aside and tell you he has a message from Lehmar. If you have beaten him before, you won't get any xp, but if you haven't he yields +80xp. When both Lehmar, Meldor and Moe beaten up, they won't trouble you anymore and you'll hear nothing more about the borrowed coins you never paid back. Moral/imoral issues aside, I haven't heard anything in the further story that would indicate doing this has any repercussions besides the fighting mentioned above. C1.2.S9 SIDEQUEST: Valentino Both from Coragon and Regis you have probably already heard about the obnoxious upper-class citizen by the name of Valentino. You have met him too maybe, listening to Vatras during day-time. Now we're going to rough him up a bit to set the record straight. Do bring a scroll of Oblivion for this if you don't want to pay the fine. This takes a little time, as you have to wait til about 4 in the morning to do this. Since the times when you can get up from sleeping is either at midnight, or 8 in the morning, we will have to find something to do from midnight until 4. If you have the Sneaking and Picking Locks skills, this would be the perfect opportunity to rob some houses while we wait. Once the time is closing, head to Coragon's tavern and locate Valentino. Take a seat somewhere and wait until he leaves, then follow him. He will walk towards the entrance to the upper quarter. Wait until he passes the city guard that stands next to the temple, and until he is about to round the corner towards the main street. At this spot you're most unlikely to draw the attention of either the temple guard, or the two guards at the upper quarter entrance. Give him a thourogh beating and take his 'Chest Key' and 200 gold, and his walking stick too if you want. Beating Valentino nets you +80xp. Cast an Oblivion afterwards or you'll be reported. The key we need for the Thieves Guild quest "The Blood Chalices". Once you have beaten up Valentino for the first time, go talk to Regis sitting outside Matteo's Store the following morning. Tell him you met Valentino...and gave him a good thrashing. Regis will give you a ring - Valention's Ring (+5 Weapon AC) that he took when HE beat up Valentino, and tells you to pass it on to the next person who beats up Valentino. Stop by Coragon's tavern, and Coragon will tell you something amusing - that Valentino couldn't pay his bartab last night saying he was robbed, and that Coragon gave him a good beating. Give him Valentino's ring you got from Regis and welcome Coragon to the "I-beat-up-Valentino-club". He doesn't quite understand but leave it at that, for wich you'll recieve +300xp. C1.2.P12 POINT OF INTEREST: The City Guard Towers Spread throughout the city of Khorinis are several towers along the sections of city wall. If you pass them at night you can see there is light behind them, a good indication that they can be opened somehow. This is a little something for the thieves among you, and include stealing off with much of the city's weaponscache, hidden in these towers. The first and most easily accessible tower is the one left of the entrance to the docks district, just behind where Pablo stops on his route.The key to this tower can be found in a chest inside the barracks, in the room with the large fireplace. You can't just waltz into these towers once you get the door open, but have to sneak in, prefferably at night behind the guards back. In this very tower you'll find a Fine Short Sword that sells for a nice 60 gold. The second tower is at the South Gate, the tower closest to the entrance to the upper quarter, or left of the gate if you will. Pablo has the key for this one, and you have to pick pocket it off him (around 20 dex). This spot is relatively safe even in daylight as there are no guards too close. Open the door, sneak in and grab the Light Two-Hander lying on a crate. The Third Tower is the one opposite of the second tower, right of the South Gate. They key has to be pickpocketed off Rangar, the always-off-duty militia man by the free beerstand (around 30 dex). Inside this tower you'll find a Rough Longsword and a chest (combination: R-LL-RR-L) containing 70 gold, 3 Mana Essence, and 2 Essence of Healing potions. The Fourth Tower is the one to the left of the East Gate. Ruga has the key for this one and it has to be pickpocketed off him (around 30 dex). Ruga is the militia man training crossbow at the barracks, close to the outer wall. The left tower contains a Fine Longsword. The Fifth Tower is the right one at the East Gate. Wambo the city guard, in the upper quarters has the key for this one, and now it's starting to get a bit tricky. Wambo can be picked with 55+ dex for the key. The rightmost tower contains a chest (combination: R-LL-RR-L) with 70 gold and a whole 5 Essence of Healing potions. The Sixth and final tower is the one in the center of town, just behind Thorben and his niece Gritta's house. Peck has the key for this tower, but it requires atleast 60 in dex to get it off him. Unless you're already a militia and found Peck, he can be found upstairs having fun in the Red Lantern. Inside the last tower you'll be surprised by Joe, a silly thief who accidentilly locked himself within the tower. Freeing Joe who was about to starve to death nets you +100xp. On a crate here is also a Heavy War Hammer (65dmg, 70str) worth 360 gold, and probably the nastiest piece of pounding gear you'll find without venturing outside the city. Joe will head off down to the Peg Leg where you can talk to him again and show him the thieves headshake for 5 free lockpicks. As far as I know it should also be possible to beat the keyholders up to steal their key, but many of these are in high-risk positions that will result in heavy fines all around. I tried with Peck as he is fairly remote and he dropped the key atleast, but I'm 100% sure with the four others. Note that picking pockets give a higher experience reward the higher the chapter you are in, and thus should be done in chapter 5. Small quests and sidequests also yield higher experience values, and could also wait until chapter 5. In this case, stealing the 4 keys nets you +1250xp if done in chapter 5, and freeing Joe nets you +1000xp instead of just +100 in chapter 1. C1.2.Q19 QUEST: The Blood Chalices After completing the Constantino's Ring quest and becoming a full member of the Thieves Guild, you can ask Cassia for more work and she will tell you about the famed Blood Chalices. Some historic treasure that would be very valuable to collectors if the full set was gathered. This quest absolutely requires you to know both Sneaking, Lock Picking and Pick Pocketing. You also need to complete S9 Valentino for his chest key. There are 6 chalices in total, almost all of them located in the upper quarter of Khorinis, so you need acess there as well. It's quite possible to get some of these outside the Thieves Guild, and they will sell to merchants for less than a normal gold chalice separately. If you do happen to do this though, be sure to remember who you sold it to. The First Blood Chalice Or the easiest one to get for now. It seems one of the upper quarter citizens borrowed some money from Lehmar, one Lutero, and Lehmar keeps a Blood Chalice as safety. You'll be clued into this later if you happen to visit Lutero's house, prefferably at night. The blood chalice is found in the chest in Lehmar's house. The Second Blood Chalice Is located in the upper quarter, as is the rest of them too once you have the first. When you enter the upper quarter you have houses lining the right side, so we'll start there. You have to do this at night, sneaking into the houses without being noticed, otherwise you'll have the paladins on your tail soon enough. The first house on the right belongs to a mister Gerbrandt. Take care so Lothar doesn't see you entering the house, otherwise you're fine. Loot the place clean, ground and first floor. In a chest on the first floor - the combination is RR-L-RR-L, you'll find the second Blood Chalice. The Third Blood Chalice Out of Gerbrandt's house and into the next on the right using the same stealth and caution. Loot the place clean and head upstairs. Nod to Valentino's wife (yep, this is his house, but he's out drinking probably) and notice the lamp on the wall on top of the stairs. It's the only lamp in the house that is NOT lit. Position yourself in front of it and press the mousebutton as you would pick up or use something and you should activate a hidden lever. Don't stand to close, but move around a bit to get it right. This will open a hidden room downstairs. You can also pick the chest here - combination LL-RR-LL. Downstairs again, you'll see the hidden room and a chest by the fireplace. Open the chest using Valentino's key from earlier (see C1.2.S9 Valentino) for the third Blood Chalice. The Fourth Blood Chalice The now 'deposed' judge and former head of Khorinis owns the fourth chalice. His house is on the right side of the town hall, with a special guard outside. You have to do this by day though. Enter the house and head upstairs to talk to the judge. You'll get an option to pick pocket his key (dex30) and also note a coat of arms (the shield) hanging strangely low on the wall behind the armchair here. Use it to activate a hidden lever downstairs. You might have to do this by night. Downstairs you'll see the hidden room right next to the fireplace, and a chest requiring the judge's key. Inside is the fourth chalice. The Fifth Blood Chalice From entering the upper quarter through the main gate, pass the first house, and head left through the alley. Continue staying to the left and there are 4 houses lined up in a half-circle around the square here. The first belongs to Fernando, the second to Lutero, the chap that gave his chalice to Lehmar to borrow some coin. We want the third house however. At night, Wambo or a city guard is patrolling this area rather suspiciously and it can be a bit tricky to enter the second house. You can pay off Wambo with 250 gold if you want, if you previously talked to Ramirez about the upper quarter - Wambo will then stay away, but it isn't neccesary. Early in the morning (around 4-6), only the city guard will stand watch, and he can be fooled. Position yourself one step outside the doorway to the second house and turn your back againts the opening looking at the city guard. Take one step back into the house and he comes running - step out again quickly and hear him tell you to stay the hell out of there. As he turns to walk back to his spot, hit sneak and take one step back again and you are into the house. A step to the side will put you behind the wall so he can't see you. Inside, check out the fireplace - there's a key on it that can be a bit tricky to spot and grab. When sneaking you probably have to sneak up on the crate of logs for the fire, then exit sneak mode to get the key in your focus. Grab it and use it to open the chest between the beds in the opposite end of the house. Inside is the fifth chalice. The Sixth Chalice You probably won't have access here yet, as this requires you to have come as far as getting an audience with Lord Hagen. Whatever way you do that, once inside the town hall, head upstairs and check out the rooms there. The sixth and final chalice is located on a table here. Just grab it and you're all set. Geir Gundersen adds: "You can jump the fence and sneak along the wall, around the corner and behind the two guards" Indeed, this works just as well if you want to finnish this quest without joining any of the guilds just yet. As long as you're not directly in front of the guards, you won't trigger them stopping you and can safely loot the town hall, including the sixth chalice. A word of advice though, it's actually possible to start off chapter 2 without joining a guild, but this can have dire consequences for your further progress. With all six chalices safely in your knapsack, return to Cassia for +300xp and a choice award from her selection. You can choose between a Ring of Iron Skin (+5 Weapon AC) wich you probably already have one of by now - it's worth about 30 gold. Othwerwise, you can have 4 Elixirs of Healing (+100hp) or 400 gold. I'd go with the potions, but that's me. Cassia will also explain that you're pretty much done now and that she won't have anything else to do for you. The only real thing left is a small task for Ramirez, and a quest for Jesper if you didn't kill him. C1.2.P13 POINT OF INTEREST: Robbing the Upper Quarter Completing the Blood Chalices quest step by step probably had you thinking there must be a lot more to be had in the upper quarter, and you're absolutely right. Making use of the Sneaking, Picking Locks, and Pick Pocket skills we can really clean the place. This will outline the houses not touched upon in the Blood Chalices quest, so might want to read up on that too to get them all. We'll start on the right side of the upper quarter. The third house on the row there belongs to a normal citizen, but contains plenty of foodstuffs, gold and some potions. The house is only one floor, but two rooms. The chest in the inner room has the combination L-RR-L-RR-LL. The second floor of the third house there, accessed by the ramp on the far side, houses another citizen and the score of knights and paladins that patrol the area. Sneak into the room with the knights and then into the room where the citizen sleep. In a chest opposite the doorway (combination R-L-RR) you can find a key. Look closely on the far wall in this room, next to a bookstand and you can make out a button on the wall. Press it and a cupboard behind you will slide to the side revealing a hidden scroll on the wall. The key will unlock the chest in the far corner where the knights sleep. Over to the left side of the upper quarter, start with Fernando's house, this is the first on the left after going throug the main gates, but before the passageway separating the two areas. There's a chest on the first floor here - combination L-RR-L-R. Through the passageway, the next house on the left belongs to Lutero. There's some loose foodstuffs and silverware here, but nothing much else. You'll also find a note of debenture here describing how Lutero traded his Blood Chalice to Lehmar. If you wanted to rob Lutero for any other reason too, this is the place to do it at night. The third house is where you found the fifth chalice, so skip over to the last house in the line. This is actually a shop belonging to Salandril, a potion maker. He doesn't have much else going for him than selling you some potions now and then though. If you talk to him during daytime you can pick pocket his key. Actually, since this is a shop no one will mind if you go into it at night, so you could basically just run into the shop at night, wake up Salandril, talk to him to steal his key, then wait for him to get back to sleep before sneaking in again. There's some alchemy ingredients lying around, some silverware, and lastly a hidden button behind his counter towards the wall that will open a secret panel. Behind it is a chest you'll need his key to open with some potions. C1.2.Q20 QUEST: Bandits at Jack's Lighthouse Next to Laras down in the docks district you can find Jack, an old salor and man of wisdow that can tell you about the docks. He used to operate the lighthouse you can see overlooking Khorinis though, but now it's occupied by some rather fierce bandits. If you could clear the lighthouse, Jack could go back to his job and not having to stand around here. The lighthouse can be found by exiting the East Gate, head left and along the mountainside. You'll see a winding mountain path going up, and you should see the lighthouse when you emerge at the top. This quest you will probably get rather early, but it's listed almost last here as it is a painfully hard quest to complete. The bandits in question, three of them, are extremely tough and skilled bow users - if you get close to them, they will pelt you with arrows and kill you faster than than you can run. The trick to this, besides being of a considerably higher level and power than when you are when you first get this quest (10-15 and you're closer to a possible success), is to lure them. First dodge the arrow rain and get close enough to the shack up by the fence. Try popping your head out and see if one of the bandits take the bait - they will draw their melee weapons and come running for you. Run down the road again, while dodging the arrows from the the other bandits, but be sure you still have a single bandit chasing you with his melee weapon. If the distance between you becomes to wide, he will stop and pull out his bow again and you're probably had. Drag one bandit out of range of the others firing arrows, while drawing your melee weapon (or other form of close combat) and turn around to face the bandit. If you know how to bring down skeletons, this should work fairly good. Kill all three bandits this way (+180xp for each) and then search the lighthouse. There's some potions, scrolls, and gold on the top of the lighthouse, and some stuff in a chest inside. Right behind the lighthouse on the edge of the cliff you can also find a Dragonroot. Return to Jack and tell him the good news for +400xp and he'll invite you to follow him up to the lighthouse and see the view. Since Jack is a slow old man, he will walk the whole way wich can take quite a while, and you don't really get anything for following him up there. Still, Jack still has a part to play in the story to come. C1.2.Q21 QUEST: Member of the City Guard Show your intent to Andre about joining the city guard and you'll get this quest in your log. It completes and yields +400xp when you join the city guard. Note that this is a permanent choice. Joining the city guard can be done by either simply becoming a citizen first (See C1.2.Q2 Apprentice in Khorinis) or helping Andre root out the Thieves Guild. The City Guard or Militia is also the predecessor to becoming a Paladin. Upon joining the city guard (wich later will lead you on the path to a Paladin), you are given a Light Militia Armor, and automatic access to see Lord Hagen and the city hall. That and some duties of course that are marked as Paladin quests only. C1.2.Q22 PALADIN QUEST: Where is Peck? Your first task as a militia - ask Andre if you get a weapon too go with that order, and he'll tell you that Peck, the clerk over at the barracks smitty is missing. You'll have to find him and bring him back to the barracks. Peck can be found in Khorinis, a little occupied at the moment, but if you look around down at the docks district, more specifically in the Red Lanter, you'll find him on the second floor with one of the girls. Just tell him Andre was looking for him and he'll get moving. Talking to Andre after Peck has returned nets you +50xp and you can go see Peck in the smithy for a Fine Sword if you didn't rat him out. C1.2.Q23 PALADIN QUEST: Package Full of Weed Ask Andre about further tasks and he'll tell you about a rumor of some big swampweed shipment coming in to town. Your task is to find it and bring it back. This is the same weed package from the quest C1.6.Q8 The Package of Weed. Talk to Mortis in the smitty and then head down to the docks and talk to Kardif at the Pegleg, he should tell you how he overheard two fellows discussing where to hide it, and that he believes it's close by. Look in the storehouse next to Garvell's boathouse and you will encounter a guard. The weed package is in a locked chest in the back room on the second floor here, and the guard has the key. Killing him has no consequences. Returning to Andre you have two options. You can say you threw the package in the harbour basin for +100xp, or give it to him for +200xp. If you did any of the quests with the mercenaries before choosing to join the Militia, you could probably already have done the task for Cipher wich also involves this package, in wich case you have tell Andre you threw it away. If you give it to Andre, it will dissapear for good and if you have the quest "The Weed Package" from cipher running, it will fail. Considering you get +300xp for completing the "Weed Package" for Cipher, telling Andre you threw it away for 100xp less will yield more xp total. Being the first real Militia task too, completing this will also give you a regular militia pay wich is 200 gold. C1.2.Q24 PALADIN QUEST: The Weed Deal Once The Package full of Weed is completed, ask Andre about further tasks and he puts you in charge of also rooting out the weed sales in the city by setting up a deal to buy weed and then turning in the culprit. Talk to Mortis in the smitty again, then back to the Pegleg and talk to Kardif. For this you cannot wear your light militia armor, or no one will take you seriously. Any other non-militia armor will do when you go around asking to buy weed. Kardif will tell you to maybe check with Meldor - he's smoking all day anyway. Meldor will tell you check around the Red Lantern and talk to Borka, the fellow standing outside beckonging people to enter. When you first talk to him however, he just tells you to piss off. You need to get confirmation that he is actually selling. Head into the Red Lantern and talk to the fellow behind the counter. Pay the 50 gold to have som fun with one of the girls (Nadja) and follow her upstairs and into the last room. Talk to her and ask her where you could buy some weed, and she will disclose the information for 50 gold. Head out to Borka again and now ask him again about buying some. He will press to find out who told you he was the dealer but you can just avoid his questions and see the deal go through for another 50 gold. Report Borka to Andre for +100xp and the militia pay of 200 gold. Geir Gundersen adds: "You don't have to ask around. Go straight to Nadja and get the info from her. If you tell Borka who you got the info from the quest will fail and Andre will tell you Nadja was found dead." C1.2.Q25 PALADIN QUEST: Problems at Lobart's Farm The last assignment in chapter 1, ask Andre about any other assignments and you will hear how Lobart has complained about troubles on his farm. Since delivery of food products is very important to the city and the paladins, you are sent out to help him. Off to see good old Lobart again. When you arrive at his farm, you'll immediately notice that the farmhands are no longer working, and that the two fields are full of Field Raiders (spawned by this quest). Talk to Lobart to have him explain the situation, before killing off all 7 Field Raiders (560xp). Talk to Lobart again and he'll give you a little spending money, 20 gold, and thank you for the effort. Return to Andre for +100xp and 200 gold. C1.2.Q26 QUEST: Snapper's Claws This quest won't appear before you have joined one of the three guilds. Once you are a member of either one, talk to Lutero in the Upper Quarter in Khorinis, and you can ask him if he's looking for anything special in his unuasual dealings. You will get a quest to obtain some special Snapper claws he needs for a client, and for that you will recieve a ring of inconquerability (+5). Not too shabby. Completion of this quest cannot be done within chapter 1 - you have to wait until chapter 2 at the earliest. The claws in question does not require you to have any hunting skills to complete, but doesn't come off any regular snapper either. You have to kill a snapper pack leader in the Valley of Mines (See C2.8.Q3 Snapper Hunt) and return the special "Leader of the Pack's Claws". For this you get +75xp if you return in Chapter 2, or +150xp if you return in Chapter 3, and of course a Ring of Inconquerability (+5 to all ACs). You could basically wait until chapter 5 before returning the claws for an even greater xp reward. TheGreat Moose adds: "You can get the Ring of Invincibility in 2 ways, Either find it in the cave that you mention in the walkthrough or get it through the "Pack Leader Claws" quest you get from Lutero. If you already have found the Ring of Invincibility in the cave before you do this quest you only get a ring of Inconquerability (and vice versa)" C1.2.P14 POINT OF INTEREST: Bromor's Backroom The propietor of the Red Lantern, Bromor, can be picked for his key to the locked backroom (55+ dex). The backroom, just around the corner in the hallway leading upstairs, contain 2 chests. The right chest is locked (combination: R-L-RRRR) while the other is open, containing 100 gold, 2 silver chalices and 2 silver plates in total. As always, pickpocketing yields better xp rewards the higher the chapter so you might want to wait with doing this until the last possible time, in chapter 5. C1.3 - AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS Located close to Khorinis, this farm connected with the King is often raided by rouge mercenaries and other rabble. You'll find it by exiting Khorinis by the East Gate, heading right along the road, past the bend in the road with the short stone staircase leading down on your right, and following the road uphill to another staircase set in the cliffwall to your left. The farm is visible as you climb these stairs. Akil lives there with his wife Katie and there's a couple things to do. The Dead Harpy is a tavern, serving as a certain centerpoint in the new world, atleast as far as travelling goes. Found by continuing up the road past Akil's Farm, either under or over the stone bridge. Chances are you'll be passing this back and forth quite a few times on your travels. Orlan the innkeeper can sell you a Leather Armor if you didn't buy or stole one from Matteo. You can also rent a room at the tavern wich can serve as a nice spot to drop off items that have outplayed their use (like keys, notes, etc) to clean up your inventory. You have to pay 50 gold a week for the room, but then both rooms on the first floor is available to you, with beds and chests you can store things in. Items put in any of these chests have never dissappeared on me, even when I was weeks overdue with the payment. C1.3.S1 SIDEQUEST: Two Brothers Working the field south of Akil's Farm, you can find Egill and Ehnim, farmhands for Akil and brothers. Talk to either one to get a story on how the Field Raiders keep coming back and how dangerous they are. Egill will brag about how many he has killed, but Ehnim will detest that and call him a liar. Keep talking back and forth with the two brothers and a real feud will commense over who is the biggest braggart. If you can get the two brothers to fight, you recieve +50xp for some reason, as well as being able to loot the brother that loose the fight (him being knocked out) without consequence. As far as I know, doing this have no further consequences for the later game, but the brothers will stop talking to you saying you've caused enough trouble for now. Not that they have anything useful to say anyhow. One thing though, it's best to do this before "A Farmer in Need" when you first meet them coming up from the stone stairs by the main road. The other farmhands and people here are currently held up on the other side of the farm so there's no one close to Egill or Ehnim. If you try to get the brothers to fight after you've cleared up the "A Farmer in Need" quest, Akil or Katie will be sitting on a bench close to where Egill works. If the brothers start fighting then, the rest of the farm will get involved and actually kill one of them for good. Funny to watch how they suddenly turn on them, but one of them will die for sure. C1.3.Q1 QUEST: A Farmer in Need The first time you visit Akil's farm, there will be a confrontation at the front of his house, where two of Sylvio's mercenaries is pressuring Akil for some money. Talk to Katie, Akil's wife first and you'll get this quest in your log. Talk to Akil and you'll surely see something is amiss although he wont ask for your help directly. What you have to do is talk to Alvarez a couple of times to get the fight started, then help the farmers kill the two mercenaries. Doing this have no bearing on your relations with the mercenaries later in the game. Alvarez and Ed belongs to Sylvio's crowd and will dislike you no matter what you do. The farmers in the fight is not grouped to you, so be careful not to hit them in chaos that ensues as they will come for you next then. You won't recieve any xp either when the mercenaries die (kill xp) since you and the farmers are different groups, but if you can somehow manage to get the killing blow in on either you will get xp for the kill. One of the mercenaries also carries a good two-hander (Rough Two-Hander 35/40) for use early in the game, but you have to be quick about grabbing it once they are dead as the farmers will be thinking the same. You can loot both mercenaries corpses freely though. For helping out you get +25xp and Akil forces you into a conversation the second the last mercenary is dead. Talking to Akil you can ask for some coin - which will get you +100xp and some foodstuffs instead, or tell him you don't want any reward for +150xp instead. Darf and Geir Gundersen adds: "If you give Mika (the third guard outside of the east gate) his 10 gold then ask him for help later, you get the option to tell him that Akil is in trouble. You get some nice xp for that and then he runs up there and kills both of the mercs (and you bag the xp for the kills). Not bad for 10 gold." This is only partly correct though. Yes, you can ask him for help with the mercenaries at Akil's farm - this will give you +25xp. He'll tell you to follow him up there, and then simply charges them. However, even though you are grouped with Mika, you are still competing with the farmers for the 'kill xp' and adding Mika to the fight just adds even more chaos. I tried this several times over and not once did actually Mika get the last hit in on any of the mercenaries and got the xp. What you can do however, is cut straigth left before Mika stops (he will force you into a conversation, saying something like 'watch how this is done' then charge the mercenaries), and simply attack the mercenaries yourself. If you're lucky, you get to take out one (and get the xp) before the rest of the farmers and Mika get to them, then line up a 'last shot' with a bow or crossbow on the second mercenary once the others have beaten him up pretty good. So far, this is the only way I've managed to get both kills for +240xp. Also, talking to Mika after Akil grabs you for the above conversation, nets you another +25xp. C1.3.Q2 Bottoms Up You can get this quest earlier by talking to Randolph down at Akil's farm, but inside the Dead Harpy is where the action takes place. Talk to Rukhar to learn about this little drinking contest he has going he calls Bottoms Up. It's basically just two guys drinking until one hits the floor, but Rukhar seems to be the undisputed champion. He'll even bet a good sum of coin that he'll beat anyone. If you talked to Randolph earlier, you knew Rukhar already beat Randolph, but that Randolph suspects Rukhar was sneaking the near tasteless spirits Gin into his beer when he wasn't looking. If we are to win this contest, using Randolph as our champion, we first have to make sure Rukhar isn't cheating. Wait until around midnight (or sleep if you have a room at the tavern) and you'll see Rukhar going outside to get some fresh air around that time. Here's your chance to open his chest without anyone going mad - take what's inside and leave a bottle of water instead of the Gin. Now you can go outside and talk to Rukhar again. Tell him you want to challenge him with Randolph, put down 100 gold in the bet (yields a +25xp when you give him the money) and then you have to go pick up Randolph. It's just a short way down to Akil's farm if you take the high route going around a cliff and over a stone bridge behind the tavern, but watch out for goblins in the night. Randolph can be found sitting behind the farmhouse at night, at a campire with roasted sheep with the other farmhands. It seems he's flatbroke and needs a little drinkingmoney to be able to enter the contest though, so hand him the 10 gold pieces he needs. This nets you a +50xp reward too. Randolph will head straight to the tavern and start the contest now. This will actually take a few days, so find something to do in the meantime. When you return to the tavern a couple days later, you'll be grabbed by Orlan the tavernkeeper and given a lesson on how doesnt want anything like those drinking contests in his tavern again. You'll also get +25xp. Then talk to Randolph on his way out and you'll get your 10 gold back with a solid interest, 12 gold. Last talk to Rukhar for +50xp and 200 gold. C1.3.Q3 QUEST: Dragomir's Crossbow Just a bit east of the Dead Harpy you can spot a hunters camp, the very camp Bartok said he used to hunt from but that was abandonded. Another hunter has moved in however, a fellow by the name of Dragomir. Dragomir is sitting on a log here, and talking to him will reveal he's a pretty good crossbower. If your Dexterity is 30 or higher he can also train your crossbow skill up to 60, for the price of 150 gold. You can also hear the spooky tale of how he lost his crossbow way up north when the walking dead came thumbling out of the dense forrest. He dropped his crossbow and ran for his life, and naturally it will be up to us to brave the dangers and retrieve it for him. Dragomir's crossbow is lying at the 'Sun Circle', a huge stone circle up in the northern forrests. It's a pretty good ways off, and the most direct route isn't always the best. You can pick up this quest rather early, but I wouldn't reccomend taking this trip until later on. If you bring out your map at Dragomir, find the Monastery just north, and then look for what appears to be a building a little further to the northeast - that's the sun circle, and the 'safest' route to get there is trailing the winding road far to the east and up the mountains, past the black troll, and then coming down from the opposite route. Once at the sun circle, you should find Dragomir's Crossbow lying on the ground in the circle itself. Return it to Dragomir for +150xp and 150 gold. C1.3.P1 A Burnt Down Camp Following the road going around and to the back of the tavern, there's a sign pointing you back towards Khorinis. This is the 'high road' going over the stone bridge you passed under earlier. Before you pass over this bridge, there's a winding path through the cliffs and forrest you can follow and end up on the other side - under the large mountain arch you could see from the road going uphill from Khorinis. Under this arch there are tracks of a recent battle and what looks like a small camp or farmstead with the remains of some huts that has been burnt to the ground. In the middle of the scene are 3 Lizards (not fire lizards mind you). One of the burnt down huts seems to have had an adobe going into the mountain - inside you'll find some coin and a chest that survived the fire. The combination is R-LL-RR-L and the chest contains a Composite Bow, the best bow you'll find early if you're into that (otherwise worth a nice 240 gold). C1.3.P2 Paladin's Rest Just behind the Dead Harpy, on the other side of the crossroads leading to the Valley of Mines, and to Akil's Farm, you can barerly make out some fog behind the trees. This is an old graveyard where you can find a lot of herbs growing. Behind the graveyard again, two dark cave openings can be seen. The cave to the left is just a small hive for a couple Molerats, but the one on the right is an old burial chamber for Paladins. Be careful around here - guarding the antechamber is 3 Goblin Skeltons of all things, maybe moved in at a later stage. These aren't too hard to fight, but if you get the attention of all three at the same time, you could be in for a world of hurt. Goblin skeletons are very fast and circle around you just like they would alive, only these are much stronger. Once you turned them all back into bones, slowly make your way into the burial chamber. Inside are 3 Zombies - tricky foes in numbers, and quite strong. If you know your way around a two-hander though, the swiping tactic should keep them at bay until you can bring them down safely. Zombies have a lot of hitpoints and natural armor so don't expect them to go down easily. Once into the burial chamber, you'll see 4 caskets and some nice items. A jewelry casket worth some gold, a Paladin Two-Hander and a couple Paladin Swords. The two-hander is probably the best two-handed weapon you'll get your hands on in some time to come. Slayer adds: "There is a trick that will allow you to beat the skeletons and zombies without a single scratch: lure them outside and jump over the fence. Now you can chop them from the other side, they won't climb the fence." C1.3.P3 POINT OF INTEREST: Goblin Mayhem Down the road from the Dead Harpy, towards Onar's Farm, you come across a cave opening on your left - to the right is a big tree with some Lurkers and Bloodflies. Outside the cave is a Goblin Berries plant, and inside, in 3 rooms with campfires, you'll encounter a total of 8 Black Goblins and 6 regular Goblins - nothing particular about it and nothing special in here, except a bunch of small live targets for your bow or crossbow practice and a nice amount of experience early on (1100xp). C1.4 - ONAR'S FARM & SURROUNDINGS Onar's Farm is where all the Mercenary-related action will take place, and also where you get to sign up with this 'guild' if you want to. There is however a lot to do around here that doesn't require you to be a member just yet, and the path to becoming a mercenary is even one you could take even though you don't plan on actually joining as it involves plenty of quests, fights and action. Joining the mercenaries involves a couple quests, but also getting the majority of mercenaries on your side. You see, to get accepted, not only must you fulfill the tasks given to you, but also pass the vote - every newcomer must be voted on by the other mercenaries, to avoid bad blood. This is most often done by proving your worth in battle and defeating them, but also includes small tasks. The fighting is called "duels" around here, and nets you honour. That is, you can actually challenge each and every mercenary in the camp to a duel and defeat them for good xp. Named mercenaries are fought by insulting them through a conversation tree, but for the none descrit mercenaries just named 'Mercenary' you can simply hit them over the head once and the duel is on. You won't kill any of them, and get xp for everyone fought and won. C1.4.P1 Buster Down the hill from the Dead Harpy and passed the small lake with the mound in the middle, you'll see a small hut and two mercenaries guarding the road. One of them is Buster, a former aquaintance from the mining colony. He will force you into a conversation and try to intimidate you into a fight. Fighting and beating him will yield +80xp as well as put Buster in favour of you joining the mercenaries if you tell him that is your intention (see "Respect"). Buster will remember you once beat, and can also train your one-handed skill. Buster warns you about another mercenary up the road, called Sentenza and you better heed his words - this fellow is a very good fighter and I wouldn't pick on him before you have a solid weapon skill (30%+) a good amount of healing potions and even some better armor. C1.4.P2 A Nest of Field Raiders Coming up through the farms after having passed Buster at the first guardpost, and passed the first crossroads, you should see a mercenary by the named of Fester practicing his weapon. Fester is practicing becuase he has to kill off some Field Raiders alone as punishment for them killing a couple farmers on his watch, but he's not quite ready yet it seems. You can offer to help him out hunting the field raiders down in exchange for his favour if you are looking to join the mercenaries, or some gold. In this scenario, Fester won't really be grouped with you, so it's last kill counts if you want the xp. When the raiders are taken care of, Fester will screw you over since you "didn't help much anyway" and that would be a good opportunity to teach him some manners. Fester yields +80xp. However, the cave in question only contains 3 Field Raiders so it shouldn't be much of a problem to take care of yourself. It's what's inside of it that interests us. At the back of the cave, you'll find some corpses of the killed farmers, lots of singly coins lying around, a gold ring and some rusty weapons - and a permanent Elixir of Dexterity (+5 Dex) wich is a real find. You can always talk to Fester after you cleared the cave and he'll just run over to it, prounounce it cleared, and the screw you so you can beat him up. C1.4.Q1 QUEST: The Hungry Hunter South of the farm, in a lush valley between the mountains you can find Grom, a hunter/woodsman working the forrested area from a little camp. You can ask him about the area and get a clue on what evil lurks further down the valley, and if you fulfill a small task for him, he'll also teach you some hunting skills. Seems Groms is a bit tired of eating luxuries of the forrest and want's a real meal. Bring him a bottle of milk, a ham, and a loaf of bread to complete this task for +25xp. Grom can teach you Remove Mandibles, Remove Heart, Remove Teeth, and Shadowbeast Horn. C1.4.P3 POINT OF INTEREST: Trolls! As Grom said, further into the valley where you found his camp, evil lurks. Ten feet, hairy evil in the form of two trolls. Trolls are extremely tough, but if you haven't seen one up to now, it's well worth a peek. You can sneak up on trolls to a small degree. Going head to head with a troll in a normal combat-mode style is pure suicide, so be careful. They will swing their giant fists at you and throw you several meters away killing you almost in every blow. There is a way to beat trolls fairly easy though, by turning their big size and slow moving against them. When you first spot a troll and move close enough for it to notice you, they'll throw their arms in the air and roar to scare you, and this is your chance. Run right at them and get as close as you can. Be sure to lock on to them, and then immediately start to jump sideways to avoid the first attack. If you're lucky, you'll dodge the blow and with a lock on them be able to jump to the flank of the troll. Trolls turn very slow, so if you can keep locked on while dodging either left or right (making you always turn in accordance with the target, like circling it). Now all you have to do is keep away from it's field of view where it can hit you. Dodge left, hit it in the back, doge right when it turns for you again, hit it again and keep doing this until you have felled the mighty creature. This feels almost too easy when you get it right though, but on the other side, fighting a troll up front is almost certain suicide, so maybe this was how the developers imagined you'd fight them. Also pay close attention to how Goblins try to fight you - it's the exact same bahaviour as we will use here. It's also a good idea to lure the first of the two trolls a bit closer to Grom so you won't suddenly have two trolls trying to pound you. Killing a troll nets you a nice +500xp and it's hide (sold to Bosper for 300 gold), as well as 2x Troll Tusks if you know how to Remove Teeth. If your strength and fighting skills are low, since you could teorethically bring down a troll at level 1-2, it will take quite some time to bring one down as they seem to have in the vicinity of 1000hp. Behind these two trolls you can find a King's Sorrel, some coin and a very nice Dexterity based one-hander called a Rapier. C1.4.Q2 QUEST: Four Wolves for Pepe Southwest of Onar's farm you can find Pepe, the sheperd on the farm. Pepe is quite troubled as he has lost a lot of sheep lately to wolves, and he wonders how he's going to tell Onar. Offer to take care of the wolves for him and he'll tell you about a flock to the west. This will spawn 4 Young Wolves in the hunters camp close by, so just take them out and return to Pepe and tell him the good news. This will net you +250xp. If you further inquire about the sheep, he'll tell you that the loss of the sheep is really Bullco's fault as he was the one responsible for guarding them. Pepe would be happy if someone could really show Bullco a thing or two. C1.4.Q3 QUEST: Kick Bullco's Butt Bullco is Sylvio's right-hand man and a tough opponent. You can get this quest either from listening to Pepe's story about how so many sheep got killed on Bullco's watch, or by inquiring with Thekla in the kitchen about Sylvio and Bullco causing a stink. Bullco will actually come gunning for you eventually, so that would be a good opportunity to fight him. This can be triggered by several reasons. One is accepting Jarvis' quest "Jarvis' Challange" and Bullco will come for you saying you have a thing in for Sylvio's boys. Another is throwing remarks at Sylvio's and Bullco will come to teach you a lesson about not talking to Sylvio without permission. And even talking to Lee about joining up will have Bullco coming for you with a message he won't permit you to join the mercenaries and that you have 24 hours to leave the farm. As you see, getting him angry at you isn't that hard. Beating him is though, especially at the sub-10 levels, so be prepared. If you can get him to follow you it's possible to bring him down to low health with a ranged weapon and then finnish him with your melee weapons. Bullco is worth +240xp when defeated. Thekla will want to talk to you once you have beat Bullco, so go see her. You'll recieve a pot of her famous stew and can now also get a quest for another pot. Also talk to Pepe after beating him for +100xp and completion of this quest. C1.4.Q4 QUEST: A Good Fighter Talk to Cord, a weapons trainer at the southwest corner of the farm. If your fighting skills are too low, Cord will initiate this quest - To complete this quest you need to drive one melee fighting skill to 'fighter' or better, meaning 30% or more. If you talk to Cord again then you'll recieve +100xp and his vote. If you don't talk to Cord at all before becoming a 'fighter' in any of the two skills, this quest will never happen, but you'll get the xp reward still when Cord mentions you look good enough to join. C1.4.Q5 QUEST: Rod's Sword Over by the Blacksmith on the farm, you'll see a big guy by the name of Rod. Strike up a conversation with him and he'll be pretty harsh with you, calling you a wiener. Insist that you are strong enough a couple times, and even suggest you could handle his big two-hander and you got him going on a bet. Rod bets 30 gold you cant handle his sword, so give him the money, then recieve his sword. The minimum strength to wield "Rod's Two-Hander" is 30 STR, so this is also possible a requirement to get the conversation options for the bet. Anyway, as you take the bet, you recieve 100xp. Rod admits his mistake and ask for the sword back. At this point it's amusing to just say no, telling him you'll keep it for a little while - he'll attack you (duel), but this normally efficient two-hander fighter is now forced to fight bare handed, enabling you to take him down easy with his own sword. Oh the irony. Once beat, you'll recieve +120xp. When Rod is on his feet again, you can ask for vote and he'll ask for his sword back. Give it back for +25xp and Rod's vote for the mercenaries. Geir Gundersen adds: "You get the option of trying even if you have less than 30Str. When you fail and Rod asks for his sword back, keep it and fight him. Then give it back and Rod will say that the main thing is that you can fight and give you his vote." C1.4.Q6 QUEST: Respect Obvious to you so far is the whole honour and respect the Mercenaries take pride in, and that there is no way to join them without first having the vote and respect of most the mercenaries. This quest can be given to you by several of the mercenaries when asked about joining and will keep track of wich mercenary you have won the vote of. There's no real xp completion of this, but it will complete once you have joined the mercenaries. Gaining the respect and the vote of the following mercenaries: Buster - Beat him at the guardpost and tell him you are looking to join up, and he will say you're okay. Sentenza - Pay him the 50 gold when he searches you and he will vote for you. If you beat him first time around, you won't get his vote solely on that, but will have to actually pay him 50 gold afterwards. Raoul - Beat him when he starts talking down to you and ask if he will vote for you afterwards. Rod - Win the bet and complete "Rod's Sword", alternately beating him up and asking if he will vote for you. Wolf - Just talk to Wolf sitting on the bench opposite of Rod and he'll give you his vote. Cipher - Cipher says he will vote for you anyway, but that doesnt appear to be quite true. To get Cipher's vote you really need to complete the quest "For a Fistful of Herb" for him. Cord - Complete the "A Good Fighter" quest and Cord will vote for you. Jarvis - Jarvis can be found in the kitchen behind Bennet. He's on Lee's side and won't vote for you unless he is sure you will side with Lee too. To get his vote you have to complete "Jarvi's Challenge" Torlof - Complete either "Drive the Militia Away" or "Collect the Rent" to get Torlof's favour. Dar - Dar won't be mentioned in the voting unless you beat him up and tell Chiper in "A Fistful of Herb" and "The Weed Package" quests - after that he will call you a blabbermouth and state he won't vote for you. Torlof mentions this (if you did the quests) but also says that Dar's vote doesn't count for much, so it's probably of minimal importance. I haven't seen any way where Dar actually votes favourably of you. This quest will complete without any direct reward once you talk to Torlof after finnishing his test, and he tells you have most of the mercenaries on your side. He then sends you to Lee and "A Member of the Mercenaries". C1.4.Q7 QUEST: For a Fistful of Herb Talk to Cipher by Bennet the Blacksmith on Onar's farm and he'll tell you about the weed that was stolen from him and that he's all out. If you have 10 stalks of Swamp Weed on you, give him that for +100xp and his vote. C1.4.Q8 QUEST: The Weed Package Seems Cipher had a whole stash of swampweed brought with him to Onar's farm to sell to the mercenaries on the side, but someone has stolen it. Cipher suspects Bodo, one of the farmers, but if you talk to Bodo you'll see that is unlikely. Further north along the road to the small chapel you'll see a fellow standing around smoking, called Dar. Talk to him and threaten him to tell you where the package is - there's no real proof here, but it seems likely he is the culprit. You can get a free stalk of swampweed from him when you threaten to beat it out of him, but he won't reveal anything. Hit him over the head and defeat him for +80xp (he also has 9-10 stalks of swampweed you can use to complete the "For a Fistful of Herb" if you need). Then ask him about the weed and he'll tell you he sold it to 'some bloke' in the city of Khorinis, down by the docks. Return to Cipher and tell him who stole the weed. Cipher will run over to Dar and knock him out once again. Talk to Cipher and ask if he's feeling better, beating up Dar and all, for another +50xp. Dar will then label you as a blabbermouth and vote against you, but it's of no importance as no one thinks his vote count for anything. The weed package itself and completion of this quest beyond just getting Cipher's vote and Dar mad, is found in Khorinis. Remember that storehouse you might have peeked into where there was a guard telling you to get out? That's the guy. The storehouse is just next to Garvell's boathouse. To get it you have to defeat the guard (killing him) and use the key he carries to open a chest in the back room. Return the package to Cipher for +300xp, 200 gold, and some swampweed stalks. Note that this package will dissapear forever when you do, and you won't be able to turn it in to Andre should you choose to become a member of the City Guard later (see C1.2.Q23 Paladin: A Package Full of Weed). You can always say you lost it to Andre though, and you will recieve more xp completing the quests this way. Geir Gundersen adds: "If you talk (threaten) to the farmer Bobo about it he'll give you some weed just to get on your good side." C1.4.Q9 QUEST: Jarvis' Challenge If you talk to Jarvis about getting his vote - he can be found sitting in Thekla's kitchen - you will recieve this quest. Jarvis won't vote for you unless he is sure you are on Lee's side. To prove that you are, you have to defeat atleast 3 of the mercenaries sided with Sylvio. There are 5 named mercenaries sided with Sylvio, and the more of them you beat, the more xp you will recieve when completing this quest. The 5 mercenaries in question are Fester, Sentenza, Raoul, Rod and Bullco. You get +25xp for each one you defeat (in addition to the xp gotten when defeating them of course), with a minimum of 3 of them fought for +75xp. Wait until you have defeated all 5 for +125xp and completion of this quest and Jarvi's devoted vote. C1.4.Q10 QUEST: Member of the Mercenaries This quest will initiate when you talk to Lee, the leader of the mercenaries. He can be found in the right wind of Onar's house. Even though you can get and start this quest, the options are still open to you wether you want to hook up with the Milita or Mages instead. There are still tasks you can do towards gaining the mercenaries favour. To complete this quest and joining the mercenaries however, you need to complete Torlof's test wich will be one of two tasks you can choose between, and also gaining the respect of the majority of the other mercenaries. Go outside and talk to Torlof after you have spoken to Lee, and see "Respect" for how to get the other mercenaries to vote for you. Torlof can give you a running count of wich mercenary you have convinced so far. No matter how many votes you have, you still need to complete his test, either "Drive Away the Militia" or "Collect the Rent", where "Drive Away the Militia" is considered the best one (ie, weighs more towards you being accepted). The final verdict is what test you did plus who are voting for you. It seems some mercenaries are worth more than others. Just have Torlof give you the overview and you'll see wether it is enough or not. It doesn't really matter how many you get to vote for you, and you don't get any more direct xp for getting them all, but there could be some sidequests and indirect xp you're missing out on if you go with just the minimum. Once Torlof gives you his vote and tells you you've got the favour of the mercenaries, talk to Lee. He will tell you to talk to Onar to discuss your pay. Onar is in the left wing of the house. He will pay you an initial 50 gold a day, but if you completed the sidequest "Maria's Golden Plate" and didn't take the gold, he will pay you an additional 10 gold more for 60 gold a day. Once you pay is settled, talk to Lee again for +400xp and a Light Mercenary Armor. Congratulations, you are now a mercenary. Lee will have a quest for you right away getting you an audience with Lord Hagen (See C1.4.Q19 An Offer of Peace). C1.4.Q11 QUEST: Drive Away the Milita This is one of two quests you can get from Torlof as your test to join the mercenaries. After talking to Lee about joining, Torlof will present you with one of two tasks. You can choose either one to complete the test. This one or "Collect the Rent". If you join the Mercenaries, you will also get to complete the quest you do not choose now, as part of your 'everyday chores' as a mercenary in Chapter 2. If you have no intention of joining the mercenaries, but rather want to get on their good side, you can only choose and complete one of these. It seems Bengar is having trouble with the Militia more than usual and you're sent out to deal with it. South of Onar's farm there is two valleys with the mountain separating them. The easternmost has the trolls (see C1.4.P3) while the western one has the staircase leading up to Bengar's farm at the end. Coming out on top of the staircase you should see the farm to the east. Bengar can be found in front of the main building, so go talk to him. Tell him you've been sent to deal with his militia problem and then let him know when you are ready to deal with it. A note here first though. There's two militia people already here - Rick and Rumbold. They can be bought off, but that doesn't really complete the quest as they would just return later. You will have to kill them, so their fate is quite final. If you know pickpocketting, you can talk to them before talking to Bengar and steal both their purses - 45 gold and +25xp for each and with 30 dex there was no failure. Why? Because you won't get another chance as they will both be dead shortly. Bengar is pretty wrougth over them pillaging his farm and they might be considered rouge militia taking the 'law' in their own hands, just like Sylvio's gang given the chance. That is, killing these two have no bearing on you being allowed to join the Militia or not. Tell Bengar you're ready for them, and threaten them to trigger the fight when they come to talk to Bengar. Both of them yields +80xp. Talk to Bengar after you've killed both for +100xp. Return to Torlof and report the fact for another +100xp and completion of this task. You will also recieve Torlof's vote for completing his test. C1.4.Q12 QUEST: Collect the Rent This is one of two quests you can get from Torlof as your test to join the mercenaries. After talking to Lee about joining, Torlof will present you with one of two tasks. Read through "Drive Away the Milita" too to understand the premise of choosing either quest. If you take "Drive Away the Militia" first and join the mercenaries, you will recieve "Collect the Rent" as your first assignment from Torlof in Chapter 2, and vice versa. If you do not plan on joining the mercenaries, go with whatever one suits you best. It seems Sekob, one of the farmers on Onar's land haven't paid his rent for a while and you're simply to walk over and retrieve it. Sekob's farm is just a little ways northwest of Onar's farm, so stroll over the field. Talk to Sekob and explain the situation - he won't think very highly of you, so threathen him to get some response. Sekob will be furiated and attack you. Beat him for +80xp and a more sensible conversation. Sekob will try to lay a poor story on you and tell you to go back and report to Onar, but don't do that, he's just playing you for a fool. Threaten to kill him if you do not get the rent and he'll hand you 60 gold, 10 extra for not killing him. Return to Torlof with the 50 gold and +100xp for completion of this quest. You will also recieve Torlof's vote for completing his test. C1.4.P4 POINT OF INTEREST: Dueling Seeing as the mercenaries respect a good fight and see it as excellent entertainment, why not take advantage of this wether you intend to become a mercenary or not? Every single mercenary on the farm, wether uniqly named or just named "mercenary" can be fought and defeated for some good experience. Even though Torlof and others can explain the rules of a duel to you, it really is as simple as walking up to a mercenary and hit him over the head. This will start a figth and the others around will move aside and make comments like "Oooh, a fight" or "Come on, parry him" cheering the fight on. The one you defeat will throw a little angry comment, but it is of no consequence. This is a list of mercs and persons you can fight that you won't fight directly in any of the the "Respect", "Jarvis' Challenge" or "Kick Bullco's Butt" quests. - The Mercenary besides Buster at the guardpost can be fougth for +240xp - Both Mercenaries besides Sentenza can be fougth for +240xp each - The Mercenary besides Rod can be fougth for +240xp - Wolf can be fougth for +240xp - The Mercenary besides Cipher can be fought for +240xp - Cipher can be fought for +120xp - Torlof can be fougth for +300xp - Cord can be fougth for +300xp - Both Mercenaries guarding the front door can be fougth for +240xp each - Jarvis can be fougth for +120xp - The lone Mercenary at Thekla's Kitchen can be fougth for +240xp - Both Mercenaries the right wing with Lee can be fougth for +240xp each - Khaled can be fought for +300xp - Lee and Sylvio is invincible at this point and cannot be fought this way These will certainly be tough battles sub-level 10, or even into your mid tens, especially Torlof, Cord, and Khaled, so bring a lot of healing potions Then again, there's lots of xp and a lot of items, coin and foodstuffs you can take from them. Also note that this segment can be pretty buggy. If you duel a mercenary inside (With Lee, Kitchen etc), all items on the body and even the weapon they drop are flagged as items belonging to room - taking any of these will anger everyone around you and they'll come to take your head off for stealing. Just defeat them and leave their stuff alone. Also, there's a good chance the farmers and civilians of the farm will suddenly think you have attacked on of theirs and report you to Lee. For this you have to pay a fine of 50 gold pr farmer/civilian that vitnessed this, but you wont anger them. Sometimes it happens, sometimes it doesnt. Since gold is of abundance, it's often easier to just pay the damn fine whenever this bugs. C1.4.P5 POINT OF INTEREST: A Heavy Golden Plate If you rummaged through the chest in the barracks down in Khorinis, you might have picked up a golden plate with an inscription on saying "Onar and Maria" - this is in fact a plate belonging to Onar and Maria surprisingly enough, and was taken by pillaging Militia before Onar hired the mercenaries. If you have it, bring it to Maria on the first floor of the left wing in the house for a little reward. You can either have Maria sweettalk Onar into paying you 10 gold more as daily salary if you join the mercenaries, or you can take 50 gold. C1.4.Q13 QUEST: Stew Thekla, the cook in the kitchen can make you some really nice special stew (see appendix Skills & Statboosters: Thekla's Stew). When you beat Bullco the first time, she will give you your first pot of stew and if you keep begging for more, give you a quest if you want another pot. She will send you off to Sagitta, a herb witch (Alchemist) living out in the woods close to Onar's farm to pick up a package of herbs for her. Sagitta can be found in a cave, not far north from Sekob's farm. Look at your map (that you bought or stole from Brahim) and find Sekob's farm house on it. The cave is located north of it, along the mountain side, but before coming to the road. You could always just run through to the forrest north from Onar's farm until you find the mountain, and follow it northwards til uou see the cave. Be careful traversing these woods though, there are wargs and shadowbeasts here. Talk to Sagitta and when you ask about the package for Thekla, you recieve +150xp. Sagitta can heal you for free, has a good selection of potions and herbs, and can also teach you potion recipies if you complete the quest "The Sun Aloe" for her. Return to Thekla with the package for another +300xp, and be sure to ask her for another potion of stew. C1.4.P6 POINT OF INTEREST: Dexter's Bandit Camp If you remember the "Wanted Notes and Bandits" quest you could recieve almost at the very start of the game, we can finnish up this one here as the bandit's main camp is located close to Onar's farm. In the valley where Grom resides ("A Hungry Hunter"), just as you are about to enter it, there's a dirtroad leading up along the cliffside to your right. It can be a bit tricky to spot at first, but look carefully and you'll see it. Start heading up the winding path and you'll come to a small stone bridge crossing the valley beneath. There's a guard on the other side that will force you into a conversation, so be sure you are ready for this. If you didn't get the "Wanted Notes and Bandits" quest at the start of the game, you will anger this entire camp of bandits and get nothing out of it other than some loot and xp. If you did get the quest however, you can safely pass the guard and talk to Dexter for some information on what is awaiting you (for +25xp and completion of the quest, even less than you would get from actually beating that bandit way back then). Either way you play this out, there's nothing else to it. Dexter won't have any impact on the story or quests one way or the other from this point, and defeating the whole camp, Dexter included have no bearing whatsoever on your future endeavours. Talk to the guard and give him their leaders correct name to pass safely. Dexter can be found close by in a 'lighthouse' like building straight across from the bridge. Talk to him once to learn about the mysterious shadow that helped Dexter escape the colony and how he offered Dexter 1000 gold for your head. Once done talking to Dexter for the first time, he will make it clear to you that if you come around again he will be forced to kill you (his premise is the dark shadow, deliver your head or die himself). If you talk to him a second time, he will attack. Since clearing this bandit camp is worth a lot of xp and loot either way you see it, you should consider it wether you're the honorable paladin, or the thief or thug trying to monopolize the market. As long as you are careful about where you attack from, you can take out the entire camp in portions. Start with the Guard on the bridge, he can be taken out from range without angering the others in the camp. He is worth 120xp. Head back a bit from the bridge and climb the lower wall to the tower structure here. There's 3 bandits outside and 2 inside. You can take them on without alerting the rest. All these are worth +80xp. Be careful so you're not in a difficult spot to reach or the mindless bandits will just fall off the edge and die by the fall. Inside this tower is a nice mace and a locked chest you will need a key for. Back to the bridge and you can slowly advance on the bandits so you only get 4-5 of them angered at once. They are fairly easy to defeat if you have a feeling for fighting multiple targets. Advance to the building you find Dexter in and finnish him off to end the bandit camp. Dexter yields +120xp also and a key that fits the chest in the first tower structure. There's a total of 16 Bandits here, plus the guard and Dexter wich amounts to 1520 xp. There is a chest in the building where Dexter was (L-R-L-RR) and another chest in the small cabin by the bridge (L-R-L-RRR-L), as well as they chest in the tower. On top the tower in Dexter's building are also some potions, and there are a couple satchels of coins hidden behind some rocks and the cabin. You can also spot a cave/mine entrance just outside Dexters building, but bewarned, it contains Minecrawlers and Minecrawler Warriors. In this mine you can find some ore. If you trail behind Dexter's building and follow a narrow path along the mountainside you'll come upon another mine, but this time the stake is even higher - inside are skeletons (very tough) and even a skeleton mage, so be very careful. Geir Gundersen adds: "You don't need too talk to the guard. When you get to the bridge turn around and follow the building on your right. This is the "backdoor" to the camp. As long as you stay away from the guard and any fighting going on (bandits killing minecrawlers) you'll be left alone. A much easier way to defeat the bandits is to walk into camp, climb the wood pile next to the small house. From there you go onto the roof. Now, just take out your bow and kill most of them with impunity." C1.4.Q14 QUEST: The Lazy Farmer Just outside Sekob's farm, near the western field you run into a farmer named Bronko (also spelled Bronco in a few instances). He'll force you into a conversation and demand you pay tribute to walk on *his* land. He's really just a bully, and you're free to beat him up right now. Just be sure to not talk to him after he's down or you have to beat him twice for this little quest. You can ask Tilly, Sekob's boy outside the farmhouse, about Bronko and he'll cook up a grand story as always, but admit that he does indeed have problems with Bronko demanding this tribute and refusing to work. You can offer to help Bronko get back to work, but haggle for a few coins first. You can keep asking for more and more coin until Tilly offers you 100 gold, but in reality he doesn't have that much on him. If you haggle up to 50 gold, he'll pay that - anything above and you get nothing. Just talk to Bronko again and taunt him if you already beat him without talking to him afterwards, otherwise fight him again - beat him for +120xp, then intimitade him and he'll hurry back to work. Talk to Tilly again for your pay and +50xp. C1.4.Q15 QUEST: The Forbidden Pasture Just outside Sekob's Farm is an old fellow named Balthasar, a sheepheerder. Talk to him to hear how the grass is so poor around here, and that he used to bring his sheep up to the greener pastures at Bengar's Farm, but that Bengar demanded Sekob pay for Balthasar grazing the sheep there. Offer to maybe see what you can do. You can talk to Bengar to set things straight - gives you +25xp - but it requires that you do Bengar a favour first to actually let Balthasar back up on the high pastures - by completing the "Drive Away the Militia" quest. Once that is taken care of, talk to Bengar again and threaten him a bit. He'll yield and tell you the payment thing was just because he didn't like Balthasar. Having Bengar yield nets you +25xp. Return to Balthasar and tell him the good news for +100xp, 10 sheep skins and completion of this task. C1.4.Q16 QUEST: The Sun Aloe When you visit Sagitta to pick up the package of herbs for Thekla, you can ask Sagitta to teach you potion recipies and she'll tell you about this rare herb she needs for one of her own potions. You need retrieve this ingredient if she are to teach you any potions. Easier said than done - the ingredient is a Sun Aloe, one that only grows in Black Troll poo of all things. As intimidating as it sounds, this quest isn't that hard, it just requires a lot of travelling. If you flip out your map and look far to the north around the middle of it, you'll see Brahim has drawn a big black troll there. That is your destination and requires quite the trip trough dangerous terrain. However, once there you don't actually need to wrestle the herb from the troll, it grows near it's cave and can be picked up without angering this behemoth of a troll. You DO have to step in black troll poo though, and the smell will last all the way back to Sagitta again. Hand her the Sun Aloe for +200xp and access to a selection of new potion recipies. C1.4.Q17 QUEST: The Snorting Creature In the area of Bengar's Farm, up by the Valley of Mines pass, you can find Gaan at a bridge outside the entrance. Gaan is a hunter, but hunting has been bad lately due to a strange and powerful beast roaming the area. If you offer to help Gaan out, he can offer you 30 gold and will also teach you a special hunting skill should you succeed. Once you talk to Gaan he'll start moving down along the pond to a spot further down at the plataeu - if you want to do a bit of hunting on your own up here, be sure to do it before talking to Gaan or he'll attack and kill anything in his path. The strange snorting creature in question is a Dragon Snapper you'll see a whole lot more of in Chapter 2 - a regular Snapper really, but very beefed up. This one is uniquely named too and can be found at the western end of the high pastures. Look for the brown snapper called "Snorting Dragon Snapper" and you're there. It can be quite difficult to kill at lower levels, since it has a real powerful charge that can be hard to dodge, but with a two-hander and a little swingers action you should be fine. Killing it nets you +200xp. Talk to Gaan again and you recieve another +100 xp, 30 gold, and completion of this quest. Gaan can now teach you the hunting skill Dragon Snapper Horn in addition to his other skills (misspelled Daragon Snapper Horn in the game). C1.4.Q18 QUEST: Black Hide This will only happen when you have a guild asociation. Either right after joining the Mercenaries, Militia or Mages, when you walk past Raoul at Onar's Farm, he'll pull you aside. Seems he has a little challenge going and is looking for the hide of a black troll - anyone who cannot do this is simply a braggart. If you already have a black troll hide, mention it and then take his offer for 500 gold and 3 elixirs of healing to shut him up for a while. If you don't, it can be gotten from the black troll if you want to brave it (see C1.4.Q16 and C1.5.S1 for more info). Giving Raoul the skin yields +500xp, and you can always beat him when he starts harassing you again to get it back. Take the skin down to Bosper for 350 gold too if you're his apprentice. C1.4.S1 SIDEQUEST: Wasili's Old Coins In the main hall where Onar resides during daytime, you will find Wasili - a farmhand charged with making sure no one steals anything from Onar. Mention all the junk lying around and Wasili will divulge his passion for collecting old coins. Chances are you already have an old coin with you (found at the harbour district, near the paladin's ship) so give it to him for 1 gold and +10xp. You'll find a lot of old coins later in the Valley of Mines too, and will recieve 1 gold and +10xp for each you find (coming to some 200-250xp eventually) C1.4.P7 POINT OF INTEREST: Inubis' Tomb Let it be said that you can do this in Chapter 1, but it is hands down the most difficult task you can undertake so far and is maybe best left to later chapters when you have a bit more exprience and maybe better weapons and armor. However, it is possible so here's how. You'll find the Tomb just behind Onar's Farm - look for it a little north and east of the small chapel there. There's some herbs and rusty weapons lying around the graves. Head inside and spot 2 buttons on each side of the coffin - press them both to slide the coffin away and reveal a tomb below. Jump down the levels until you hit the ground floor where you'll see a corpse - search it to find a letter describing a little backstory and what might await you. You are free to look around a bit at this point, and pick up the King's Sorrel in one of the insets to your left. From the entrance the tomb is divided into 3 circular rooms. Each room has a chest and a Crypt Guard skeleton at first - these won't attack you on sight, but will fight back if you attack them. They act like regular skeletons so be careful. We are going to attack them though, so try to get a good 2-3 hits in their backs before they can turn and attack you back. Each of the guards have a key, corresponding to the chest in each of the circular rooms. You don't want to open any of the chests just yet though. You see, opening the chest on either side room (key 1 or 2) will summon a massive army of skeletons. That is, a few seconds after you use the number 1 or 2 key to open a chest, the very room with the chest you open will be filled with skeletons. We're still going to do this of course - the difference being that the third chest in the room directly across from the entrance will spawn the shadow lord Inbubis himself and basically trap you within the tomb, so let's wait with the good stuff until we have cleared the other rooms first. So let's get to it. As mentioned, there's a slight delay from the opening a chest to the spawning and we absolutely have to make use of this delay to get the hell out of the room - don't be caught with your greasy fingers in their chest or there's no way you'll survive. Open a chest in either side room and quickly close it again without taking anything, then hurry over to the next circular room or the entrance - not the opposite room or you'll be standing in view of what spawns. 2 Skeletons, 4 Lower Skeletons and 1 Skeleton Mage will spawn in the room you're hopefully not in now. In addition the Skeleton Mage will summon an unlimited amount of Skeletons if you let it. The way to go about things now, is to use the room you're in as a safe spot, and then continue from there to lure one foe at the time to you and defeating it. The Skeleton Mage will appear at the entrance of the circular room, so it's best to start with that one - keep baiting it by showing your face and dodging it's freezing ray. If it casts the freeze spell and misses you have a clear line of attacking it to get in a couple devastating blows. If the skeleton mage is too close to the room with the passive skeletons, you might activate them too so be careful. Once the skeleton mage is down, keep luring the others out one by one by slowly stepping into view, and when you hear a weapon being drawn, run back to the next room and fight the skeleton there. Once you have killed the skeleton mage, 2 skeletons, 4 lower skeletons and any possible skeleton summons from the mage, the room is clear. You can now open the chest you first unlocked with the key and loot it. Neither of the three chests contains anything out of the ordinary though, some coin, potions, arrows etc. But then again, you're not really here for the treasure as much as the massive experience to be had. With one room cleared, you can head out of the tomb again and find a bed over at Onar's Farm if you need a breather. The procedure for the opposite room is exactly the same as you did to clear the first - open the chest and lure them one by one. It's with the third chest that things turn sour. When you open this and quckly close it, you have to run into either of the side rooms while hugging the wall there so as not to be seen from the short hallways, but you are now effectively trapped and should be prepared for a long frustrating fight. What happens this time around, is that first the third room will have the usual army - 2 skeletons, 4 lower skeletons, and one skeleton mage at the hallway entrance. In addition, there's now 2 more skeleton mages at each hallway entrance to the side rooms. And last but not least, the Shadow Lord Inbus have come home from work and is standing at the entrance with 2 skeletons at his side. The way to go about this is to first take out the skeleton mage in the hallway outside the room you're hiding in, then the one in the opposite hallway by luring it closer. Whatever you do, don't show your face in the intersection just yet. Once both of them are down, you really have to beat Inubus and his skeletons first, or you'll get them into the fight trying to get the third skeleton mage in the hallway opposite of the entrance. Lure out first one of the two skeletons by Inubis by carefully stepping towards the intersection along the wall. If you can get just one of them to respond the following fight will be much easier. Once the first skeleton guard is down, you now have to get the attention of Inubis, wich will most likely also draw out the last skeleton guard. It's possible to get just Inubis, but this is very much try and fail. Neither can you just run across to the opposite circular room as you'll draw Inubis, his last skeleton guard and the remaining skeleton mage with you. Inubis is like a Shadow Lord, only with a bit more hp it seems - he fights just the same way, so if you know how to, it shouldn't be a problem. The real tricky part here is that once you get him to come for you, he'll most likely have the skeleton guard with him too and you're faced with two very strong opponents. If you can take out the skeleton first though, expending several healing potions, only to get Inubis alone, it's worth it. Inubis nets you +400xp, 2 healing elixirs, 2 mana elixirs and 500 gold. Now all you have left is to clear the room opposite of the entrance like you did the two previous and you're home free. Hard, yes. A ton of experience, definetively. If you let the skeleton mages willingly or unwillingly summon about 3 skeletons, you're looking at having to slay about: 23 Skeletons 12 Lower Skeletons 5 Skeleton Mages Shadow Lord Inubis A quick experience count, and you should have gained a level doing just this tomb, with about 8100xp. Even more if you get the skeleton mages to summon more skeletons. C1.4.Q19 MERCENARY QUEST: An Offer of Peace Your first assignment as a mercenary - Lee will give you a letter to bring to Lord Hagen and thus getting you an audience to see him for your own purpose too. It's soon evident that the peace offer won't be accepted just like that, where Hagen will only grant Lee a pardon and not any of the mercenaries. This quest will complete without reward or mention, when you return and tell Lee the news and also get your medium Mercenary Armor. C1.5 - ROAMING THE NEW WORLD There's a lot more to be had even after you finnish all the quests, sidequests and points of interest in the above areas during chapter 1. Just stock up and set out and you'll find a huge unexplored wilderness with multiple dungeons and mines, treasure to find and beasts to kill. C1.5.P1 POINT OF INTEREST: An Inaccessible Riverbed? On your way up to the black troll (marked on your map, follow the road through Dragomir's camp), following the road, did you notice the riverbed on the other side of the river? The river coming from the lake around the monastery. This river snakes its way from the monastery, up aside the road and ending in a pond under the bridge with the magic golem and the odd highwayman. Wether from in the river or on the roadside, you can see a broad lush riverbed on the other side, but it's seemingly inaccessible due to steep ledges that cannot be climbed from the river. It can be reached however, and unlike many other similar and seemingly inaccessible areas, this particular riverbed has a lot of herbs growing on it, and also some corpses with a couple potions and moneybags. To reach it, you need to trail all the way up to the temple ruins, cut across the road and climb the cliffs on the opposite side. Follow a strip of grass around further north and you should be able to see the river down below. It's possible to drop down a couple ledges and onto this riverbed. Don't expect the grand rewards, but there's still some herbs and potions of value. C1.5.P2 POINT OF INTEREST: The Magic Golem Following the road up to the black troll, past the river and starting to climb into the mountains, a bend in the road probably introduced you to this blue fellow who rearranged your face in one swift blow. The Magic Golem in the sand pit here is part of a Mage quest and only possible to kill with a one of a kind weapon (see C1.6.Q16 The Living Rock). That aside, I bet you're anxious to show this golem some 'magic' of your own, especially if you're not a mage or planning to become one. In chapter 1 that is. You see, the area the indestructible golem guards has literary a ton of potions lying around, a very nice beginner sword, and even a Dragonroot. Running into it in a suicide sprint to pick up the stuff is quite possible, but very tricky and dangerous at the lower levels. What you can do however, is use the alternate way into the monastery (See C1.6.P1) and 'borrow' their magic hammer just like a Novice mage would. That should fell the golem in one magic swoop and let you loot all the goods in relative peace. You can always be a nice guy and return the Mage's sacred hammer later. C1.5.P3 POINT OF INTEREST: The Temple Ruins Also marked on your map of the new world, these massive old inca-looking ruins can be found in an open area at the end of a sidepath off the road up to the Black Troll. You'll know you are at the right place when you see it. There are some really nice treasures to be had here, but also several strong creatures so be careful. A Troll is standing in front of the temple, while there are a couple Fire Lizards behind it. Also lurking in the shadows west of the temple is a Shadowbeast. Just as you enter the area coming up the first path, you'll notice some ruins to your left. This is just an emtied out stone building, but there's a chest in there (combination L-R-L-R-L-R) with a nice Fire Ring in it (+10 Dragon Fire AC) that could be of help fighting the Fire Lizards. If you make your way to the very top of the temple, there's another chest there (combination R-LL- RRR-L) with a lot of coins scattered about. Inside the chest you'll find an extremely nice one-hander called Orc Slayer, requiring 65 STR and doing 65 dmg. The area around here is also full of various herbs. To the east of the temple you can make out what appears to be an old mine entrance. See P2 A Tomb and Steingolems for what's inside. C1.5.P4 POINT OF INTEREST: A Tomb and Steingolems The old mineshaft east of the temple is initially host to Minecrawlers and Minecrawler Warriors, as well as a large Goblin camp. Take care though, the mineshaft seems to have broken into an ancient tomb, and there's more danger lurking than what is appearant at first. Deafeat the Goblin camps to the left and take their treasure from the chests. The locked chest has the combination L-RR-L-R-L. The mine continues to the right with Minecrawlers and Warriors, and eventually ends up in a tomb. There's several pieces of jewelry and weapons here, so take it with you. There's also a chest here, but beware - when you open and take what's inside, you'll awaken a host of STeingolems you noticed as just piles of rock coming in. A Steingolem is a very tough creature, and absolutely requires a blunt weapon to hurt. (Stein means rock or stone in modern German and many other european languages evolved from the Germanic old and middle age roots - wether they forgot to translate it or kept it as an odd sounding name is uncertain. Nice nevertheless). Luckily, inside the chest you'll find a Mace and Chain, an ok blunt weapon you can use, but if you're not strong enough to wield it you are in serious trouble. The Steingolems hits very hard, but can be defeated easily with blunt weapons if you can charge them before they are fully ressurected - you'll see them try to get up and hit you over and over, but just keep pounding them back into pebbles and you should be safe. In the chest (combination LL-RR-LL-R) you'll find the Mace and Chain as mentioned, but also one of the greater treasures you'll see - A very powerful Ring of Invincibility, adding +10 to all 4 armorclasses. There's another such ring in the game too, but it is less powerful, adding only +5. The ring is actually hidden inside the leather bag here, so you have to open it to reveal the ring. If you somehow already have such a ring (from C1.2.Q26), this ring will turn out to be a ring of Inconquerability instead, giving +5 to all AC's C1.5.P5 POINT OF INTEREST: A Hidden Path Nearly all the way up to the black troll, coming in across the ropebridge instead of past Grimbald, there is a mountain overhang with a very dense large natural cave. Behind the dense foliage is a hidden cave that is initially part of a Mage quest (see C1.6.Q17 The Path of Believers). It should still hold some interest for non-mages as the cave is home to some minecrawlers and a much overlooked King's Sorrel. C1.5.S1 SIDEQUEST: The Black Troll This mighty troll and it's surroundings are part of a couple other quests too, but it's significance is such that no matter if you're on a quest or not, you should definetively go check it out. Sadly, the same easy tactic in defeating trolls applies to this one, so it shouldn't be that hard to kill. It has a massive amount of HP and takes forever to bring down, but stay in there. Once felled, it yields a striking +1000xp and a Hide of a Black Troll you'll need for the C1.4.Q18 quest. Behind it is a very nice Axe called the Torturer's Axe (65/65) and also a King's Sorrel. On a rock here is also a Ring of Stoneskin (+10 Arrows AC). In front of the cave you can also pick up the Sun Aloe for Sagitta's quest C1.4.Q16 "The Sun Aloe". Be sure to talk to Grimbald the hunter at his camp close by once you have defeated the black troll, for +25xp and a fan for life. C1.5.P6 POINT OF INTEREST: The Dragonslicer Now we're talking - this is the most powerful Two-Hander you'll find for a very long time - if you can manage that is. Continuing along the road from Grimbald's camp and the Black Troll, you'll soon enter a very dense forrest path leading down to the Sun Circle, but before that on your right and partly hidden there's a mountain cave you should check out. This is also one of the stronger battles you can encounter in Chapter 1 so be sure you are ready for it. The mountain cave contains first 3 Skeletons, and then opens up into a tomb guarded by 2 Shadow Warriors. Skeletons are very difficult to beat due to their high strength, speed, and very efficient sword fighting. Shadow Warriors are skeletons in full metal armor and way tougher than skeletons again. You absolutely need to get any one of these on a one-on- one fight to stand a chance. If you can brave these powerful foes however, you are free to loot the tomb of it's weapons and jewelry, and also the magic two-hander Dragonslicer hanging supsended in a ray of blue light (80 STR, 80 Dmg). C1.6 - THE MONASTERY The Monastery can viewed on the landmap of Khorinis, the large building with the narrow bridge and water around. You can reach the monastery by following the road past the statue of Innos outside the Dead Harpy. Everything dealing with becoming a mage happens within the walls of the monastery, and you won't gain entrance at all before signing on (ie, no way to go back). C1.6.Q1 QUEST: Getting into the Monastery You can recieve this quest either from Ulf, a novice by the beer stand in Khorinis, or from Pedro guarding the entrance to the monastery. Fulfilling this quest will open the monestery gates and put you on the path to becoming a Fire Mage. You can recieve this quest freely, but unless you complet it it will dissapear when changing to chapter 2. The first requirement to becoming a novice is of course a big donation to the church - greedy monks. You need to accumulate atleast 1000 gold for the donation alone, so it's not something you can do right off the bat. Secondly, you need to a bring a live sheep to the monastery gates. This should be easier, but you still need to chip out an additional 100 gold to buy a sheep from Onar. Betsy the sheep can be bougth at Onar's Farm, from Pepe the Sheepheerder (see C1.4.Q2). Just pay him 100 gold and Betsy will appear by his side. Talk to Betsy and tell her to follow you and she will - don't get too far off though, or she will return to Pepe. At any time you can tell her to wait, if you need to clear the path of wolves or other pests - it's slightly fun to see a wolf eat your "100-gold-sheep" after an hour of telling the furry thing to wait and follow though. Whent telling Betsy to wait, you have a very short range of movement so beware. Walk to far off and she'll return to Pepe. Finally at the monastery gate, 1000 gold in hand and a sheep on your tail, tell Pedro you are ready to take up service as a novice and he will give you a key to open the main gates. This will complete "Getting into the Monastery", net you +250xp and make your permanent guild choice. You'll be a novice now, and can later be ordained a Fire Mage if you pass all the tests and tasks that awaits you. C1.6.P1 POINT OF INTEREST: Sneaking Into the Monastery The Monastery seems rather impenetrable at first without chipping out the 1000 gold and farmanimals for the greedy mages. Although you will get entrance here in future chapters. nothing that fortified will fail to tickle a true thief. There is indeed a way in, but it's tricky and I cannot think the developers planned it that way with the front door so securly locked until later. However, entering the monastery on your own in chapter 1 doesn't offer any bugs or problems, and if it will satisfy your curiosity, so be it. First head up to Pedro and notice how the outlying cliffs to the right of the entrance almost goes as far up the monastery wall as the roof. Simply jump off to the right, scale the cliff ledge almost to the end, and climb up. From here you can easily climb the roof. This is the easy part. From the roof, drop down into the courtyard and you're in. Getting out again seems nigh impossible, but it can be done. From inside, on the side where Babo sweeps the floor, find either of the two pillars closest to him. Climb up on the foundation of the pillar and be sure to be in walk-mode (shift held down, or caps-lock on). Now, this will include a lot of fidgeting before you get it right, but what you need to do is turn around and wriggle (turning around, to each side etc) to the point of where your face is slighgtly 'in' the pillar, on the dead center of the pillar - then align yourself with the roof ledge and jump straight up and then hold forward. If you were at the right position, you'll be bumped slightly out and grab hold of the roof and climb onto it, slightly to either side of the pillar. If not, you'll fall off and have to try again. Like I said, it's a dubious process clearly not intented for, and it is frustrating to get right. But it can be done, trust me. So, you snuck into the monastery, what is there to do? Nothing much really, but you can pick open all the locked chests of the mages and steal their stuff for one. Or pick their pockets if you like. You can also buy some healing and mana potions off Gorax, as well as some scrolls. Another nice thing to do is talk to Neoras the alchemist in the basement, and he will create potions for you. He'll need the ingredients and 10 gold for each potion made, and he can create mana and healing extracts as well as speed potions wich is a very convenient potion you normally don't waste LP on. And then there is the matter of the sacred hammer in the basement. You can knock out Garwig and 'borrow' it if you like (See C1.5.P2 The Magic Golem) - simply return and talk to Garwig later and tell him you'll return the hammer and he will take it and return it to the altar. All of this is possible later too of course, but the interest here being that you can do it in chapter 1. All the mages and novices will treat you like they would later and there's nothing indicating you shouldn't be there at this point, other than the tricky entrance that is. C1.6.Q2 MAGE QUEST: Serving the Community Entering the monastery for the first time, talk to Parlan, the mage right outside the church. He'll tell you where to park your sheep and where to unload your gold. Then it's right to it - serving the community of mages and other novices. This quest is really about getting the key to the library, and involves a whole slew of tasks for you to fulfill. Once you have done them all Parlan will grant you access to the library and give you the key. This will complete this quest. Serving the community means you have to walk around and talking to the mages in the monastery, each will have one or more tasks you have to complete. Talk to Parlan about serving the community and will list all the things you have done so far, then decide wether or not you get the key. The thing here though, is that you don't really get to do a majority of the task to get access, you need to do them all. C1.6.Q3 MAGE QUEST: Opolos and the Recipe Drop off your sheep at Opolos and you'll hear how he's left with guarding the sheep, but really wants to learn more about magic and herbology. If you happen to find a recipe he could just have a peek at he would be happy to train your strength (30 max, if you're above that the option to train will disappear). This is a recipe you'll come in contact with later (C1.6.Q13) and if you swing by Opolos to let him read it before returning it, you'll complete this quest and get +25xp. C1.6.Q4 MAGE QUEST: Opolos and the Library In the same run as above you'll also see this quest in your questlog. Opolos is really really interested in being allowed into the library to read more. Completing this quest however is optional and can only be done after you have become a Fire Mage. It seems every newly ordained Mage is granted one wish, and this is one of three quests you can complete with your wish later. Granting Opolos free access to the library as your wish nets you +100xp, and then another +25xp when you talk to Opolos in the library. C1.6.Q5 MAGE QUEST: The Chamber of the Novices Let's start the plentitude of tasks involved in the "Serving the Community" quest by talking to Parlan again. Asking about any tasks he'd like you to complete will get you this one. It involves sweeping clean the four bedchambers the novices sleep in around the monastery. You can pick up a broom from just outside the church or one of the chambers and give it a shot (equipping the broom from inventory and moving in any direction) and you'll see this is going to take forever. This quest has an underlying lesson though, and that is the "community" aspect. Meaning, get someone else to do your dirty work: Talk to the Novice talking to Igaraz and ask him to help you sweep the chambers. He'll do so but wants 50 gold for the help, netting you +50xp Talk to Babo sweeping by the rightside of the the church and he'll agree to help you if you can get him a scroll of Fist of Wind. Gorax have one in stock if you don't already have one yourself, or you can get one by completing "Seven Herbs". Getting Babo to help nets you +50xp. Talk to the Novice praying in the church and he'll help you too, for +50xp. Talk to the Novice sweeping the first room down in the celler and he will help you too, but only if you already have got the other three to help you. Another +50xp. And four chambers sweeped without you actually holding the broom. Talk to Parlan again for +100xp and completion of this task. C1.6.Q6 MAGE QUEST: Fight Training for Babo When you talked to Babo about the sweeping, you could learn how Babo is a two- handed weapons trainer, but how in awe of the visiting paladin Sergio he is. He wants you to have a word with Sergio and ask if he could train with him for a little while. In return, Babo will train your two-handed weapons skill. Run over to the small chapel and just ask Sergio - it's ok and Sergio agrees to tutor Babo in the mornings. Return to Babo and tell him the good news for +50xp. C1.6.Q7 MAGE QUEST: Babo and the Garden You will also learn how Babo had a falling out with Agar when talking to him about the sweeping. Seems Babo used to work the herb garden with Agar, but they had an argument. Since Agar is the promising student while Babo still has a bit to go, Agar banished Babo from the garden and all he does now is sweep. He would very much like to return to tending the herbs though. This is the second of the three quests you can complete with your wish as a full Fire Mage. Wishing that Babo gets to work the garden nets you +100xp and another +25xp when talking to Babo in the garden. C1.6.Q8 MAGE QUEST: Prayer for the Paladins Talk to Marduk the mage outside the small chapel, and ask if he have any tasks for you. Marduk doesn't really have any tasks, but says you could always pray for the Paladins at the chapel. Enter the chapel and before the statue of Innos you now get a second choice to "Pray for the Paladins". Do so and you will recite a prayer. Sergio the visiting paladin will thank you dearly for your prayer and offer to teach you a few tips on fighting with two-handed weapons. Doing this will give you a nice permanent +2% bonus to your two-handed weapons skill. Talk to Marduk again for +50xp and task complete. C1.6.Q9 MAGE QUEST: Isgaroth's Problem Sergio knows of another task you could do, after you have said your prayer to the paladins. He was going to help Isgaroth with a problem he had, but will pass it on to you instead. Go see Isgaroth - the praying mage down by the small temple you passed on your way up to the monastery. It seems a Black Wolf has come to roam the woods around the temple, and Isgaroth wants you to kill it. This wolf will only appear once you have talked to Isgaroth and can be found just a short ways south of the temple along the road. Kill it for +60xp (it's identical to a regular wolf, only named "Black Wolf"). Talk to Isgaroth again for +100xp and completion of this quest. C1.6.Q10 MAGE QUEST: The Mutton Sausages Enter the winery to the right of the gate and find Gorax, he will have some tasks for you too. The first being to distribute some deliscious sheep sausages to the novices after a hard days work. He will give you the key to the basement Larder and you'll have to go fetch them yourself before handing them out. They can be found in a chest, 13 of them. While in the larder, be sure to pick up the Recipe lying behind one of the shelves there as you'll need it later (see "Opolos and the Recipe" and "The Lost Recipe"). So, 13 sausages that has to be distributed equally. Not difficult, but a bit of running around. There's really only 12 that has to be delivered, you are the 13th novice. It can be a bit confusing at first, but look at the armor the people around the monastery wears - you'll want to talk to everyone in the same outfit as yourself, including both the generic 'Novice' and those with unique names. Just talk to them one by one and say you have a sausage or similar and they will take one each - you'll get a message onscreen how many novices are left. Two of the novices really love them sausages and will beg you to give them another one. You can do choose to give away your own sausage to one of these, but not both - if you do so you fill fail this quest. The two novices asking for seconds are Babo and Pedro (easy to forget, he's outside guarding the entrance). Babo will give you a Fire Arrow scroll if you give him your sausage, and Pedro will tell you about some Fire Nettles. In Pedro's case, the fire nettles can be found and picked up normally and doesn't appear based on his request, so if you do choose to give away your super deliscious sheep sausage and go hungry that day, I would give it to Babo. Besides Babo and Pedro, don't forget Garwig in the cellar guarding the monastery relics, Agon in the garden, Dyrian outside the church, Igaraz outside the church, and Opolos with the sheep. Besides those named there are 5 other novices. Two can be found outside, one in the small garden, one talking to Igaraz. Then there's the one praying the church, the one sweeping the first room in the cellar, and last the two making wine with Gorax. Once all 12 have had their sausage, return to Gorax for +200xp and a couple healing scrolls. C1.6.Q11 MAGE QUEST: The Wine Delivery Gorax has another task for you as well, to deliver 12 bottles of wine to Orlan the innkeeper at the Dead Harpy. Gorax will hand you the 12 bottles and explicitly tell you that you are to get paid 240 gold and not be tricked by Orlan. Head down to the Dead Harpy and Orlan will first try a fast one paying you 100 gold. Don't stand for it and demand the 240 gold. He will then try to cut you a deal for 100 gold and some scrolls someone 'left' at his tavern (the scrolls are: 2 Light, 1 Heal Light Wounds, and 1 Create Goblin Skeleton). You can take this deal if you want the scrolls but you have to chip out the remaining 120 gold to Gorax. Or demand the 240 gold paid in full. Returning to Gorax, pay him the 240 gold wether you took Orlan's scrolls or not for +150xp and a healing scroll. C1.6.Q12 MAGE QUEST: Seven Herbs Find Neoras the alchemist down in the cellar for some more tasks. He needs some Fire Nettles, seven of them, for some potions. Unless you ran straight from Xardas' Tower and here, you most likely have 7 fire nettles on you already, so just give them to him for +100xp and a Fist of Wind scroll. C1.6.Q13 MAGE QUEST: The Lost Recipe Have a chat with Neoras in the cellar again and get this task to find a recipe he lost. If you did the "Mutton Sausages" quest you have the key to the larder. The recipe can be found behind one of the shelves down there. Be sure to let Opolos have a quick look at it before giving it to Neoras if you want to complete the "Opolos and the Recipe" quest too. Returning the Recipe to Neoras nets you +50xp. C1.6.Q14 MAGE QUEST: A Short Trip to the City If that wasn't enough tasks for a measly key to the library, I don't know what is. Talk to Parlan after completing C1.6.Q13 and he should recite all the tasks and finally grant you acess to the library along with key for the door. Inside, first talk to Karras in the corner to your left. He will have another quest for you. He knows of Ignaz dealings down in the city of Khorinis, but really wants to see exactly what it is he does with these experients of his. Karras will give you 150 gold and ask that you bring him back 3 of Ignaz' scrolls (Oblivion scrolls) so he can further research these and make sure they are in accordance with Innos. You probably have 3 oblivion scrolls already, so give him those for +200xp and a Summon Wolf scroll. Otherwise you have to trail down to Khorinis and buy some oblivion scrolls from Ignaz. C1.6.Q15 MAGE QUEST: The Test of Fire This quest, or revelation, is gotten from reading one of the bookstands in the library, where you will learn that according to old law one can demand the 'Test of Fire' to be considered for a Fire Mage. Normally Innos chooses 3 novices each year that will take a test together, and that only can complete it - that one can be ordained a Fire Mage that year. Since the 3 novices are already chosen this year, it's obvious that you're not going to be a Fire Mage just yet. Unless you demand the test of fire that is. Once you have learned this fact, you can talk to Hyglas but he will brush you away. Talk to Parlan outside the church and insist your claim. Last talk to Pyrokar the head Fire Mage in the church and eventually you will get your claim through to them. The test of fire will complete with you becoming a full Fire Mage, after you have completed the three quests from each and every council member, "The Living Rock", "Path of the Believers" and "Create a Rune". Completing the test of fire nets you +400xp and a wish you can use to complete one of the 3 quests given to you by the novices. You will also recieve your Fire Mage robes, and can now start to learn spells and circles. Talk to Parlan to learn the first circle of magic, then the other mages can teach you 1st circle spells. C1.6.S1 MAGE SIDEQUEST: A Little Help from Dyrian Once you have demanded the test of fire and talked to the high council members, Dyrian the novice accused of stealing and awaiting his faith will talk to you as you exit the church. He can give you a scroll of sleep wich can help you in the "Living Rock" quest, in exchange for you using your wish to help him stay in the monastery. This doesn't show up as a quest, but works the same as the other two quests you can expend your wish on. You can also take the scroll and choose not to help Dyrian though, but there are other ways of solving the "Living Rock". Using your wish to help Dyrian stay in the Monastery nets you +100xp and then another +25xp when talking to him, just like the two other quests. C1.6.Q16 MAGE QUEST: The Living Rock This quest is one of three quests from the council members - gotten from the snobby Serpentes who also took the test of fire in his youth. He will give you a quest to slay a magic indestructible golem he's conviced you will fail and is obviously feeling pretty smug about that. The golem in question can only be defeated with a very special and magic weapon, so let's procure this handy tool first. Head down to the cellar where Garwig is guarding the monastery's holy relics. The Sacred Hammer is what we are after and it's lying on a stone altar by Garwig. There's two ways of grabbing it without causing mayhem in the monastery - one is by using a scroll of sleep on Garwig and snatch the hammer, and the other is simply knocking him out, taking the hammer and then casting Oblivion from a scroll on him. Next is finding the Golem - it is found a little bit before you come to the sidepath leading off to the temple ruins (C1.5.P1), just next to a bend in the road. Equip the Sacred Hammer to whack it once when it comes charging and it will crumble immediately. There's nothing to pick up from the golem itself, but there's potions in plentitude around it's 'camp' as well as a Longsword, some scrolls and other rune ingredients. Returning to Serpentes to boast your feat will net you +200xp. No need to run back just yet though, as the next test of fire quest is close by. C1.6.Q17 MAGE QUEST: The Path of Believers Further up the road from the magic golem you will probably come across Ulf, one of the other three novices that are taking the test of fire (although they are taking the 'light' version and only doing "The Path of Believers"). Ulf will tell you how he lost Agar and is a bit confused where to go next. You can talk to him about the quest bu he hasn't learnt anything and says he will just continue searching the area. When you exit the conversation with Ulf and keep following the road past the temple ruins, you can turn around and see Ulf following you for a laugh. He can be persuaded not to follow you, but you will encounter him later anyway so you migth as well bring him along. We are looking for a 'path behind the path' and it's located almost as far up as the Black Troll. Just continue along the road you are on and you will eventually come to a crossroad at a lake. Take to the right and follow the road until it dissapears and leaves you at a mountain arch. Continue further and break off to the right again and not left up to the bridge leading to the Black Troll. If you see a Statue of Innos on your right you're on the right trail. This cave like path will end in a very dense foliage area, but if you look very closely along the covered walls, you'll barerly make out a cave behind it. Enter it and keep to the right and you should eventually appear in a grand room with huge statues and blue magical light-arcs adorning a circular plateu. On top of the plateu is a chest, but before you get the chance to open it with the padlock key you got from Pyrokar, you will encounter Agar. Whatever you say to Agar won't convince him that you aren't out to doublecross him. He will attack you no matter what, so defeat him for +80xp. Inside the chest is a blank runestone we need for the last quest, but also the target of this very quest, so you can now start your way home. If you let Ulf follow you all the way in here, he will now attack you as Agar did to obtain the runestone. You can ask him for a smoke first, but nothing you say or do will really prevent this, so you have to defeat Ulf too for +180xp. If you didn't let Ulf follow you, you will encounter him again further down the path where the same will happen. When thinking about this, I guess it should be possible somehow to avoid Ulf alltogether by taking a different path if you don't want to fight him, but it would involve going the other way through the Sun Circle and down that way. If you aren't doing this very late in chapter 1, it could very well spell death. You can also meet Igaraz, but wether you do so before starting this quest, or after you have completed it, Igaraz only states that he aren't interested in any help and that he has been off looking around Onar's farm. Igaraz can be found next to Dragomir in the abandoned hunters camp, but chances are you took the more direct route to the golem by jumping off the monastery bridge and swam up river, so you might just encounter Igaraz on your way home instead. Talk to Pyrokar and tell him the stor for completion of this quest and +200xp. C1.6.Q18 MAGE QUEST: Create a Rune Once back at the monastery after completing "Path of the Believers", enter the library and talk to Hyglas - he will teach you how to create the fire arrow rune now that you need to convince Ulthar. For this you need a Fire Arrow Scroll, the blank rune from the previous quest, and a piece of Sulphur. Gorax should have a piece if you don't already have one in your posession. Learning the formula for creating runes from Hyglas also cost you 5 LP, so if you are all out you need to level. Use the Rune Table in the library and you now have the option to create 1st circle runes, then Fire Arrow. Return to Ulthar and show him the rune and you have completed the last test for +200xp. C1.6.P2 MAGE POINT OF INTEREST: A Gift of Spirit Talk to Gorax in the winery after you have become a Fire Mage and tell him you would like to move out of the novice's chambers. He will give you the key to the previously locked door on the right - your very own chamber. On the bed here is an Elixir of Spirit (Max Mana +10), a small gift from the mages on your initiation into the Fire Mage's Guild. -------------------------------------------------------------------------------- CHAPTER 2 - RETURNING TO THE COLONY -------------------------------------------------------------------------------- Finally getting to talk to Lord Hagen marks the end of chapter 1. You can still talk to Hagen and get the information from him and not actually start chapter 2 if you don't want to just yet. To complete the "Information for Garvell", "The Blood Chalices" and similar quests. The Chapter change doesn't happen before you specifically ask Hagen how to get past the door locking the pass, at wich point you get the key and Chapter 2 will start. There's also more creatures that will appear when chapter 2 starts, most often in places where you have already been, so it might be a good idea to set out for a hunting trip. Covering the roads between Lobart's farm, Khorinis, the Dead Harpy, The Monastery, Onar's Farm and all the way up to the Black Troll, I encountered a slew of what appeared to be newly appeared creatures - as far as I can tell, 6 wolves, 4 Field Raiders, 4 Bloodflies, 1 Molerat, 11 Scavengers, 3 Goblins, 2 Black Goblins, 4 Lurkers and 2 Lizards. There could be even more, so let me know if you spotted more. In itself this isn't much, but if you do take the time to hunt them down, there's about 1500xp for making the extra effort. Another thing that happens when a chapter changes is that each and every merchant or person who has the sligthest bit of wares to sell, gets his or her stock expanded and/or refreshed. When it comes to high-use items like potions, scrolls, lab flasks etc, you do well in stopping by the merchants and see what new items they have to offer after every chapter change. In case of the alchemists, they can even stock the rare herbs, so if you plan on going that way you'll certainly would want to chip out the coin to buy a dragonroot, king's sorrel or similar. The stock the merchants carry also expands in quality, like Bosper selling better bows, Hakon selling better swords and so on. Of course, if you're persistent in trying to do everything you most likely have way better weapons by now, but it's a thing to remember further into the game. Average level on completing chapter 1 would be around 10-15. It's quite possible to enter chapter 2 at a very low level, but that will only complicate your progress further. My highest level when entering chapter 2 is 19, very close to 20. Mages and Paladins will be the ones who can earn the most experience in chapter 1 by both doing most of the mercenary quests, then their own specific quests. Keep in mind that the sequence of quests, sidequests and points of interests follows the area number, and is probably not in the order you will see them. At the start of chapter 2, you find yourself in Khorinis, so skip to area 2 if you want although the list starts with area 1. C2.1 - XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS A very odd addition I discovered much later in the game, but found no other natural place to put - there is one thing left here you really want to bring with you, and chapter 2 is the earliest opportunity to do so. You will start chapter 2 in the city of Khorinis, so jump to that section after you are aware of the point of interest below. C2.1.P1 POINT OF INTEREST: A Strange Amulet There is a hidden amulet that appears at the very start of chapter 2 that wasn't here before. Why it suddenly appears, and why it behaves like it does or the reasoning for it is beyond me, but I'm still amazed at the little discoveries of hidden treasures even after so much time spent looking. In the area on the opposite side of the valley outside Xardas' Tower (See C1.1.P7) an amulet will suddenly appear on the ground under some trees. It's in an otherwise empty area where nothing more happen after your initial visit so you really have no reason to go here. Also the amulet is very hard to see just lying on the ground like that. Still, follow the topmost mountainside and keep having it to your left - at a point you should have the top of the bandit cave on the other side visible and can even jump over and drop down there. Keep following the clearing and staying to the left. You'll pass the ledge where the lizards were encountered, and end up on a grassy knoll (I think there was a giant rat here before). The grassy patch is almost totally concealed by big pine trees with the branches covering the ground, 3-4 trees in total. In the middle of the trees, on the ground is the amulet. In addition, the nature of the amulet will be decided by what guild you joined in chapter 1. If you are a paladin, you will find an Amulet of Agility (+15 Dexterity) and if you are a mercenary, it will be an Amulet of Life (+15 MaxHP). C2.2 - CITY OF KHORINIS Seeing as you're in Khorinis when starting Chapter 2, be sure to talk with the merchants and also pick up any new quests before heading for the valley of mines. C2.2.Q1 QUEST: Evidence The main task Hagen will ask of you - to bring him back proof of the existance of dragons in the Valley of Mines. This is mainly what the entirety of chapter 2 will revolve around, and this quest will finnish and dissapear in chapter 3 after returning to Khorinis, but without any fanfare or xp. C2.2.Q2 QUEST: Fernando's Business Just outside the church, most often found talking to Gerbrandt, you'll find Fernando. After the chapter change, he will pull you aside and have a little quest for you. Since he is in the business of selling magic ore, getting all the information you can on what's really going on at the Valley of Mines is of grave importance to him and he's ready to hand over a Ring of Liveliness (+10 Max HitPoints) for the information. To complete this quest you really have to finnish the main task in chapter 2 (Diggers and Ore) and it will be Chapter 3 when you can return to Fernando and finnish this quest. Informing Fernando on the situation at the mines nets you the ring and +150xp. C2.2.P1 POINT OF INTEREST: A Good Read You should really drop by Lutero in the other section of the upper quarters before going on after Chapter 2 starts. He will now stock two very nice books - at the hefty sum of 5000 gold a piece - that will raise your one- and two- handed skills by 5% each. The books are a blue one called Southern Defense Art that raise your one-handed skill, and a red one called Double Blocks that raise two-handed skills. If you are strapped for cash, it's also possible to rob Lutero of these two books by knocking him out in his house at night. The books both sell-back for 1500 gold too, so if you're a good thief there's even a nice profit involved. C2.2.Q3 QUEST: The Message Drop by Vatras down at the temple and he will have a rather rewarding little task for you. He wants you to seek out Isgaroth at the forrest temple on the road to the monastery and deliver a message. Doing so will let you pick one of three simple scrolls. Talk to Isgaroth for +150xp and a couple Extract of Healing potions, then return to tell Vatras you delivered the message safely for another +100xp. You'll also get the choice of another 3 rewards, A lump of ore if you're short, a King's Sorrel, and a Ring of Skill (+5 Dexterity). C2.2.S1 SIDEQUEST: A Second Prophecy Drop by our good friend Abuyin for a smoke and a second prophecy of things to come. Abuyin requires a bigger and bigger donation for his ramblings, but on the good side the experience recieved for his glimses also increase. The second prophecy costs 100 gold and nets you +300xp. Still no nudity in the foreseeable future though. C2.2.Q4 QUEST: A Sextant This quest is only availble if you joined the thieves guild. Return to the guild hideout in chapter 2 and talk to Ramirez and he will have this rather odd quest for you. You need to bring him a Sextant - an optical navigation tool for calculating latitudes at sea. This can be found at the earliest in chapter 2, at the stone dragon's treasure, and returned in the same chapter. Doing so can be quite risky though, so a more common approach is to get your hands on it later when you are stronger and will interact with the dragons. Normally, I return the sextant in chapter 5, netting you +200xp and 750 gold. Returning the sextant earlier can bring less xp as the minor quests seem to have a raising xp reward much like picking pockets, ie, the more the later the chapter. C2.4 - ONAR'S FARM & LAND Even though you're in Khorinis when chapter 2 starts, be sure to drop by Onar's Farm and surrounding areas for some additional quests and items before heading on to the Valley of Mines. C2.4.Q1 MERCENARY QUEST: Another Task Back at Onar's Farm after the chapter change, Torlof will grab you to let you know they have another task for you. This will be either one of the quests you didn't choose as your trial quest when joining the mercenaries. If you completed C1.4.Q11 Drive Away the Militia, you'll now get to do C1.4.Q12 Collect the Rent and vice versa. Refer to those entries on how to complete the quest you have before you. C2.4.P1 MERCENARY POINT OF INTEREST: Medium Mercenary Armor Talk to Lee and ask for some better armor and he will sell you a Medium Mercenary Armor for 500 gold, if you completed "Another Task" above. You can also get this armor later in the Castle if you chip out 1000 gold to free Gorn, but you might as well get it now to brave the dangers ahead. C2.4.P2 POINT OF INTEREST: Sagitta's Stock At the start of chapter 2, pay Sagitta a visit and you'll see she now carries a King's Sorrel in stock you can buy. You can never have too many King Sorrels, yummy. C1.7 - THE PASS Just beyond the guarded door up by Bengar's farm is the pass to the Valley of Mines. The pass is made up of two routes, both taking you into the Valley of Mines at different locations. Besides being rather deserted and no herbs or similar growing here, it's also guarded fiercly by Orcs. If you have done most things you can in chapter 1 and find yourself around level 10-15 or above, you should try the direct route. If you rather skip these battles or are not yet ready to figth orcs, take the alternate route. C2.7.P1 POINT OF INTEREST: An Alternate Route Easy to overlook, but there is an alternate path to traversing the pass without having to fight through the hordes of orcs. If your level is around 10 by this point, er even possibly lower, this is certainly the way to go. Just around the first bend, you can see an alcove in the steep mountain walls to your left. Move closer and you'll notice a small cave entrance that will take you up to the ledges you can see higher up above the pass. There's only some rats in the cave, but coming out topside you'll encounter a small camp of Goblins. There's also a half-buried chest here (combination: L-RR-L). Cross the narrow stonebridge over the pass and you'll encounter a pack of young wolves, as well as a chest by the dark mine entrance (combination: R-L-R-L). Walk into the mine shaft and before long you'll see the load screen and you'll exit into the old world at nightfall. C2.7.P2 POINT OF INTEREST: An Orc Camp If you choose not to use the alternate route and are feeling bold, continue through the pass. There's a slew of orc warriors guarding the pass though, so be careful. At the near end you'll also encounter a bottleneck where the Orcs have rolled in some large boulders and set up camp. You'll get your first encounter with an Orc Shaman here, or rather two actually - fierce creatures that can ruin any plan you had of luring the dumb orcs into one-on-one battles. The Orc Shamen will engulf you in fire spells from afar and have you running around screaming in flames until you burn out before long. Besides trying to not let them notice you, the best way of fighting them is really up close and personal where they will draw their melee weapon instead. Around the campfires and rocks, you can find a Mage Rune (Circle 1): Heal Light Wounds, a magic Ring of Stoneskin (Weapon AC +5) and some potions. There's also a scroll lying on the ground where you exit the pass. C2.8 - THE VALLEY OF MINES Notice that when you reach the end of either route from the pass, you will be exited into the valley of mines at nighttime (midnight) no matter what time it actually is when you enter. I first assumed this had to do with simulating travel time, but it only happens the first time you traverse the loading point. What it does however is put you in a very hostile territory in the middle of the night, and nowhere close to sleep - be prepared to stumble around in the dark for a while, and bring some torches or a few light scrolls as they really help. Your main point of interest now should be to get into the Castle. The Valley is made up of two areas for now, The Valley and Castle, and although you will probably pick up some quests and points of interest before entering the castle, you should really try to get within the castle first (see C2.9.P1 Getting into the Castle) and then go on to explore the Valley itself. Just following the list of things to do for this area in order of appearance will make no sense to you whatsoever unless you visit the castle first and the corresponding area (11). Shortly after where you exit from the alternate route you'll also get a video of the Dragons attacking the castle. C2.8.P1 POINT OF INTEREST: Diego's Leather Bag Coming out into the valley from the direct route through the pass will exit you high in the hills leading down to the valley, at an old digger camp now overflown with water. There's an entourage of orcs here guarding this route, but make your way down to the bottom of the pit. Follow the small basin of water around the side and you will spot some old logs and debris lying there - on top of one of the logs is a bag named 'Full Leather Satchel', but when you pick it up it shows as 'Diego's Old Leather Bag' in your inventory. It contains a striking 2000 gold, but you better keep it as you found it as you'll later be sent out trying to find this bag (an encounter with Diego in chapter 3). C2.8.P2 POINT OF INTEREST: Teleport Rune: Valley of the Mines Pass Immediately after exiting into the valley of mines you'll spot a wooden bridge leading over the steep downwards trail to your left. Across this bridge are some caved in mine entrances, and some barrels crowded near one of them. On one of the barrels is your first Teleport rune 'Valley of the Mines Pass' - usable by any guild and will take you to this exact location when used. It will only work within the valley of mines though. A first of many runes to come that will ease your travels a lot, so cherish it. C2.8.P3 POINT OF INTEREST: A Dead Paladin & Rune Wether you entered from the main pass or the side entrance, you should find yourself at the top of a steep hill soon enough. Off to the right side of the road, by a broken down cart, is a Dragon Snapper chewing on the remains of a paladin. If you dispatch the dragon snapper and search his remains you'll find the first Paladin rune Holy Light - useful later if you currently belong to the militia, otherwise it fetches a pretty penny. C2.8.Q1 QUEST: Bad News Follow the winding mountain road down into the valley and you should come across Jergan before long. He was sent out from the castle just recently to look for survivors after the dragon attack, and he seems to already have found the dead paladin we knicked the Holy Light rune from. It turns out this paladin was the brother of a certain Oric you will later meet in the castle, and Jergan ask if you could convey his fate to the brother. Oric is Garond's strategic advisor and can be found with Garond in the planning room. Telling him the bad news will net you +75xp. C2.8.P4 POINT OF INTEREST: An Underwater Cave Coming out from the path just west of where you met Jergan, you should see a big squarish hunk of a dark cliff that extends halfway into the river. Swim over to the small sandbank in the river with the two lurkers on it and walk to the end facing the cliff. Continue walking into the river towards the dark cliff and when you start to swim, dive. You should barerly make out a small tunnel in the cliff at the riverbed. Inside this hollow cliff is a small patch of sand to one side with some herbs, some coins in a bag and a scroll of Transform: Dragon Snapper - useful if you plan on sneaking past the orcs with a wee bit o' deceptive magic. C2.8.P5 POINT OF INTEREST: Den's Body If you break off from the road down from the mountains to the right along the cliffs, just as you come down near the river, and then follow the cliffside a bit further, you'll soon spot a body clad in Militia armor lying dead on the ground. This is Den, a resident of the Castle who recently ran off with their cashbox and tried to make it to the pass. Search his pockets and you can continue his bold adventure yourself with the contents of that cashbox. 200 gold, a gold necklace, a gold and a silver ring, a silver candlestick and an old coin. Pay Brutus back the 200 gold if you wish later (C2.9.Q2) and keep the rest. C2.8.P6 POINT OF INTEREST: A Nest of Dragon Snappers Further along the cliffside from where you found Den's Body, you can spot some more dragonsnappers at the bottom of a steep hillside. The hill continues up into the mountains before it breaks off to the left, and you should see more dragonsnappers up there. At the very end of this steep hill you can find a small adobe in the cliff with an Elixir of Dexterity, but it is not taken lightly. All in all there are 8 Dragon Snappers, so make sure you know how to fight them. C2.8.S1 SIDEQUEST: Paladin Marcos' Ore The first and most easily accessible of the three digger groups you have to find - one of three steps to the C2.9.Q4 quest Diggers and Ore. Wether you traverse the valley in a killing spree, or use a sense of stealth and avoidance, learn to use the map nevertheless. It's a bit tricky giving proper directions with words alone, so get to know the map and pay attention to where you are on it for the other quests and points of interest you recieve as these will function like map directions. Also be sure to get the map from Garond where the mines are marked or you'll never find them. On to the first camp - wich is the one located furthest to the northwest along the mountainridge where you first encountered the dragonsnapper hive (C2.8.P2). Almost as far as the snowy region. It appears to be a lot of caves and valleys along this ridge on the map, but the map is old and they probably all caved in. There is a small forrest area on the way there, with the road leading through it, but this is guarded by orcs. Following the mountainside is a safer route. A good tip would be to learn how to combat snappers and dragonsnappers if you haven't already. At the camp, 2 paladins are guarding the two entrances in the wall, and they will probably already be under attack by critters by the time you get there - help out or hurry inside. It's a fairly small mine and you shouldn't have any problem finding the head miner Grimes. Dire news however, Grimes tells you how Marcos thougth storing the little ore they had at the mine was becoming too risky and decided to bring it back to the castle. Instead of taking a direct route, he was going to trail around and approach the castle from the west. And this is where our hunt begins. Marcos isn't far away and almost made it to the castle, but you still need to track him down. Start by heading out the other gate from where you came in - a pack of snappers will have regrouped now and is assaulting the camp once again. Help out or leave it to the paladins. On top of the hill you should see the snowy mountains and the frozen river Grimes mentioned, as well as a bridge passing over it. On the other side of the bridge is the first clue, a dead man-at-arms (militia). From there, locate a second bridge and cross it. Nearby is a small camp of bandits and loafers that Marcos and the entourage must have passed through - look for a few clues around their camp, inluding some ore you can take. Follow the path through the bandit camp into more flourishing surroundings and find a couple dead convicts too. You should see a hut in a clearing ahead with a telltale redish brick roof, so you're almost there. Marcos can be found in a cave behind the hut, guarding his 4 crates of magic ore. Talk to him to get his report about the escape and a quest involving getting some more help to guard the ore. Also pull out your map and see the red roof cabin displayed on the map for future reference. C2.8.P7 POINT OF INTEREST: The Waterfall Just below the wooden bridge where you cross the frozen riven in search for Marcos, is a large waterfall just where the ice breaks. Hidden behind this waterfall is a larger cave with plenty of mushrooms, a transformation scroll and a chest (combination: R-L). There's also a Lurker in here. C2.8.S2 SIDEQUEST: Geppert & Kervo Next to the waterfall with the cave behind it, you can see a larger pack of Lurkers milling about a cave in the cliffside with lights coming from it. This is the makeshift home of two escaped convicts, Geppert and Kervo. Kervo is scared to death by all the lurkers outside, and will gladly give you a lump of ore he stole if you can dispatch them. Kervo mentions 5 lurkers outside the cave, but there really seems to be 6 of them. In total there are 12 lurkers in the area, outside the cave, close by on the other side of the river and near the waterfall cave. Wether you need to only dispatch the immediate 5 outside the cave or all of them is uncertain, but doing so will net you +200xp and the lump of ore. There's also an abandoned orc tent here, with a Goblin Berry growing inside. C2.8.Q2 QUEST: Help for Marcos Once found, Marcos will beg you to report back to the castle with the situation on his expeditions magic ore, and request some help to guard it. Returning to the castle and explaining the circumstances to Garond nets you +200xp and completes this quest. Don't forget to drop in on Marcos again when he has recieved his additional men, for another +150xp C2.8.P8 POINT OF INTEREST: An Amulet of Strength Close to the red cabin where you found Marcos there's a swamp - we won't touch on this yet as it contains a rather angry overgrown lizard you'll get to deal with later, but if you feel you're strong enough, there's some treasure to be had in the swamp still. There's a slew of Lizardmen and bloodflies here too, as well as some Swampsharks. Continue down the path going past the red cabin and the road will split in two leading into the swamp - take the right path and you won't have to deal with 2 lizardmen at once. Both paths lead into a large swamp basin surrounded by cliffs, close to the Dragon. However, in this first swamp area, there's a broken tree along the far side, where someone met their fate long ago - look for a skeleton sprawled on a tree stump. You might have to circle the lumps and roots here to find it as it's not visible coming in. On the skeleton is a rusty axe and a nice Amulet of Strength +15. C2.8.S3 SIDEQUEST: Olav's Demise Heading out straight SE from the castle, down the ramp and in line with the broken down bridge, you should see a ridge with a few orc tents and the road breaking off up a slight slope to the SW behind it. The road reaches a dump with a mountain overhang, where you should see a pack of wolves festering around a crevice in the mountainside. In this cavelike hole is a stonewall and a small room behind it, where an unlucky fellow by the name of Olav met his demise to the wolfpack. On him is a bag of coins named "Olav's Bag", but I've discovered no use for this other than a sort of proof Olav is dead - you'll meet his friend later on. There's also a chest here with some coin and generic items (combination: LL-RR), but more importantly a Third Circle Rune of Fear - handy if you're a mage. With Olav's Bag in your inventory, you can tell Bilgot (In Fajeth's mine camp, C2.8.S5) what happened for +75xp, then pocket the 25 gold inside. C2.8.P9 POINT OF INTEREST: A Cliffside Cave Passing by the cave where the body of Olav was found, to your left is a very rough block like cliffwall. Halfway up this odd cliff is a hidden cave, but it's not accessible from here. To reach it, you need to follow the path up and break to the left of the steep mountain spire, past the fire lizards a bit, then drop out from a hole in the wooden fence down to the ledge below and follow that a few drops more. The cave shouldn't be hard to find once you know it's there. Inside is another Ring of Force (+5 Strength) - you can use two of these at the same time. C2.8.S4 SIDEQUEST: Paladin Silvestro's Ore Silvestro and Fajeth have their camps very close together, so you'll probably be touching in on both in the same run. Since the safest route leads you past Silvestro's camp first, we start there. As with the other miner camps here, it doesn't really matter how you get to them, as all you have to do is follow the red X's on Garond's Mine Map, but for the purpose of giving atleast some direction for the more stealthy, start from the castle and head SE past the broken stonebridge - there's plenty of orcs around, but this way you can probably pass them or take down a few from the ramp to make a clear path. There's a road heading SE, visible on the map. Follow it SE a bit til you see a ridge with some tents on it south. The road will break off sharply to the SW and follow up a short slope behind this ridge. Further south-west, still on the road, it passes under a mountain overhang and you can see some wolves milling about. There's a cave and small room here you should investigate further (See C2.8.S3 Olav's Demise). Continue following the dirt road up around a bend where it climbs steep. There's more wolves and even some lizards here you should be able to dispatch of quickly by now. Next is a real mess of road intersections, but look for a short wooden fence and take the path right next to it - it will continue down a crevice and then split off again. Keep to the left up a hill and you should spot some wooden barricades right away, and probably a pack of 4 wolves racing towards their next meal. This is Silvestro's Mine camp, and something is surerly amiss here. The ground is littered with bones and the mine entrance doesn't look too inviting. We have to investigate further anyhow though, so fire up a light scroll or a torch and brave yourself for a nest of minecrawlers. The mine entrance is littered with dead paladins and convicts, and the first minecrawler encounter. The mine from here breaks of both left and right - it stops short to the left with only a chest as some mushrooms (combination: RR). To the right, there's no more torches and nearly completly dark opening up to more cavelike surroundings. The first room has more bodies and 3 minecrawlers, while the second down has 4 minecrawlers. Among these you will also find the body of Silvestro. On him is a note explaining how they were about to break into a new cave structure, but Silvestro had a bad precognition about it and sent the ore they already had away with Diego and a couple guards. That solved so far, you can continue into the last chamber for another 2 minecrawlers and a minecrawler warrior - there's also some treasure in the last room here, including a gold casket, a black pearl and also some minecrawler plates and minecrawler mandibles. We have to track down Diego then - he can't have gotten far. Head back the road you came, to the mess of intersections. Now take the first right turn from where you came up from "Olav's Demise". Follow this road swinging around a plane of broken boulders and bloodflies until you see some wolfs chewing on a dead knight. There's two dead knights here up the path to your right if you look closer - the two guards following Diego and the ore. Head up the path and find Diego's makeshift campsite and his story about the events at the mine. Diego has the 4 crates of ore tucked away in a small cave behind the campsite, along with a couple potions too. Diego's Gold bag you found earlier cannot be used yet, so keep on to it. Now you have enough information about Silvestro's expedition to finnish this part, so if you want a quick rest you can teleport back to the castle. Otherwise you can head off to Fajeth's camp, just little further down the crossroads outside Silvestro's camp. Returning to Garond and informing him of the events that took place at Silvestro's camp, and where Diego keeps the ore, nets you +300xp. C2.8.P10 POINT OF INTEREST: A Lone Sorrel In Diego's campsite, notice the 'path' spiraling upwards around the round pit? To the right of the small cave entrance, you can climb onto this path and follow it spiraling upwards. On top, you should come out on a small overlook with a great view of the castle and valley. A lone King's Sorrel grows on this plateu. C2.8.S5 SIDEQUEST: Paladin Fajeth's Ore Fajeth's mine is very close to Silvestro's mine - at the crossroads where you first spotted the wooden barricades of Silvestro's mine, head right instead and you should see Fajeth's mine and camp in no time. There are snappers roaming the area here though, so be careful. Fajeth can be found at the end of the camp, so go get your information on the ore. Things are never easy though, and Fajeth won't let you have what you came for before you help the camp with a band of preying snappers that have the men terrified. Everyone else is tied up or too shaken up, so it has to be you, naturally. This will give you the quest "Snapper Hunt" and you have to finnish it (See C2.8.Q3) in order to learn how many chests of ore Fajeth has. Also have a chat with Tengron for another quest, and bump into Bilgot for the Olav's Demise sidequest. You can then return to the castle again and inform Garond of the situation with Fajeth, for another +300xp. C2.8.Q3 QUEST: Snapper Hunt Talk to Fajeth at his camp and you are literary charged with the task of hunting down the snappers that prey on the scrappers at the mine camp. You can talk to Fed, the head scrapper in the mine and learn how Bilgot watches the snappers at night and might know a thing or two about them. You can also have a chat with Jengar here, the scout you first met coming down from the pass - he can teach you how to remove claws from the snappers if you have the points to spend. Talking to Bilgot about the snappers will make it evident that there is more to these snappers than is readily appearant. Bilgot knows they have a leader, and taking out this one would probably disperse the rest. That is really what this quest is about, defeating the snapper leader, and not actually hunting them all down. However, Bilgot is looking for a way out of the camp and offer to exchange the information he has if you can escort him to safety. There seems to be no other way around this, so agree to his terms and he'll tell you about the Pack Leader. Also not you are given the "Bilgots Curse" quest you can finnish later. Once you have spoken to Bilgot about the snapper leader, it will appear close by - by the old watch tower as Bilgot says. Walk up to and face Fajeth and you'll see a one story watch tower not far up the hill behind him. Head up there and kill the 'Pack Leader' snapper, and be sure to pick up the 'Leader of the Pack's Claws' that it drops (See C1.2.Q26). There are plenty other snappers around for you to kill too, some of wich appears after you've gotten the Snapper Hunt quest. There's a total of 6 snappers outside the camp barricades, and another 3 up on the cliff overlooking the camp, but you really only have to kill the leader if you want the quickest sollution. Return to Fajeth for +200xp and the wanted information on their mining progress for Garond. MERCENARY: Since mercenaries work for gold, you can have Fajeth pay you 100 gold to hunt down the snappers. C2.8.Q4 QUEST: Tengron's Ring Seems everyone at Fajeth's camp is on edge, including Tengron guarding the mine entrance. Tengron is eager to hear of news from the castle, and when you tell him of the bleak outlook down there, Tengron will be even more distressed. He asks if you would take a special ring of his and give it to his best friend down in the castle, in case he meet his fate here at the mine. Agree to do so and will give you the ring, a Ring of Life (+5 Max HitPoints), to give to Udar. Return the ring to Udar the next time you visit the castle for +150xp. Udar is the crossbow man standing watch over the rift in the castle wall and the ram. C2.8.Q5 QUEST: Bilgots Curse Once you have completed the Snapper Hunt, you can make do on your promise to help Bilgot to safety. Talk to him and tell him to get ready - he will be grouped to you and follow you wherever you go. Bilgot has to be escorted all the way to Valley of Mines Pass (almost to the point where the teleport rune takes you), and this might not be the easiest yet, depending on how much of a path you have cleared. Since you're already at Fajeth's camp you most likely have the path all the way down to the SE corner of the castle cleared, so it shouldn't be a problem escorting him safely there just backtracking, but you can't have Bilgot stop and wait, so be sure you have a safely enough route ready. Bilgot can fight, but is very weak and have little in the way of hitpoints. Wolves and Bloodflies shouldn't be a problem for him, but anything bigger and he's sure to bite it. The safest route seems to be to clear both the SE and NE corner of the castle - most likely where you first came in to the castle by following the river around as Jergan suggested. Bring Bilgot down to the castle along the road you came, then down to the river and follow it back around to the mountain path you came down from. Bilgot has no trouble jumping, wading or swimming, so don't worry about it. Bring him up the mountain path towards the pass, and right before the wooden bridge he'll thank you for you trouble and head up to the pass entrance. This will net you +300xp. C2.8.P11 POINT OF INTEREST: Snowy Area & Life Elixirs Still in chapter 2, for the strong and explorative types, there's still a lot of loot and experience to be had around the areas with the dragons. You won't get to interact with the dragons just yet, so stay clear of them as they are 'immortal' and quite dangerous to you. However, nothing wrong with scoping out the areas in advance. One such area is the frozen fort area in the vicinity of the ice/snow dragon. You can get to this area simply by checking the white snowy area on your map, further west from the first mining site (Grimes & Marcos). Trail up as you would looking for Marcos, but break off when you see the ice and snow and you should soon see 2 Ice Golems guarding an icy arch - this is the entrance to the snowy area, and is full of Lizardmen, Ice Golems, Ghost Lights, and a very overgrown white lizard. Besides the dragon in a large icy cave to the leftside, there's a fort-like structure with some buildings, barricades, a watch-tower and similar, slowly hindering your progress up towards this valley. In the first building you can enter there's a bed you can get some rest in. On the roof of this building is a chest (combination: L-R) with a Elixir of Life (+15 max HP), but it's not easily accessible just yet. Look above the barricades and the building to a high wooden watch tower. Getting on top of the first roofs requires either to climb this watchtower, or jumping from the barricades to the left. Getting into the watchtower can seem a bit tricky at first, but is quite possible if you position yourself a little to the right of the opening against the supporting woodwork beneath it, then jump and turn slightly to the left - you should grab hold of the ledge in the opening and climb in. Inside the watchtower is yet another Elixir of Life, lying on the floor in the dark. Following through the watch-tower and around lets you jump down on the roof on the first building. Other points of interest in this area is a Goblin Berry on the far side of the lake with an Ice Golem, and a couple Ice Golems guarding a big nasty two- hander axe and a second teleport rune (Valley of the Mines) if you missed the first. C2.8.P12 POINT OF INTEREST: Ambush! In the snowcovered forrest before entering the the snowy mountain hills (C2.8.P11), there's a deep lake at the end with some sunken buildings. Follow this lake until it meets the steep mountainside and you will come across two odd neighbours living in two caves next to eachother. In the first, a band of tough bandits live, and some black goblins occupy the next up along the mountainside. If you dispatch the black goblins outside their cave, and then sneak a peak at their loot in a chest there (combination L-R), you'll suddenly hear the warcry of an Orc Warrior and 4 additional black goblins that was lying in wait for you. C2.8.P13 POINT OF INTEREST: Mage Rune of Ice Arrow From the archway into the snowy area (C2.10.P11) where you first encountered the two Ice Golems, there's a steep path climbing the mountainside up and above the two caves (C2.8.P12) to the left. Some herbs grow along the path, and further into the mountains is a cave of dragon snappers. Keep following the path however and you'll end up high in the mountains overlooking the castle again. There is a whole slew of Skeletons guarding this pass, but once past you should find yourself overlooking a semi-circle of stones around an altar (See C2.8.P14). From this altar and stone circle, you should see a small pass next to the mountain trail you came from - this path between a couple trees and two more skeletons should take you out on a greenish ledge high up and overlooking the lake below. Lying to the side here is a second circle mage rune of Ice Arrow. You can reach this area easily from the other side, but explaining how was less confusing going over the mountain path from the snowy arch. C2.8.P14 POINT OF INTEREST: A Stone Circle & Elixir of Spirit Following the same path as in C2.10.P13 you should come across this stone circle in no time. Besides a Goblin Berry growing in the shade of the standing stones, behind the altar is a downwards slope into an old tomb. Currently occupying the tomb is a Skeleton Mage with a hostess of skeletons, and what appears to be a small library of arcane arts. There's a couple chests here with generic content, an alchemist table and some potions lying around, but the point of interest is really the skeleton mage itself. It acts as any other skeleton mage and doesn't seem to be anything out of the ordinary - do check it's body after it's killed though, as this particular skeleton mage has an inventory unlike it's regular counterparts. In it's rags you'll find an Elixir of Spirit (+10 MaxMana) and an amulet you'll need in a later chapter, namely 'Angar's Magic Amulet' giving +10 MaxMana when worn. C2.8.P15 POINT OF INTEREST: A Skinny Shadowbeast & Elixir of Strength Opposite of the stone altar and circle (C2.8.P13), along the mountainside to the north, is a large cave partially obscured by some trees and roots. Watch out though, it's guarded by 2 Skeltons and a rather striking undead Skeleton Shadowbeast. Inside the cave you can see a dark stonewall with an opening in and a small room behind. An Elixir or Strength can be found in a dark corner here. C2.8.P16 POINT OF INTEREST: A Bold Hunter Follow the ram down from the castle and head towards the palisade. Following the wooden palisade until it ends in a cliff and a small pond, break right and follow the hill upwards. At the top of this hill is a small mountain path leading further up into the mountains, but right below it is a ledge where you can find Gestath the hunter. He hunts the dangerous creatures no one else will hunt and wears a remarkable armor. Ask him about it and you'll learn how he had it made from Minecrawler plates by Wolf at Onar's Farm. You can return and ask wolf about this armor for a quest here in chapter 2 if you want, but getting this requires you to know the hunting skill remove crawlerplates. The armor itself is fairly useless as you will come across better armors very soon, if you don't already wear one way better than this. See C3.4.Q5 for more info. C2.8.P17 POINT OF INTEREST: Demon's Lair & Life Elixirs Continuing further up into the mountains from where you met Gestath (C2.8.P16) and you are well on your way to the Stone Dragon - you won't get to figth him now, so no worries, but a short visit to the old castle migth yield some nice treasures. It's not really possible to go wrong here, so just follow the upwards mountain path, fighting your way through hordes of lizardmen, until you come to a bridge crossing the rapid river below. You can see the old castle looming high above, with even further mountain paths going up to the base. You will also encounter you first Harpies here, flying nasty creatures that can be difficult to beat unless you have a bow or crossbow handy. Once you get up to the first plateu, you'll see a doorway in the castlewall. Enter it - this is the ground floor of the castle, with another floor above it you have to reach from outside. On the ground floor however, in the back going through a series of dark rooms, you'll come to a library-looking room whith shelves of books lining a full wall. There are also two harpys in here, and an alchemist table. Look to the left of the alchemist table for a lever - one that will push one of the bookcases aside to reveal a secret room. Careful, the secret room is inhabited by a Demon. These nasty creatures hit for several hundred hitpoints and can be very tricky to bring down unless you have the power and guile to strike it hard and quickly. On a shelf in here is an Elixir of Life, and in one of the chests (combination: L-RR-L-R-LL-R) is a second Elixir of Life. There's also a bed here should you need a rest later before fighting the dragon living further up the mountain. C2.8.P18 POINT OF INTEREST: Ancient Demon Tower Further up north from Paladin Fajeth's camp (C2.8.S5) you can see a large looming dark tower, very similar to the one you started out in. This is Xardas' old tower from Gothic 1, but now named 'Ancient Demon Tower' - I wonder why? It could be a small hint towards what has taken up residence in the tower. Cross the small swamplake and make your way up to the other side of the tower and you will the entrance. The layout is almost identical to Xardas' new tower so finding your way should be easy. Occupying the first floor is a Demon, guarded by a small army of goblin skeletons - behind it on a wooden bench is an Elixir of Spirit (+10 MaxMana), and a Mastersword is lying on a shelf here. On the top floor, on the center table, is also a third rune for the valley - Teleport to Ancient Demon Tower, that could help you get around a bit more easy. C2.8.P19 POINT OF INTEREST: A Ring of Dexterity Following the road going up and around the 'Ancient Demon Tower', there's first a Dragonroot growing next to the tower, on your right. The path winds past a deep lake set against the mountains - follow this around to the far side and look for bloodtracks. Among the bloodfly remains here you can find a very nice Ring of Dexterity, giving +10 Dexterity when worn. C2.9 - THE CASTLE In this cursed valley, about the only place for a little sleep and provisions is inside the castle. This is also where you'll get your assignments and where you return to regularily after exploration trips. You can find another teleport rune here for quick return to the castle when you have completed a task, so use it as your base of operations for now. C2.9.P1 POINT OF INTEREST: Getting into the Castle There are multiple ways into the castle - or rather, multiple ways of reaching the single entrance to the castle. The front gates are securly locked, and jumping up and down outside yelling at the paladins on the other side won't help you. The entrance you want can be found on the opposite side - on the 'backside' of the castle. Since you have no map of the Valley yet, that would be on the shortside of the castle, or the leftside just as you come off the winding mountain path down from the pass. You should see the castle at the bottom of the path, and the entrance is to the far left side. Jergan suggests following the river downstream and come up behind the castle, wich is what we're going to do for now. Know that the entire area is teeming with monsters, and most notably orcs lining the entire castle walls. Orcs shouldn't pose much of a problem to you at this point if you went through chapter 1 thouroghly, but what you have here is often whole groups of them with 3-4 orcs, an elite and an orc shaman or two - wich can be your end really quick. The brutish approach would be to follow the river left and around, fighting what critters you come across, then make a measured approach at the left corner - you can lure 1-2 orcs away from the camps here and dispatch them that way, but expect to spend some healing potions when you enter battle with two or more. Your goal is the big wooden structure, a big battering ram - now broken down and can be climbed to reach the a rift in the wall. Reaching this ramp is what you will be doing no matter what, but there are a couple passive ways of doing so too. One is simply being faster than the orcs, by downing a speed potion or chewing on some snapperweed. Another passive way is to use a scroll of transformation, into something the orc won't pay attention to, like a wolf, snapper, or similar. As long as you can make it on to the ramp, you're home free and the orcs will abandon pursuit. C2.9.P2 POINT OF INTEREST: Castle Transport Rune Just inside in the castlegrounds, to your left, is a small chapel. On a table on top the upward stairs, you'll find another transport rune. This rune will drop you in the middle of the castle grounds when used. C2.9.Q1 QUEST: Meat Talk to Parlaf, the smith's hand by the small smithy during daytime and you can learn how little food there is to go around and how Engor the provisioner has just recently cut down rations yet again. Bring the matter up with Engor and you can offer to help out. Engor needs you to bring him atleast two dozen pieces of meat - any meat. By now you should have tons of meat on you, but it would be silly giving away 24 pieces of ham if you have. Engor will accept Raw Meat, Fried Meat, Sausages and Hams, but will also take them from you in the reverse order. That is, don't say you have the meat if you have any hams or sausages as he'll just take what you have and expect you to deliver more of the same until you have given him 24 of it. Rather drop your other foodstuffs on the ground (dropped from inventory, you can drop an infinite number of the same item in one go and also pick them up in one go again later) and don't worry about the germs. You can get away with giving Engor 24 pieces of raw meat that will net you +150xp and Parlaf's devotion. C2.9.Q2 QUEST: Gold for Brutus Brutus is the resident torturer and resides in the furthermost tower left of the main gate. He can train your strength if you complete this little task for him, but only up to 60. Seems his associate Den ran away earlier trying to make it to the pass - not that Brutus cares. What matters is that Den also took the cashbox with him. In it were atleast 200 gold Brutus really wants back, and demands that you either go find the cashbox or pay him out of your pocket. If you haven't already, you will surerly find Den later (See C2.8.P5 Den's Body), so you might as well chip out the gold now, even though you might be too strong for Brutus to train you. This quest nets you +75xp either way. C2.9.Q3 QUEST: Rescue Gorn Wether you are a Mercenary, Mage or Paladin, rescuing Gorn will net you some experience in exchange for gold. Learn from Milten or Brutus that the paladins are holding Gorn locked up in the dungeon, and then talk to Garond to pay his dues and release for 1000 gold. I haven't found a way around this, and don't think there is, as everything points to the dungeon being securly locked up and the guard in front of it never sleeps. Paying the ransom will give you the key to the dungeon (left of the main gate) and you'll find Gorn holed up in the innermost cell to the right. Freeing him will net you +500xp. MERCENARY: When you free Gorn and talk to him in the cell, he will also hand you a Medium Mercenary Armor for free - sell it if you already bougth it from Lee at the start of chapter 2. C2.9.P3 PALADIN POINT OF INTEREST: Heavy Militia Armor When you belong to the militia, Engor the provisioner let's you know he has some Heavy Militia Armor for sale for 2500 gold you can buy. Besides looking quite nice, it's a very nice armor well worth it's gold at this point. C2.9.Q4 QUEST: Diggers and Ore Since you're here to get proof of the dragons, it isn't simply enough just running out and spotting one. You remember what happened last time you told someone you knew of dragons? The only thing that will satisfy Hagen is written proof, from Commander Garond. And that doesn't come without a whole slew of complications either, naturally. By now you know why the paladins have come to the Valley of Mines too - to dig magic ore they have to ship back to the mainland, to forge magic swords in the fight against the orcs there. Speak to Garond in the main hall in the castle and you will hear of the groups of diggers sent out to dig ore, but no word has yet to reach the castle. Garond understands the importance of reporting back to Hagen, but won't let you have the written proof you need before you do him a 'little' favour. You are to seek out each of the three teams of diggers and get a tally of how much ore they have mined so far, then report each of the findings back to Garond. The three teams are each led by a paladin, Marcos, Fajeth and Silvestro, as well as crews of diggers and prisoners. Each of the mines these camps can be found are outside the castle, so consult the 3 sidequests in the Valley of Mines section - "C2.10.S1 Paladin Marcos' Ore", "C2.8.S4 Paladin Silvestro's Ore" and "C2.8.S5 Paladin Fajeth's Ore". Note that this is the majority of the plot in chapter 2 and probably what you will spend the most time on. Valley of Mines is still a large area with a lot of exploring to do and monsters to kill, but you don't need to do this yet unless you're dying to. It's quite possible to complete this quest in an orderly fashion with stealth and tactics instead of laying waste to everything that moves. When "Diggers and Ore" is complete, you'll recieve +500xp and a written letter to take to Lord Hagen. This will also mark the end of chapter 2 in a way, since as soon as you exit the valley chapter 3 will begin. If you plan on heading back to the new world to spend some learning points or similar, and still stay in chapter 2, be sure to wait with finnishing this quest. There's also the point of a lot of things happening back in the new world in chapter 3 also, so consider yourself informed. Of the three camps, I feel "Paladin Marco's Ore" is the easiest to begin with as it's fairly easy to get to and doesn't involve too many orcs on the way. Another higly useful item you should get a hold of here is a map - Garond will give you a map of the valley with the 3 mines marked on, but you won't be able to pull it up like a regular region map (M), so consider getting a map from Engor or stealing one from the chest in the main hall. MERCENARY: You can get paid 500 gold to do this task for Garond if you press the issue. PALADIN: Tell Garond you need some gear for a task such as this, and you have the option to get some free stuff from Tandor. You probably already have way better gear, but there's some arrows or bolts in it if you want. C2.9.P4 POINT OF INTEREST: Robbing the Castle Although the paladins are very poor and worse for wear, there's still some locked chests, off-limits room and other items of interest in the castle. A skillful thief should never let a chance pass by anyway. You can start by going up the ramp in the back of where Engor has his provisions. On top of the ramp is a bedroom and an open chest with a very nice bow, an Ash Bow (40/50). At the far end of this room is another door leading to the short walkway above the hallway below - be sure to sneak here, or Engor will spot you going into his room on the other side of the door here. Actually, sneaking around and stealing in the castle is extraordinary difficult - first because if you get caught or noticed, the paladins and people who live here will immediately draw their weapons and come for you. There's nothing you can do, no one to pay a fine to or anything here, so don't get caugth. At all. A good rule is to really save before attempting any looting in the castle, as secondly, you might even be caught without knowing or hearing it. This way you might sneak around for a while, save accidentally, only to find out there's a lynchmob waiting for you outside that immediately attacks. No risk, no reward though, so let's get back to the task at hand. Across the hallway is Engor's room - inside you'll find a key on a shelf, marked "The Second Door" and a name "Gomez" inscribed on it. There's also an open chest here. Back to the sleeping chamber where you found the ash bow, there's a hallway leading towards the main gate. Keep going this way and you'll end up on the roof of part of the main gate that was ruined in the dragon attack. There's a chest here (combination: R-LLL-R-L), a scroll, and even a Light Fish from Halvor containing a lockpick. From the broken roof, drop down to the wall below with the guard, and see how the convicts are busy repairing the castle. There's an open chest here with the convicts, and some potions lying around. Continue back the way you came, only on the first floor now and you end up in a leftmost tower to the maingate. There's a locked chest here with a lump of ore (combination: L-R-L- R-LL) Now onto the paladins themselves and the main castle building. Head up the ramp in the back to either side and notice the sole guard looking out over the main hallway. There's four rooms here, one above the chef's kitchen, one above the dark opposite room going into the throne room, and two rooms facing the outer walls of the castle. Start with the room to the right of the guard, but be very careful here. You have to sneak already when opening the doors, then sneak into the rooms and close the doors again for comfort. It seems a bit buggy even, as the sole guard will hardly ever notice you, but Garond and the paladins in the throne room below often spots you...through the ceiling and whatnot. The room to the rigth of the guard has another doorkey on a table, marked "Key to the First Room" and also the name "Gomez" on it. There's a chest here with the combination: R-LL-R-L. This is Parcival's chambers. If you also plan to mug the goody paladins, Parcival will be sleeping here at night (+240xp). Next we'll do the opposite room, to the left of the guard. This is probably Garond's chambers, but he is never there as he always sits on the throne. However, this room has extra security during the night, with a knight standing guard right outside the room. There's two chests in this chamber, the first near the door (combination: R-LLLLLL) and one by the bed (combination: RRRRRR) The first door on the opposite wall, right behind the guard, leads to Oric's chambers. There is a potion and some foodstuffs in here, on the shelves or in the open chest. Oric is sleeping here during nighttime (+300xp). Last is the door next to Oric's. This door is initially locked, but the key "First Door" you found in Parcival's room unlocks it. Inside is a chest (combination: L-RR-LLL-R) and on the table is a note. Reading this note nets you +75xp and teaches you about the Bloodfly stingers (an addon appears in General Information - Specials) and how humans can grow resistant to the mild poison and use the stingers for healing purposes instead. After you've learnt this, you can eat bloodfly stingers for a complete heal. There's also a second door in here, unlocked with the "Second Door" key you found in Engor's quarters. Just opening this door can be rather buggy as there's a great chance Garond on the throne directly below you will notice you. Sometimes it even seems impossible to get this door open without being noticed, but I have done it on several occasions. If there are some parameters somewhere that decide wether you are noticed, or plain just buggy, I don't know. If you are hopelessly stuck getting this door open, there's a 'last resort' way of getting through, and that is to let yourself be noticed and just take the punishment coming to you. Everyone in the castle that is either alarmed or rallied by Garond will give you a beating, but won't kill you, take your weapon, or steal your gold. This way, if all else fails, you can just take the beatings so they get it out of the system. The only way around this bug that I know of. Behind the door however, through a small hallway, you end up in a dark chamber directly above Brutus. There's a chest here with a trap (combination: L-R-L- RRR) with a golden necklace, and a Ring of Ore Skin (+10 Weapon AC). Opening the chest and taking the contents springs the trap that will spawn a Lower Skeleton in the hallway behind you. Lastly in our looting run, the chest in the throne room can be picked at night when only Garond is present (combination: L-RRRR-L) for some gold and a free map of the valley - that otherwise cost 350 gold with Engor. -------------------------------------------------------------------------------- CHAPTER 3 - THE EYE OF INNOS -------------------------------------------------------------------------------- Chapter 3 will begin immediately after going through either two ways and into the pass from the valley of mines - if you have completed Diggers and Ore and have the letter to lord Hagen that is. Before exploring Khorinis again, be sure to read up on C3.8.P1 before continuing, at the very end of the chapter 3 list. The big change is to Khorinis, and you'll spend most of your time back here in chapter 3. As you meet your first Seeker at the barricaded pass entrance, and the dead knigths outside, you'll know things aren't as you left them. The land is once again littered with new creatures, now mostly dragon snappers, wargs, and even skeletons and zombies. Seekers are all over the new world, mostly along the roads. Don't be surprised if you come across dead Seekers as they wander back and forth a lot and might be smacked around abit by the other NPC's. Once you have explored the Onar's Farm & Land area again and picked up any quests, it's a good idea to head to Xardas to hear what he has to say. Simply use your Rune to get there and from there head down to Khorinis before exploring the rest of the new events in chapter 3. If you cleaned out everything possible in the valley during chapter 2, you should be powerful enough to go through everything hereafter with a breeze. A stealthy approach to chapter 2 should land you around level 10-15, and things ahead won't be as difficult as figthing orcs in the valley. A good average level on completing chapter 2 would be 20-25. My highest level on entering chapter 3 was 29. C3.1 - XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS Using your rune to teleport to Xardas drops you outside his tower. Head up and talk to him to learn more of the seekers and what is going on around here, before heading down to Khorinis again. There are some wargs and several seekers on the road down to Khorinis - the bandit you spared earlier have met his fate too. Things are brewing at Lobart's farm too, so pay him a visit. C3.1.S1 SIDEQUEST: Report From the Mines Recite your story of what's going on in the valley of mines, of the dragons, and poor state of the paladins there to Xardas for +150xp. C3.1.S2 SIDEQUEST: Proof of the Dragons Mention how you have the letter to Lord Hagen from Garond and Xardas tells you you should hurry down and deliver it to him to get access to the Eye of Innos. This will net you another +150xp. C3.1.Q1 QUEST: Healing for Hilda It seems Hilda has taken sick from the presence of the seekers. She's hardly able to move and spends most time sleeping. Lobart is sick of worry about the whole situation, with the black hooded seekers roaming his farm and will take any help he can get. You can find Hilda in the sideroom sleeping - wake her up to learn that she usually gets her medicine from Vatras but is too weak to travel now. Simply talk to Vatras in the city and mention the medicines and he will give you a special potion you can give Hilda. This will net you +300xp and 50 gold. C3.1.Q2 MERCENARY QUEST: Maleth's Walking Stick Why this isn't available to Paladins is beyond me, but could maybe have to do with Maleth not being so eager to tell a man of the law how flat out drunk he was roaming around, or make the connection to Vino's still. Still, as a mercenary, talk to Maleth and you'll learn how he got messed up on Vino's moonshine and lost his walking stick. That's the reason why Maleth is so grumpy now, and he's not beyond asking a big scary mercenary to find it. The walking stick can be found up on the stone circle behind Lobart's Farm, where you previously found the King's Sorrel - only now there's also a Shadowbeast lurking there. Defeat the beast and retrieve the stick from the center of the circle, lying on the ground. You can see it's Maleth's by the 'M' carved on the hilt. You know how poor the farmers are, so when you return to Maleth with the stick you will recieve +400xp, but no reward as such. Maleth will instead tell you how he saw some bandits trail past some days ago, carrying what appeared to be bags of gold, past the dense forrest on the far side of the road (where you went hunting with Bartok) and into the ravine. This event only happens when Maleth tells you, and cannot be found unless you complete this quest. Follow the forrest into the ravine (C1.1.P5) and you'll encounter a whole group of bandits that have taken up residence in the old cave. There's 5 bandits total, three 180xp ones and two 80xp ones. In the back of the cave is their 'Rogue Leader' (no, he left his X-Wing at home) worth 300xp. In addition, the leader carries a unique satchel of coins named 'Bag full of gold!' that contains 300 gold. Not such a bad reward afterall. C3.2 - CITY OF KHORINIS Back in Khorinis, the town is in uproar over the murder of Lothar and the pressing mercenaries. A lot has happened, so be sure to speak to everyone to learn what is new, as well as completing a few quests left over from chapter 2, like Fernando's Business, the Snapper Claws and such. C3.2.P1 POINT OF INTEREST: Meeting with Lord Hagen Head straigth up to the town hall and deliver the letter from Garond and explain the situation in the valley of mines. For this you will be granted access to the monastery, with a letter to Pyrokar. Hagen will also give you a new teleport rune 'Harbour City' wich will teleport you back to Khorinis. If you have prior knowledge of Bennet's imprisonment, you can discuss this with Hagen and learn that they are pretty sure he did it, as they have a witness - one Cornelius on the first floor in the town hall. C3.2.Q1 QUEST: Diego's Gold Standing outside Matteo's Store by Rupert now is Diego, who will force you into a conversation. Diego seems to have had a lucrative shady business going in Khorinis even before the events in Gothic 1, and now that he made it back, he wants back in on the action. Diego is not a citizen however and that presents his first problem. He need you to find his stash of gold he hid away finching ore during his imprisonment in the valley of mines. You probably already have his bag of gold on you, otherwise see C2.8.P1 Diego's Leather Bag. Give him the bag for +600xp. C3.2.Q2 QUEST: Diego's Business Immediately following the return of Diego's Gold, he has one more task for you. It seems Gerbrandt, the uppety merchant in the upper quarters was involved with Diego earlier and also the one responsible for putting Diego in prison. It's payback time and Diego wants you deliver a letter to Gerbrandt. Give Gerbrandt the letter - first house on the right in the upper quarter - for +400xp, and watch him squirm when he learns Diego is after his hide. Return to Diego for another +300xp and your share of the takeover, 500 gold. It seems Diego gave Gerbrandt one last chance to flee, otherwise he would have killed him, and in the process took over his house and all his belongings. Sometimes this won't really happen and Diego will stay where he is and Gerbrandt remains outside his house. Otherwise, Diego will change places with Gerbrandt, and Gerbrandt will move down to the docks district. Once both these quests for Diego is complete, he can train your Dexterity for free, up to a nice maximum of 100. C3.2.S1 SIDEQUEST: Comfort Gritta If you befriended Gritta earlier by paying her debts, she will always compliment you when you stop by. Having a quick chat with her in chapter 3, reveals how frightened she is of the Seekers. Comforting her nets you +150xp. C3.2.S2 SIDEQUEST: A Third Prophecy As always in chapter changes, drop by Abuyin for a new prophecy. The third prophecy costs 250 gold to hear, and will net you +600xp. C3.2.Q3 QUEST: Something Lost? Stop by Hanna at the inn and have some smalltalk to reveal how she recently cleaned up and sold off a bunch of papers to Brahim the cartographer. In this stack of papers were some old documents she didn't intend to sell, and wonders if you could possible get them back. Talk to Brahim down at the docks and look through his wares - he now has a "very old map" for sale for 150 gold. Pick it up and have a peek at it if you want. It's supposed to have the appearance of a treasure map, and points out the location of the old temple ruins (C1.5.P3), but have no value other than that. This is also the lost document, so return the map to Hanna for +300xp and 200 gold. C3.2.P2 POINT OF INTEREST: Khorinis Merchants' Stock All the merchants in khorinis have some new interesting items in stock, so be sure to take the roundtrip and see what they have. - Salandril the potion merchant in the upper quarter has an Elixir of Dexterity for sale, but only after you talk to Lord Hagen. - Lutero has a Black Pearl for sale. - Constantino has a Goblin Berry and a King's Sorrel for sale - Zuris has another Elixir of Dexterity for sale. - The Gardener behind the town hall now has Fire Roots in stock C3.2.P3 PALADIN POINT OF INTEREST: A New Sword From Peck Stop by Peck in the barracks again in chapter 3 and he will have some new weapons in stock, most notably a one-handed Ruby Blade he will give you for free (50/50 worth 180 gold). C3.2.P4 PALADIN POINT OF INTEREST: Joining the Order After you have completed "Bennet is in Jail", you can now finally join the order of paladins and leave the militia. Talk to Hagen after Bennet is freed and tell him you want to join. After the initiation process, you will recieve your Knight's Armor and a Paladin's two-hander. You can also talk to Albrecth for your first paladin rune, Holy Light, wich you probably already have, but can use now. This also opens up all the paladin trainers: - Hagen can train your two-handed skill to 100% - Ingmar can train your strength to 90 - Girion trains two-handed to 90% - Cedric will train one-handed to 90% - Albrecht will train your Mana and give you your Paladin Runes C3.2.P5 PALADIN POINT OF INTEREST: A Magic Blade As a paladin - belonging to the order, not the milita, you can now go see Harod and have him work up some sweat making you a magic ore blade. The blades are expensive though at 2000 gold, and you can only get one, either one or two-handed. This blade is called a rough ore blade, and can later be improved (See C3.6.S2 Consecration of the Sword) C3.2.P6 PALADIN POINT OF INTEREST: Access to the Ship As a paladin (only after joining the order) you can now pull rank at Hagen's ship down at the harbour to gain access to it. The guards are still unbeatable so be careful. Hidden around the ship and in the hold is a few potions, scrolls, leather satchels with coins, but most importantly an Elixir of Strength. There is also a magic ring in the hold, a Ring of Stoneskin (+10 Arrow AC). C3.2.S3 SIDEQUEST: Fingers' Chest If you didn't kill Jesper in the thieves guild in chapter 1 (See C1.2.P6), you can now head back and ask him about the chest behind the locked door if you're a member. Jesper will tell you how master Fingers put such a complicated lock on the chest, then got thrown in prison, so no one can open it. He'll give you the key to the door and say you're welcome to try. The locked door is just outside the main room in the sewers, around the corner, and contains a single chest with a rather tough lock on. The combination is RRR-L-RRR-L-R-L-R-L-RR-LLL-RR-L and contains an Amulet of Strength (+15 Str) and an Elixir of Dexterity (+5 Dex), as well as some gold. C3.3 - AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS After most of Khorinis is done, it's time to go see the Mages at the monastery, but be sure to swing by Akil again on your way there. Also drop by the Dead Harpy on your way to the monastery and have a chat with Orlan - you probably owe him some rent anyway. Also watch as Orlan's attitude towards you when you scale the career ladder, from scoffing you to almost putting out a red carpet in front. C3.3.Q1 QUEST: Moonshine Ehnim has now ligthened up a bit about you stirring up trouble last time on the farm, and asks if you've been to Lobart's Farm lately. It seems Ehnim was to get some Molerat Fat for Vino's secret still, thinking you could drop it off for him, but then realizes he did a mistake telling you about it. Press Ehnim on the issue and you can buy the Molerat Fat for 100 gold. This is the only thing that will enable you to pull the winch in the odd cave south of the sun circle. Buy the fat and head up there to discover Vino's secret still - using the fat on the winch nets you +400xp and completes this quest. Inside the cave is some 400 gold in the two chests (left combination: RR-L-R- L), a book called 'The Spirit of the Wine' about how Vino closed down the still when the paladins came, and a whole lot of bottle of Gin lying around (13 to be precise). You can drop by Vino afterwards if you like, and he will tell you that the militia discovered his still and that he hopes they don't discover who owned it, netting you +150xp more, but nothing more can be done about this. C3.3.Q2 QUEST: Sheep Thieves Talk to Akil and hear how the poor farmers have been plagued by what seems to be sheep thieves lately. There's atleast one sheep missing, and Akil is certain they have their hideout in the back of the forrest near his farm somewhere. Seems some new bandits have moved into the cave we previously cleared (C1.2.Q11 Bandit Raids) and you can now find 3 bandits standing around outside this cave. These are the sheep thieves in question and you can even see the sheep they stole behind them in the cave. Kill the three bandits (180xp for each), and then talk to the sheep to get it to follow you - like Betty if you are a mage. Return to Akil and tell him you took care of it for +400xp and 150 gold. Then give him back his sheep you have following you for another +200xp and 150 gold more, for completion of this quest. C3.3.P1 POINT OF INTEREST: Tavern Teleport Rune In Orlan's wares now, you can find a Teleport Rune taking you right outside the tavern, for the sum of 500 gold. C3.4 - ONAR'S FARM & LAND The first point on your list should be to return the letter to lord Hagen, but things have happened all around. You will immediately meet with Lester outside the pass who tells you Xardas wants to see you right away, but even as urgent as it sounds, spending a little time in and around Onar's farm here to get a bearing is quite okay before heading for Xardas. C3.4.P1 POINT OF INTEREST: Seeker's Curse There's quite a few seekers looking for you all over Khorinis now, and if you get too close, they will offer a warning and curse you before attacking. This curse, or stare of the seekers (possesion) will make you feel 'stiffled' - this state makes it impossible to rest to regain lost health, or even pray to Innos. The only way to cure this possesion is to talk to Pyrokar in the monastery and buy some special magic soul healing potions - 2 for 300 gold. C3.4.P2 POINT OF INTEREST: Pass of Khorinis Teleport Rune On the dead body of one of the now dead knights guarding the pass is another teleport rune, to the 'Pass of Khorinis' exiting you right here at the pass. C3.4.P3 POINT OF INTEREST: Lester & Xardas Teleport Rune Just past the small wooden brigde is Lester - he will try to grab a hold of you as you come closer and tell you Xardas wants to speak with you right away. Lester will also give you a Teleport to Xardas Rune that will exit you right in front of his tower. C3.4.Q1 QUEST: Alone and Helpless If you drop by Bengar's farm, you'll find it deserted except for Bengar himself. Talk to him to learn how Malak the sheepherded has rallied all the farmboys and fled into the mountains as the area become too dangerous. Bengar is all alone and it looks like he have to abandon the farm soon if he doesn't get any help. He mentions the mercenaries, and particulary Wolf. Talk to Wolf and tell him you might have found him something to do, then explain the situation at Begar's farm. Wolf says he'll require 800 gold for the job, but he'd do it for you for free, wich is a bit odd. Still, pay him the 800 gold and he will head off to Bengar's farm, bringing the two mercenaries by Sentenza with him. This nets you +300xp. Talk to Bengar again and see how Wolf is present with the other mercenaries. Bengar will give you 400 gold, and net you +300xp more. Next in line is finding Malak - he is hiding along with all the other farmers in the small underpass beneath Dexter's bandit camp, close to Grom. When you first find the group you'll recieve +400xp when talking to Malak. Convince Malak to head back to Bengar's farm once Wolf and the other mercenaries are in place, for another +300xp. You'll also recieve another +200xp for pointing out the obvious to Bengar, that Maleth is back. Note that doing this will remove Wolf as a possible crewmember for an ocean voyage later, but the effect of this has very little impact on the story. If you absolutely want to go sailing with wierdos, wait with this quest. MERCENARY: While a mercenary yourself, Wolf will only require 300 gold instead of the regular 800 to do the job, netting you a 100 gold over after talking to Bengar. C3.4.Q2 QUEST: The Banished Farmer Coming down from the high pastures, cross the farms and drop in on Sekob too. You should see both Sekob, his wife, Tilly and Balthazar standing outside, appearantly afraid of something. Talk to Sekob to learn how the black hooded seekers have invaded his house looking for something, in a locked chest perhaps, and he begs your help in getting them to leave. There are 4 seekers inside the house - dispatch them as you see fit and talk to Sekob again. For this you will recieve +400xp and 250 gold. C3.4.Q3 QUEST: Torlof's Fear of the Dark Man At Onar's farm, talk to Torlof to hear more about all this seeker plague roaming the land. Torlof got the chills talking to one of them and wants you to get rid of a particular seeker he saw head for the hills and Dexter's old bandit camp (that you cleared out in chapter 1 right?). Following the mountain path up there you'll find a single seeker by the bridge. Kill it and return to Torlof for +300xp. C3.4.P3 POINT OF INTEREST: Lee & Teleport Rune Landlord Talk to Lee and recite your findings in the valley of mines and Lee will give you another Teleport Rune called 'Landlord' wich will take you to Onar's Farm. C3.4.S1 SIDEQUEST: Gorn Made It Sitting by Lee is Gorn if you freed him from the prison in the Castle. Strike up a conversation with him and he'll thank you for getting him out. This will net you +150xp. MERCENARY: Mentioning to Lee that you freed Gorn will net you another +150xp C3.4.Q4 QUEST: Bennet is in Jail You can get this quest from a multitude of people and places, on Onar's Farm or in Khorinis. It is one of the major plot quests in Chapter 3. Feel free to pick it up while you're at Onar's Farm at first, then solve it later when you get to Khorinis. Notice how Bennet is not at his forge hammering away, and how Hodges is standing restless by the forge. Talk to Hodges to learn how he and Bennet was on a trip down to Khorinis to buy some supplies, and that suddenly someone yelled murder. Hodges ran, but it seems Bennet was caught and imprisoned - for the murder of paladin Lothar, something he couldn't possibly have done according to Hodges. Hodges tells you to also speak to Lee. Lee will tell you that the mercenary camp is in an uproar and that he's unsure how long he can hold them back before they take to arms and attack Khorinis to free Bennet. Offer to help and Lee will ask you to check in with Lares who is already in the city trying to learn more. The rest of this quest will take place in Khorinis. Meet up with Lares and hear what he knows, then go see Bennet himself in the barracks holding cells to get the full story. It should be obvious by now that he is innocent, so let's see if we can't solve this little mystery. Convinced that Bennet is innocent, talk to Lord Hagen and learn the reason they are so sure that Bennet did it is that they have a vitness - Cornelius, the governor's clerk, who resides on the first floor in the town hall. Talk to Cornelius and press him on what he really saw once it becomes appearant he knows more than he wants to divulge. If you know how to pickpocket, this is the easiest alternative as you can see he has a book on him that can be stolen. Doing so will net you +150xp in chapter 3 (also the last opportunity you have for doing so). This is the diary of Cornelius and explains how the black hooded figures paid Cornelius 20.000 gold to frame Bennet, for reasons unknown. This diary is the proof you need. You can also choose to pay Cornelius 2000 gold to give you his diary, at wich point he takes off at Rengaru-speed out the south gate and dissapears in the forrest. You can get your money back later, by finding Cornelius hiding out in the bandit cave up by Lobart's Farm and killing him there (See C1.1.Q1), but you loose out on the option to pickpocket him. Pickpocketting Cornelius requires more than 60 dexterity. With the proof in hand, go talk to Hagen again and the matter will be solved, freeing Bennet from jail. For presenting the evidence, you get +750xp. Also talk to Lee and inquire about Bennet for another +150xp. Last you should go see Bennet at the smithy for his heartfelt thanks, and a reward (see below) MERCENARY: You can threaten Cornelius that you will tell the other mercenaries where he live, and he'll give you his diary for free, then run off. Your reward from Bennet after freeing him will be a prototype Light Dragon Hunter's Armor that you'll also need to be able to convince Xardas you're ready for the dragons later. PALADIN: Your reward from Bennet will be an Amulet of Life (+15 HP) and you can now join the order of paladins, required to convince Xardas later that you are ready for the dragons. C3.4.P5 POINT OF INTEREST: Farm Merchants' Stock If you stop by Sagitta again in chapter 3, she will have a Dragonroot for sale as well as more healing and mana potions. Sagitta will also tell you that to free yourself of the black curse of the Seekers you need to see Pyrokar in the Monastery. In addition, Khaled the weaponsdealer inside with Lee, has a Lump of Ore for sale. Bennet will also have a lump of ore after you free him (See C3.4.Q4). C3.4.P6 MERCENARY POINT OF INTEREST: Heavy Mercenary Armor Talk to Lee when you return from the mines in chapter 3 and you can ask him about better armor. He will sell you a Heavy Mercenary Armor for 1000 gold. C3.4.Q5 QUEST: The Crawler Armor If you talked to Gestath in the valley of mines you would learn Wolf knows how to make armor from the plates of Minecrawlers. If you talk to Wolf about it, he'll tell you that sure, he can do it, but he needs atleast 10 minecrawler plates. At this point he can also teach you how to remove minecrawler plates. Return to Wolf with 10 crawler plates and ask him if the armor is finnished - it will take a day to finnish, so sleep until the next morning and ask him again. There you go, one rather odd-looking Crawler Plate Armor. It's possible to do this already in chapter 2, but even at that point, this armor will outdo it's usefullness rather quick. If you have nothing else to spend your hard- earned LP on and want to experience this oddity, go ahead, but my take on the armor is that it's fairly useless. This thing will show up in your questlog as a standalone quest, but it seems a little bugged - even learning the hunting skill and returning with the plates, then getting the armor and putting it on will not complete this quest. You can talk to Gestath again while wearing it and he'll throw a remark on your 'cool armor' but that's it. C3.4.P7 POINT OF INTEREST: Another Pot of Stew After freeing Bennet from jail, have a chat with Thekla in her kitchen and you can ask for another pot of her special stew. As a thanks for freeing Bennet she will give you your third helping. C3.4.P8 POINT OF INTEREST: A Graveyard Sorrel I could have missed this earlier, but I'm fairly certain a new King's Sorrel have grown up in the graveyard just west of Sekob's Farm. The place now has a selection of Zombies and Skeletons to boot, so maybe they have alchemy as a hobby too and went looking for the sorrel. C3.4.Q6 MERCENARY QUEST: The Judge's Lackey Lee will have another assignment for you if you ask him. If you are a mercenary that is. It seems the Judge in Khorinis is really the bastard he first appeared to be, and has many dark dealings. Lee want to get an upper hand on him and want you to enter the employ of the Judge and dig up some real dirt for later use. Talk to the Judge in Khorinis, still in his house next to the town hall, and he will have a task for you right away, namely to steal the sacred hammer of the monastery. Chances are you've already done this once, so just repeat your last theft of the hammer, or check C1.6.Q16. Return the hammer to the judge for +300xp and 300 gold. His next assignment will have you tracking down some criminals, last seen heading up towards Xardas' new tower. The first clue here can be found in the very first cave where you met the bandits plaguing Lobart's Farm (See C1.1.Q2). You should also find Cornelius here if you freed Bennet. Talk to the closest Fugitive for +150xp and he will tell you how they are not going back to jail. On one of the fugitives here is a letter from their leader, Morgahard, explaining how he travelled ahead and sougth shelter at Onar's Farm. Killing the fugitives in the cave seem to have no repercussions. Also stop by the Dead Harpy where another two fugitives are hiding. Talking to the one closest to Rukhar's chest nets you another +150xp. He also has a similar letter and can tell you to seek their leader at Onar's Farm, but if you attack or get into a fight with either of these, the rest of the tavern will consider you a thug. Morgahard and another fugitive can now be found at Onar's Farm, near Cord. Talk to Morgahard for +500xp and you'll have the option of killing him or turn in the Judge. Either way, you recieve a signed letter explaining how the Judge was behind robbing the governor, that will serve as the leverage Lee needs. Give the letter to Lee for +300xp and 500 gold. You can also kill Morgahard, wich doesn't seem to have any further consequences (240xp) and return to the Judge telling him you did so for another +300xp and 300 gold. Note that you have to really kill him - knocking him out isn't enough. If you knock him out, just attack once more to finnish him off. Lastly you can mention the fact that the Judge is behind the mugging of Larius - the governor, found in the town hall in a room next to where you found Cornelius - for another +200xp. He won't believe you and demand you never sully the good name of the Judge again. Good for him. C3.4.Q7 MERCENARY QUEST: Shadowbeast Horns for Buster Have a chat with Buster down the road for a little money-making scheme he has going. He will only let you in on the deal if you are a mercenary. It seems Buster has a mysterious buyer down in Khorinis that is very interested in horns of Shadowbeasts, and Buster figures since you're the one running around all the time, you could get the horns for a share of the profit. This deal is indeed lucrative, but even though you can buy these horns off Constantino in chapters 3 and 4, you will have to let Buster teach you the hunting skill Remove Shadowbeast Horn (or from any of the other hunters, meaning you have to know the skill either way) - otherwise there's no option to return any horns you find. There's also some new shadowbeasts lurking around in Khorinis in chapter 3, so as a mercenary this isn't a too bad skill to take here - you likely have way more learning points than you need anyway by now. Buster also mentions the few gold pieces you might have given him back in chapter 1 when he warned you about Sentenza, and it seems this will reflect the share you get for the horns. I did give him 5 gold earlier and received 350 gold for each horn - possibly you only will recieve 300 gold if you didn't pay him for the information earlier. Once you know how to take the horns, return to Buster for +200xp and 350 gold for every horn you deliver. Not bad at all. There is also a quite obvious exploit here, in that you can deliver an unlimited amount of horns to Buster. This would not normally be a problem, but the exploit lies in that you can hand Buster a horn, get the experience and gold, knock him out and take the horn back to give him again for the same xp and gold, over and over again indefinite. If you have say 5 horns on you, that's 1000xp and 1750 gold you could get fairly quickly with no end. This quest will end in chapter 5 when you talk to Buster. You will recieve +250xp then and hear how the secret buyer died. C3.6 - THE MONASTERY There are a couple ways to enter the monastery now if you are not a Mage, provided you did one of two things or both, and this is were the Eye of Innos is usually kept. Becoming a full paladin will automatically grant you access to the monastery, and so will talking to Hagen and deliver the letter from Garond so you get the letter to take to Pyrokar. There are a few other things to do in the monastery too if you haven't been here before. In the basement you can find Neoras who brew you potions, you just pay 10 gold and the ingredients (Meadow Knotweed + ingredient), but don't expend a lab water bottle. He can make you extract of healing or mana and speed potions. There's also several people to steal from, chests to pick and so on. A new character by the name of Jorgen have now appeared at the foot of the bridge before the monastery. He's stranded in Khorinis after pirates sunk his ship, and is looking to join the monastery thinking they serve good food. Wait until he have a taste of the sheep sausages. Jorgen will help you later in the story. C3.6.Q1 PALADIN & MERCENARY QUEST: Documents Talk to Babo the sweeping novice to the right, and ask how he is. This will unveil a touchy subject for Babo, in where Igoraz has stolen some 'delicate' documents and is using them to coherse Babo into growing swampweed in the herbgarden for Igoraz to sell at inflated prices. You can offer to help out. Talk to Igoraz by the curch and you have two options - either buy the key to his chest off him for 300 gold, or steal it. The key fits 'Igoraz' Chest' in the middle room to the left side of the monastery. If you're still militia or a mercenary, you will have to sneak into this room unoticed, or you will be caugth for stealing. In the chest is a bundle of papers. Open them to find a letter to Babo from what appears to be two brothers or sisters, and a drawing of a nude woman. Return to Babo - you can just give him the documents back for +300xp and a healing scroll, but if you opened them and found the nude woman, you can blackmail him a bit further, based on the 'bare facts' and have him pay up his life-savings too, 121 gold. C3.6.S1 SIDEQUEST: Information for Opolos Opolos is the novice guarding the sheep, just right of the entrance. Since he seems stuck with the sheep, and a bit slow, he knows nothing of what is happening outside the monastery. Ask him about his sheep and you get the option to tell him some bits and pieces of what is going on. - Tell him about the dragons in the valley for +150xp - Tell him about the Seekers for +150xp - Tell him how Pedro stole the Eye for another +150xp C3.6.Q2 PALADIN QUEST: The Power of the Stars As a militia or paladin, Parlan will give you the key to the library. You can also get this key as a mercenary - it's found lying in front of the door, but the quest here only applies to militia/paladins. Talk to Hyglas and ask about his work, then of any news. He will explain how he is baffled by the current star constellation but needs more information in his studies. He would like for you to bring him a copy of the book 'Divine Power of the Stars'. Don't try to ask for any reward up front or you will fail this quest - it is the paladins duty to help the mages. The book, wich you probably already have read, could be bought from either Zuris or Constantino. If you sold it, one of them should still have a copy, otherwise you have to track down whoever you sold it to. Returning with the book nets you +300xp. C3.6.P1 POINT OF INTEREST: The Treasury Gorax, the provisioner and tresurer in the monastery has a key that can be stolen. It will unlock the door in the cellar marked 'Treasury'. In the treasury you can find two chests, both locked with the combination R-L-RR-L-R. There is also several pieces of jewelry lying around on a table here. C3.6.Q3 QUEST: The Eye of Innos, continued Yes, finally we get to track down the eye of innos quest given to us at the start of chapter 1. Besides freeing Bennet, this is the majority of the plot in chapter 3, and chapter 3 can end once you have the working Eye in your possesion. This is also a rather large undertaking. Start by talking to Pyrokar, the foremost of the three Mages in the church making up the council. Giving Pyrokar a report from the valley of mines will give you a new Teleport Rune landing you just outside the monastery. Pyrokar will also take your letter from Lord Hagen, and then explain the unfortunate events unfolded lately. It seems the Eye of Innos has been stolen by an agent of the dark. Pedro, the former gate guard must have been weakened in his solitude and turned by the seekers, only to sneak in and steal the Eye. It's imperative that you hunt down Pedro and retrieve the eye as soon as possible. Pyrokar will tell you have many novices have hurried off to track Pedro, but that they haven't heard anything yet. Ending the conversation with Pyrokar and setting out will also give you one of two other quests - see below the completion of this quest. Lets head out - Following Pedro isn't that hard, all you have to do is follow the clues. Just outside the monastery, down the bridge, is Jorgen who you met coming up here. Ask Jorgen about Pedro and he will tell you he saw a novice jump off the bridge and swim up river. Follow suit yourself. You'll see we are on our way up to the Black Troll again. Out of the river at the sharp bend in the road, you will come across a 'Tramp' - Wether this is another untranslated (or just badly translated) german word or not, I don't know, but it seems a bit odd a name as in english it can mean hiker or prostitute. Still, it's a type of Bandit or Loafer, and this one will tell you about the novice fleeing up the hill. Continue up the road and discover dead novices, then all the way up to Grimbald the hunter. Ask him about Pedro and he will give you a little warning about two odd fellows by the stone arch - talking to Grimbald also nets you +150xp. By the stone arch in question, leading down to the sun circle, are another two Tramps looking for a fight. Defeat them both and continue down into the clearing. When you encounter the first Seeker here, you are awarded +500xp for discovering where Pedro went. There are several Seekers spread out through the forrest around the sun circle, and also more dead novices. In the sun circle itself, are 3 Seekers performing a ritual to destroy the Eye of Innos. You'll learn that you have come too late and that they have already managed to destroy it - kill them all anyway and grab the broken Eye from the altar. Pedro is nowhere to be seen either. Return to Pyrokar at the monastery and tell him the bad news. This will give you +150xp and set you out to speak with Vatras in Khorinis - he might know how to repair the eye. You can also mention to Karras in the library that you retrived the eye for another +150xp. A speed potion and all the teleport runes will make the following roundtrip easier. Down in Khorinis, talk to Vatras for +150xp and the sollution to repairing the eye. First, you need to have a jewel crafter repair the eye itself, and then Vatras has an idea on how to recharge the gem itself, involving a reversal ritual. For this ritual to work, he will need representatives of each of the three gods, and some swampweed to boot. The 3 gods are Adanos (neutral), Innos (good) and Beliar (evil) - Vatras will serve as the mage of Adanos, and will depart to prepare the ritual once you end the conversation. Head back to the monastery and talk to Pyrokar again for another +150xp. He will serve as the mage of Innos, but refuse to take part in the ritual when he learns that Vatras intends for Xardas to represent Beliar. There is simply no way Pyrokar will join the ritual with Xardas there. Head to Xardas and explain the situation of the broken eye first, for +150xp. Then tell him that Vatras sent you and that you will require him to take part in the ritual for another +150xp. Xardas won't expose himself to Pyrokar or Vatras unless he is sure you are ready to battle the dragons, and will refuse to take part in the ritual until you are strong enough. This really means that you either need to have joined the order of paladins and gotten your Knigth's Armor, or have gotten the Heavy Mercenary Armor as a mercenary, or the High Mage Robes as a mage. Once you have either, return to Xardas and tell him you are ready to fight dragons for +150xp. If you already have any of the 3 armors, this will never occur and Xardas will agree to take part in the ritual right away (loosing you the meager xp). Before doing so however, you can explain to Xardas how Pyrokar refuses to show up with Xardas there - if you talked to Pyrokar before Xardas that is. Xardas will give you a key to a chest where you can find something that belongs to the fire mages and should serve as proof of Xardas' good intentions. The chest is a previously locked one in Sekob's farmhouse, right next to Sekob's wife Rosi - a service paid by Xardas to keep the contents away from prying eyes. Find the chest and retrieve the book 'The Halls of Indorath'. There's also a Mage Rune of Create Goblin Skeleton here, circle 1 and a Ring of Magic (+5 MaxMana). Return to Pyrokar with the book as proof and he will then take off to join the others at the sun circle. Now there's only two things left to do. Bennet can repair the amulet, so be sure to have him freed from jail. Give him the eye of innos, and he will repair in one day, for +750xp. Next we need 3 swampweed roots, not stalks of swampweed. Or, you can do the ritual without the swampweed for some reason, but you loose out on some xp without it. Sagitta probably has some unless you already have a good stock yourself. Once all this is in order, head up to the sun circle again. Here you will find all three mages ready to begin the ritual. Talk to Vatras and give him the eye of innos for +500xp and the swampweed for +150xp, then watch as they all start casting and completing the ritual. This will take a little time, but when they are done, Vatras will tell you. Xardas will give you a new quest here, 'Dragon Hunt' about finding the earthly source of power of the dragons, and then leave for his tower again. Talk to Pyrokar to recieve the now repaired Eye of Innos, +150xp and a new skill on how to recharge the Eye. This will also finally complete the 'Eye of Innos' quest in your questlog. The Eye of Innos is in reality a magic gadget that forces dragons to tell the truth, and you will use it on each dragon in the valley of mines. The Eye of Innos is not worn like a normal amulet, but just kept in the inventory. However, using the eye to talk to a dragon will expend the eye's energies, and thus has to be recharged before it can be used again. Recharging the eye means killing a dragon and removing it's heart (done automatically, no need to learn the hunting skill remove hearts) and then using the dragon heart on the eye at an alchemist bench. Now that the Eye of Innos is repaired and the quest complete, chapter 4 will start as soon as you enter the Valley of Mines again. C3.6.Q4 PALADIN QUEST: The Desecrated Shrines If you are a militia or paladin, Ulthar the high mage will give you this quest once you speak to Pyrokar for the first time about the Eye of Innos. It seems the seekers have defiled a number of shrines througout the land, and your task is to purify them again. Ulthar will give you a special flask of holy water and explain the process. This involves simply using a statue of Innos as you would pray, and if the shrine is defiled you will get the option to purify it. Getting a map of the holy shrines, either from Gorax in the monastery or Brahim in Khorinis will help. Not all of the shrines are defiled however, so you only need to visit the ones who are, seven total. Purifinig the shrines nets you +150xp for each, for a 1050xp total when you have done all 7. The desecrated shrines are: - The one before Lobart's Farm, the first shrine you encounter - The one on the high pastures, close to where Gaan stands - Behind the small cave before Onar's Farm (C1.4.P2) - Right outside the cave of Sagitta - On the road up to the black troll, before the bend coming out from swimming the river from the monastery - The one opposite of the temple ruins area (C1.5.P3), following the main road up to the black troll - And last the one in the cave right before the black troll, before entering the hidden cave in the mage test of fire (C1.5.P5) Once all seven shrines are purified, return to Ulthar for +500xp and an amulet he calls an 'Amulet of Strength' but in reality is an Amulet of Power (+10 Strength and +10 Dexterity). C3.6.Q5 MERCENARY QUEST: The Forged Mineshares When the conversation with Pyrokar ends, Serpentes will grab you for a little task if you're a mercenary. Ulthar will still mention the shrines above for you, but tell you that the paladins will take care of it. It seems Salandril is guilty of a crime in the eyes of the mages, and they want him brought to the monastery. Since it's basically out of their juristiction, Serpentes wants you to convince Salandril to come to the monastery. Talk to Salandril in Khorinis about this and he will attack you. Defeat him and he will agree to go see the mages. You can teleport right back to the monastery and Salandril will be present - talk to Serpentes again for +400xp. Salandril will not sell any special potions after this wether you take this quest or not, so don't worry about it. Serpentes hints that you only have a few days doing this, but I waited a whole week and even went into chapter 4, while still having this quest and able to complete it. C3.6.S2 PALADIN SIDEQUEST: Consecration of the Sword Once you have become a paladin, and have bougth your magic sword of choice from Harad (See C3.2.P5) you can further imbue this sword at the monastery. Simply talk to Marduk outside the small leftside chapel, and he will explain how paladins imbue their swords by praying to Innos. The affair is quite costly as it involves a hefty donation to Innos - 5000 gold. Then again, your sword will become a lot more powerful. Once you have exhausted Marduk on the process, simply enter the chapel and use the statue of Innos there. You should then see a new option called 'Consecrate Sword' - selecting this will deduct 5000 gold and net you +400xp. And your previous Rough Ore Blade, wether one or two-handed will be imbued with additional power. A one-handed rough ore blade will become a Blessed Ore Blade (70/40) and a two-handed rough ore blade will become a Sword of the Order (85/50), even stronger than the Dragon Slicer. C3.8 - THE VALLEY OF MINES You can turn around immediately and head back to the valley of mines in chapter 3, but very little will have changed. There is however some 'last chance' encounters you might want to take advantage of. C3.8.P1 POINT OF INTEREST: Last Chance When you return to the valley in chapter 4, there's some people that have left or have some other fate. Returning to the valley in chapter 3 is the last chance of dealing with these people, wether you want to pick their pockets or practice your mugging skills. These people are, without revealing anything specific: Parlaf the smith's hand, Sengrath the Knigth/merchant with the spell scrolls, Engrom the hunter friend of Talbin, and the two escaped prisoners Greppert and Kervo. Pickpocketting all of these required less than 60 Dexterity, and a successful pickpocket in chapter 3 nets you +150xp. -------------------------------------------------------------------------------- CHAPTER 4 - THE DRAGON HUNT -------------------------------------------------------------------------------- Chapter 4 will begin when you enter the valley of mines again, if you have completed the eye of innos and it is charged. You should also have the quest 'Dragon Hunt' in your questlog. Entering the valley will also give you the quest 'Dragon Hunters' wich is a sort of collection of information about the dragonhunters occupying the valley now. Neither of these are conventional quests you complete directly, but will dissapear when the last dragon is dead. The majority of chapter 4 will obviously deal with killing the four dragons, but there is also a lot you can do in Khorinis. Heading right back to the pass after the chapter changes lets you explore further while having the dragons wait for later. On the level progress, you won't have gained as many levels during chapter 3 if you already cleaned it out. I would say a good level for starting chapter 4 is 25+, while anything lower than 15 would put you at a difficulty. My highest level upon entering chapter 4 is 31. There is no specific order you should revisit the areas in Khorinis before heading to the valley, so the questlist and things to do is listed in order of area. C4.1 - XARDAS' TOWER, THE VALLEY, AND ROAD TO KHORINIS Teleporting up to Xardas' tower and going down to the city from there will give you easier access to some of the parts happening further down. Things have heated up quite a bit and often you will come across larger figths involving npc's where they stand a good chance of getting killed - finding the best approach is vital here. C4.1.P1 POINT OF INTEREST: Lizardmen in Khorinis! Part of the lizardmen invasion mercenaries get to deal with, there is still this encounter that paladins and mages also can take part in. This is down in the valley just outside Xardas' tower, where you first found Lester sitting by the campfire - he is actually back there now with a throbbing headache. To the back of the valley was a small cave with some graves in it. This cave is now occupied by 8 lizardmen. Behind a tombstone to the back of the cave is also a dragon egg. C4.1.Q1 QUEST: Lobart's Orc Problems For paladins, Lord Hagen will mention that Lobart have trouble with the orcs lately, while non-paladins will encounter this just by going to Lobart's Farm. This can be a bit tricky if you come from the city as the orcs will charge the farm once they come into view, possibly killing Lobart and the farmers. The safe approach here is to teleport to Xardas' tower, then approach the farm from the other side, going past Maleth and then get a chance to talk to Lobart. Pointing out the obvious to him, that he has an orc problem will give you this quest. There are a total of 6 orc warriors camped just off the main road up to the farm. Killing them all will solve the problem and net you +600xp and 150 gold when talking to Lobart again. PALADIN: For paladins there is a total of 7 orc warriors in the group, led by an Orcish Warlord (See C4.2.Q1) C4.2 - CITY OF KHORINIS There are quite a few things new in the city of Khorinis as of chapter 4, so be sure to drop in to check. The setting will vary according to what guild you belong to, but generally the inhabitants are vary of an inpending invasion wether from orc or lizardmen. C4.2.S1 SIDEQUEST: A Fourth Prophecy Yet again our friend Abuyin can watch the future for us for his 'paltry' sum of money that just keeps getting bigger and bigger. This time around Abuyin requires 500 gold for his glimse, but it will in turn net you +800xp C4.2.P1 POINT OF INTEREST: Merchant's Restock The merchants of Khorinis also has a few things new to offer you might want to consider. Zuris has an Elixir of Spirit while Constantino has two Goblin Berries and even a King's Sorrel handy. There's even a few new Shadowbeast Horns in Constantino's stock if you're a mercenary and want them for Buster. Even Bosper has suddenly restocked with some really nice items, including a nice black looking Heavy Crossbow (85dmg) and a Bone Bow (60dmg). C4.2.P2 MERCENARY POINT OF INTEREST: Baltram's Deal As a mercenary, Baltram the foodstuffs merchant would refuse to trade with you blaming you for his bad business and the farmers not delivering fresh produce to him. In chapter 4 you get the option of striking a deal with him to be able to trade with him once again. Ask him about it and he will ask for 10 hams and 10 bottles of wine. If you can deliver that, you'll recieve +150xp and can once again trade with Baltram. C4.2.P3 PALADIN POINT OF INTEREST: Magic Runes In chapter 4 you have automatically earned the right to new spells from Albrecht, so ask him about it. The paladin spells are divided in two avenues, combat or healing. The combat rune you can learn - not as difficult as mages who has to use rune tables to construct runes from blank runestones, various components and scrolls - is one named Holy Arrow, dealing 150 magic damage for 5 mana. Recieving any paladin rune costs 5 LP and you are just given the rune as is, ready to use. The healing line has a Lesser Healing spell for you, that works as an elixir of healing, healing 100 hp for 5 mana. C4.2.Q1 PALADIN QUEST: Hordes of Orc Elite Warriors As soon as you encounter your first Orcish Warlord as a paladin you should make note of the ring they carry. Bring this ring to Hagen to start off this quest. Hagen will take the first ring for +250xp and ask that you inquire with Ingmar as he is the orc expert. It seems the orcs have come out in the open and are using their best warriors in an attempt to quickly dispatch the paladins and conquer Khorinis. Ingmar will give you a lowdown on orc behaviour and how strange this situation is. In an attempt to deal a lethal blow to the elite orc warriors, you are naturally sent out to battle the orcish horde alone. The first order will be to discover the topdog, an orc colonel that is leading the other warlords, and to discover their headquarters. Ingmar believes the colonel would most likely be found in a cave near the city and points you toward the ravine outside Lobart's Farm. The cave to the far end of the ravine is in fact the headquarters, and you'll find the colonel here with an entourage of warlords. Be sure to gather all the warlord rings, and also the very nice paladin rune of Greater Healing off the colonel. The colonel will also have a map of the orc campaign, outlining all the spots where warlords are dispatched. Each of them carry warlord rings you should gather as proof they are dead. Return to Ingmar after killing the colonel for +1000xp and 300 gold. Also note how you can return each warlord ring to Hagen for +250xp and 150 gold and that is what this quest is really about. One of the many orc warlords will also have a small speech prepared for you that nets you +200xp. Who this is appears to be random. After visiting every entry on the orcish war map I had a total of 21 rings (minus the one ring delivered to Hagen when getting this quest). Given to Hagen for +5250xp and 3150 gold. Hagen will say you're welcome to return more rings but that he doubt there are more of them out there. The quest will just disappear later when all rings have been turned in to Hagen. C4.3 - AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS A single quest remains, for paladins only. This can also be done in chapter 5 if you want to save yourself another visit to Akil. C4.3.Q1 PALADIN QUEST: Deprivation Have a talk with Randolph up at Akil's Farm - the poor fellow you tricked into competing against Rukhar in the drinking contest. It seems his previous proclamation about feeling just fine backfired and he is now suffering from deprivation after he stopped drinking. In true 'go fetch' style, Randolph needs you to go visit Sagitta and get him some hang-over medicine. Take the trip to Sagitta and you have to buy the medicine from her for 300 gold. Return it to Randolph for +500xp and 150 gold. C4.4 - ONAR'S FARM & LAND There are still plenty of things to do in Khorinis if you don't want to tackle the dragons just yet. Simply do a 180 turn and head back, finnishing up a few things before you head back to the valley. C4.4.P1 POINT OF INTEREST: Two-Handed Combat In chapter 4, you can ask Lee if he is willing to train you. He will do so regardless if you're a mercenary, paladin or mage, and can train two-handed up to 100%. He requires a hefty 1000 gold for his services though so this is probably the last option. Paladins can train two-handed to 100% free with Hagen in chapter 3, and there is a dragonhunter shortly after entering the valley in chapter 4 that can train the same for 300 gold. Still, if you have to, you have to. C4.4.P2 POINT OF INTEREST: Sagitta Sagitta the herb witch will have a new stock of items for you, including a nice King's Sorrel but also healing roots and fire roots should you need. C4.4.Q1 MERCENARY QUEST: Dragon Eggs In chapter 4, there is a secret invasion going on that is easy to miss, and the whole order of appearance is a bit messy here. This quest is not gotten here in Khorinis, or anywhere near Onar's Farm, but rather when talking to the first dragon in the valley (See C4.9.S2). However, the quest has nothing to do with the valley as such, and details a plot by the dragons to sneak a whole bunch of dragon eggs into Khorinis to make sure their young live on. You will pick up several hints about this if you return to Khorinis at the start of chapter 4, long before you talk to any dragons, thus it's appearance in this order. You can talk to Milten and he will say some farmer reported scaly creatures around his farm - then talk to Akil and he will warn you about going into the caves as there are lizardmen all over. Once you have found an egg, you can talk to Lee or Bennet about it however (See C4.4.S1 and C4.4.S2) A large portion of the caves you have previously visited are now occupied by hordes of lizard men, each band guarding one or more Dragon Eggs you can collect. In my total scouring of Khorinis and the caves, I found 13 dragon eggs (plus one more later in a dragon treasure pile), but there could be more. Hordes of Lizardmen guard them all, and once I was fairly sure I had gotten them all, selling off their swords indicated I had killed about 85 lizardmen - nearly 30k xp. The caves they can be found are as follows: - Dexter's Bandit Camp Both caves behind this camp have lizardmen, both the old minecrawler dungeon and the cave with the skeletons further back. There was 3 eggs total in these two caves. - Small Goblin Cave Behind Onar's Farm, between the Tomb of Inubis and the Hunters camp by Pepe, there was a small goblin cave that now has lizardmen. I found no egg in here, but it could be that the placement of the eggs is a little buggy as I later found 2 eggs placed on top of eachother. - Goblin Cave near Tavern This little cave where you previously fougth the horde of black goblins (See C1.5.P3) have several lizardmen and one egg - City of Khorinis Valley Going out the eastgate of Khorinis, then heading straigth rigth and into the deep valley following the ditch, there was a cave at the far back with black goblins and even a couple shadowbeasts. This one also contains two eggs and several lizardmen now. The eggs were placed on top of eachother so it only appears to be one. - Lighthouse/Khorinis Cave Still outside the eastgate in Khorinis, in the area where Constantino gathered his herbs, right below Jack's Lighthouse - where you could find the orc weapon for Harad. Another dragon egg and multiple lizardmen. - Xardas Tower and Valley They cave in the back of the valley outside Xardas' tower also has lizardmen, as well as a whole slew of them in the caves going down to the valley. A dragonegg is hidden behind one of the tombstones in the cave in the back. This egg can also be found by paladins, but in their case only the small cave at the farside of the valley have lizardmen. There could be another egg hidden in the cave down to the valley. - Lobart's Farm Ravine The cave at the end of the narrow ravine, on the other side of the mountain and forrest (See C1.1.P5 and C3.1.Q2) have more lizardmen and an egg. - Road Bend / Shadowbeast cave Going up to the Black Troll by the road, there was a small shadowbeast cave just below the wooden bridge where you met the Highwayman first. There are lizardmen milling about this cave, but you won't find an egg in the cave itself. Go further past the cave opening along the river and an egg is hidden among some bushes. - Hidden Path Cave The cave visited in the mage quest 'The Path of Believers' (See C1.6.Q17) or the 'Hidden Path' entry for non-mages (See C1.5.P5) are now also host to lizardmen and a dragon egg. - Sun Circle Cave The mine by the sun circle, halfway down the mountain staircase, not the tomb where Dragonslicer was found, has a slew of lizardmen and another egg. When you turn in the eggs, this quest will just dissapear later when it deems you have found them all. C4.4.S1 SIDEQUEST: Lee and the Dragon Eggs Once you have discovered your first dragon egg in any of the caves (not one from the dragons in the valley of mines) you can tell Lee about the lizardmen invasion for +200xp. This goes for paladins and mages alike too, when the egg in the valley up by Xardas' tower is discovered (See C4.1.P1). MERCENARY: Lee will also tell you to bring the eggs to Bennet. C4.4.P3 MERCENARY POINT OF INTEREST: Bennet's Battle Blades If you are a mercenary with basic knowledge of forging (the self-forged sword), and have completed the small task of bringing Bennet five lumps of magic ore to have him teach you about magic blades, he can now teach you some really nice weapons. A two-handed sword called Heavy Ore Battle Blade (90/90) and a one-handed sword called Ore Battle Blade (75/65). These are the first available swords that are better than the Dragonslicer or Orc Slayer swords. Each sword cost 5 LP to learn how to make, and you don't need any prior forging knowledge except the basics. The two-hander requires an additional 4 lumps of ore in the creation process, and the one-hander requires 3 lumps. Do note that if you decide to learn forging as a mercenary, there will be even better versions available in chapter 5, so only learn to make one of these if you feel your current weapon is getting a bit dull. The better versions also requires dragon blood in addition to the ore, so you will need to learn another hunting skill for them too. C4.4.S2 MERCENARY SIDEQUEST: Bennet and the Dragon Eggs Show one of the eggs to Bennet for +350xp. He will look them over and say he can probably use them in the production of armor/weapons, but you will receive nothing concrete from that venture. Bennet will still buy the dragon eggs and can be haggled up to 350 gold per egg. Agreeing to this deal will loose you one egg and recieve the payment. With the remaining eggs, if you choose to sell them, you will recieve another +350xp per egg. The eggs can later be used for a special dragon egg potion boosting strength, so it's up to you if need more strength at the end of the game, or xp now. C4.5 - ROAMING THE NEW WORLD For both paladins and mercenaries alike, there will be much trekking around the new world hunting down the orcs or lizardmen, but one point of interest exists for all. C4.5.P1 POINT OF INTEREST: An Orc Warlord On the way up to the black troll, just over the wooden bridge where you first met the highway man in chapter 1, there is now a small band of orcs led by an Orcish Warlord. This is part of a paladin quest, but this sole instance of the warlords can be encountered by mercenaries and mages too. The only thing of possible interest besides killing the orcs for the xp, could be the warlord ring that has an odd side-effect of lowering strength by 20. If you're still below the 90 strength that can be trained in chapters 1-5, you can wear this ring to artificially train strength as far as 110. If you have 90 strength, wear the ring so you get 70, then train up to 90 again and remove the ring - your new strength will be 110. Contrary to paladins being able to get a little xp out of reporting the lizardmen invasion to Lee (See C4.4.S1), mages or mercenaries cannot report their findings on the warlords to Hagen. C4.6 - THE MONASTERY A revisit to the monastery in chapter 4 will net you some sidequests. Talking to Milten outside will clue you in on the presence of 'scaly things' that some farmers seems to have a problem with too. Ulthar will also inform you that the paladins have cleansed the Innos Statues around the roads, so they are free to use again if you didn't already do this as a paladin. C4.6.S1 SIDEQUEST: Jorgen a Novice? The stranded captain Jorgen you met earlier at the foot of the monastery bridge is now inside, accepted as a novice no doubt but not really dressed up like one. He can be found right inside the door, to the right. If you told him to seek out Milten that is. Checking in on Jorgen this way will net you +200xp and a bit of whine on life in the monastery, a common trait for most novices it seems. C4.6.S2 MERCENARY SIDEQUEST: Kill Pedro Enter the winery and Gorax will immediately force you into a conversation. You will recieve +600xp just talking to Gorax, in wich he explains how the monastery has become a place of mistrust after the theft of the Eye of Innos. Agree to his terms and you are charged with the task of killing Pedro as soon as you lay your hands on him, of wich you will be paid when the deed is done. C4.6.Q1 PALADIN QUEST: Neoras' Dragon Egg Brew As a paladin, have a rather amusing chat with Neoras the resident alchemist down in the cellar. He recently bougth an interesting recipe from a travelling merchant that details the use of a dragon egg in a potion. Neoras has been trying to substitute the dragon egg component for a while without luck, and jokingly asks that you could always let him know if you happen to find one. Agree, and follow up on your promise when Neoras tries to brush it off as a joke. For paladins, there are a couple ways to get a hold of a dragon egg. The most obvious is the dragon egg found in the treasure hoarde of one of the dragons, but there is also a location in Khorinis during chapter 4 (See C4.1.P1) Return a dragon egg to Neoras for +600xp and a choice of three rewards. You can get 3 elixirs of healing, or a magic ring of defense (+10 magic AC) if you tell him to suprise you. You can also ask for part of the potion when it is finnished. Choose this option if you are into strength, and wait 2 days then return. You will be given a potion of 'Dragon Egg Secretion' that is identical to an Elixir of Strength when drunk. C4.8 - THE VALLEY OF MINES Much of the action in chapter 4 will happen in and around the valley of mines, and several things have changed since your last visit. You should head down the mountain path and talk to the dragonhunters first (C4.8.P1) then head for the castle, before exploring the rest of the valley. As with chapter 2, the valley is listed before the castle (area 9). C4.8.P1 POINT OF INTEREST: First Dragonhunter Encounter Instead of just teleporting directly to the castle as you enter the valley, follow the path down as you did the first time. A little ways down from where Bilgot is still resting, there's a whole band of dragonhunters accompanied by Gorn. If you are a dragonhunter yourself, this encounter can go sour very fast, so be careful what you say. If you anger anyone and they attack you, all the others will charge the offender and kill him outright seeing as you are affiliated with them. If you are a paladin or mage, this works fine and you can simply beat anyone trying to get you. Talk to the dragonhunters to learn more of what is in store for you. Once you leave them, they will disperse and find their own camps where they can be met later on. - Hokurn can teach anyone one-handed and two-handed skill up to 100% provided you get him something to drink (wine, beer, or gin) and pay him 300 gold. - Biff can be hired to follow you around for 100 gold. - Kjorn has a little stock ready to sell, including some healing potions - Godar can teach you to hunt, after exploring what he went to jail for, including the two new available dragon related skills, Collect Dragon Blood and Remove Dragon Scales. This costs you a hefty 1000 gold, and can be learnt elsewhere. Be careful not to anger Godar or he will attack outright. C4.8.P2 POINT OF INTEREST: Assault on Fajeth's Camp If you get close to Fajeth's Mining Camp (See C2.8.S5) in chapter 4, you will see it being suddenly attacked by a band of orcs, including 2 orc elites and several warriors. This is a fierce battle between npc's and the outcome can go either way, wether you interfere or not. You'll most likely hear the sounds of battle when you get close, and if you're quick you can bolt inside the camp to help either side for some extra xp. It's quite possible for the orc band to kill all the npcs here, including Fajeth, Tengron, Fed and Jergen, in wich you don't get to pick their pockets. Other than that, there doesn't seem to be any further development in this camp, and these npc's appear to have played out their role. Neither is there any reward for helping them and if you talk to them afterwards they won't even mention the incident. Charging headfirst into the crowd, blade swinging can actually be a good way to go about things should you choose to interfere. Any convicts or npcs who falls by your blade will only be knocked out (and thus saved), but while if an orc kills them they will be dead. C4.8.Q1 QUEST: Ur-Shak Ur-Shak is an orc from Gothic 1, obviously a friend too or as far as orcs can be friends. He is overlooking the combat below in Fajeth's camp (C4.8.P2) from the cliff overhang. Talk to him to recieve +500xp and this quest, and to learn a bit about the orcs and ongoing siege. It appears Ur-Shak is in disgrace with the orc shamen, and is waiting here to be escorted to Hosh-Pak for an audience. If you have already killed Hosh-Pak, no worries. Once you have learnt what you can from Ur-Shak, you will get the option to tell him Hosh-Pak is dead - otherwise you have to kill Hosh-Pak first(See C4.9.Q8). When told that Hosh- Pak is dead, Ur-Shak will head for the cliff overlook Hosh-Pak used as a base. You can later encounter Ur-Shak there, and a chance of fate has now seen Ur- Shak in good favour with the orcs again, carrying out Hosh-Pak's previous tasks. Talking to Ur-Shak here will net you +750xp as well as learn how Ur- Shak had a change of heart and now consider you his enemy, and all other humans for that matter. There's also a couple new orc warriors accompanying him now. When the talks are over, feel free to send them the same way as Hosh- Pak. The quest completes when encountering Ur-Shak at this location. C4.8.P3 POINT OF INTEREST: Demon Tower Revisited If you visit the ancient demon tower again in chapter 4, it is now occupied by Seekers. Teleporting in will put you right in the line of fire from 3 of them in the upper chambers. On the table in the top chamber now is a mage rune of Fear (circle 3) and a lump of ore. There are also several more seekers throughout the tower, as well as more outside, and even a band of 3 harpies on the ground floor. C4.8.S1 SIDEQUEST: Engrom is Lost? Talk to Talbin, one of two hunter friends found at a camp just before the small cave where you met Greppert & Kervo (See C2.8.S2). It seems Engrom had a vision and suddenly walked off into the night. Talbin seems more upset that Engrom had a lurker skin that belonged to him than the fact that he is missing though. Engrom can be found dead just outside the small cave where Marcos is still guarding his ore. On his body is the lurker skin with Talbin's named engraved. Return the skin to Talbin for +200xp, and then Talbin realizes he's had enough and will head for the pass. You will also be given a rather stranger quest called 'I Gotta Get out of Here' that will finnish later when you find Talbin back in Khorinis. C4.8.Q2 QUEST: I Gotta Get out of Here! Once you have discovered the fate of Engrom and returned the lurker skin to Talbin, he will pack up and run for the pass. You can later find Talbin outside the mine entrance to the pass, close to where the teleport rune drops you off. Talk to him again and he will ask for safe passage through the pass. Exit to the pass and Khorinis after agreeing, and you will find Talbin outside the gates to the pass - make sure he is ok for +600xp and a lump of ore, before you can return to the valley again. C4.8.P4 POINT OF INTEREST: Hunting Dragons Important! Save before doing any of the dragons and keep a 'no dragons killed' savegame intact for later, prefferably at the start of chapter 4. There's a really nasty bug somewhere, mostly encountered as a mercenary, where the game thinks you have killed all four them when you kill the third. You can talk to the last dragon then, but the Eye of Innos will not expend it's charge and the last dragon will be impossible to kill. You are still registered as having killed them all however and can progress to chapter 5, but you loose out on the xp and any dragon blood or scales - there's also the possibility of following bugs later in the game. If anyone knows why, how and more specifics on this bug, please let me know so a workaround can be found. In all the instances where this has happened to me, the bug seems to manifest itself after you have killed two dragons, and nothing you do after that, like killing the last two dragons in another order, saving/reloading, exiting and reentering the valley and so on, have any effect. The only way seems to be to reload a savegame from before any dragon was killed and then doing them in a different order. In addition to the experience from killing the four dragons, and their treasure hoardes, you can deliver a report on your progress to Garond. For each dragon you kill, you will be given +500xp and 300 gold. You don't neccesarily have to report after each kill - making a total report when you are done will give you +2000xp and 1200 gold. Also note that when the fourth dragon dies, the chapter is in essence complete. At that point, returning to Khorinis will trigger chapter 5. C4.8.S2 SIDEQUEST: The Swamp Dragon Pandrodor Just off the red-roofed cabin where Marcos is guarding the magic ore still, is the entrance to the swamp and the first, or easiest, dragon. Just outside the entrance you can also hook up with the now dragonhunters Cipher and Rod. Talk to Cipher and they will both help you fight the dragon. Doing so will not deprieve you of any xp, nor must you share any loot - in fact, getting the help from Cipher and Rod will give you +600xp extra once the dragon is defeated. Enter the swamp and walk up to the dragon - the eye of innos will work it's magic, provided it is charged and ready if you didn't fight any dragons before this one. Pandrodor will give you a little lecture on how doomed your world is and how futile this is for you, as well as hint towards the location of other dragons. Once you have exhausted the conversation options, he will attack. Except an annoying push that will fling you way off his range, a few flying manevours and dragonbreath, Pandrodor is relatively easy. Cipher and Rod will also fire arrows at him from behind you to help. When I first fougth the dragons I was anywhere from level 30-35 and they never posed any danger whatsoever, going down in 2-3 quick swings from basically any melee weapon. Your milage may vary here, but if you are at a considerably lower level, these dragons might be hard to kill. Pandrodor yields +3500xp and his heart, a 'Heart of a Swamp Dragon'. This is the heart you need to recharge the eye of Innos with. If you have the hunting skills Take Dragon Blood or Remove Dragon Scales, Pandrodor will also drop 2 vials of dragon blood and 12 scales. In the treasure pile behind him is 325 gold in satchels and a jewel casket. A little to his right, a Dragonroot also grows barerly visible in the mud. C4.8.P5 POINT OF INTEREST: Recharging the Eye of Innos This process is explained to you by Pyrokar at the end of the ritual in chapter 3 but might not seem that appearant at first. Many seem to forget the eye has to be recharged between dragons. To recharge the eye - it expends it's energies each time you talk to a dragon - you have to bring some components to an alchemist table. Using your teleport rune to the castle will drop you right at such a table in the small chapel. In addition to a dragon heart (any of the 4, swamp, fire, stone, ice) you also need a Lab Water Flask. If you lack a flask you cannot recharge the eye. This doesn't really have anything to do with the eye, just that ANY process done at an alchemy table expends one lab water flask. C4.8.S3 SIDEQUEST: The Stone Dragon Pedrokhan Pedrakhan can be found at the old castle ruins furthest southeast, following the orc palisade to it's end and the raging river, then following the hill up past Gestath (See C2.8.P16). Make a pitstop at Gestath however - Gorn will be here by the fire after you encountered him with the other dragonhunters coming into the valley. Enlist his help and Gorn will fight his way through the Lizardmen all the way past the bridge. If you already cleared the path, he will follow you up there, then wish you good luck. In either case, having Gorn accompany you is worth +600xp. Continue scaling the mountain path and castle ruins until the very top, where Pedrokhan has his lair in a huge mountain cave. With the Eye charged, force the dragon to talk and learn about the other dragons. Then kill him. Pedrokhan is worth +4000xp and the usual 2 vials of dragon blood and 12 dragon scales. In addition you will get his heart to recharge the eye once again. His hoard of gold is located behind him to the back of the cave and contains 325 gold in satchels, some swords, a silver plate and chalice, a gold plate and lastly a Sextant worth quite a bit sold, or given to Ramirez to complete his quest (See C2.2.Q4). C4.8.S4 SIDEQUEST: The Fire Dragon Feomathar The fire dragon has it's lair in the tall spire mountain just south of the castle. Follow the road up past where you met Hosh-Pak, around the bend and then up the winding path to the top. It shouldn't be hard to miss as you'll see the red haze of heat lining the mountain path upwards, as well as surrounding the top. There is no outside help to be had with Feomathar, so you have to brave him alone. When all conversation is done and over with, defeat Feomathar for +4500xp. You could ask him about his hoarde wich is nowhere to be seen and he would explain that it was hidden where earthbound creatures without wings wouldn't get to it. For an ancient dragon, he's not too bright and obviously didn't play hide and seek when he was young. The hoarde is found just a few meters up the cliffside, out of view. You can jump up easily, or even walk up there from the opposite side of the cliff ring. There's 400 gold in satchels there, as well as a fine longsword, an ash bow, and a casket. C4.8.Q3 QUEST: Two Ice Giants for Sylvio Be sure to meet up with good old Sylvio and Bullco. They are both sitting at a small camp in the light forrest before the icy arch where you encountered the Ice Golems first (or will pretty soon). Sylvios nature is soon appearant if you didn't read the hints earlier. It seems he had a group of other dragonhunters with him too, but they were sent to their deaths against the ice golems and can be found littering the front of the archway. Talk to Sylvio and he will coherse you into dealing with the ice golems if you let him. There's even a promise of 1000 gold if you do so, but this is just trickery. Still, agree to help Sylvio. If you already dispatched of the ice golems earlier, no problem. Just talk to Sylvio again for +600xp. Sylvio and Bullco will then move up to the arch - you can press about your 1000 gold, and you will realize Sylvio intends to actually pay you with part of the dragons treasure, after you have dispatched the dragon. Furthermore, you won't get any help at all from these crooks and have to continue up to the cave yourself. C4.8.S5 SIDEQUEST: The Ice Dragon Finkregh All the way west into the snowy region, Finkregh the Ice Dragon can be found in a large icy cave behind the barricades. If Finkregh is your last dragon to defeat, the quests 'Dragon Hunt' and 'The Dragon Hunters' will complete after he is dead, and you will have gotten a new quest called 'The Master of Dragons' - none of the quests complete with any direct reward. The Master is the driving force behind the dragons who came on his power of word. From all the dragon's forced information you will know the Master is hiding at an island in the halls of Indorath, where the story will take us next. Killing Finkregh nets you +5000xp and more dragon scales and blood. His large treasure hoard in the back contains 650 gold, a two-hander called Stormbringer, and a dragon egg. There's also a note in a small partly snowed in building to the right from some 'Saturas' that left this cave earlier. When you return down to the icy arch where you defeated the Ice Golems, some new lizardmen will have spawned there. Also talk to Sylvio and Bullco wich nets you +200xp, and the final battle with Sylvio. He is literary dying to get his hand on the dragon treasure and will attack you outright. Sylvio won't be knocked out and will die when you fight him. After that, Bullco will head down to the other dragonhunters, if you let him live. C4.9 - THE CASTLE After you've chatted with the dragonhunters, head for the castle, either by the old way up the ramp, or simply using the teleport rune. Also note that the castle is once again besieged by a horde of orcs, elites, warriors, shamen and wargs. Deal with those later though and head inside. C4.9.Q1 QUEST: Lost in Darkness Talk to Udar by the ramp and notice how there's a knight missing - Sengrath. Udar will tell you how Sengrath stood watch one night and lost his crossbow down the castle wall. An orc picked it up and dissapeared into the night, with Sengrath racing after it towards the palisades never to be seen again. Udar wants you to find Sengrath, if he is still alive. Sengrath is quite dead, by the hands of the orc, and can be found not far from the castle. At the top of the ramp, just go directly east, across the river and you'll see Sengrath's dead body with an Orc Elite standing next to him. On his body is his entire inventory, including everything you possibly sold him during chapter 2, as well as a regular crossbow named 'Sengrath's Crossbow' that will serve as proof of his fate to Udar. You've probably realized already that you can take great (and unfair) advantage of this knowledge that Sengrath will retain his inventory when dead. Retrieving all the crap sold to Sengrath in chapter 2 and then selling it again to anyone else in the castle can quickly net you 10-15.000 gold. Do with that information what you wish. Returning to Udar with Sengrath's crossbow and explaining his fate nets you +600xp. C4.9.Q2 QUEST: Theft Talk to Keroloth the Knigth training the men-at-arms and notice how glum he looks. Seems he lost his money bag with all his savings, and he suspects the dragonhunters now found around the castle. His bag can be found just lying around near the smithy, next to Jan the dragonhunter. Return it to Keroloth for +400xp. You can also ask for a finders fee and recieve 150 gold as a mercenary or 50 gold as a paladin. When asked where you found it, there are some possible outcomes. You can simply don't tell him, saying you don't know who might have stolen it, or directly imply the dragonhunters. Saying where you found it will also imply the dragonhunters, in wichever case Keroloth will charge over and attack Jan. MERCENARY: If you refuse to imply the other dragonhunters as the thieves, then get cocky with Keroloth, he will attack you. You can knock him out without angering the other knigths for +240xp and also take back his bag wich contain 300 gold in addition to your finders fee. C4.9.Q3 QUEST: Angar's Amulet Angar, a fellow known from Gothic 1 has found his way to the castle after getting lost in the mountains. He's going to rest up first before joining the dragonhunters, but mentions how he lost his amulet coming down from the mountains. You can offer to retrieve it for him and he will tell you he think he lost it down south in the mountains, near a stone circle. Chances are you already have his amulet (See C2.8.P14) so you can return it right away for +750xp. Otherwise you have to trek out and do the point above. Angar will go look for his amulet if you don't give it to him right away, and can be found at a camp by the stone circle later. When you give him his amulet, he will then move down to the vicinity of where Marcos is guarding the ore, by a campfire there. If you talk to him again you will recieve another +350xp and learn how he didn't want to hook up with the dragonhunters anyway seeing as they were just bandits. In chapter 5 he will move through the pass and end up on Bengar's farm with Wolf. C4.9.Q4 QUEST: The Filthy Sty Remember Brutus the jolly torturer? He's standing outside his little chamber now, terrified of the filthy scary beasts that have taken up residence in his cozy home. Four meatbugs to be exact. Take them out and comfort Brutus for +350xp and 150 gold. Later you can talk to Brutus and say you think you saw a meatbug behind him to see him run off like crazy before returning later. Fun touch. C4.9.Q5 QUEST: Hunger Gerold the Knight previously guarding Gorn in the castle prison cells is still standing firm at his post. He has worked up quite a hunger though, and the orcish siege doesn't exactly help. Talk to him and he's dying to get his hands on some real food - he can surely smell the deliscious hams and cheeses you have on you, but he doesn't want anyone else to know he's gotten food from you - to avoid suddenly making a lot of new hungry friends he doesn't want. He thus asks you to meet him in the small chapel at midnigth when everyone else has turned in. Sleep until midnight and Gerold will be standing in the chapel. Just walk up to him and the nigthsnack frenzy will begin. You get the option to give him a piece of basically whatever you have, including Hams, Sausages, Cheese, Fried Meat, and Fish Soup. Give him one piece and you'll recieve the odd 116xp and 50 gold. Keep feeding him various foods (or the same type) until you have given him 9 helpings and he'll say that's enough and reward you with +350xp and a whole 450 gold. C4.9.Q6 QUEST: Jan and the Smithy Jan the dragonhunter can be found sitting outside the now empty smithy. He's not really much of a dragonhunter really, as he will explain to you, but is really a blacksmith. Offer to see what you can do. Parcival the advisor to Garond has decided he wants nothing to do with the dragonhunters, and has become really hostile lately. Simply go over his head and talk directly with Garond, vouching for Jan being an ok enough fellow and Garond will allow him to man the smithy. Talk to Jan again for +200xp. MERCENARY: Letting Jan man the smithy lets you later get some improved dragonhunter armor from him, if you can deliver some dragon scales to him (See C4.9.P2). PALADIN: As a paladin you will recieve the +200xp from vouching for Jan with Garond, instead of when talking to Jan afterwards. C4.9.Q7 QUEST: Fero's Sword Fero is the dragonhunter standing next to Jan. Talk to him for a little story on how he came to the valley to hunt dragons, but how he lost his sword on the way. As everyone else clumsy enough to loose anything not nailed to their backs, he wants you to retrieve it. The sword can be found right next to Hosh-Pak, up on the hill overlooking the castle, but you are likely to anger Hosh in the process (See C4.9.Q8). Return the sword to Fero for +400xp and he can now train your Strength and Dextery as an added 'bonus'. His max levels are 70 in both though, so the usefulness is so so - if you've cleaned house so far, you probably have have thrice that in your main skill. C4.9.P1 POINT OF INTEREST: A Little Help from Oric Find Oric in the main hall with Garond and ask if there's anything you could do to help. He will first head you in the direction of the dragons, but also have a task for you see (See C4.11.Q7). You don't have to agree or disagree to do this right away, but once Oric have detailed the task you can ask him for a bit of help in your dragon hunt. Oric will offer you one of 4 choices from his provisions: 3 Elixirs of Healing, 3 Elixirs of Mana, 1 Elixir of Strength or 1 Elixir of Dexterity. Choose the one that suits you the best at this point. C4.9.Q8 QUEST: Hosh-Pak Hosh-Pak is the orc shaman in charge of the orc forces besieging the castle, and killing him would certainly disrupt them. Oric will be very convincing in his plea for you to take this shaman out. You can initially refuse to kill Hosh-pak, but this will only give you a reprimande from Oric on the situation, to where you can either agree to kill him or simply ignore the quest. Killing Hosh-Pak is required to the get the quest Ur-Shak going (See C4.10.Q1), and there's no way around this or any other outcomes. Chances are you already killed Hosh-Pak by mistake in chapter 2. Hosh-Pak is found on the hill overlooking the castle, just south of the ramp. He is an orc shaman and shouldn't be too difficult to spot. Kill him and return to Oric for +600xp. C4.9.P2 MERCENARY POINT OF INTEREST: Medium Dragon Hunter's Armor After you have arranged for Jan to man the smithy making weapons for the paladins, he can create your next suit of armor from dragon scales. For this you need the hunter skill 'Remove Dragon Scales' learnt from either Godar in the first encounter with the dragonhunters, or from Gestath (See C2.8.P16). Jan requires 20 dragon scales to make the armor, and also charges a whopping 12.000 gold for it after that. Each dragon yields 12 scales so you need to kill atleast 2 before you can get this armor. Any excess dragon scales can be sold to Bennet later. C4.9.P3 PALADIN POINT OF INTEREST: Dragon Blood for Jan As a paladin you can learn how to take the blood of dragons from either Godar or Gestath, but you won't be able to use it to forge dragonslayer weapons as Bennet is the only one doing this and won't teach paladins. You can however sell the dragon blood to Jan if you have it, for +200xp and 200 gold per vial. Just talk to him about it and you will get the option to sell it to him. There is a total of 8 vials of dragon blood to be had from the four dragons. Is it worth it? The 5LP needed to learn the hunter skill is practically half a level, and the return is only 1600xp towards your next level and more LP. On the other side, this can be used as an exploit very similar to mercenaries and the shadowbeast horns for Buster. Simply knock out Jan and take the 8 vials of dragon blood back - then you can give them to him again for another +1600xp and repeat the process indefinite. -------------------------------------------------------------------------------- CHAPTER 5 - DEPARTURE -------------------------------------------------------------------------------- Chapter 5 begins when you enter the pass again from the valley of mines, after the four dragons are dead. Not a whole lot will have changed back in Khorinis, and the major plot line of chapter 5 is to leave Khorinis all together, heading after the Master Dragon. This is a quest now present in your questlog and was gotten when defeating the last dragon. Level progress through chapter 4 should have left you with a good level boost seeing as most the orcs where back and the quests and dragons also gave you a good portion of xp. A good level for starting chapter 5 would be around 30+. My highest level upon starting chapter 5 was 40. Immediately entering Khorinis again, you should make your way to the Monastery, then Xardas tower - this will set the presedence for what your tasks will be in this chapter. The questlist is still listed by order of area however. C5.1 - XARDAS' TOWER & VALLEY, AND ROAD TO KHORINIS There is only a few things left up here, but still one major item of interest we need to do to get the major plot going. C5.1.P1 POINT OF INTEREST: Xardas' Letter Using your teleport rune to Xardas' Tower, or walking up there from the city, you'll meet Lares standing just outside the tower. Ask him where Xardas is and he will tell you how he left without saying, but that he has a letter to you from Xardas. In the letter is the magic phrase to open the book 'Halls of Idorath' you found earlier, and you should get this before going to the monastery. C5.1.P2 POINT OF INTEREST: Lobart's Demise Finally you get the chance to get some payment for all the nagging Lobart has been doing throughout all the chapters. Pick him and his entire farm clean of their belongings if you wish. This includes: Lobart, Hilda, Vino and Maleth, for a nice +1000xp. C5.2 - CITY OF KHORINIS Much of the action still in Khorinis revolves around completing the ship, captain and crew quests, as well as tying up a few loose ends and properly equipping yourself for the journey ahead. C5.2.S1 SIDEQUEST: A Fifth Prophecy As Always, drop by Abuyin for the fifth and last prophecy of things to come. This dark and disturbing little tale will cost you 1000 gold but also net you +1000xp this time around. C5.2.P1 POINT OF INTEREST: Provisioning The merchants of Khorinis have new stock of items as you would expect, so take the time to pick up a few items of interest. Constantino has a Dragonroot and 2 King's Sorrels, Zuris has an Elixir of Life, and Lutero in the upper quarters has a King's Sorrel and even a Blank Runestone for mages. If you are into ranged weapons, don't forget to visit Bosper as he now has the best crossbows and bows for sale, a Dragonhunter's Crossbow (100/85) and a Dragon Bow (75/95). If you are looking to make some Mana or Healing elixirs before you go, drop by Jora and the Gardener for healing roots and fire roots. C5.2.S2 SIDEQUEST: The Thieves Guild This is a little oddity perhaps, but remember back in chapter 1 where you could track down and kill off the thieves guild for a shortcut into the service of the paladins? Although the quest have long since disappeared, it's basically still in effect and can be completed now wether you are a member of the thieves guild or not. If you returned the sextant to Ramizer (found in the stone dragon's hoarde) there is nothing left to do with the thieves guild. None of them will join you on the ship, and neither have any more tasks for you. Diego will train your dexterity better than Cassia can too. If you want to, you can now kill off the three thieves down there (be sure to pickpocket them first), Cassia, Jesper and Ramirez and return to Lord Andre saying you did. This will net you +500xp and 300 gold. C5.2.P2 POINT OF INTEREST: A Few Goblin Berries In chapter 5, if you visit Hagen you will see that most of the ship crew is lined up in the upper quarter, getting ready to enter the valley of mines. That means the ship you are about to borrow later operates with a skeleton crew, and only two guards are left guarding it. These paladins are called "Ship Guard" and were previously 'immortal'. Now however, they can be knocked out if you wish, where both carry one goblin berry each. This doesn't hold true to all Ship Guards, but if you really want to wreck havoc, there's atleast one more goblin berry on one of the ship guards in the upper quarters, and even some of the knights. C5.2.P3 POINT OF INTEREST: Empty the Pockets As this is your last chance to do a bit of pickpocketing in Khorinis, be sure to empty the inhabitants pockets if your fingers are itching. All successful pickpocketing done in chapter 5 will net you +250xp. You should even have some items to help you out - an amulet of agility or power, plus a ring of skill or dexterity can boost your dex as high as +30. It appears the hardest targets to pickpocket require an upper limit of 120 dexterity, of wich you probably already have by now, no matter what guild. If not, spending some LP on dex at this point isn't a bad choice, and remember you also have magic rings or amulets that boost dex. The pickpocket victims in and close around the city of Khorinis in chapter 5 are: Mika, Jack, Niclas, Daron, Canthar or Sarah, Jora, Hakon, Zuris, Rengaru, Baltram, Ruga, Peck, Mortis, Wulfgar, Borka, Abuyin, Hanna, Cassia, Jesper, Ramirez, Ulf, Rangar, Coragon, Rosi, Till, Vatras, Pablo, Constantino, Brian, Harad, Meldor, Lehmar, Fenia, Moe, Mario, Kardif, Joe, Lares, Brahim, Garvell, Fellan, Alrik, Alwin, Carl, Ignaz, Halvor, Bromor, Nadja, Gritta, Thorben, Regis, Matteo, Diego, Bosper, Wambo, Judge, Lutero, Salandril, Cedric, Albrecht, Ingmar, Larius, Gardener. Note that you might have already picked some of these in previous quests, and that some might not be available here depending on quest outcomes and guild. Still, saving your little thefts until chapter 5 can net you in excess of 15.000xp and several thousand gold. C5.2.P4 MERCENARY POINT OF INTEREST: Access to the Ship Mercenaries won't have the chance to get aboard the ship before chapter 5, and in this case they will eventually anyway. There are however some items of interest on the ship, available from the start of chapter 5 if you want to have a look around. Hidden around the ship and in the hold is a few potions, scrolls, leather satchels with coins, but most importantly an Elixir of Strength. There's also a magic ring in the hold, a Ring of Stoneskin (+10 Arrow AC). Note that Mages and Paladins get access to the ship way earlier and will still have it at the point where mercenearies do. C5.2.P5 PALADIN POINT OF INTEREST: New Paladin Runes As a paladin, Albrecht will have new runes available if you talk to him in chapter 5. These are the last runes available from Albrecht, but you will get better early in chapter 6. The runes you can choose now are Heal Medium Wounds (Healing - 10 mana for 200 points healed), of wich you probably already have better, and Expel Evil, wich is mispelled and turns out to be Harm Evil in your inventory, 15 mana to harm 300 damage. As mentioned, you probably already have Greater Healing, and you will get a stronger combat rune early in chapter 6, so you might just save your LP here. C5.2.P6 POINT OF INTEREST: Before you Leave Having done all you need to do, the only thing left to start chapter 6 is to talk to your captain - you will get a key to the captain's quarters and once you enter it, you will set sail to the island. A couple things to check on before though, as once you leave you will never come back. - Buy everything you think you will need, like scrolls, potions etc. Once on the island you will have very little use for coin except to buy a few king sorrels and arrows/bolts. - Pickpocket your crew on the docks if you haven't already. They can be pickpocketed again when you reach the island. - Knock out any irritating npc's if you wish, as you'll never see them again (perhaps in G3, but lets hope they don't remember what we did in G2 =). - Complete all quests/sidequests/points of interest, since again, you won't be coming back. - Remember to fully take advantage of the stat boosters around. Did you pray 10 times at the Innos statues? Did you donate 1000 gold to Daron? Ate the Apples or Mushrooms? Once you're sure you have everything in order, enter the captain's quarters and you'll see a nice FMV of the ship setting sail and reaching the shrouded island. You'll start on the ship inside a huge natural cave, and chapter 6 will commense a few seconds later. C5.3 - AKIL'S FARM, THE DEAD HARPY, AND SURROUNDINGS Don't miss a single place as this run in chapter 5 is the last you will see of Khorinis or the Valley. Be sure to empty out your chests in the Dead Harpy if you have any supplies stored there - you can leave every single key, letter, book, etc however as you won't have any need for it. C5.3.P1 POINT OF INTEREST: Looting Fingers itching for all those chapters, pick the whole bunch clean of their hard-earned coin. Victims in this area includes: Akil, Katie, Randolp, Talbin, Rukhar, Orlan, and Dragomir. C5.3.P2 POINT OF INTEREST: Another Goblin Berry? Unknown if this could possibly be just an overlook, but I'm fairly sure a new Goblin Berry has sprouted up near the brown fat tree closest to Egill on Akil's Farm. It's found just at the treeroots, on the opposite side of Egill. C5.4 - ONAR'S FARM & LAND Yet another visit to this area will yield a few quests and points of interest before the departure. Seeing as you're coming out at the pass, starting here isn't such a bad idea. C5.4.P1 POINT OF INTEREST: Thekla's Last Pot of Stew Have a last chat with good old Thekla in the kitchen on Onar's Farm and tell her how you defeated some dragons and otherwise kept yourself busy. That will leave you with a last pot of her stew. C5.4.P2 POINT OF INTEREST: Sagitta's Sorrels A last visit to Sagitta will also net you two more King's Sorrels if you have the coin to pay for it (500g). Her stock also contains the usual selection of new healing and mana potions as well as lab flasks and other assorted herbs you might need. C5.4.S1 SIDEQUEST: Lee's New Bodyguard? In chapter 5, have another chat with Dar, the sorry excuse for a mercenary you dealt with earlier in Cipher's weedpackage quest. It seems with all the mercenaries gone dragonhunters, Dar finally sees his chance to become something in the mercenary camp. Beating up you seems to be a good idea to him at the moment and will surerly let him be worthy as a bodyguard for Lee. Let him try, then beat him up as usual. Talk to him when he gets up again and Dar realizes maybe this wasn't the brigthest of ideas he has had lately. For this you recieve +250xp. MERCENARY: This sidequest will be a bit different for mercenaries. See C5.4.Q3 before doing this. C5.4.Q1 QUEST: Sekob Misses His Wife Drop by Sekob and notice how both Rosi and Till seems to have gone missing. Talking to Sekob will reveal how he suddenly realized they were gone one day and he would be happy if you could find them. This is in relation to another quest (C5.4.Q2 below) and it's up to you how you want to go about things. Returning Rosi and Till to Sekob will net you +250xp and 650 gold. Talking to Rosi after you returned her to Sekob will also net you +250xp and hear her otherwise lithe voice throw out a series of curses. This will complete this quest, and fail C5.4.Q2 C5.4.Q2 QUEST: Rosi's Flight If you just visited Sagitta, you can follow the mountainside up to where it meets the road just off the river coming from the monastery. Rosi and Till will be standing on the road just a little bit off here. Talk to Rosi to learn how she finally fled her abusive husband. Rosi is looking for safe passage to the city, and will offer to pay you for it. There are two outcomes here. You can either accept her assignment, in wich both Rosi and Till will follow you wherever you take them, and then drop them off back at Sekob's Farm again (See C5.4.Q1) or escort them safely to the city of Khorinis, dropping them off at the East Gate. Escorting them to the city as promised will net you +1000xp and 450 gold, and Rosi and Till will 'set up shop' at one of the benches by the merchant's square in Khorinis. Look to C5.6.Q1 on the outcome of returning them to Sekob. Once you have saved Rosi you can return to Sekob and tell him you did so for +250xp. This will complete "Rosi's Flight" but fail "Sekob Misses His Wife". You have to fail one of them anyway, so don't worry about it. However, there seems to be a bug with solving this and telling Sekob, atleast when playing a paladin. Once you tell Sekob he will be outraged and attack you - but if you as a paladin never took the "Collect the Rent" quest (C1.4.Q12) Sekob will still be flagged as 'Immortal' and beating him will be impossible. The only solution here is to drop your gold somewhere and let him beat you up. For +250xp, why not. MERCENARY: When you are a mercenary doing this quest, you will recieve +250xp when first talking to Rosi, and will take them to Onar's Farm instead of the city. C5.4.P3 POINT OF INTEREST: Lifting Pockets There's a virtual endless supply of pockets to pick here if you have managed to keep your sticky fingers off this long. Each pocket picked nets you a +250xp reward in chapter 5. Don't worry about pickpocketing potential crewmembers - those you bring with you to chapter 6 will have filled their pockets again for you to loot anew, for a nice +300xp. The victims around are: Wolf, Angar, Bengar, Malak, Gaan, Biff (after traversing the pass), Sagitta, Pepe, Grom, Cord, Bodo, Hodges, Bennet, Torlof, Elena, Dar, Jarvis, Thekla, Khaled, Gorn, Wasili, Maria, Raoul, Gunnar, Sentenza, Fester, Buster, Babera, Bronko, Rega, Balthasar, Till, Rosi, Sekob, and Buster. Some of these might be unavailble, especially if you're a paladin during the orc attacks. Rosi and Till are either here or in Khorinis depending on how you solved the quest concerning them. Still, pocketing all this change should net you up to a maximum of +8250xp. C5.4.P4 MERCENARY POINT OF INTEREST: Dragon Weapons & Heavy Armor As a mercenary, Bennet will be the source of your best armor and weapons in the game, from chapter 5 and out. If you already know forging, Bennet can teach you how to make the best 2h and 1h swords now, but be wary of doing this right away - there is a way to learn both for free. See C5.6.S1 The Monastery Cellar to learn how to both get both weapons for free and the best armor. Once you know, simply buy a piece of raw steel, heat it in the forge, then use the anvil and you have the choice of making either a 1h 'Ore Dragon Slayer' or 2h 'Large Ore Dragon Slayer'. The Ore Dragon Slayer (90/80) requires 4 vials of dragon blood and 5 pieces of ore, while the Large Ore Dragon Slayer (110/100) requires 5 vials of dragon blood and 5 pieces of ore. After learning about the armor in the monastery cellars, simply talk to Bennet about it, and he will already have one ready as he figured it out in the meantime. This armor - a Heavy Dragon Hunter's Armor - will cost you 20.000 gold if you choose to buy it. C5.4.Q3 MERCENARY QUEST: The Show-off As a mercenary, have a chat with Dar in chapter 5 and he will tell you that now that so many mercenaries have become dragonhunters and left the farm, maybe Dar will get his chance to prove himself. He needs something to impress Lee however, something that proves his courage. Give him the Orcish Warlord ring (See C4.5.P1) - you can always beat it out of him later again. For this, Dar will award you with either 1200 gold or an Amulet of Agility (+15 dex). This will also net you +600xp. C5.6 - THE MONASTERY A major part of chapter 5 will take place in the monastery, where you have to discover the location of the Halls of Irdorath, and also start your quest for a ship, captain and crew. Although most of the quests and completion of the chapter take place all over Khorinis, they have have their origins in the monastery and are listed here. C5.6.S1 SIDEQUEST: The Monastery Cellar Once you have the letter from Xardas (See C5.1.P1) and know the magic words to open the book Halls of Irdorath, head to the monastery and talk to Pyrokar. Ask to see the book again and Pyrokar will grant your permission to visit the monastery cellar where the mage Talamon previously halted your entrance. In this first library there's nothing much of interest except a few bookstands you have probably already read. Grab the Halls of Irdorath from a table and open it. Inside is a small key, and a crumpled note you can read - it will point out a lamp on the far wall. Opening the book nets you +1000xp. The lamp in question, to the right on the far side of the library, when turned, will move a bookshelf and reveal a hidden passage, netting you another +1000xp. Below are a series of crypt-like hallways with tons of skeletons, eventually leading into a second hidden library - the door here can only be opened with the key you found in the book. About 18 skeletons and a skeleton mage, and finally 2 Demons and a Demon Lord in the secret library. These demons can be really tough no matter your level, if you get caugth between them. A safe way to take them out is by crossbow or bow, through an archway they cannot traverse. Killing the demons is +2200xp alone. Inside the secret library itself there are a few things of high interest. The items found here varies according to what guild belong to, so read below on what they are. First read the Almanac (a bookstand) to learn more about the magical barrier erected in Gothic 1. On page two of this almanac is also some information relating to your class. Reading the Almanac nets you +1000xp. Next is a few items on a table, most notably here a Dusty Book and a Map - a sea chart to the isles of Irdorath. Picking up and reading the chart will give you the quest "I Need a Ship" as well as +2000xp. There is also a potion here - "The Tears of Innos". PALADIN: The Almanac and Dusty Book will tell you how to get the best paladin armor, and also how to further improve your sword. In addition there is a blank rune on the table you will use in the creation of a teleport rune for your best armor (See C5.6.S2). MERCENARY: For mercenaries, the Almanac and Dusty Book will outline how to create the two most powerful weapons in the game, and also how to make the best armor. Reading the almanac will teach you two weapon forging processes, Large Ore Dragon Slayer and Ore Dragon Slayer. You can also learn these two swords from Bennet at the start of chapter 5, but don't - reading it here will let you learn both for free instead of expending 5-10 LP. For the armor, talk to Bennet (See C5.4.P3) Once you been to the secret library, return to Talamon and tell him about the hidden vaults, then that you have been there for +1000xp. Then head to Pyrokar to learn about the halls of Irdorath, the tears of Innos and more information about what you are about to embark on. Telling Pyrokar that you opened Xardas' book will also net you +250xp. C5.6.Q1 QUEST: I Need A Ship Upon reading the sea chart to the island of Indorath in the monastery cellar, it's evident that to stop this menace once and for all, we need to go to this island and put an end to whatever is there. This quest is still just part of the preparation you need before actually sailing off, so lets get to it. The ship in question should be obvious by now - Hagen's grand galleon mired at the city harbour. Getting the actual ship isn't that hard however, but require you to first have signed on a captain. Once the captain is waiting for you at the docks, Girion will also be there and you can negotiate with him about 'borrowing' the ship. Girion will accompany you on the trip as a crewmember, unless you get into a fight with him and kill him. Once the captain and ship is secured, talk to the captain to see what you are missing. If you also have 5 crewmembers, the captain will take your seachart and give you a key to the captain's quarters. Enter these quarters to the back of the ship to set sail - ending chapter 5. You should also read up on C5.2.P6 before heading out. MERCENARY: Mercenaries doesn't have it quite as easy as Paladins, and won't get the ship without permission. This is a simple procedure however - talk to Lee and he will tell you how you could use the dirt previously dug up on the Judge to get the proper authorization (the evidence from C3.4.Q6). Talk to the Judge and tell him you need to take the ship, for the proper papers and +1500xp. Then tell Lee how it went for another +250xp. Simply show the papers to the two Ship Guards at the ship and you're home free. C5.6.Q2 QUEST: Who Will Be My Captain? Once you have the quest "I Need A Ship" from the sea chart, exit through the main gates of the monastery and Milten will grab hold of you to explain things further. To be able to sail the ship once you have control of it, you need a captain and a crew. There are several captains available in the game, and it's up to you which one you choose. Just keep in mind that each person, captain or crew, that you bring with you will be able to help you out in some way or another, and that it's a good idea to bring the people that can help you the most. - Jorgen Jorgen is the stranded captain that took refugee with the mages. Unfortunately, he ate three weeks worth of novice rations when he first joined, and have yet to deliver either a sheep or the 1000 gold contribution. Due to this, Jorgen has to work off his 'debts' with the mages for another three months, unless you can find a way to free him. Talk to Pyrokar about this and you will recieve the quest "Return to the Tower" (See xxx) wich you have to solve to free Jorgen. Once complete, you can ask Jorgen to be your captain for +2000xp. Don't worry about doing the captain quests as you don't have to make up your mind until after the quests are complete, so this is a good way to rack up some additional xp. - Torlof This seems to be the most questionable captain. Getting Torlof to agree not only gives you less xp than the others and requires you to chip out 2500 gold for his services, but also wrecks total havoc on the paladins in the valley of mines. You see, for Torlof to agree he needs to be certain that the paladins in the city are occupied with other 'matters' than Onar and the farmers. The only way to accomplish this in his opinion, is to open the gate to the castle in the valley of mines, letting the orcs storm it. That would force Hagen to abandon his post in the city and leave for the valley of mines. If you have no qualms about doing this, it's as simple as stealing the key from the 'Main Gate Guard', requiring only some 10-20 dex, then opening the gate. For this you get +250xp when you tell Torlof. He will also require a payment of 2500 gold on top and then agrees to be your captain. If you want more info about the invasion of the castle, see xxx. - Jack Jack is probably the simplest of the three captains. Simply talk to him in his lighthouse (requires that you did solve this quest of course - see C1.2.Q20) and you will learn he would give his right arm to get one more chance at sailing the high seas. The problem however, is that someone would have to look out for his lighthouse in the meantime. Jack will mention Brian, Harad's apprentice as a possible replacement. Talk to Brian and he will agree right away, planning on turning the lighthouse into a smithy and starting his own practice. Brian will head for the lighthouse, so go see him there. Talk to Jack again for +1000xp and everything is settled. You still have to directly ask Jack to 'Be my captain' to sign him on. You can do the subquests for all three captains, without asking any of them to sign on, then choose who you want in the end. Doing so will net you +4250xp in direct xp, and maybe even more when tackling the orcs in the castle. Whenever you are ready, ask any of the three to 'Be my captain' for +2000xp and completion of this quest. C5.6.Q3 QUEST: No Travelling Without A Crew Although you first get this quest listed when talking to Lee, it is listed here for consistency. All three quests revolving around the Ship, Captain and Crew really takes place all over Khorinis, but is listed here as this is where you first pick up the trail on what you need to do. From various people you talk to, you will quickly learn that you need atleast 5 crewmembers in addition to the captain, but that you can have as many as 10. This should generally be your friends and people you trust. Each crewmember you get to join you will net you +500xp (except one or two on occasion, but it feels like a bug) and they will pick up their stuff and move down to the harbour. Don't worry about picking the right ones just yet, as you can simply tell them you don't want them along at the harbour later. Meaning, you can move anyone you consider as crewmen to the harbour, then take your picks later before setting off. Getting all possible crewmembers to sign on - by signing on 10, then tell a couple of them they are out, to sign up the rest - is worth in excess of +5000xp. You should be familiar with where you can find them all by now. The possible crewmen and their advantages are as follows. - Bennet Simply ask Bennet and he will come along as your smith, glad to leave Khorinis and Onar's Farm. There are hints towards Bennet not being the only smith you can bring, but who that could be beats me. Neither Carl, Harad or Jan will accompany you, the only other smiths in the game, so it looks like Bennet is it. Still, it doesnt seem like you absolutely need a smith, but you never know. Once on the island, Bennet can sell you some weapons you probably don't need, a few lumps of ore, arrows & bolts, as well as giving you a little xp for mentioning dragon eggs. - Milten Probably the first crewmember you get, Milten will be staying outside the monastery and clue you in on gathering a crew. He will also suggest several other members. Once on your team, Milten can teach you mana past 100, how to create runes of all circles if you are a mage, and even have a good selection of potions and herbs to sell, most notably a King's Sorrel, a Dragonroot and a Blank Runestone. - Gorn Always ready for action, Gorn will accompany you without hesitation. - Lee Lee needs to go to the mainland anyway and will pack up his things right away and go with you (hints towards the story in Gothic 3 perhaps?). Once on the island, Lee can train both your one- and two-handed skill to 100, but very little else. - Angar If you help him out in chapter 4, Angar will leave the valley and take up residence at Bengar's farm with Wolf. He is suffering from terrible headaches and will join you to get further away from Khorinis and the valley. - Biff The looney dragon-hunter-for-hire you met up in the mountains in chapter 4. Biff is also the only crewmember you have to go to the valley to pick up, by promising him more riches than he can carry. - Vatras The water mage Vatras will be at his usual preaching spot in Khorinis and will join your crew willingly. In fact, he will insist clearly that it is important that you bring him if your crew is already full, telling you to make room for him. On the ship, Vatras can teach you all alchemy recipies, heal you for free, heal possesion from seekers, and even have a small stock of herbs and potions. This includes 2 King's Sorrel. - Lester Good old Lester. You didn't forget about him now? Lester will be standing outside Xardas' abandoned tower where he gave you the letter from Xardas. He suffers similar headaches like Angar - strange since they both belonged to the same cult earlier? Better take him with you. - Lares Down at the harbour district where he's always found, Lares will join your crew gladly. - Diego Still in Khorinis where you left him, at Gerbrandt's old house, or near Rupert if he never made it up there. Diego have followed you since you first got thrown in the prison colony and is not about to leave you now. When asked to join, he will enter his new house (Gerbrandt's old house) and dress back up in his 'Shadow Armor' - if the bug happened when Gerbrandt didn't leave and Diego is still standing outside Matteo's Store, try talking to Gerbrandt, but don't say anything. Just hit END and see if the switch takes place then. If you ask Diego to join you if he is outside Matteo's Store, he won't change to his armor. On the ship, Diego can give you advice if you are stuck wich is fair enough. He will also teach you Bow and Dexterity to 100, as well as have a good stock of arrows, bolts and lockpicks. - Mario This rather odd fellow show up at the Peg Leg bar in Khorinis after chapter 5, and will join your crew if asked. He boasts his skills as a veteran seafarer, and cannon manning skills. - Girion The swordmaster of Hagen is guarding the ship while the rest of the paladins prepare to leave for the valley. He will force you into a conversation when you approach the ship and you have to strike a deal with him that he comes along to make sure the ship is returned once your business at the Irdorath Island is complete. It is possible to anger him and instigate a fight to the death, but this doesn't seem to remove Girion from the list of crewmembers. Thus, Girion will be your tenth crewmember wether you like it or not. Once aboard, Girion is a very good trainer and can be talked into training your one- and two-handed skill to 100, as well as even crossbow to 100. That leaves us with a few choices to make. You can only enlist 9 additional crewmembers with Girion onboard, as well as a captain after that. I tend to go with the people you know and that helped you both through the game and the previous Gothic, so the reccomendation here is really to skip the two 'strange' elements - Biff and Mario. That leaves you with 9 friends and a full crew, ready to sail. You should also take a look at XXX before heading off. C5.6.Q4 QUEST: Return to the Tower When asking Jorgen to be your captain of the ship (See C5.6.Q1-3), you have to find a way to work off his debts so Pyrokar will release him. Just talk to Pyrokar and learn how he has had reports about strange sounds eminating from Xardas' tower after he left. If you can discover the source of this and alternately get rid of it, Pyrokar will release Jorgen from his debts. Simply use your teleport rune and head up to the tower. It seems Xardas didn't want anyone snooping around his tower when he left and in place as guardians are a group of powerful demons. On the ground level and second level is a total of 5 demons, lead by a Demon Lord on the top level. Taking them all out will not only complete the quest, but net you a nice +2000xp. Return to Pyrokar with the news for another +1000xp and completion of the task. You can now get Jorgen as your captain should you wish. C5.6.P1 POINT OF INTEREST: Pickpocketing in the Monastery As this is the last chapter you will find yourself in the land of Khorinis, this is also the last chance to pickpocket the unsuspecting victims in the monastery. Keep in mind that certain persons you can bring with you to Irdorath can be pickpocketed there for an even greater xp gain. In the case of the monastery, that would be Milten and Jorgen. Only pickpocket these two if you are not bringing them with you. Some of the targets might be unavailable to you according to what guild you play, or if you completed quests/points of interests earlier in the chapters. Each victim pickpocketed in chapter 5 will net you +250xp for a rather heavy gain if you get them all. Also note that they will yield quite some gold, but that should really be the least of your problems now so I won't list how much gold each target yields. The victims in the monastery are: Pyrokar, Ulthar, Serpentes, Babo, Opolos, Dyrian, Agon, Garwig, Marduk, Sergio, Karras, Hyglas, Neoras, Talamon. In addition, Gorax, Igoraz, Milten and Jorgen, but you might have done some of them already or taking them with you. Nevertheless, this can easily net you in excess of +4000xp and +2000 gold. C5.6.S2 PALADIN POINT OF INTEREST: Second Consecration & Paladin's Armor After visiting the monastery cellar and learning about the armor and second conscecration, it's time to really equip yourself. For the armor, it is hidden in a secret chamber in the monastery cellar and only a special rune will give you access here. The process is outlined in the almanac and will also teach you the basics of creating runes - not that you will be able to create anything but this teleport rune. For the process you need 1 blank rune stone, found in the cellars on the table, and one vial of holy water. You probably have a couple tucked away so far, otherwise Gorax in the monastery winery has one for sale. Make use of the Rune Table in the library of the monastery with these two components in hand and you will create a rune simply called 'Teleport'. Use it like you would any other teleport rune and you will find yourself in a small chamber - on a table here is a set of Paladin's Armor, and in a chest is some potions, gold and components. Use the lever on the wall to open the secret door and you're back in the monastery cellars. For the second consecration, you need your previously blessed sword (either Sword of the Order or Blessed Ore Blade) already consecrated once, and the Tears of Innos potion you found in the cellar. Simply enter the small temple inside the monastery and pray to the statue of Innos there - you should see a second option named 'Consecrate Sword (Tears of Innos)'. Choosing this option will use the tears to create either the two-handed Holy Executioner (100/50) or the one-hander Wrath of Innos (80/40). The second consecration doesn't require a donation as before. Consecrating your sword this way also nets you +1000xp. C5.8 - THE VALLEY OF MINES You could simply ignore the entire valley and the castle in chapter 5 as there's basically very left to do here. Still, for those wanting to get everything done there are a couple points of interest left. C5.8.P1 POINT OF INTEREST: Biff Biff the lone dragonhunter you could hire on as a mercenary in chapter 4 is still loafing around the big tree down the path of the alternate route into the valley. You can ask him to join your crew on the ship - the only crewmember available in the valley of mines or castle - but you have to escort him back to Khorinis first. Simply tell him to come along and he will follow you through the pass, then talk to him again outside the pass gates and he will carry on down to the harbour by himself. Getting Biff as a crewmember is worth +500xp. Also note that Biff can be pickpocketed in the valley, then again when he walks through the pass and waits for you at the pass gates. C5.8.P2 POINT OF INTEREST: Fear & Looting in the Valley Since this is the last you will see of the valley, be sure to pickpocket any possible victims in the valley before you move on. There's not a whole lot of them outside the castle, but check out these still: Biff, Gestath, Grimes, Bullco, Kurgan, Hokurn, Godar, Kjorn, Marcos, Rod, Cipher, Fajeth, Tengron, Jergan, and Fed. That's +3750xp if you get them all. Some of these might be unavailable to you. C5.8.P3 POINT OF INTEREST: The Great Orc Wall It is quite possible to climb the orc palisades, and the developer even had the foresight to know players would do their best to find a way around it simply because it eminated a strong 'don't do this'. There really isn't anything of interest back there, except a funny conspiracy note from the developer in the form of a big sign that reads: Okay man, you made it behind the great orc wall ... As you see, the story of the orcish hordes behind this wall, is a complete fake. There is nothing more to see here...this place is abandoned, it's the end of the world. But me (a mighty alien dwarf, wich not depends to this game story, and wich name is not of public interest here!) wanted to warn you. You have been tricked to believe a story wich is not true (they want to get you!) Do not believe anything they say. Keep your eyes open! .... The mighty alien dwarf Still, if you absolutely must, the wall can be climbed in the spot where the long river down from the old ruins and stone dragon ends up. It's a bit tricky to say the least, so save often. Use caps-lock to walk and not fall off the boards, and simply jump up where it seems feasible. You'll end up halfway up the wall, and can continue to jump/climb the edges along the wall, across the river, then jump over the wall and end up on the other side. The only thing to do behind here, except reading the sign from the mighty alien dwarf, is to take advantage of a game mechanic for a couple items. You see, whenever an NPC crosses from the oldworld (valley of mines) to the newworld (Khorinis), a new instance of the NPC spawn, while the old is killed and moved to a 'secret location' - all the way across the landscape behind the wall is one such cave where the dead npc's end up where they move to Khorinis. You can find a whole pile of them here, including an instance of Gorn, Milten, Geppert, Kervo, Talbin etc - every npc that has at one time moved through the pass. Their inventory is intact though so you can loot them if you wish. C5.9 - THE CASTLE At this point, the castle has pretty much played out it's role in the story, but there are a couple things left to do if you want to get it all. Most notably is the storeroom you previously had no way into, as well as getting Torlof as your captain. C5.9.P1 POINT OF INTEREST: The Castle Storeroom I bet you've been dying to know what's behind the locked doors in the castle since chapter 2 - I know I did. There really is no 'safe' way in here, as the only key is in the possesion of a regular guard you cannot pickpocket. The only way to get the key is to knock him out or kill him. The knight in question is the one standing closest to the locked door by Tandor. On him is the key 'Store Key' that will unlock the door here, or the backdoor in the hallway behind Engor. Also note that the knight carrying the key has a Goblin Berry as well. The storeroom itself doesn't contain much of interest really. There is an open chest in a small room to the right, containing some gold and 2 lumps of ore. Otherwise, there's a total of 4 locked chests with some gold, arrows etc - generic stuff. The chest combinations, from the rigthmost one and counter- clockwise is R-LL-RRR-L, L-RR-L-R, L-R-L-RR-L, and LL-RRR-L. C5.9.P2 POINT OF INTEREST: Gerold's Goblin Berry The title says it all really - if you knock out Gerold, the knight guarding the cells, you can find another Goblin Berry in his possesion. C5.9.P3 POINT OF INTEREST: Picking the Castle Clean Be sure to make use of your pickpocketing skill in the castle during chapter 5 as this is your last chance. The victims of the castle that can be picked are: Udar, Keroloth, Tandor, Rethon, Jan, Feros, Engor, Oric, Parcival, Gerold, Brutus and the Main Gate Guard. This should amount to +3000xp. C5.9.P4 POINT OF INTEREST: Letting the Orcs In This is part of a sidequest to have Torlof as your captain, and is really a dubious thing to do according to your guild affiliation. As a paladin you might have qualms about this, but if you're generally as ruthless as some of these games can make you, opening the castle gates will seriously wreck havoc. First you need to pickpocket the Main Gate Guard that stands on the wall right of the main gates. He couldn't be picked earlier, but can now. The key on him will unlock the door to his left, where a lever will raise the main gates. Upon doing this you get to see a nice FMV where the orcs storm the castle (wether there are any orcs left outside or not). At this point, the whole castle will be full of orcs killing everyone they can, and as far as the Torlof sidequest goes your task here is done. If you are going to do this however, getting the most out of your evil actions should be a consideration. First, the orcs will kill a lot of the castle inhabitants - doing the work for them beforehand will net you some xp. As a paladin, this is even easier as you will meet no resistance in knocking out or killing the knights and henchmen in the castle. It's only when you attack any of the dragonhunters in the castle, as a paladin, that a mass fight will instigate with the other knights killing the dragonhunters. Still it's up to you if you want to knock out the castle beforehand. Even killing off the entire castle have no repercussions for the rest of the story as everyone here has played out their role. Another thing to consider is that once the orcs storm in, you could basically kill them all yourself if there are no one left in the castle to fight them. There's a total of 13 Orc Elites, 7 Orc Warriors, 3 Orc Shamen and 5 Wargs in the storming force and you could take them all on except maybe a shaman and warrior that runs straight for Gerond. Gerond will also loose his 'immortal' state when the orcs storm, and you can even knock him out if he survives. If you let the orcs storm the castle with everyone in it, Parcival will be convinced it was you and attack you if you go near him after the gates are open and the orcs beaten back. APPENDIXES - GENERAL INFO -------------------------------------------------------------------------------- A1 SKILLS A1.1 General Skills A1.1.1 Sneaking A1.1.2 Opening Locks A1.1.3 Pick Pocketing A1.2 Hunting A1.2.1 Hunting: Skinning A1.2.2 Hunting: Remove Mandibles A1.2.3 Hunting: A1.3 Forging A1.3.1 Forging: Self-forged Sword A1.3.2 Forging: Ore Longsword A1.3.3 Forging: Ore Two-Hander A1.3.4 Forging: Ore Bastard Sword A1.3.5 Forging: Heavy Ore Two-Hander A1.4 Alchemy A2 TRAINERS A2.1 HUNTERS A2.1.1 Bosper A2.1.2 Grom A2.1.3 Gaan A2.1.4 Grimbald A2.2 ATTRIBUTE TRAINERS A2.2.1 Laras A2.2.2 Carl A2.2.3 Harod A2.2.4 Torlof A2.3 MELEE TRAINERS A2.3.1 Alrik A2.3.2 Wulfgar A2.3.3 Buster A2.3.4 Rod A2.4 RANGED TRAINERS A2.4.1 Bartok A2.4.2 Niclas A2.4.3 Dragomir A2.4.4 Ruga xxx A2.5 ALCHEMISTS A2.5.1 Ignaz A2.5.2 Constantino A2.5.3 Sagitta A2.6 BLACKSMITHS A2.6.1 Harad A2.6.2 Bennet A2.7 MAGE TRAINERS A2.7.1 Vatras A2.8 OTHERS A2.8.1 Thorben A2.8.2 Bartok A2.8.3 Jesper A2.8.4 Ramirez A2.8.5 Cassia A3 WEAPONS & STATS A3.1 One-Handed Weapons A3.2 Two-Handed Weapons A3.3 Bows A3.4 Crossbows A4 ARMOR A5 SKILLS & STATBOOSTERS A5.1 Apples A5.2 Dark Mushrooms A5.3 Coragon's Special Beer A5.4 Rengaru's Pick Pocketing Tips A5.5 Book: The Divine Power of the Stars A5.6 Potions A5.7 Thekla's Stew A5.8 Wulfgar's One-Hander Tip A5.9 Book: Southern Defense Art A5.10 Book: Double Blocks A5.11 Sergio's Two-Hander Tip A5.12 Donations to Daron A5.13 Statues of Innos A6 HERBOLOGY A7 FOODSTUFFS A8 EXPERIENCE & LOOT A9 LEVELCHART A10 COMBAT TACTICS A11 EXPLOITS & UNINTENDED ADVANTAGES A11.1 Unlimited Gold A11.2 Unlimited Experience A11.3 Additional Goblin Berries & Dragonroots A11.4 Mercenary: Unlimited Gold & Experience A11.5 Paladin: Unlimited Gold & Experience A12 MAGIC RINGS & AMULETS A13 BUGS A1 - SKILLS -------------------------------------------------------------------------------- The skills you can learn, their usefulness and application, including all general skills, hunting skills and forging. A1.1 - General Skills -------------------------------------------------------------------------------- These are skills you only need to learn once, and have no further application except becoming better at it by raising the governing attribute (STR or DEX). Even raising the governing attribute will not have that much of an effect in terms of gameplay, and most application of these skills are set against prefix values. Like with Pickpocketing, each target has a set value you need to have to be able to pickpocket them, whereas a single point below will fail the operation. A1.1.1 Sneaking Sneaking is a Basic skill you only learn once. Sneaking enables you to use the X key (default) for entering sneak mode. Sneak mode is very useful for lurking about at night and getting entry to houses without someone noticing. Although you could live without the ability to sneak, it is a quite profitable skill that will line your pockets from early on in the game. Without sneaking you cannot enter most houses without upsetting and angering most people, and get to all the items lying around in their houses, like chests and loot. Sneaking only works 'against' humans and somewhat humanoids and your success or failure depends on your Dexterity skill. Most monsters will smell you from afar wether you sneak or not. Although one would suspect an attack from behind while in sneak-mode would do more damage, that doesnt appear to be the case. Still, overall Sneaking is a reccomended skill that will pay itself. Learned from: Bartok or Jesper (Thieves Guild) A1.1.2 Opening Locks The skill of opening locked chests by use of Lock Picks. As with Sneaking, you don't absolutely need this skill, but even more so this is a skill you will make a lot of use of through the entire game. Almost every chest will be off limits to you without this skill, wether in the house of a citizen or in a cave or dungeon out in the wild. Some quests also involves retrieving items from chests, so those would also be out of your reach without this skill. Opening Locks require lockpicks and is somewhat relying on your Dexterity. Once you interact with a locked chest you have to find the right combination to open them, from either turning the lockpick right or left. Turning the lockpick in a wrong direction have a chance of breaking the lockpick. With a high Dexterity skill the lockpicks doesnt break but instead give you a pointer that that was the wrong direction and lets you start over. The formula seems to be that Dexterity matches the chance of the lockpick NOT breaking. Ie, with a Dexterity of 50, there's a 50/50 chance you can start over instead of the lockpick breaking, A 100 DEX skill would mean your lockpicks never break. Learned from: Thorben (200 gold) & Ramirez (Thieves Guild, 150 gold) A1.1.3 Pickpocketing The art of further robbing the poor citizens of their belongings. To learn this skill you need to be connected to the Thieves Guild, and it migth not be for everyone. If you choose to play 'honorable' and turn in the thieves, you will not get to learn this skill. That said, becoming a member of the thieves guild have no real moral bearing on the game wether you're a goody two-shoes Paladin or a Mercenary, and you can still choose any of the three guilds and still be a full member of the Thieves Guild on the side. Once Pickpocketing is learned, you will get a new option in the conversation tree for named NPC's you talk to if they can be pickpocketed. Ie, when speaking to almost any named human (not Citizen, Farmer, Mercenary, Worker etc, generic NPC's) you will get a new option in paranthesis like "(it would be easy to steal his purse)". Choosing this option will take you to another step where you can choose to "(Pickpocket)" or Cancel. Although pickpocketing is very strict, the wording of the choice to pickpocket or not should give you a hint. If a target is 'easy' to pickpocket it means you probably can do it, while if a target is 'risky' it probably means you don't stand a chance. Only use this a pointer though, as pickpocketing is very success/failure oriented with no real middle ground. Each target has a what seems to be a set skill of Dexterity required to be pickpocketed. Ie, person x can be pickpocketed but to do so you need 30+ in Dexterity - 28 DEX won't cut it. If you talk to him/her, it might say "it would be child's play to steal his purse" if your DEX skill is 25, but there's still no way you can actually steal his/her purse. It could be that there is a slight chance roll involved (+/- a DEX point or two?), but to my experience I could try and pickpocket a target and fail 100% of the times with a given DEX skill, but by raising DEX as little as one point succeed on the first try. If you know otherwise, please let me know. In every case though, be sure to save before trying. Thus, Pickpocketing is DEX based but very strict. The easiest pickpocketing targets require as low as 10 DEX while the thoughest and most lucrative targets require in excess of 100. Possible pickpocketing loot could be pure gold, a potion, arrows or even keys that unluck doors to even better loot. Also note that you get experience for every target pickpocketed, and that they can only be robbed once in the entire game. If you rob a person in chapter 1, you cannot steal more later. Another important thing about pickpocketing is that the experience given actually raises by chapter progress. A successful pickpocket in chapter 1 yields 25xp independent of the skill required or item robbed, but if you wait until chapter, suddenly the experience gain for doing so raises to 75. Wether the skill for picking a target in Chapter 1 is lower than picking the same target instead in Chapter 2 also raises is unknown. That said though, there are tons of people to rob and quite a hefty amount of xp to be gained by doing so - a level or two worth, making this skill pay for itself more or less. That is, if you wait until chapter 5 or the last chance to pickpocket a target, to yield the best possible 250xp. No thief should be without this skill. Learned only from: Cassia, the Thieves Guild leader A1.2 - Hunting -------------------------------------------------------------------------------- Hunting is the art of removing various pieces from the animal or monsters you kill, like their skins, claws, horns etc. Once you have learnt the basic hunting skill, skinning, you can build on your knowledge by learning more tricks from hunters. Each and every hunting skill, including the basics, costs 5 LP to learn. A1.2.1 - Hunting: Skinning When you first speak to Bosper at the 'Deadly Arrow' when entering Khorinis, he will talk about skinning and let you know he really wants you to come work with him. It is required to learn this skill to complete Bosper's quest and get his approval to sign up with any Master in the city, but you don't absolutely have to. However, without this skill (a 'basic') you cannot learn any of the other hunter skills that follow, and besides, skinning will bring you a lot of money throughout the game. Tell Bosper "Teach me how to skin!" and you will learn this skill for the cost of 5 Learning Points. Skinning is automatic and does not rely on any stat - either you have the skill and get the skin off a monster that can drop one, or you don't. Animals and monsters that can be skinned for pelts are: Sheep, Young Wolf, Wolf, Warg, Shadowbeast, Troll, and Black Troll. In addition, you can skin Lurkers and Swampsharks, but these skins are components and not sold to Bosper. Learnt from: Bosper. A1.2.2 - Hunting: Remove Mandibles Once learnt, you can remove the mandibles of certain creatures like Field Raiders. Learnt from: Grom A1.2.3 - Hunting: Remove Claws This will enable you to remove a variety of claws from several beasts. Normally the claws aren't worth much, but you will get tons of them. Beasts with regular 'claws' you can remove with this skill are Snappers (2), Dragon Snappers (4), Lizards (2), Fire Lizards (4), Shadowbeasts (3). Lurkers will also drop 'Lurker Claw's that are worth the same. Learnt from: Gaan, Grimbald A1.2.4 - Hunting: Take Hearts This hunting skill will extract the hearts of magical and special creatures, according to the heart-taking field manual. This includes Golems and Demons. Learnt from: Grom A1.3 - Forging -------------------------------------------------------------------------------- Forging allows you to make your own weapons, but is a bit more tricky to get into than hunting. There are only a very select few that can teach you these skills, and the weapons you get to make aren't all that good until the very end. To be able to forge the following weapons, you need to know the basics. The basics can be tougth to you in two ways - either by signing up as Harad's apprentice, or from Bennet at Onar's Farm. However, whoever you learn it from, know that Bennet will only teach you more weapons (from magic ore) if you are a mercenary, and Harad won't teach you anything unless you signed up with him. All the sword skills cost 5 LP to learn, so be wise when you choose what to learn. If you are using two-handers, learning how to forge one-handers is a waste of LP. Forging neither follows the style of alchemy where you have to learn a simple type to be able to learn the stronger version, so if you can wait you'd be better off just learning the stronger versions. Check the weapon tables to find the strength of these swords. A1.3.1 - Forging: Self-forged Sword This is the basics of forging, and requires 1 piece of raw steel to make. Simply use it on a Forge Fire and you get a piece of Red Hot Steel. Use the heated steel on an anvil and you get the option to make a self-forged sword. Learnt from: Harad, Bennet A1.3.2 - Forging: Ore Longsword Your first one-hander using magic ore. The process is the same, but you also use 1 lump of ore in the process. Learnt from: Bennet A1.3.3 - Forging: Ore Two-Hander The first two-hander using magic ore, similar in process to the one-hander. The two-hander ore sword uses 2 lumps of ore in the process. Learnt from: Bennet A1.3.4 - Forging: Ore Bastard Sword The second and stronger one-handed ore blade. This sword makes use of 2 lumps of ore. Learnt from: Bennet A1.3.5 - Forging: Heavy Ore Two-Hander An even stronger two-handed weapon, requiring 3 lumps of ore in the process. Learnt from: Bennet A1.4 - ALCHEMY -------------------------------------------------------------------------------- Alchemy is the art of brewing potions. To do this you need to first learn any recipie, and the acess to an Alchemist's Bench. Once you have learnt a recipie, it will show up as options on what you can make when interacting with the bench. Brewing potions require two components for each potion besides the ingredients. First you need one Lab Water Flask and then one piece of Meadow Knotweed, both are used up in the process. Considering the Knotweed sells for 100 gold a stalk, potion brewing is mostly for your own use and seldom for making any profit. In addition you also need to learn the actual recipies. Each recipie costs 5LP to learn from the various Alchemy trainers, but there's also a sort of "experience" level involved. You cannot simply choose to learn the best potions at once, but need to have prior knowledge of the lesser potions first. An example would be healing potions wich come in 3 different strengths, Essence of Healing (50), Extract of Healing (75) and Elixir of Healing (100). You can't simply learn Elixir of Healing and forget about the others. You must first learn the 2 prior potions to learn how to make an Elixir. This works quite simple with the teachers that they give you only the option of learning two potions at once. Learn Essence of healing and you will have Extract as another choice. You can also learn Essence with one teacher, and then learn Extract from another teacher. More so, some teachers only know a set number of potions, where you have to seek out the masters for the really good ones. With alchemy you can learn all the potions already in chapter 1 though, unlike forging where you have to wait for the story to progress before being able to learn better swords. The potions you can learn to brew are as follows: Essence of Healing (Replenish 50 HP) 2 Healing Plants, 1 Meadow Knotweed, 1 Lab Water Flask Learnt from: Ignaz, Constantino, Sagitta Extract of Healing (Replenish 75 HP) 2 Healing Herb, 1 Meadow Knotweed, 1 Lab Water Flask Requires prior knowledge of Essence of Healing Learnt from: Constantino, Sagitta Elixir of Healing (Replenish 100 HP) 2 Healing Roots, 1 Meadow Knotweed, 1 Lab Water Flask Requires prior knowledge of Extract of Healing Learnt from: Constantino Mana Essence (Replenish 50 Mana) 2 Fire Nettle, 1 Meadow Knotweed, 1 Lab Water Flask Learnt from: Ignaz, Constantino, Sagitta Mana Extract (Replenish 75 Mana) 2 Fireweed, 1 Meadow Knotweed, 1 Lab Water Flask Requires prior knowledge of Mana Essence Learnt from: Constantino, Sagitta Mana Elixir (Replenish 100 Mana) 2 Fire Root, 1 Meadow Knotweed, 1 Lab Water Flask Requires prior knowledge of Mana Extract Learnt from: Sagitta Elixir of Spirit (+10 Permanent Max Mana) 1 Fire Root, 1 King's Sorrel, 1 Lab Water Flask Requires prior knowledge of Mana Elixir Learnt from: Sagitta Elixir of Life (+15 Max HP) 1 Healing Root, 1 King's Sorrel, 1 Lab Water Flask Requires prior knowledge of Elixir of Healing Learnt from: Constantino Elixir of Strength (+5 Permanent Strength) 1 Dragon Root, 1 King's Sorrel, 1 Lab Water Flask Requires prior knowledge of Elixir of Healing Learnt from: Constantino Elixir of Dexterity (+5 Permanent Dexterity) 1 Goblin Berries, 1 King's Sorrel, 1 Lab Water Flask Requires prior knowledge of Mana Elixir Learnt from: Sagitta Potion of Speed (Double runspeed for 5 minutes) 1 Snapperweed, 1 Meadow Knotweed, 1 Lab Water Flask Learnt from: Ignaz A Stalk of Swampweed (Slowdown effect when smoked) 1 Swampweed, 1 Lab Water Flask Requires prior knowledge of any potion A2 - TRAINERS -------------------------------------------------------------------------------- Trainers are those NPC's that can teach you a particular skill, or raise an existing stat. Trainers are often aligned to a certain group and will only train members of their own group or alignment. In most cases, trainers require payment or fulfillment of a quest before you can train with them, but once complete you can learn all they have to teach provided you have the learning points to spend. All skills (hunting, alchemy, forging etc) cost 5 Learning Points (LP) to learn, while all attributes and stats (STR, DEX, One-Hand, Bow etc) can be raised either 1 or 5 points at a time. Trainers are also divided into groups: - Attribute Trainers will teach you how to raise Strength or Dexterity - Melee Fighters will teach you one or two handed weapons. - Ranged Figthers will teach you Bow or Crossbow skills. - Hunters will teach you everything about obtaining monster parts. - Alchemists will teach you about brewing potions. - Blacksmiths will teach you about forging weapons. - Magic trainers will teach you magic spells, circles, and how to raise your mana. - Other trainers will teach you basic skills skills you only learn once, like sneaking and lockpicking. A2.1 - HUNTERS Hunters are experienced in gathering resources from their kills and will teach you about how to gather hides, claws, teeth and similar. A2.1.1 Bosper Bosper is the first Hunter you meet (well, part-time hunter) in Khorinis. He runs the bowyer shop the Deadly Arrow. He can teach you the basics of hunting, namely Skinning for free. A2.1.2 Grom Grom can be found south of Onar's Farm, down in a valley. To have him teach you hunting skills, you need to complete his quest (C1.6.Q1 The Hungry Hunter). Grom can teach you Remove Mandibles, Remove Heart, Remove Teeth, and Shaowbeast Horn. A2.1.3 Gaan Gaan is the hunter working Bengar's farm up by the Valley of Mines pass. For 100 gold he can teach you the following skills. Bloodfly Wings, Bloodfly Stinger, Remove Claws, Remove Teeth. If you also complete his quest "The Snorting Creature", he can then teach you Dragon Snapper Horn in addition. A2.1.4 Grimbald Grimbald is a true hunter, living off the land and generally staying way out in the wild. He can be found eyeing some Snappers, up by the Black Troll in the new world. Grimbald can teach you Bloodfly Wings, Bloodfly Stinger, Remove Mandibles, Remove Claws, and Remove Crawlerplates. A2.1.5 Gestath Gestath is the 'dangerous' hunter found in the high hills in the valley of mines, and only hunt the beasts no one else will. In chapter 2 and 3 he can teach you Dragon Snapper Horn, Tounge of Fire, Remove Crawler Plates and Remove Mandibles. In Chapter 4 he is joined by Gorn and can then teach you Remove Dragon Scales and Take Dragon Blood in addition to the previous skills. A2.2 - ATTRIBUTE TRAINERS Attributes are either Strength or Dexterity. All attribute trainers have a skill level themselves and cannot train you above their own skill level. A2.2.1 Laras Laras can be found in the docks district of Khorinis (see C1.3.S3 Laras Trip) and trains Dexterity up to a maximum of 30. Training with Laras is free. A2.2.2 Carl Carl is the Smith down at the docks district in Khorinis, near Ignaz house. He can train your Strength up to 30. To train with Carl you either need to pay him 50 gold, or complete C1.3.S2 "Edda's Statue". A2.2.3 Harad If you agree to sign up with Harad as an apprentice he can train your Strength up to 50 . Harad is found in Khorinis, forging weapons at the end of the main road coming in from the South Gate. A2.2.4 Torlof Torlof is Lee's right-hand man and can be found just outside the front door of Onar's farm. He can train both STR and DEX up to 90. That is, if you're either unguilded or a Mercenary. Once you join either the Militia or Mages he will refuse to train you. A2.3 - MELEE TRAINERS These will train you in either one-handed or two-handed weapon use, or even both if you come across a good trainer. One is dependant on the other though, so you can in all practicality train two-handed weapons with a trainer that says he or she can only train you in one of the types. This has to do with the weapon style dependancy, where you have to have both styles of the same skill level, or you are forced to train both styles at once. If you meet a one-handed trainer but your skills is already at a point where you have to train both, that very trainer will do so at the forced cost of 10 LP. As an example, if you are a 'Figther' (second skill level, 30%) with one-handed weapons and asks a one-handed trainer that can train you beyond 30% in one-handed weapons to train you, he will do so at the cost of 10 LP, raising the one-handed skill by only 5% and the two-handed skill by 5% also. This doesn't matter much overall, but could be a good thing to know when you decide to push the 'double training' of one or two handed weapons and don't have the 'correct' trainer close by. A2.3.1 Alrik Found behind Bahmin the mapmaker's shop, in a secluded alley in Khorinis. To make him train you, you have to complete the sidequest C1.3.S4 Alrik's Fights & Missing Sword, and beat him in a fight. Alrik can train your One-Handed skill up to a max of 30. A2.3.2 Wulfgar Wulfgar is the trainer in the barracks in Khorinis and charged with the task of training any inhabitants of the city in case of an Orc attack. He can train both one-handed and two-handed up to 60% A2.3.3 Buster Buster is the first Mercenary you meet. After beating him, he can show you a bit on the use of one-handers. Even though Buster is a mercenary, he will train you regardless. A2.3.4 Rod Another mercenary at Onar's farm, after beating him or winning his bet, he can train your two-handed skill. A2.4 - RANGED TRAINERS Ranger Trainers teach either Bow or Crossbow, but seldom both at a time. However, the same rules applies to ranged weapons as one or two handers, so you have to train them in accordance with eachother. You cant become a master in one and be utterly useless in another. A2.4.1 Bartok Bartok can be found in Khorinis, by the free beer stand. He can train your Bow accuracy up 30 before and after you take him hunting. A2.4.2 Niclas Niclas is a survivalist trying to get away from Khorinis and all the noise. He can be found opposite of Jack's Lighthouse outside Khorinis, following a high winding trail up to the top of the mountain. He's sitting on a wooden log. He can train your Bow skill up to 30 for free. A2.4.3 Dragomir Just a bit off the Dead Harpy tavern, Dragomir occupies the camp abandoned by Bartok. He can train your crossbow skill, but won't do so unless you have a minimum of 30 Dexterity. He also requires 150 gold to train you, wether you complete his quest or not. A2.5 - ALCHEMISTS Alchemists teach you how to brew potions. You only have the option to learn two potions at any one time, so you have to know the basics before moving on to better and stronger potions. A2.5.1 Ignaz Ignaz can be found in Khorinis, in his house to the right of the main road leading into the Docks District. He can teach you the following potion recipies, provided you complete the quest C1.3.Q12 "An Experiment". Essence of Healing, Mana Essence and Potion of Speed. Ignaz will also teach you your first potion (basics) without prior skill. A2.5.2 Constantino The master Alchemist in Khorinis which you can sign up with as an apprentice. Constantino can teach you your first potion if you choose to be his apprentice, otherwise he can teach you the following recipies if you already have prior Alchemy knowledge. Mana Essence, Mana Extract, Essence of Healing, Extract of Healing, Elixir of Healing, Elixir of Life, and Elixir of Strength A2.5.3 Sagitta Sagitta is the Herb Witch living in a cave close to Onar's Farm. She can teach you several potion recipies if you complete her quest C1.6.Q16 The Sun Aloe. The recipies are Mana Essence, Mana Extract, Mana Elixir, Essence of Healing, Extract of Healing, Elixir of Spirit and Elixir of Dexterity. A2.6 - BLACKSMITHS Blacksmiths will teach you how to forge weapons, simply put. Forging works a bit different than Alchemy in that what the blacksmiths can teach you is more limited and can often involve quests for additional items needed, or even a chapter change to be able to teach you more. A2.6.1 Harod You have to sign up with Harod as his apprentice in Khorinis to have him teach you the basics of Forging - how to make a Self-Forged Sword. A2.6.2 Bennet Bennet, the blacksmith working for the Mercenaries at Onar's Farm can also teach you the basics of Forging for 30 gold. Later on he can also teach you how to forge a magic blade, involving a small sidequest. A2.7 - MAGIC TRAINERS Magic Trainers teach you Mana as the main skill, but if you become either a Fire Mage (from Novice) or a Paladin (from City Guard/Militia), they can also show you how to make magic runes, a sort of permanent scroll. Mercenaries cannot learn to use any magic runes except basic teleport ones, and have little to no use of Mana except what comes naturally to them through special items and potions found. A2.7.1 Vatras Vatras is first found in Khorinis, preaching in the Temple Square. He can teach you to increase your Mana for free - +10 to your mana pool for 5LP. A2.8 - OTHER The basic skills you can learn that doesn't expand with further knowledge. Basic skills are learnt once, and then the only thing that affects how good or bad you are at it, is the governing attribute. A2.8.1 Thorben Thorben is one of the Master Merchants in Khorinis and can be found hammering away on his furniture close to the South Gate. By first proving you are an honest fellow (by completing the Matteo and Gritta quest), he can teach you the skill of Lock Picking for 200 gold. A2.8.2 Bartok Bartok can be found in Khorinis, by the free beer stand. He can teach you about Sneaking for free. A2.8.3 Jesper Jesper is a member of the Thieves Guild in Khorinis. Training with him requires membership in the Thieves Guild, and can teach you Sneaking for free. A2.8.4 Ramirez Ramirez is also a member of the Thieves Guild in Khorinis. Training with him requires membership in the Thieves Guild. He can teach you how to Pick Locks for 150 gold. A2.8.5 Cassia Cassia is the leader of the Thieves Guild. Once you accept to become a member of the Thieves Guild, she can teach you the skill of Pick Pocketing. Cassia is the only one in the game that can teach you this skill. A3 - WEAPONS & STATS -------------------------------------------------------------------------------- Damage is the amount of damage a weapon will do with a basic hit, before the enemy armor value is deducted, and before any critical hits are added. Naturally, the higher damage the better. STR is the amount of str needed to use the weapon. Sell Value is the END value when sold to any generic merchant - what you actually get it for it when sold - not the value listed when viewing the weapon from inventory as merchants will only pay that under rare circumstances. A3.1 ONE-HANDED WEAPONS One handed weapons include everything wielded with one hand and requires the One-Handed weapon skill to use properly. They are faster than two-handers, but generally deal less damage than their two-hander counterparts. There are also a very few swords that has Dexterity as their wielding skill instead of strength. Why this is I have no idea, but if it is intentional, I suppose it's to provide an alternative for those preffering ranged weapons (DEX based). If you choose STR and one or two handed weapons, you'll still want to carry around a bow and xbow simply due to different weapons having different uses, wether you know to use them properly or not. A dexterity based sword is geared towards the more pure archers or crossbow users perhaps? I have no problem seeing why a light sword like a rapier or cutlass would rely more on dexterity than strength, but for in-game mechanics I have no idea if these DEX based swords use DEX as their damage calculation, or if it's still STR. An oddity nevertheless. Dexterity based weapons are listed in their own table. There are different types of both one and two handers that work exactly the same, but only have different looks. This is purely aesthetic I think for players who prefer say Axes over Swords. An axe, club, mace, or sword can be found with the exact same stats, just different looks. In the only case where this matters is blunt weapons vs particularily strong skinned monsters - a sword will have virtually no effect against a stone golem, while a blunt mace or club-like weapon with the same stats works a lot better. I'm not sure if this is present in other cases (blunt weapons against skeletons maybe?) or if there's any difference between axes and swords (edged/piercing?). Name Damage STR Sell Value ------------------------------------------------------------------------------- Poker 5 5 2 Dagger 5 5 2 Sickle 7 5 6 Walking Stick 8 5 4 Cudgel 8 10 2 Heavy Branch 10 10 1 Smith's Hammer 10 10 4 Militia Short Sword 10 10 90 Axe 10 10 4 Rough Short Sword 12 10 90 Spiked Club 12 10 2 Wolf Knife 12 10 12 Rusty Sword 15 10 3 Short Sword 16 10 18 Spiked Cudgel 18 10 36 Wolf's Tooth 20 10 45 Woodcutter's Axe 20 25 6 Rough Sword 25 20 6 Rough Broadsword 25 20 6 Judge's Staff 25 20 75 Fine Short Sword 25 15 60 Rusty Axe 25 25 3 Rough Hatchet 25 20 6 War Cudgel 22 20 - Heavy Spiked Cudgel 28 20 90 War Hammer 28 30 75 Self-Forged Sword 30 20 30 Rough Longsword 30 30 105 Paladin's Sword 30 30 9 Light Orc Axe 30 50 3 Fine Sword 35 30 135 Skullsplitter 35 30 90 Stonebreaker 35 25 90 Light Battleaxe 35 30 120 Rough War Axe 35 40 9 Longsword 37 27 150 Double-Bladed Axe 40 35 150 Beard Axe 40 40 135 Fine Longsword 45 35 210 Ore Longsword 45 40 180 Rough Bastard Sword 45 45 180 Mace and Chain 45 45 180 Mace 50 45 180 Ruby Blade 50 50 180 Raven's Beak 58 50 300 Inquisitor 60 50 360 Rough Ore Blade 60 40 600 Ore Bastard Sword 60 50 240 Fero's Sword 60 50 240 Orc Slayer 65 65 450 El Bastardo 65 65 450 Torturer's Axe 65 65 450 Blessed Ore Blade 70 40 900 Ore Battle Blade 75 65 300 Wrath of Innos 80 40 1200 Ore Dragon Slayer 90 80 660 Name Damage DEX Sell Value ------------------------------------------------------------------------------- Sword 18 10 3 Rapier 50 50 180 Master Sword 65 65 450 A3.2 TWO-HANDED WEAPONS Compared to one handers, two handers do more damage but is slower to strike. Normally I would choose a faster weapon for dishing out more damage over time, but the two handers have another great advantage too, wich is range. You can simply hit foes further away with two handers, wich makes up for the safety of quick blocks. Some foes you REALLY want to keep as far away from your frail body as possible, and employing the 'swingers' tactic (See the Combat Appendix) you can keep most things at safe distance. The disadvantage here is that you tire more often from combos and can suddenly find yourself resting the big weapon on towards the ground and no chance of raising it for a block when that big Orc Axe is coming down on your skull. Generally, one handers are for style and two handers for brute force. You should still read about the one handers and the additional tips there even though they dont interest you, as much of the same tactic with one handers apply to two handers (blunt vs edged etc). Name Damage STR Sell Value ------------------------------------------------------------------------------- Fighting Pike 20 15 3 Pick-Axe 20 25 6 Halberd 28 20 84 Staff Mace 32 20 60 Light Two-Hander 32 30 66 Rough Two-Hander 35 40 9 Medium Orc Axe 35 55 4 Paladin's Two-Hander 40 40 12 Heavy Orc Axe 40 60 6 Orcish War Sword 50 70 9 Two-Hander 55 60 210 Lizard Sword 40 80 8 Brutal Orc Axe 45 65 8 Ore Two-Hander 50 50 240 Rune Power 60 60 360 Battleaxe 60 60 360 Rough Ore Blade 70 50 600 War Axe 70 70 600 Cutlass 70 70 600 Heavy Ore Two-Hander 70 70 300 Barbarian Battleaxe 75 75 750 Stormbringer 75 65 750 Dragon Slicer 80 80 900 Berserker's Axe 80 80 660 Sword of the Order 85 50 900 Heavy Ore Battle Blade 90 90 360 Holy Executioner 100 50 1200 Large Ore Dragon Slayer 110 100 720 A3.3 BOWS Bows use the Bow skill when determining how far away and how likely you are to hit a target from a distance or while the target is in motion. Bows require Dexterity to wield and also take their critical hit damage from Dexterity. Bows compared to Crossbows are faster to shoot and ready in combat situations, but deal less damage. Name Damage DEX Sell Value ------------------------------------------------------------------------------- Shortbow 10 10 30 Bow 20 20 15 Willow Bow 25 20 60 Hunting Bow 30 30 120 Elm Bow 35 35 180 Composite Bow 40 45 240 Ash Bow 45 50 300 Longbow 50 60 360 Beech Bow 55 65 420 Bone Bow 60 75 480 Oak Bow 65 80 540 War Bow 70 90 600 Dragon Bow 75 90 750 A3.4 CROSSBOWS Compared to bows, crossbows are slower to fire and reaload, slower to ready, but do considerably more damage pr hit. Another thing to note about crossbows is that the damage dealt compared to DEX requirements to use is much wider - where bows might require 10 dex and do 10 damage, a crossbow can do 20 damage with the same 10 dex requirement. Name Damage DEX Sell Value ------------------------------------------------------------------------------- Hunting Crossbow Crossbow 20 20 15 Light Crossbow 40 25 180 Dragomir's Crossbow 40 25 180 Crossbow² 55 40 300 War Crossbow 70 55 450 Heavy Crossbow 85 70 600 Dragonhunter's Crossbow 100 85 750 ² This is a crossbow named just "Crossbow" like the regular bad version, but is much more powerful. It can be found in chapter 1 on a corpse, and later from stores in chapter 3 and above. Always look for 'Hero' brand crossbows and don't settle for the local Peasant-Mart crap. A4 - ARMOR -------------------------------------------------------------------------------- Armor works quite simple in Gothic 2 - what I really like about the whole concept. Any armor rating in the four categories is how much damage you can expect to block completely from an attack. Say a Goblin has a branch doing 10 damage. If your Weapon AC is 10, it wouldn't be able to hurt you. There are of course more factors playing in here like strength/dexterity and criticals. The basics are still simple - AC in a category decides how much damage you can prevent from each blow. Ie, the higher the better. Armors are also few and far between, and quite expensive, so treasure what you can find. Name Weapon Arrows Dragon Fire Magic Sell Value ------------------------------------------------------------------------------ Farmer's Clothing I 15 15 0 0 24 Leather Armor 25 20 5 0 75 Novice's Robe 25 25 0 10 84 Light Mercenary Armor 30 30 0 0 150 Light Militia Armor 40 40 5 5 180 Fire Mage's Robe 40 40 20 20 150 Medium Mercenary Armor 45 45 5 5 300 Crawler Plate Armor 55 50 20 15 450 Heavy Militia Armor 60 60 10 10 750 Heavy Mercenary Armor 60 60 10 10 750 Light Dragon Hunter's Armor 70 70 40 20 900 Knight's Armor 80 80 25 25 1500 Medium Dragon Hunter's Armor 80 80 50 30 3600 Heavy Dragon Hunter's Armor 90 90 60 40 6000 Paladin's Armor 100 100 50 50 6000 A5 - SKILLS & STATBOOSTERS -------------------------------------------------------------------------------- This is just a handy list for easy reference on the 'wheres and hows' to find permanent attribute or skill boosts. Wether something you drink, eat or do. It's generally a good idea to wait doing these until you can train no more in a certain skill, or doing so when it regards a skill you have not intention to train to the max. A5.1 Apples Green regular Apples have a nice side-effect to them that if you eat 25 of them, you get a permanent +1 to Strength. Note that this only works ONCE so even though you can get an unlimited amount of apples only the first 25 eaten counts. A5.1 Dark Mushrooms Dark Mushrooms (not Digger Meat) have a similar effect like apples. Eating 50! of these will permanently raise your Mana by +10. The same applies as with the apples in that you can only do it once. Note that 50 Dark Mushrooms is worth a bit of money too, so you have to decide what is more important to you. There are literary hundreds of Dark Mushrooms around though. A5.3 Coragon's Special Beer Coragon the barkeep in the Happy Fatted Calf in Khorinis can award you with a special brew of his that permanently adds +3hp and +1mana. Look at C1.2.S7 Coragon's Silver and C1.3.S8 Lehmar's Ledger on how to obtain two of these kegs. A5.4 Rengaru's Pick Pocketing Tips Rengaru, the longfingered thief in Khorinis, can teach you a little trick about picking pockets if you show him the Thieves signal. To do this you need to be a member of the Thieves Guild. The tip he gives you permanently raises your Dexterity by +2. A5.5 Book: The Divine Power of the Stars This book can be bougth from either Constantino or Zuris in Khorinis in Chapter 1. Reading it will raise your Mana permanently by +2. A5.6 Potions A master alchemyst can brew potions that raise attributes permanently. These are Strength and Dexterity by +5 each, Hitpoints by +15 and Mana by +10. Said potions can also be found as part of very lucrative loot. Look at Alchemy for further info. A5.7 Thekla's Stew Made my Thekla the cook at Onar's farm, this powerful stew will look like any ordinary stew in that it heals a nice 20hp when eaten. Once you eat a pot however, your Strength will also permanently raise by +1. A5.8 Wulfgar's One-Hander Tip In Khorinis' barracks, Wulfgar is charged with training the citizens in case of an orc attack. He's very into his training, and can often be found practicing moves already at five in the morning. If you're awake at that hour, talking to Wulfgar between 5 and 7 in the morning while he is alone in the barracks yard, you'll recieve a tip worth a permanent +2% to your one-handed weapons skill. A5.9 Book: Southern Defense Art Come chapter 2, Lutero the 'special' merchant in the upper quarter will stock this rather pricy book called Southern Defense Art. The book drops you 5000 gold and will raise your One-Handed skill by 5% when read. A5.10 Book: Double Blocks Also bougth from Lutere at the start of chapter 2, this red book comes with the same price tag and permanently raise your Two-Handed skill by 5%. A5.11 Sergio's Two-Hander tip This can only be done as a novice after you have joined the monastery, and not for mercenaries or paladins. Complete Marduk's quest "C1.6.Q8 Prayer for the Paladins" and Sergio will give you some pointers on using a two-hand weapon, resulting in a permanent +2% bonus. A5.12 Donations to Daron Daron the fire mage, located just inside the eastgate in Khorinis, will take your money gladly. He will even throw in some permanent bonuses too you really should take advantage of. Daron will accept up to 1000 gold in total donations, in increments of 200, 100 and 50 gold. If you donate 200 gold you get a semi-random bonus. Donating 200 gold 5 times nets you 6 bonuses in total, one per donation, then another when you reach 1000 and try to donate again. You can also donate 100 gold 10 times for 11 bonuses, similar to 200, but the donations really starts to shine if you have the stamina to donate a total of 1000 gold, with 50 gold at a time. If you do the 50 gold donations, you won't get a bonus for the first donation, but on the second time you donate 50 gold (then at 100 gold), and every single time thereafter until you reach 1000 gold. That comes to 21 bonuses - well worth your trouble no? So what are these bonuses you say? As mentioned, they are 'semi-random' but will include atleast 3 unique bonuses (randomness is on when you recieve these), and then +5 permanent HP for each donation in addition to the three have appeared. The three special bonuses are first +2 permanent mana, then +250 experience, and last a free Learning Point. Doing this the optimal way of 20 donations of 50 gold each will net you a total of 2 MaxMana, 1 Learning Point, +250xp, and an utterly nice +85 HP wich would normally constitute 7 levels worth of natural HP advancement. A5.13 Statues of Innos Spread across the land are several statues depicting the good god Innos. You can pray to these statues and donate gold, pretty much anywhere and at any time, except a few instances where these statues become unavailable for a short period. As with donating to Daron above, the statues will also grant you permanent bonuses, but this works slightly different. You have to donate 100 gold to recieve the bonus, but you can only do so once per day. The bonus granted is also randomly selected from a set of available bonues to your guild/class, inluding Strength, Dexterity, Mana and HitPoints. The most common bonus is either +4 HP or +1 Strength. These bonuses are available to those non-guilded, mercenaries, dragon hunters, and militia men. Belonging to either one of the above will randomly grant you one of the above for each prayer. Paladins are true servants of Innos and recieve an even greater benefit from praying. In their case, a prayer will randomly grant either +2 Strength, +2 Dexterity, +8 HP or +4 Mana. If you plan on going the paladin route, wait until chapter 3 and your initiation into the order before you expend your 10 prayers. A6 - HERBOLOGY -------------------------------------------------------------------------------- Picking up herbs wherever you go can really make a difference if you later get to learn the various Alchemy skills. If not, most of them net you some good coin, and like foodstuffs some of them are excellent for replenishing HP and Mana. Specific rare herbs that are used in making the strongest potions can also permanently raise your stats simply by eating and is worth quite a bit. Another note on gathering herbs though - they have an air of randomness to them. That is, some herbs seems to appear in the same spot every time, but others seems to show up on completely random locations. And taking about randomness - there's a sneaking suspicion herbs actually respawn during the game, and not between chapters where most solid respawning happens. Some times you can really scourge an area running back and forth to be sure you got all the herbs, but a little later when walking through the same area you suddenly find another herb right in your path, in a location so obvious you are almost certain you would have picked it up last time. They either spawn here and there random, or the designers spent months extra making sure every little herb was placed in the most intelligent spot possible...My gold is on the former. Gathering herbs is also a matter of knowing where to look. Most herbs have a conection to the foliage around them so you quickly learn what you are likely to find just by looking at your surroundings. Swampweed grows around swamps, mushrooms grow in shaded spots usually around tree roots etc - it will come to you naturally as you play. Also don't worry about having to pick up EVERY herb as there is plenty to go around. Starting chapter 2 the first time around my character had several hundreds of the most common herbs, so dont be afraid to use them for a little healing or mana replenishing on the fly either. The rare herbs are often in special locations, but you will find them by natural progression and exploring. Some of them even must be spawned by certain triggers, and some can even be bought from merchants later in the game. In the herbs table, "Alchemy" means the herb is part of a potion or other alchemy recipie, so you might want to conserve those for that purpose. "Stat Bonus" indicates a rare or special herb that is either used for the strong +5 stat potions, eaten plain for the permanent bonus listed, or other anamolies. Consult the Alchemy or Skills & Statboosters appendix for more info on how to process these. Herbs Name HP Mana Sell Value Notes ------------------------------------------------------------------------------ Healing Plant 10 - 6 Alchemy Healing Herb 20 - 12 Alchemy Healing Root 30 - 18 Alchemy Fire Nettle - 10 Alchemy Fireweed - 15 6 Alchemy Fire Root - 20 12 Alchemy Blue Elder 5 5 3 - Digger Meat 15 - 9 - Dark Mushroom 5 - 3 Stat Bonus Meadow Knotweed 5 - 30 Alchemy Turnip - - 1 - Woodland Berry 5 - 3 - Meadow Berry 5 - 3 - Snapperweed - - 30 Alchemy, Speed Goblin Berries - - 75 +1 DEX, Alchemy King's Sorrel - - 150 +5 HP, Alchemy Dragon Root - - 150 +1 STR, Alchemy Sun Aloe - - - Swampweed - - 3 Alchemy A Stalk of Swampweed - - 30 Slowdown Weeds A7 - FOODSTUFFS -------------------------------------------------------------------------------- Not every wound needs a healing potion - often a good meal and some sleep will cure most ails. There's a lot of foodstuffs around that will replenish your health and/or mana when eaten, and works good as a supplement to your healing potions and a good nights sleep. Some foods heals just a little but is expensive, while others are cheap and heal a moderate amount. Consult the table below for the most efficient road-snack, and what is better sold to the lazy citydwellers. HP is amount healed pr item eaten. Mana is amount of mana regenerated pr item used, and Sell Value is the amount of coin you get when selling to a merchant - not the actual value listed when viewing the item in inventory. There are also special foodstuffs that can boost other traits than HP/Mana, but these do so permantently and are considered special. Look at the section for "Skills & Statboosters" for those items and take care not to mistake them for regular foodstuff. Where that is the case, the item is noted as special. Compared to sleeping or drinking healing potions, foodstuffs take a bit of time to 'use' - not for use in combat, but rather freshening up after a fight. Things eaten are quicker to use than drinking due to the animation, and although some foodstuffs works great for healing up as there is a lot of it, drinking 10-20 beverages after a fight takes a whole lot of time and isn't particularily funny to watch after you've downed the 100th beer. Eaten foodstuffs generally heal way more than beverages, while beverages also usually give a few points to Mana too. Price and efficiency varies a lot. Raw Meat for an example is a very good supplement to healing potions when you fry it into Fried Meat. You can carry around hundreds of Fried Meats, and they sell for practically nothing to merchants. Bread and Cheese is another example - they don't heal much, a little less than the fried meat for bread, and a few points more for the cheese. However, they sell to merchants for ok coin. A fish is practically worthless, but turned into fish soup, they are worth more. Still not as good healing as the fried meat, but nice for merchants fodder. Actually buying to use the expensive low-yield foodstuffs like bread and cheese again would be simple waste of coin. The same applies to beverages. They heal very little hp and mana and is usually very expensive for the little they do heal. More merchants-fodder. And last a note on preparing the few foods that can be. Raw Meat can be fried in a pan on ANY stove as long as it's not in use and show up as interactable. You don't need a Pan either - they seem to come free with any stove. As long as you have Raw Meat in your inventory, just use a stove and for each piece you get a piece of Fried Meat. This can be a bit cumbersome as you progress though, so if you want to be efficient, try frying up some 5-10 pieces whenever you pass a stove. A good while into the game Fried Meat had become my main source of food, but I had some 300+ pieces of raw meat and frying that many pieces will simply take forever. Fish Soup can only be made one place in the game to my knowledege, in the town of Khorinis, down at the docks area. There's a woman by the name of Edda (C1.2.S2) behind Ignaz house in Khorinis that can make fish soup for you once per day. The "Stat Bonus" on Apples - refer to the Appendix section "Skills & Statboosters". Name HP Mana Sell Value Notes ------------------------------------------------------------------------------ Apple 3 - 2 Stat Bonus Gin 4 1 4 - Fish 5 - 4 Can be cooked Raw Meat 6 - 1 Can be fried Water 8 - 3 - Fish Soup 10 - 6 Made from Fish Stew 20 - 2 Good healing Wine 2 1 6 - Bread 10 - 6 - Cheese 15 - 9 - Fried Meat 12 - 2 From Raw Meat Beer 3 1 6 - Milk 5 1 4 - Ham 20 - 15 Good healing Sausage 12 - 9 - Sheep Sausage 12 - 9 - Honey 12 - 9 - Bug Meat 10 - 3 From Meat Bugs A Herring 20 - 0 - A8 - EXPERIENCE & LOOT -------------------------------------------------------------------------------- Monsters are listed descending by experience, then alphabetically where one monster type yields the same amount of experience. In some instances humanoid mobs with the same name can wield different weapons for the loot column, but are still the same type of monster. As a general rule concerning humanoid monsters (those wielding weapons), a two-hander is more powerful while a one-hander is faster. Each can be just as deadly depending on the tactics you use against them. The dropped loot listed are often random, except the weapon a monster wields, if any, wich is listed first. If a monster is listed as dropping several types of items it doesn't always drop all of them but can drop instances of everything listed. In some cases monsters always drop an item of their particular nature, like skeletons always drop Skeleton's Bone or a certain 'meaty' creature always drop a piece of Raw Meat. Some drops require you to have certain skills in hunting beforehand. These always include items like skins/pelts, claws, mandibles, etc. Items dropped requiring a certain hunter skill (see appendix A1.2) is listed last. Name EXP Items -------------------------------------------------------------------------------- Sheep 10 Raw Meat, Sheep's Skin Meatbug 10 Bug Meat Young Giant Rat 20 Raw Meat Small Bloodfly 30 Goblin A 30 Heavy Branch, Fish, Dark Mushroom, Gold Young Wolf 30 Raw Meat, Wolf's Skin Young Field Raider 40 Giant Rat 40 Raw Meat Goblin B 50 Heavy Branch, Fish, Dark Mushroom, Gold Bandit A 50 One handers, foodstuffs, potions, gold Bloodfly 60 Ghost Light 60 - Scavenger 70 Raw Meat Field Raider 80 Bandit B 80 See Bandit A Loafer 80 See Bandit A Citizen 80 - Highwayman 80 - Lurker 100 A Lurker's Skin, Lurker Claw Black Goblin 100 Heavy Branch, Gold, Digger Meat, Gold Ring, Goblin Berries Minecrawler 120 Minecrawler Plate Lizard 120 2 Claws Warg 150 Raw Meat, Warg Skin Bandit C 180 See Bandit A Snapper 180 2 Claws Steingolem 180 - Stone Golem 180 Heart of a Stone Golem Seeker 180 Potion of Speed Tramp 180 See Bandit A Minecrawler Warrior 200 2x Minecrawler Plate Shadowbeast 200 2x Raw Meat, Shadowbeast Skin Dragon Snapper 200 4 Claws, 2 Teeth Snorting Dragon Snapper 200 4 Claws, 2 Teeth Lower Skeleton 120 Rusty Sword, Skeleton's Bone Goblin Skeleton 150 Goblin's Bone Zombie 150 - Fire Lizard 210 4 Claws Skeleton 220 Rusty Two-Hander, Skeleton's Bone Skeleton Mage 240 - Ice Golem 240 Heart of an Ice Golem Swampshark 240 Skin of a Swampshark Crypt Guard 220 Rusty Sword or Rusty Two-Hander, Skeleton's Bone Shadowbeast Skeleton 300 - Fire Golem 300 Heart of a Fire Golem Shadow Warrior 400 Two-Hander, Skeleton's Bone Shadow Lord Inubis 400 Two-Hander, 2 Healing Elixirs, 2 Mana Elixirs, 500 gold, Skeleton's Bone Orc Warrior 250 Heavy or Medium Orc Axe, Gin, Gold, Silver Ring Healing Plant, Raw Meat, 2 Essence of Healing, Extract of Healing Orc Shaman 400 Light Orc Axe, Mana Extract, Coal, Sulphur Orc Elite 350 Orcish War Sword, Dragonroot, Warg Skin, Wolf Skin, Torch, Gold Ring, Essence of Healing, Extract of Healing, Elixir of Healing, Scroll of Cure Light Wounds, Claws Orcish Warlord 350 Ring of the Orcish Warlords, See Orc Elite Orc Colonel 350 Ring of the Orcish Warlords, War Axe, Greater Healing rune, gold, Orc War Map Lizard Man 350 Lizard Sword Troll 500 Troll Hide, 2 Troll Tusk Demon 600 Extract of Healing, Mana Extract, Pitch, Heart of a Demon Demon Lord 1000 See Demon Black Troll 1000 Black Troll Hide A9 - LEVELCHART -------------------------------------------------------------------------------- As you progress through the game your levels will go up as you gather xp from killing foes and completing quests. Each new level will raise the amount of xp needed for the next level a little more making it non-linear and increasingly difficult to level. Each level will also give you 12 additional HP and 10 Learning Points (LP). There are other ways to raise HP, so the listed amount is only what you would have minimum. Level Base Hit Points Learning Points XP Needed for Next ------------------------------------------------------------------------------ 0 40 0 500 1 52 10 1500 2 64 20 3000 3 76 30 5000 4 88 40 7500 5 100 50 10500 6 112 60 14000 7 124 70 18000 8 136 80 22500 9 148 90 27500 10 160 100 33000 11 172 110 39000 12 184 120 45500 13 196 130 52500 14 208 140 60000 15 220 150 68000 16 232 160 76500 17 244 170 86000 18 256 180 95500 19 268 190 105000 20 280 200 115500 21 292 210 126500 22 304 220 138000 23 316 230 150000 24 328 240 162500 25 340 250 175500 26 352 260 189000 27 364 270 203000 28 376 280 217500 29 388 290 232500 30 400 300 248000 31 412 310 264000 32 424 320 280500 33 436 330 297500 34 448 340 315000 35 460 350 333000 36 472 360 351500 37 484 370 370500 38 496 380 390000 39 508 390 410000 40 520 400 430500 41 532 410 451500 42 544 420 473000 43 556 430 495000 44 568 440 517500 45 580 450 540500 46 592 460 564000 47 604 470 48 616 480 49 628 490 50 640 500 It is theoretically possible to level past 50 with the unlimited experience exploits/advantages, but this would just be pushing it. Most people seem to finnish the game around 30-35 with either guild, and past 30 your character really knows everything there is to know about combat or magic. A10 - COMBAT TACTICS -------------------------------------------------------------------------------- A really nice feature with Gothic is that all the monsters, humanoids and general foes you'll encounter aren't simply 'blobs of life' to be killed in whatever way available to you. Almost each and every creature has it's own way of fighting and a few tricks they can muster - if you know how to fight a creature, it could seem easy, while if you don't know even a relatively easy creature might give you a world of trouble, no matter what your own level or powers are. Simply write it down to skill, totally disregarding a "at level 1 I should defeat level 1 monsters with easy" approach as is sadly such a common way for most rpgs. So, this section is a foe by foe guide to knowing how to combat the different creatures. How they act, how you can counter, what works and in some cases what doesn't. Have any tips and tactics yourself for a particular monster? Let me know. The list is arranged alphabetically. Dragon Snapper & Snapper Small dinosaur type creatures, often hunting in packs - very fast, and relies on a powerful charge to bring you down. The charge seems to do an incredible amount of damage, like a critical hit. They can be fooled and lured though, breaking up the pack in almost all instances, so whenever you can, get them in one-on-one situations. You'll see a snapper has caught your scent when it raises it's head and turns towards you, then taking some trying steps getting closer for a charge. If you have a pack on your hands, run if you see them all starting towards you. If you can lure out a single one though, start by walking backwards to match it closing in on you. If you get it some 5-10 meters away from the rest of the pack before it starts it's charge, the others won't notice. When it does charges, they key is to get the first hit in, effectively stunning it and breaking the charge. Time your most powerful melee swing and you can whack it over the head just as the charge is about to connect, then have time to get a couple quick slashes in for the kill. Once perfected, snappers will go down one by one without you getting a scratch. Orc Warrior & Scout These large brutes are often quite intimitading at first, but you'll ample opportunity to get to know them better as you go. For melee fighters, they turn out to be quite easy, and unless you encounter groups of them of 2 or more, you'll seldom take a single hit from these. The orc tactic is simply to run towards you roaring, then try to hit you with an overhead swing. Since orc are big, slow and stupid, all you have to do is break their attack with a blow of your own - any will do. Once you land a good hit, the orcs will fall back and try again. Depending on how close they are at the time the attack is disrupted, they'll try a side swing, but if you attack to break their attack, jump back a bit and in the process block a possible swing, then they'll close the distance on you again for the overhead swing and you can break it all over again. Repeat 2-3 times at most to kill any orc warrior or scout using a one or two handed melee weapon. Skeleton, Shadowwarrior & Crypt Guards Hands down one of the most difficult foes to combat in the entire game. Not because they are the biggest, strongest or do the most damage, but simply because they have all of the above in good portions, and know how to use it. A skeleton has a lot of hitpoints, are extremely strong (why you take hundreds of dmg from their rusty weapons) and moves and fight at a blazing speed. The same applies to Shadow Warriors, who fight like skeletons in full armor, but they have way more hitpoints. A skeleton - read just skeleton, not lower skeletons or goblin skeletons - has two basic attacks with their swords. One very swift overhead swing leaving them open for a fraction as they 'recharge' similar to you being winded, and a nasty double swing from side to side. The doubleswing has a similar short recharge, but is clearly the deadliest of the two attacks - you see, as a melee fighter, you need to have some real skill in the weapon you use, past rookie, to even block quick enough for the double swing. Attempting this earlier just leaves you blocking the first swing and probably dying when the blade comes back again. Each of these two attacks aren't dangerous in their own and can be blocked with the proper skill rather easy - it's when these two attacks are combined into combos that the skeletons show why they are by far one of the thoughest creatures to fight. Blocking one attack pushes you back a bit and it's then you get hit by the other attack. To successfully combat a skeleton one-on- one, you need to aticipate their attack, and block accordingly. If you think it's going for a overhead swing and block once, but it's really doing a doubleswing, the second attack will hit you good. If you anticipate a double swing and do a rapid double block, but the skeleton only does a overhead swing, you open your side completely coming out of the second block and you can be absolutely sure it's going to use the advantage to land a blow in your kidney. However, if you do manage to guess the type of attack and block it properly, you have a small opening to plant your counter-attack, any will do. Keep successfully anticipating and blocking the two attacks, counter-attack then step back, over and over until you've crushed the skeleton. Around level 10 as a melee fighter, you probably need some good 5 hits or more on a skeleton, and 10-20 on a shadow warrior, so expect intense and rewarding fights. All in all, I personally feel that the skeletons are the most fun fights to be had - one would think a properly trained swordfighter would offer more of a challenge and more combos, but this doesn't seem to be the case. Once you have bested skeletons in one on one swordfights, there's really nothing else that will stand much of a chance against you. A11 - EXPLOITS & UNINTENDED ADVANTAGES -------------------------------------------------------------------------------- So what's this you say? Well, generally just exploits and things you can do that will give you an unfair advantage, some more severe than others. Some of these can't possibly be intended by the developers, and others again seems just dubious. I still choose to list them here as people play their own game whatever way they like. If you do choose to take advantage of some of these, know that you will indeed get an advantage that can ruin your experience. But you already knew that didn't you? A11.1 Unlimited Gold The most obvious and simple way of securing a virtually unlimited income must be Cipher, at Onar's Farm. He is a merchant of sorts, but unlike other merchants his inventory will not dissapear when he is knocked out. Furthermore, beating up Cipher have no repercussions and is regarded as a duel. Simply sell him all your valuable stuff, beat him up and take it back. Rince and repeat for unlimited amounts of gold. A11.2 Unlimited Experience It says unlimited, yes, but I'd rather think of it as a excercise in futility. I do make use of this trick from time to time myself, but only in moderate dosage, as I believe only the moderately insane would actually use this to gain several levels and an advantage that way. Anyway, the trick involves isolating a Skeleton Mage. Skeleton Mages have the ability to Summon Skeleton, and have a very predictable array of spells they will cast. First they will try to freeze you, then summon a skeleton to chop away at your frozen body, and then last keep pelting you with ice like bolts. However, dodge the freezing ray, then stay in view until the skeleton is summoned, then drag the skeleton out of view from the skeleton mage and defeat it for +220xp. Now save, then reload. The skeleton mage is still present around a corner or similar where you left it, but has returned to it's usual array of spells, first with the freeze, then with summons. Repeating this process over and over will net you a skeleton to fight for +220xp indefinite. Or near-indefinite, since I honestly don't think anyone has the stamina to beat hundreds of skeletons this way (100 skeletons = 22.200 xp, about one level when you're closing on level 30). A11.3 Additional Goblin Berries & Dragonroots There's two creatures that seldom drop these herbs as loot. A black goblin can drop a single Goblin Berry, while an Orc Elite sometimes have a Dragonroot on them. Loot is completely random and decided in game-mechanics when the creature dies. Both these herbs can be eaten as is for +1 dex or +1 str. With that in mind, it's quite possible to isolate any of said creature, save before defeating it, and keep on loading the game until it drops such a preffered herb. Testing with Orc Elites show that you can basically get a dragonroot off every single Orc Elite, while doing the same with Black Goblins is an effort in futility - normally, you can pretty much get any group of 3-4 or more black goblins encountered to drop atleast 1 goblin berry, but every single goblin? That would border on insanity. A11.4 Mercenary: Unlimited Experience & Gold As a mercenary, in chapter 3, you can get the quest 'Shadowbeast Horns for Buster'. The exploit is that this quest never ends and that you can return any horn to Buster for +200xp and 350 gold. Knocking out Buster and taking back the horn you gave him can be done in an easy swipe and it doesn't register. With a good amount of horns you could even level up several times doing this. A11.5 Paladin: Unlimited Experience & Gold As a paladin, in chapter 4 and out, Jan at the smithy in the castle will buy vials of dragonblood from you for 200xp and 200 gold a piece. For this you need to have the Take Blood skill (from Gestath or Godar) and have killed the dragons. You should have 8 vials from this. Just give all the vials to Jan for +1600xp and 1600 gold, then knock him out and take the 8 vials back. This can be done over and over indefinite, but beware others in the castle that might attack you. A12 - MAGIC RINGS & AMULETS -------------------------------------------------------------------------------- Magic rings, or magic amulets. There are only these two types of magic items that artificially boosts stats, and you can wear one amulet and two rings at the same time. There are a few other oddball magic effects, but none that fit the jewelry category. In most cases you can find two of the same type of ring for double the effect. Rings often come in two different strength versions, either +5 or +10, while the amulets make up a 'third strength' +15. Not all stats have appropriate strength levels, but theoretically you could boost a skill with +45 by employing 2 of the strongest rings and one amulet for the same skill. Some of these rings and amulets are very nice, while others you will seldom use. For melee characters, the strength rings add a nice damage bonus or lets you equip weapons above your skill. For Mages, added mana from rings allow for a couple more spells. AC bonuses are generally useless when they come in single instances, and I have never seen much of an effect here. The exception are the 'all AC' bonus rings wich are the best found in my opinion. With both on, +15 to all four armorclasses does make a difference. HP bonus rings or amulets seems a total waste. Name Effect Reference ------------------------------------------------------------------------------ Valentino's Ring +5 Weapon AC Wood Protection +5 Arrow AC Ring of Stoneskin +10 Arrow AC Ring of Iron Skin +5 Weapon AC Ring of Ore Skin +10 Weapon AC Ring of Spirit +5 Magic AC Ring of Life +5 HP Ring of Liveliness +10 HP C2.2.Q2 Ring of Force +5 Strength Ring of Skill +5 Dexterity Ring of Dexterity +10 Dexterity C2.8.P19 Ring of Inconquerability +5 All AC's C1.2.Q26 or C1.5.P4 Ring of Invincibility +10 All AC's C1.2.Q26 or C1.5.P4 Ring of Flame Protection +5 Dragon Fire AC Ring of Wood Protection +5 Arrow AC Fire Ring +10 Dragon Fire AC Amulet of Agility +15 Dexterity Amulet of Life +15 HP Amulet of Strength +15 Strength C1.2.P6 or C2.8.P8 Amulet of Power +10 Strength and Dexterity C3.6.Q4 Angar's Magic Amulet +10 MaxMana C2.8.P14 A13 - BUGS -------------------------------------------------------------------------------- There's a number of bugs in the game to be aware of - not that many, but a few - some show-stoppers and some merly annoying. Knowing about them, and thus avoiding them is fairly easy and makes the game nearly appear bug-free, so read up. - In Chapter 5, completing the quest where Sekob's wife runs away and then telling Sekob about it will make him attack you. At this point, no matter what you did before, Sekob has become immortal and cannot be hurt. Simply let him beat you up, dropping your gold and de-equipping your weapons somewhere else beforehand, and that's it. Another way is to simply just teleport out when he attacks, but he will attack you again if he sees you another time. - Quicksaving or quickloading while any type of conversation interface is present will totally screw up the game, where you simply loose all interface completely. All names of npc's and monsters will disappear, and so will any further conversation and even the menues. It's there, you just won't see it. The only way to solve this is to crash or terminate the game (ALT-CTRL-DEL, then terminate the game from the task manager). Doing this will make the virtual file system run again when starting the game, but your savegames are just fine and everything should work as normal again. That is, if you didn't save WHILE in conversation - then you're screwed for that savegame slot. - Jumping into water can be hazardeous on occasions. If you jump into any type of water that is deep enough that you will dive and enter the underwater swimming position, everything is fine, but if you jump into water where it's only deep enough that your character will enter a 'wading' positure, you will become totally stuck. Wading into knee deep water works fine, it's only when you jump into it from land that this happens. Stuck in this odd situation, you can simply reload and it's ok. Problem is jumping around when you haven't saved for a while =) JemyM adds: - Sometimes, if a dialogue stops by other reasons than actually finishing the dialogue by an dialogue option, the character will remain in "talk" mode, even if there is no dialogue. This forces the player to kill the game with the task manager. - After reloading a game, the 'selected item' often change to a rune instead. Very annoying if you are using weapons. - It is possible that a button locks up. You might lock your view towards an item/person, or start jumping like a rabbit. If this happen, click the button that does the same thing, and the character will stop (If you are jumping all the time, press the jump button again). - It is possible to get stuck in water if you jump from a high cliff. If this happen there is little more to do than reloading the game. -------------------------------------------------------------------------------- GOTHIC 2 - Guide by Ellusion -------------------------------------------------------------------------------- Gothic 2 version 1.31 English Gothic 2 is (c) Piranha Bytes All reference concerning this guide via mail to gothic2@ellusion.no, please