Arcanum Questbank
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IMPORTANT NOTE This walkthrough is primarily based on the Press build version of Arcanum. Efforts are being made to update it daily. If you have a question or know a section which is missing or can be improved, please email me.
Master Quests are in the skills section. Click here to go there.
Please note that this script only displays MAIN PLOT quests by default, to minimize loading. If you want to see side quests for a particular area, or wish to see all the quests, make the appropriate selection in the form below.
Arcanum Gods Quest
| Arcanum Gods Quest |
| Based on reading the book “The Pagan Gods Of Arcanum “ and viewing the diagram in Aldous T. Buxington’s office it can determined that giving offers to the gods in a particular order will result in a special bonus.
Note the book talks about three fives and then the one. Also talks about the road starting with wisdom (Ter’el) and another road with heart (Torg).
The order in which you make offerings and the benefits received have been listed below.
Once you have completed this, you cannot make any more offerings to the gods.
| GOD |
LOCATION |
SYMBOL |
OFFERING |
| First Circle |
Ter’el
Makaal
Alberich
Geshtianna
Halycon
|
Falcon’s Ache
Bedokken Village
Wheel Clan
Stillwater
Vooridean
|
Tree
Snakes Head
Dwarven Head
Three Headed Woman
Sun
|
Li’tani
Heartstone
Lava Rock
Passion Root
Olive Tree Branch
|
|
Second Circle |
Torg
Bolo
Kerlin
Shakar
Moorindal
|
Torgs Alter
Bolo’s Alter
Kerlin’s Alter
Kree
Ancient Temple
|
Ogres Head
Hand
Coin
Head Of Ram
Moon
|
Ruby
Any Ring
Mnura Coin
Bone Dagger/Kite Sword
Black Diamond
|
|
Third Circle |
Alberich
Makaal
Kerlin
Bolo
Kai’tan
|
Wheel Clan
Bedokken Village
Kerlin’s Alter
Bolo’s Alter
Goggoth Pass
|
Dwarven Head
Snakes Head
Coin
Hand
The World
|
Lava Rock
Heartstone
Mnura Coin
Ring
Geode
|
|
Final |
Velorien
|
Vendigroth Ruins
|
ÂÂ
|
Your Character
|
| GOD |
OFEERING FOUND |
BONUS |
| First Circle |
Ter’el
Makaal
Alberich
Geshtianna
Halycon
|
Only in Ashbury (elven shopkeeper on docks)
Only in Bedokken Village
Only in Black Mountain Mines/Wheel Clan
Glimmering Forest area
Only in Wheel Clan
|
+1 Bow
+1 Dex
+1 Str
+1 Beauty
+2 Wis +1 Spot Trap+1 Heal +1 Per (lose other bonuses in circle)
|
|
Second Circle |
Torg
Bolo
Kerlin
Shakar
Moorindal
|
All Over
All Over
All Over
Orc Bandits, Kites, some random monsters
All Over
|
+1 Con
+1 Pick Locks/+1 Pick Pockets
+1 Haggle
+1 Dodge
+1.75 Backstab, +1 Prowling (lose other bonuses in circle)
|
|
Third Circle |
Alberich
Makaal
Kerlin
Bolo
Kai’tan
|
Only in Black Mountain Mines/Wheel Clan
Only in Bedokken Village
All Over
All Over
All Over
|
+1 Str
+1 Dex
+1 Haggle
+1 Pick Locks/+1 Pick Pockets
+2 Beauty/+2 Charisma/+1 Bow (lose other bonuses in circle)
|
|
Final |
Velorien
|
ÂÂ
|
+100 Hp/Fat +2 Melee +3 Dodge +4 Dex +3 Pickpocket +2 Firearms (lose previous circle bonuses)
|
| |
Ashbury
| Clear Theo Brightstart’s Field |
| Theo Brightstart, the gnomish farmer wants you to move five boulders from his field into his farm cart. He will pay you 50 gold (depending on your skills you can negotiate this up to 100 gold). This requires high strength. | |
| Retrieve Theodores Armor |
| Theodore, is standing outside of Trellis Way. He wants you to retrieve his armor from the house for 200. Inside there is a mechanised arachnid and automaton. You will find the armor and plans for the automaton.
Depending on your skills, you can negotiate the reward up to 400 gold. | |
| Save Theo Brightstart’s Corn Crop |
| Theo Brightstart, the gnomish farmer is having problems with three wild pigs. He wants them “removed”. He will pay you 50 gold (depending on your skills you can negotiate this up to 75 gold). | |
| Solve The Undead Problem At The Cemetary |
| Outside the Ashbury Cemetary you will find Geoffrey Tarellond-Ashe, a rather irritating and snobby necromancer (a potential follower). He will tell you about the rising dead and either pay you 500 gold or join you in finding the cause.
The first step is to fight your way through the zombies in the graveyard to the mausoleum. Here you will find some fire elementals. If you despatch them you will get a Inferno Hammer.
Going down a trap doors leaves to a celler with various vermin, going down another trap door leads to some tunnels infested with more zombies. With a bit of exploring you will find a passage.
Here are yet more zombies and the prize, the “Gem Of Malachi Rench”.
If you talk to Geoffrey he will demand the gem and attack you if you don’t hand it over. He can also potentially join your party permanently. | |
| Sort Out Town Planning Issues |
| Chester Miller, the Mayor Of Ashbury is holding a planning meeting to build a monument to Lord Bellington. If you have high enough abilities he will ask you to speak to the town and try to get them to agree on where the monument will be built.
It is generally not a good idea to try this with low charisma or intelligence.
Note – behind the town hall you will find Phineas McGee who will give you a few pointers on fleecing the local townfolk. He will also tell you of his run in with Pollock and appreciated hearing about his death. | |
Blackroot
| Find Mrs Cameron’s Son, Liam |
| Talking with Mrs Lydia Cameron (women in green dress) at her home (large building on southern outskirts), reveals her son is missing. She asks you to visit his workshop (now marked on map).
Travelling there, you find Liam’s journal, in which he talks about a portal opening in the woods and battling monsters. In the locked chest you find a magick trap and a disperse magick scroll.
Following the path south, you encounter void lizards and arrayas until you come across the body on Liam. He has another magick trap on him.
Travelling further along the path, you encounter tougher lizards and araya coming from the portal. More and more of the creatures will spawn so if you party is tough enough, this is a good spot for experience. When you are ready you can use one of the magick traps or scroll of disperse magick on the portal (if you are being overrun, this can be done from quite a distance away).
Returning to Blackroot and talking with Mrs Cameron she will give you a Mage’s Dagger (if you are Magickally inclined) or Chapeau of Magnetic Inversion (if you are Technologically inclined).
| |
| Puzzling Halflings |
| East of the Blackroot castle, you will find a naked halfling on the shore. He will ask you to play a game.
He will ask : A painted face, hands with no bones. My oldest brother was made of stones. What am I?
The correct answer being : A Clock
He will then tell you to go west past the thieves camp to continue the game.
Here you find another naked halfling.
He will ask : Death is one, while birthing another – trees begin to shiver arounds its grandmother.
The correct answer being : The spring.
He will then tell you to go north to meet the last challenge.
He will ask : Causing wounds, and cleansing. History dies from its rinsing. Life or scars is its blessing. What am I?
The correct answer being : Fire
He will then a special diamond which allows you to call a very tiny, level 50, halfling wizard to help in a battle. This can be used once.
Note – if you get the last question wrong, he and other creatures will attack you. After the battle you can loot his corpse for the diamond. | |
| Retrieve Strongbox for Innkeeper |
| After talking with Daniel Hallaway, the Innkeeper of Drop Yer Anchor and commenting that the price of his rooms is too expensive, he will offer you free board if you retrieve his strongbox from the local blacksmith.
Talk with Garret Almstead, the local half-orc blacksmith (if you show sympathy for his past life he will also give you some free gauntlets).
You can Convince him to return the box free of chance with the hope of increasing his business Kill him (this results in some rather amusing options you can discuss with Daniel) Pay him for the box Pick pocket him and use the key to get into the box Lock pick the box to get the loot | |
Caladon
| Caladon Thieves Underground - Retrieve Caladon Crusading Armor |
| The entrance to the secret armory where the Caladon Crusading Armor is kept is in a small house close to the two gnomes in Shoreline Park.
In the armory there are several barrels that you can also loot. Your main attentions should be on the wood chest that contains the Caladon Crusading Armor and a balanced sword.
There are a few rock-rats as well, but there should prove to be of little concern.
Lock pick skills are required to open the chest and barrels (Breaking in is also an option).
As always, return the loot to Mr Razzia in the back room of the Sobbing Onion. He will pay you 400 gold.
The armor is quite good (gives +1 Strength, Constitution and Dexterity). | |
| Caladon Thieves Underground - Retrieve Chest Of Gold |
| A ship has got into trouble, south of Caladon. You must find the chest of gold amongst the wreckage. Run south following the coast (for quite a while). Eventually you will find the ship. The chest will be lying on the shore. There are also a few locked barrels and crates which you can also loot.
As always, return the loot to Mr Razzia in the back room of the Sobbing Onion. He will pay you 300 gold. | |
| Caladon Thieves Underground - Retrieve Magick Necklace |
| The necklace is in a wood chest in room 3 of the Mushroom Inn, 23 Kings Way. The door and the room are locked so you need lock pick skills (Breaking into the chest is also an option). The chest is also surrounded by disarm traps.
As always, return the loot to Mr Razzia in the back room of the Sobbing Onion. He will pay you 250 gold. | |
| Caladon Thieves Underground - Retrieve Post Bound For Tarant |
| The post is located on the waterfront in the crate on the left. A guard patrols the area but it is quite easy to time it so you can pick the lock and leave before he asks any questions (Breaking into the chest is also an option).
As always, return the loot to Mr Razzia in the back room of the Sobbing Onion. He will pay you 350 gold. | |
| Caladon Thieves Underground - Retrieve Ryan Marshalls Police Record |
| Ryan Marshall’s police record can be found in a cabinet in back room of the Caladon Police Headquarters, 5 Saints Avenue.
There is a guard in the room, so prowling is required before picking the lock.
As always, return the loot to Mr Razzia in the back room of the Sobbing Onion. He will pay you 300 gold. | |
| Caladon Thieves Underground - Retrieve Ryan Sanders Pocket Watch |
| Ryan Sander’s can be found in the Sobbing Onion, 8 Kings way. He is the human noble with an Half-Ogre bodyguard. Another pick pocketing assignment.
As always, return the loot to Mr Razzia in the back room of the Sobbing Onion. He will pay you 300 gold. | |
| Caladon Thieves Underground - Retrieve Staff Of Restoration |
| The staff of Restoration is in a wood chest in the cellar under Johnathon Sanders home, 5 Whytechurch Landing (directly behind the Sobbing Onion). The chest is locked so your lock pick skills are required again (Breaking into the chest is also an option). While there, there are a number of chests and barrels to be looted.
As always, return the loot to Mr Razzia in the back room of the Sobbing Onion. He will pay you 500 gold. | |
| Caladon Thieves Underground - Steal Divinations and Magicks For The Adept Wizard |
| Adam Maxwell asks you to steal “Divinations and Magicks for the Adept Wizard” from the Misk Residence, 9 Gray Wolf Terrace.
The book is located in a book stand in a back room. You must use prowling skills while picking the lock to be successful.
Upon your return, he will pay you 250 or 350 gold, depending on your negotiating skills. | |
| Caladon Thieves Underground - Steal Queen Kna Sea Necklace |
| Adam Maxwell asks you to steal the necklace of Queen K’na Sea from the Caladon Museum, 1 Dragon’s Turnabour.
The museum is deserted so it is very easy to lock pick (or break into) the main safe. While there there is a few other barrels to loot.
Upon your return, he will pay you 550 or 750 gold, depending on your negotiating skills. | |
| Find Out what is killing David Wit’s rabbits |
| David Wit of 25 Old King’s Way has a problem. A strange creature is killing his rabbits. He asks you to investigate. Talking with Cynthia, his daughter, yields a bit more information. Wait until night and you will see Cynthia transform into a werewolf and kill the rabbits and return to her room.
Solutions :
You can either kill her and report back to David (he gets a tad upset about this and may attack you)
Let her be, and report back to David. He will ask you to find a cure (telling him that she must die isn’t really a good idea). The cure can be bought from the Master Of Morph in Tulla for 2000 gold (you could also pick pocket her or kill her for it). David will give you 1000 gold as a reward.
Editor’s note – if you are really bloodthirsty, you can kill all the rabbits yourself and then talk with David. A new batch will appear. Repeat until the area outside is covered in bloody corpses.
Another way of killing her, it to use Stasis on her and watch the rabbits beat the crap out of her. Those bunnies can be deadly when provoked :)
| |
| Find Out Who Disclosed Information On Horror Among The Dark Elves |
| Lillian Misk asks you to find out who disclosed the information concerning the ownership of “Horror Among The Dark Elves”.
Talking with Wesley the butler and the Brinda the Maid yields no positive results. Those with a keen eye will notice Wesley’s passport under the couch. This leads you a his home. Searching his home yields an incriminating note to Wesley from Elmer Burbuttom. If you speak with Wesley again, he clams up and refuses to say anything.
To find Elmer Burbottom, you must travel back to Tarant and look him up in the Hall of Records. You find his address as 14 Trellis way, Ashbury.
Travelling there, you find me dying after being attacked by a mysterious mage. He has been posing as Kendrick Wales as he thought it a better name to write a book. With his dying breath, he confirms that Wesley was indeed the culprit.
Returning to Caladon, you talk to Lillian and find that Wesley has now also been murdered. Case closed!
Note – more charismatic and attractive characters can “comfort” Lillian in her grief. | |
| Find Proof That Flying Machines Exist |
| Hieronymous Maxim’s factory has been destroyed and he wants proof that flying machines exist. This quest is also part of the Master Repair quest (see details there). | |
| Kill Ryan Sanders father |
| Ryan Sanders (brown suited gentleman in the Sobbing Onion), has a problem. His father has become “kind”. He wants you to get rid of him for 1000 gold. Unlike most other quests, it doesn’t seem possible to let the authorities know of Ryan’s dastardly plans (his father will not believe you either).
After killing Ryan’s father you can get you payment. You can try and blackmail him into doubling you payment, but generally results in conflict.
| |
| Magick Beans |
| In the Shoreline park, talking with two halflings reveals that one of them rashly spent their fortune on three “Magick” beans. You can purchase them for 1000 gold.
Identifying them reveals that they are actually Leanore’s Legume of Life and Longevity. Each bean can either fully heal a character or resurrect them. | |
| Solve Whytechurch Murders |
| By reading the newspaper outside the Mushroom Inn, you find out that a murderer is on the loose in Caladon.
Going to the Caladon Police Headquarters (5 Saint’s Avenue) and talking the the gnome, Chief Inspector Henderson reveals:
There have been two murders at 1 Whytechurch Landing and 21 Dragon Turnabout, and a prostitute, Renee, witnessed one of them. The murderer also appears to be sickly elf.
Talking with Renee reveals that the murderer is not entering the houses by “normal” means.
Investigating both murder sites reveals a trap door which could only be opened by someone with extreme strength. (Using “Conjure Spirit” on the bodies reveals that the elf is possessed by a demon, L’anamelach.)
Returning to Inspector Henderson reveals that another murder has occurred at 23 Kings Way (the Mushroom Inn). Investigating room 2 reveals another body and the word L’anamelach scrawled in green blood on the floor.
Talking with Inspector Henderson reveals that you need to find out more information about demons from a demonologist.
If you have spoken with Professor Eakins at the Tarant University, you can go to the Telegraph Office and send him a telegraph. He will send you a book back.
If you haven’t spoken with him, you have to go back and do so.
Reading the book reveals you must travel to the ’Pit Of Fires’ and retrieve the Blade Of Xerxes. Outside the cave you will find another band of adventurers. If you are charismatic enough (and feeling lazy) you can talk with Jyheirad (the armoured character) and spin her a tall, tall tale. They will then retrieve the blade for you.
If you can’t do this, you will have to enter yourself. The dungeon has many Seething Masses and Fire Elementals so care is warranted due to their ability to damage your armor and weapons. You will also find Jyheirad’s party inside (getting slaughtered – you may wish to loot their remains).
The blade is in a pit of lava.
Returning to Caladon and speaking with Inspector Henderson, he tells you that an entrance to the sewers is being guarded (15 Saint’s Avenue). In the sewers you will be faced with a some undead and a large number of Krag Beserkers (you might want to pick up one of their bone daggers for an offering to the god at Kree if you haven’t got one yet).
You will find Vincent (the man possessed by L’anamelach) in a side room. To kill the demon you must attack him with the blade, otherwise the quest is botched. It is also a good idea to ensure you back off your followers.
Return to Inspector Henderson for your reward.
| |
Crash Site
| Charles Brehgo - EVIL |
The cave in the east side of the crash area
| WARNING: The evil way of handling this quest doesn't grant you nearly as much of an award as the "good" way does. In the room at the end of the corridor, you will find the corpse of Charles Brego lying next to a bed. In case you've taken a few hits exploring the crash site, the bed can be used to sleep safely. If you don't mind the ghost hovering over the corpse, that is. He will claim an evil priest, Arbalah, cursed him. He'll ask you to kill Arbalah, marking his house on the world map. Of course, you should demand a promise of a reward first. Go to Arbalah's house by exiting the crash site and going to the world map, and talk to Arbalah. Being the cold-blooded bastard you are, kill him anyway. Go back to Bregho and have him laugh at you, then spend some character points on the Conjure Spirit spell and torment his soul a bit. | |
| Charles Brehgo - GOOD |
The cave in the east side of the crash area
| In the room at the end of the corridor, you will find the corpse of Charles Brego lying next to a bed. In case you have taken a few hits exploring the crash site, the bed can be used to sleep safely. If you do not mind the ghost hovering over the corpse, that is. He will claim an evil priest, Arbalah, cursed him. He will ask you to kill Arbalah, marking his house on the world map. Go there by exiting the crash site and going to the world map, and talk to Arbalah, and listen to what he has to say. He will tell you the truth, and will ask you to recover an artifact for him. Go back to Bregho, and tell him Arbalah will release him in exchange for the location of his former partner, Fahrkus. Go to Fahrkus shack and kill him, then take the artifact back to Arbalah. He will give you a blessing. If you are feeling mean, go back to Bregho and mock him. Alternatively you can then kill Arbalah and complete the evil path and sell the artifact for some quick cash. | |
| Leaving the Crash Site |
The path at the south-east side of the crash site area
| After checking out the stone (and discussing it with Virgil if he's in your party), you should follow the passage between the mountains. You will encounter a mysterious-looking man who starts asking you about the crash. It is clear that this guy is bad news, so you can do one of these three things:1. Kill him 2. Let Virgil talk you a way past him (Virgil will interrupt the conversation) 3. Sneak past him After dealing with the man one way or another, continue your way. The world map icon will light up in the top left of the screen, and you will be able to use it to go to Shrouded Hills. I recommend you do this, as there are some nasty wolves further on that will make quick work of your low-level character. | |
Dernholm
| Collect taxes from Blackroot for King Praetor |
| King Praetor, the King Of Dernholm asks you to retrieve the taxes from the Mayor Of Blackroot. Talking with Dante (a rather bitter priest in the Sour Barnacle), he will offer to assist you. You don’t actually need him to solve any of the quests.
Talking with the Mayor, he has decided for Blackroot to align with Tarant. You can convince him to rejoin Cumbria by :
Showing him the newspaper article found in Dernholm and telling him of the dangers of being in the middle of the conflict.
Pick pocketing the taxes and then telling him you have got them. By doing this you show him that the guards are incapable of protecting him and he decides to rejoin.
Retrieving his ceremonial dagger from the thieves (these can be found west of the train station across the river). He will rejoin if you return the dagger to him. To do this you can
Kill them all and take the dagger
Steal the dagger from them
Buy the dagger for 300 gold (depending on your skills this can be negotiated down to 150 gold)
Procure some Poison from Grunwalde (telling him you are going to use it on some orcs). This costs 100 gold.
Steal item from the Hedgewizard for them (this is a small shack in the southern outskirts of town). You can either steal the small statuette from the locked chest using thief skills or make a deal with the Hedgewizard to double-cross the thieves (he gives you a scroll of create undead to do so).
Returning to Dernholm, you can accept your reward. If you have Dante in your party, you can give him the credit for returning the taxes and he will then rejoin the king.
| |
| Find King Praetors Daughter |
| After completing the Kings first quest, depending on your charisma, he may ask you to find his daughter whom he thinks has joined up with the Prince of Caladon. Talking with Bernard reveals that the ship on which Princess Aria was travelling set sail under stormy conditions.
Travelling to the Caladon palace and talking with the pacing gentlemen in the main foyer. He is Prince Auguste Farad. By avoiding some of the more scandalous (but amusing) dialogue options you find that the ship, the Elizabeth Dane, was travelling around Razors Pointe
I have not managed to find the way of triggering this on the map from dialogue. It can be found by trying to travel from Dernholm to Caladon by walking as far southwest as you can go.
Once there, it is just a matter of walking out on the sandbar to the ship. Here you will find the corpse of Princess Aria. A lot of the chests washed up on the shore are worth looting as well.
Returing to King Praetor you can tell him that his daughter is dead. You can either tell him the truth about the ship or blame the Prince (he will then ask you to kill him for 500 gold). You can also give/sell the amulet back to the Prince.
| |
| Find Ring For Gladys |
| Gladys wants you to locate the ring of her son, she mentions Archibald who lives on the docks may have some idea about it.
You can : Kill him for it, but Gladys gets upset if you tell her (see more solutions below). Alternatively he will get angry and threaten to call his son. Back off and go outside and talk with his son. You will find out that Gladys son and Archibald’s daughter were engaged to be married but both died from the plague. They have been fighting over it ever since. Talk with Archibald again and work on bringing out the romance between him and Gladys. He will then give the ring to you and their romance begins! | |
Isle Of Despair
| Deliver Norians goods to Maximllian |
| Talking with Norian, he will ask you to deliver some moonshine to Maximillian. Talking to Maximillian can reveal that he actually the rightful heir to the Throne of Derholm and he asks you to find Warren Pel Dar and tell him that Maximillian still lives. (Talking with Lianna –Black suited human in building next to Dolan’s General Store will reveal that he is dead, but she has been following her father ideals).
He will give you a note to return to Norian, he will give you a jug of moonshine. | |
| Help Cynthia Boggs Escape |
| Cynthia Boggs wants to leave the Isle Of Despair fort and live in the woman’s camp. The evilly inclined character can demand her locket in payment. She gives you a white scarf to wear when you visit (they will attack you if you don’t wear this). Visiting the womans camp and talking with Lorria, she won’t be very sympathetic and will give you a gun to help Cynthia shoot her way out.
On return you can : Give her the gun and watch her die Take her back to Lorria using the main gate and convincing the guards she has been sold to you as your slave Sneak out the back way through one of locked windows and take her back to Lorria.You can cast invisible on her and walk out. Note - you can take her off the island instead, she will then leave you at the docks, thanking you. | |
| Kill Sorcerous Beast |
| From talking with the guard outside the isle of despair fort, you will learn that there is a sorcerous beast that has been threatening the locals. The guard will give you an amulet to dispose of it. Follow the shoreline until you find footprints and follow them back to its lair. The amulet increases you healing power with respect to poison but causes people to have a negative reaction to you. | |
| Retrieve ancient objects for Jones the collector |
| Talking with Jones the Collector, he will ask you to goto Shades Beach to retrieve some ancient technology. Here you will find spiders and gorillas and the ruins of massive technological submachine (the origins of which will become apparent later in the game). You can trade one of the items for an Ancient Gun Chassis. | |
Main Plot
| Part 01 - Finding out about the ring |
Town Well, Ristezze
| So, you've got this ring you got from a gnome, and you want to find out about it. The first person to ask would be the gnome standing a bit to the northeast of the town well. He will ask you about the crash if you talk to him, and will be especially interested in the ring if you tell him about it. This little bastard is obviously not to be trusted, so don't give him the ring. He'll attack you for it later, but he's a wussy little gnome so you have nothing to fear. The next person to ask about the ring is Ristezze of Ristezze's Imported Goods, right next to the blacksmith. Ask him all about the ring. He will tell you everything, EXCEPT for where P. Schuyler & Sons, the store that originally sold it, is located. There's a couple of ways you can get this info from him:Trade him Bessie Toons' boot (found in Bessie Toons' mine) or the camera found on the body of Isaac Zapruder (crash site) for it. In the full game, I suggest you hang on to the camera, as it might help later on. A charismatic, persuasive character can use flattery to trick Ristezze into revealing the location. The necessary info can also be found on a piece of paper in Ristezze's back room. Ristezze has the key. The regular methods apply: you can kill Ristezze, pickpocket him, or just pick the lock or bash in the door. | |
| Part 02 - Getting Information At P. Schulyer and Sons |
| P. Schuyler and Sons is at 44 Devonshire Way. Inside you find James Kingford who fobs you off.
To continue, you can : Kill him, quick and messy Pick pocket his key Convince him that you belong to the Tarant Authorities and he needs to cooperate (which can lead to his death) You can then use it to go down the trapdoor in the back room. This leads to a room full of zombies and some random treasure. Once the zombies are despatched, you can go down the next trapdoor. This leads to a tunnel with even more zombies and traps. Go down the next trapdoor. Here you will find a dwarven tomb.
You will find the Schulyers here. To get the information you require you can Kill them all, find they key and open the wood chest Use your pick pocket skill to get the key Come to an agreement with them to get the information (this will annoy Magnus) Use you pick locks skill to open the wood chest. In the end, you find that the ring belongs to Gilbert Bates, so you must talk to him. | |
| Part 03 - Talking With Gilbert Bates |
| Getting into Bates Estate is you first challenge. Possible solutions include: Fighting your way in Convincing the Captain of Bates Guard that you are an old friend Prowling and Lockpicking your way through the front entrance Protecting the Bates Factory for the night Talking with Cedric Appleby (who asks you to blow up Gilberts Bates factory) and then turning him in Talking with Cedric Appleby (who ask you to blow up Gilbert Bates factory) and then blowing it up. He will then give you 300 gold, he will then give you servants clothing and ask you to find incriminating evidence on Mr Bates. You may need to find more servants clothing for any followers you have. Talking with Cedric Appleby and not agreeing to blow up the factory and instead offer to expose him. He will then give you a key to the Mausoleum which has a secret passage to the Bates Estate (this is full of traps). Once there you will find servant’s uniforms in chests. Once you are in, breaking into the back room to get any incriminating evidence can be tricky. Without violence, it requires lockpick skills and extreme timing or lockpicking and prowling.
Note – As long as you have talked with Cedric Appleby before joining Bates side, you can still expose Bates as a fraud after dealing with Bates. You should wait for a while as it makes completing further quests more difficult. When you give it to Cedric Appleby, he will pay you 500 gold. He can be pressured into increasing this to 700 gold depending on your skills. | |
| Part 04 - Exploring Black Mountain Mines |
| The first two levels of the mines are full of evil creatures. How you get through them depends on your playing style. Don’t be afraid to avoid confrontation and/or come back later if you can’t seem to get past. Ore Golems, Seething Masses and Granite-Rats can be particularly deadly for low level characters.
At the end of 2nd level you will start to find dead Molochean hand members. The tunnel here goes back to an unreachable part of level 1. Ahead of you is two doors. The closest door leads down to you eventual destination, while the other door leads to more rooms you can explore (with more evil creatures and Molochean hand members alive and dead) These levels begin to be trapped very heavily and can decimate you party if you are not careful.
After some exploring you will come to a long trap infested tunnel. At the end of this you will find Gudmund Ore Bender and the pillar of truth.
This will tell you that the Black Mountain Clan Dwarves have been banished to the Isle of Despair. | |
| Part 05 - Getting To Isle Of Despair |
| Returning to Gilbert Bates and telling him the news, he will offer to pay you 300 gold (which you can negotiate up to 400) to investigate further. He suggests you visit Edward Teach in Ashbury. He can take you to the Isle Of Despair. Pick up the book on the wharf before you go, it can help.
Once there, talking with the guards reveals you must talk with Thorvald. To talk to him you must get past his guard Orgin Big Fist.
Possible solutions: Use your lockpick skills to break in Fight in the pits to prove your worth (if you continue going back to the pits, eventually no-one will fight you anymore and you get the reputation of pit-master). You can convince him to let you in (the book you found on the wharf can help you in this as he enjoys a good read). Once inside you need to talk with Thorvald to get more information of the whereabouts of the Black Mountain Clan. You find out that the Black Mountain Clan were never on the Isle of Despair and should talk more with the Wheel Clan leader Loghaire.
Solutions depend a lot on your abilities. You can kill him Pick the lock to his chest (in there you will find a book telling you of the location of the wheel clan and the schematics for the special glasses required). After leaving the island, if you cannot use the schematics, in this case you need to goto Raymond’s Fine Spectacles on the wharf and he will make them for you for 1000 gold. Pick pocket his glasses Convince him to join with you Convince him to give you his spectacles Pay him to give you the information you require. Once leaving you will find that Captain Teach has had a few “minor” problems with the locals and he can now take you back to Ashbury.
You can go back to Gilbert Bates and keep him posted and get your pay. When you are ready, you should head to the Wheel Clan | |
| Part 06 - Wheel Clan |
| If you have Thorvald with you, he leaves at this point and your reputation with the dwarves increases. You also gain a reputation as his saviour.
It is a good idea to talk with the dwarves around the wheel clan. You find that the king, Loghaire has exiled himself.
After talking with the guards at the door, you must talk with Randver Thunder Stone, the son of Loghaire Thunder Stone.
Depending on your intelligence, charisma and other skills, you can learn a lot from him. He will tell you that he knows where his father is and shows you a secret passage.
Other character types won’t be able to convince him to reveal more about his father and hence will have to traverse through the dredge (and deal with the monsters within). After then end of the discussion you must talk with the guard at the entrance to the dredge and he will let you in.
When you reach Loghaire, you will find that he had to banish the dwarves on the insistence on elves of Quintarra.
Depending on your intelligence, charisma and other skills, you can convince Loghaire to return to his people (giving you another reputation and hero status with the Wheel Clan), or he will stay down in the dredge. He may also give you a dwarven axe that is especially powerful for good and/or dwarven characters.
You can go back to Gilbert Bates and keep him posted and get your pay. You must then find Quintarra. | |
| Part 07 - Finding Quintarra |
| Travelling to Stillwater and talking to the inhabitants there, you find that Myrth may know where Quintarra is.
Talking with Myrth he agrees to tell you where Quintarra is, if you return the pelt of the Stillwater Giant to him. He tells you to talk with Stanley Xavier Hippington. He will tell you tales of the Stillwater Giant and its unique ability to transform itself into a blue rabbit. He will give you a trap and scent to attract it and tells you to search the cave behind his house. He advises you strip naked as otherwise you will startle it.
Catching the rabbit is merely a matter of putting the trap in one of you quick slots and the clicking on the rabbit.
Talking with Stanley again, he asks you to take the rabbit to the Dr Fenwick of the zoological society in Tarant to authenticate it.
If you talk to Myrth about the blue rabbit he merely laughs at you.
Returning to Tarant and talking with Dr Fenwick, he merely laughs at you and tells you to go visit H.T Parnells.
You can get the pelt from him by : Buying if for 2000 (you can knock this down to 1250 depending on your skills) Stealing it while he is asleep Convincing him to give it to you (and pretend it has been stolen). Upon returning to Stillwater, Myrth will tell you the location of Quintarra if you give him the pelt (depending on your skills you can tell the truth how you found it or spin him a tale of heroism).
He also has the amulet of N’Tala on him. (The one the healer in Shrouded hills was looking for). Another way of finding Quintarra is getting the amulet (via thievery or combat) and taking back to the healer in Shrouded Hills who will then tell you its location. | |
| Part 08 - Getting Answers At Quintarra |
| When travelling to Quintarra through Hardin’s Pass you will find the REAL Stillwater Giant.
Upon arriving to Quintarra, you need to find the silver lady spoken of when talking with Loghaire.
Before doing so, you must convince the silver lady’s daughter, Raven, to let you in to see her. You must remove the humans from the sacred elven grove – Falcon’s Ache, without using violence. William Bench and his men are planning to log the surrounding forests. If you attack him, your entire party will die.
Possible solutions Antogonise William Bench so he will attack you (resulting in the his untimely death) Convince him that you are working for Gilbert Bates and it is in his interests to forget about the grove. Returning to Quintarra and talking with Raven, she lets you talk with the Silver Lady.
The Silver Lady speaks in riddles, after finishing talking with her and speaking with Raven who interprets what she has said, it seems you must return to Tarant to find an individual called Renford A. Terwilliger. | |
| Part 09 - Finding Out About Renford A Terwilliger |
| Returning to Tarant and talking with the inhabitants they either recommend you go to the hall of records or suggest you visit the cemetary. It turns out that Renford A. Terwilliger is dead (under mysterious circumstances).
Possible ways of obtaining this information : Visiting Tarant cemetary and finding his grave, and then visiting the Hall of Records Talking with clerk at Hall of Records Breaking into Hall of Records and finding newspaper article Finding he is dead, the next step is to find the book he wrote “Horror Among The Dark Elves” | |
| Part 10 - Finding Horror Among The Dark Elves |
| The best place to start to find any book is the local library. Visiting the Tarant library, you can find out information by : Becoming a member for 1500 gold (depending on your skills you can negotiate this down to 500 gold) and enquiring about the book. She will give you a related book “The Curse Of Tsen-Ang” Pickpocketing the book Killing her and taking the book Reading the book you find that there is one remaining copy of the book and it resides in Caladon with Victor Misk. | |
| Part 11 - Talking With Victor Misk |
| Travelling to Caladon and talking with the locals reveals that Victor Misk lives at 9 Gray Wolf Terrace.
Talking with Wesley the Butler and Mrs Misk, you find that Victor Misk is dead. Mrs Misk asks you to see if you can find out who was responsible for telling Kendrick Wales that Mr Misk had the book (See Caladon quests for quest details).
Visiting the cemetary, you can find out where Victor Misk is buried by talking with the dwarven graveyard worker, Bingham Shulefest (if you have Magnus in the party, he confuses him for someone else).
If Virgil is in the party, he will go off to visit the grave of Lawrence Brummond and is very cagey when you speak of him.
Note - As part of solving the “person responsible” quest, you can find out at the Tarant Hall of Records that Lawrence Brummond was murdered and he had a brother Virgil.
You can dig up Victor Misk’s grave (if you have a shovel), keeping his skull for a souvenir, but the real prize is the book buried with him. This book tells how Nasrudin defeated Arronax. It came from the Roseborough gift shop.
Speaking with Mrs Misk, she tells you where Roseborough is located.
When in Roseborough, discussions with the Innkeeper about the matchbook found on the dying gnome will reveal that Mr Razzia of Caladon sold him a fake passport. Talking with him in Caladon reveals that shortly after he sold the passport to Preston Radcliffe, some men forced information out of him about the IFS Zephyr. With some investigation it becomes apparent that they then broke into Maxim’s factory, stole the aircraft, burnt his factory down and then proceeded to attack the Zephyr.
Visiting the Roseborough cemetary, finds the grave of Victor Misk’s father. A short stint of digging later reveals the book “Horror Among the Dark Elves”. You should now head to Tsen-Ang. | |
| Part 12 - Tsen Ang |
| Upon reaching Tsen-Ang, speaking to the guards and asking for M’in Gorad, they will let you in providing you have a Molochean Hand Amulet.
Find M’in Gorad and talk to her. This is the main area where the game can branch dramatically. If you are evil, you can join her side. To prove your allegiance you must kill all the inhabitants on Stillwater and return when complete. She will then tell you to talk with the high priest of the Panarii in Caladon.You can talk to her and get enough informationYou can talk to her and convince her to let you go in exchange for your "services"You can kill her (and read the note she has)Pick pocket her note and read itConvince her that you are an assasin and the contract has been completedFind out the information and the charm her, resulting in "parental recreational activities". After leaving her, you will meet up with a member of the Molochean Hand. Again, results may vary.Virgil Upon leaving Tsen-Ang, if Virgil is in the party and you are following the good path, he will leave saying that he has business to attend to. It is imperative that you take anything you want from him (strip him naked if you wish).
Either by the information gathered from the newspaper, detective work, or random searching you will find Virgil in the cellar under the Sobbing Onion in Caladon, dead, killed by thieves After killing the thieves he can be resurrected (a scroll can be found in the chest nearby) You find him a changed man, he will tell you his true origins.
He is very different indeed, having different abilities and a different levelling scheme (now Zen Virgil). Note he is also now level 25, so most people will now be rather annoyed at all the levels he has lost. It is possible to complete all the main quests and get to this point by level 25 but is quite difficult (you need to avoid most combat situations or let your followers do the fighting).
Finally Joachim turns up and gives tells you some more details.
Vollinger If Vollinger is in the party and you never read Joachims book, he will also leave and tell you to meet him at Vollinger’s Meeting place, alone (similarly strip him naked as well). At this point in time, he will reveal himself as a Molochean hand assassin and try and kill you. He will have changed to a level 30 character as well.
If you read Joachims book and discuss the history of the Molochean hand with, he will reveal himself to you as an assassin but he now believes you are no longer his enemy you no longer have to worry about him trying to kill you. If you joined M’in Gorad, you must then visit the Panrii temple and talk with K’an Hua.
If you did not join M’in Gorad, you now have to return to Quintarra and talk with the Silver Lady again. | |
| Part 13 Evil - Following the Evil Path |
| After leaving T’sen Ang, you should travel to Caladon. If you happen to stop by Quintarra, they will be most upset (oh, well one town destroyed, another one won’t matter).
On the Caladon bridge, you will meet Elder Joachim. He is furious with you and Virgil for killing all the inhabitants of Stillwater. As he is a 50th level mage, he has the power to back up his arguments. (Some 340 hitpoints).
On reaching the temple, taking with Alexander, he will let you in. Speaking to the elven guard below, they will let you in to see K’an Hua. He tells you the tale of Arronax (from his perspective).
He asks you to retrieve the Vendigroth device, you can get assistance from a halfling imprisoned in Dernholm or go directly to Dark Elf Camp looking for the Vendigroth Ruins.
To get in the prison, you have to annoy the guards (behind the Dernholm palace). It may be a good idea to stock up fatigue/healing potions before you do this. In prison there are a number of high level inmates who will attack you on sight. Exploring, you will find Tollo Underhill, an aggressive halfling who will give you a map showing where the Vendigroth device is, in return for his freedom. Fighting your way out to the west you will find a passage leading up and out of the prison.
Then it is just a matter of travelling to the Dark Elf camp. You will find it deserted with a sole dead elf remaining. Searching his body you will find a book that shows you where you can find the Vendigroth ruins.
Searching the Vendigroth ruins is a bit easier with the map in hand.
Returning to Roseborough, you must decide whether to hand over the device, lie and tell him that it has been destroyed or attack him (in any case you will end up in the void).
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| Part 13a Good - Finding Out More About Nasrudin |
| Returning to Quintarra and talking with Raven and the Silver Lady, you must find out more about Nasrudin. Raven may offer to join the party at this point.
The first step is travelling to Caladon (where Nasrudin remains can reputedly be found) and visiting the Panarii temple.
Talking with Alexander The Acolyte, a descendent of Saint Mannox, you will learn more about the Panarri religion, Nasrudin and Arronax. He will then open the back doors and you can talk with Gunther Willhelm. He will give you more information and the more intelligent character will notice strange “coincidences” in the Panarii story.
Speaking with Hadrian The Archaeologist will unearth more strange information. After some discussion, he will then ask you to investigate Nasrudin’s remains.
You can get to the Nasrudin Crypt by : Wearing priest’s robes and convincing the guards at the back you are visiting priests Killing the guards at the back (lockpicking/unlocking cantrip/breaking down the door) Travelling through the sewers. Look for a broken hole in the wall. There are two of them. They both lead to an antechamber (the one directly undernearth the Panarri entrance opens to the wrong side). In the antechamber, there is a magically locked door (if you are charismatic enough you can learn the password Crimstone from Hadrian). The other broken hole passage (with the three barrels in front of it) allows you to bypass this. Once you open the sarcophagus, click on the skeleton and the sarcophagus lid (the lid shows a ring and strange writing).
Talking with Gunther, he will tell you the meaning of the words and reveal that he actually thinks that Nasrudin remains are on Thanatos.
Talking with Hadrian, he is shocked and asks you to find out more about Saint Mannox.
Talking with Alexander, you tell him of all the discrepancies you have found and he tells you that he thinks they are all being deceived.
The ring looks remarkably like the Ring Of Brodar, so it seems like investigating there would be a good start.
Searching around the ring (follow the shoreline), you find a secret stone vault (the door being opened using the word “Truth” told to you by Gunther. Here you find the sword and diary of Mannox which reveals what is really going on.
Talk to Gunther and Hadrian and tell them the truth (Hadrian will then allow you to take the Glass Key, Finger of Mannox and Krata-Tur’s eye). The Glass Key opens the door to the Iron Clan.
Finally, talk to Alexander, tell him about the journal and give him the Sword Of Mannox. He will “deal” with the problem. | |
| Part 13b Good - Getting To Thanatos |
| Returning to Tarant, you can tell Gilbert Bates the truth about why the dwarves were banished.
Getting to Thanatos requires a ship and no ship captain is willing to take you there.
Exploring the continent you will be able to find passage to Thanatos in Blackroot. Here you will find Edward Teach in the Sour Barnacle bar. He lost his ship while gambling, drunk. Possible solutions : Buy a ship in Blackroot for 50,000 gold
Win his ship back through gambling Convince Stringey Pete to give you his ship. This involves Digging up his treasure and giving it to the Williamsons Repairing the damage to the temple in Vooriden (by getting the sacred stone) Retrieving and destroying the Bangellian Scourge Once at Thanatos, travel to the southmost point. Here you find a Land Bridge, cross over and traverse the jungle area until you come out into a clearing with a house.
Here you find Nasrudin himself (if you have Virgil and/or Raven in your party, the discussion gets interrupted at the beginning). You then get to see a really professional looking movie showing the battle between Nasrudin and Arronax. He will tell you of Nasrudin’s banishment as well as the others (Kerghan, The Bane of Kree, Krakar-Tur and Gorgoth).
He asks you to retrieve the Vendigroth Device and return to the Ring Of Brodor with it. | |
| Part 13c Good - Retrieving The Vendigroth Device |
| You now have to search the Vendigroth Wastes, by travelling to the Gateway to the Wastes. Here you will meet Weldo Rubin. He will tell you where you can find Tulla, the city of mages either by : Using charisma (he can also join you) Performing a small retrieval task On arriving at Tulla, speak to the guard and he will let you in. Going to the main castle and talking with the human wizard, Jorian, he will not let you in and tells you to look at the picture in the lower hall.
Do this and then talk with him again, he will let you in to speak with Simeon Tor.
Simeon Tor will tell you that you need to talk with Pelojian.
This is a logic puzzle, you need to open the doors in the rooms outside to retrieve the items. Look at picture, walk on symbols in clockwise fashion The actual order of opening the doors does not matter.Door with star – walk on Divination, Meta, Mental and TemporalDoor with spiral – walk on Conveyance, Force, Morph and PhantasmDoor spokes - walk on White, Black, Summon and NatureDoor with cross – walk on Earth, Air, Water, Fire Read all the books, note the fountain and the symbols. From reading the books, it can be determine that walking on these in order is also required. Wear Pelojian’s amulet and walk on the symbols.Star (Start Of Journey – therefore 1st - Book 2)Spiral (Not first, but just underneath – therefore 2nd – Book 3)Spokes (Binds 1st and 2nd to 4th – therefore 3rd – Book 4)Cross (Final step – therefore 4th - Book 1)Whirlpool Wait until night and he should appear, after some discussion he will tell you where the Vendigroth Ruins are.
With a bit of exploring of the Vendigroth Ruins, you find the Vendigroth Device (exploring here and fighting depends on your fighting style).
The next step is to head off to the Ring Of Brodar to be banished, so make sure you have any supplies you need. You can head back to Tulla if you are Magick character and use their portals to get there quickly if required.
Suggested supplies : Various bits of food, Kraka-Turs journal from the Lair Of The Bellogrim. | |
| Part 14 - The Void |
| Upon reaching the void, you will have to fight your way through void lizards and arraya. You must travel through teleporters until you find a tunnel to Arronaxs lair.
Here you find Arronax imprisoned by Kerghan the first necromancer. It turns out that he is the real threat. You can decide whether you want his help at this point in time or whether you want to gain more information from Kerghan.
Getting help from Arronax
If you join Arronax, you must first free him. This is done by killing the snake outside. He will then join you and recommend that you get assistance from the others imprisoned in the void (The Bane Of Kree, Gorgoth and Kraka-Tur).
Kraka-Tur is a coward, to convince him to join you it helps if you have his journal to "blackmail" him.
Gorgoth will join you if you give him food.
The Bane Of Kree will join you depending on your charisma. He may require you to obtain Kryggirds Falchion.
If you travel to Kerghans Castle, the guards will attack you.
Leaving Arronax
If you do not free Arronax, you can travel to Kerghans Castle unmolested.
Talking With Kerghan
Talking with Kerghan you find that he wants to destroy all life on Arcanum. You can
Convince him what he is doing is wrong (this can be quite difficult). He will then allow you to use the Vendigroth Device on him and end his life
Join him, he will then ask you to kill Gorgoth, The Bane of Kree, Kraka-Tur and Arronax. You need the Vendigroth Device to finish Arronax off. Once this is done, you can join him to destroy Arcanum.
Attack him and defeat him. You need the Vendigroth Device to finish him off. Depending on your comments during the dialogue this will result in many different end scenarios.
See the End Game notes on possible endings.
| |
| The End |
| Depending on your actions throughout the game, there are many different endings. They are summarised here.
Tarant
Boil rebuild anew, once Pollock and Maug were dead. Bentley renovated and becomes most elegant hotel in Tarant. The owner Caleb Malloy is often found mixing drinks in the hotel bar.
Boil rebuild anew, once Pollock and Maug were dead. Bentley renovated and becomes most elegant hotel in Tarant.
Donn Throgg – because of advice given to him, he becomes a champion of equal rights and justice and changes labor rules for the good of all.
After the death of Gilbert Bates, the Bates Steam Engine Company closes it doors. Cedric Appleby attempted to meet the demand with inferior machines. Tarant is thrown into utter chaos.
After the deaths of Gilbert Bates and Cedric Appleby, both companies shut down and Tarant was without a steady supply of steam engines. Eventually the sewer system and electricity systems shut down. Tarant is thrown into utter chaos.
Because of the death of Darian Maug, Pollock sets his eyes on the rest of Tarant and it wasn’t long before all of Tarant was shadowy and crime ridden.
Because of the death of Pollock, Darian Maug sets his eyes on the rest of Tarant and it wasn’t long before all of Tarant was shadowy and crime ridden.
Dernholm
Maximillian returned to Dernholm, Cumbria grew to powerful nation.
Cumbria falls into decay under leadership of King Praetor, Dernholm crumbles into obscurity.
After the death of King Praetor, Derholm crumbles into obscurity and the rest of Cumbria is swallowed by the United Kingdom.
Shrouded Hills
Jongle Dunn successfully creates successful process to turn gold from lead.
Because of your mindless destruction of the bridge materials, Lukan continued to control the only route in or out. Shrouded Hills withers away.
Because of the defeat of Lukan and his henchmen, together with the freeing of the ghost of Bessie Toone, shrouded hills becomes a bustling boom town.
Because of the defeat of Lukan and his henchmen, together with the freeing of the ghost of Bessie Toone; shrouded hills becomes a bustling boom town. Doc Roberts becomes new sheriff.
Even though you managed to free Shrouded Hills from Lukan and his henchmen, the presence of the ghost of Bessie Toone, prevented the mine from producing quality ore. Eventually the town withered and died.
Lukan and his henchmen eventually found someone to destroy the bridge supplies letting them control the only route into and out of town. Shrouded Hills withers away.
Caladon
Mediocre performance in negotiations between Caladon and Tarant – resulting in a “no clear winner” war.
Mediocre performance in negotiations between Caladon and Tarant – Hieronymous Maxim builds fleet of warships, Caladon wins war.
Outstanding performance in negotiations between Caladon and Tarant – Caladon never reaches full potential.
Outstanding performance in negotiations between Caladon and Tarant, together with the wise policies of Donn Throgg – Caladon and Tarant become equally prosperous.
Alexander brings the deception of the Dark Elves on the Panarii to light, and becomes new high priest
Black Root
Because you convinced the mayor of Black root to rejoin Cumbria, there is a small struggle between Maximillian and the Industrial Council. Maximillian wins and Black root becomes one of the most important ports in all of Arcanum.
By convincing the mayor of Blackroot to rejoin Cumbria, its fate is sealed with the rest of Cumbria. Under the inept leader of the King Praetor and eventually the town disappeared altogether.
By convincing the mayor of Blackroot to rejoin Cumbria, its fate is sealed with the rest of Cumbria. As with the rest of Cumbria, Black Root decayed until it was swallowed by the United Kingdom.
By failing to convince the mayor to rejoin Cumbria, there is war between Maximillian and the Industrial Council, resulting in victory for Cumbria thanks to the dragon knights.
Wheel Clan
Under the continued leadership of Loghaire Thunderstone, the wheel clan rejoins the world. Loghaire lives a long life.
The death of king Loghaire Thunderstone was felt by all the dwarves in Arcanum, his son becomes a great king and was revered as a wise and benevolent leader.
Loghaire Thunderstone never returned and his son assumed leadership. The dwarven clan splintered and warred amongst themselves. Randever gathered enough followers to put an end to the conflict, but the dwarves were never the same again.
Loghaire Thunderstone never returned leadership. The dwarven clan splintered and warred amongst themselves. Magnus Shalefist, chief of the Iron Clan rallied an army behind him and stopped the war. He then led the dwarves to a golden age.
Loghaire never returned to leadership of the wheel clan. The death of his son was another blow. The dwarven clan splintered and warred amongst themselves. Magnus Shalefist, chief of the Iron Clan rallied an army behind him and stopped the war. He then led the dwarves to a golden age.
Without a strong king, the dwarven clan splintered and a bloody war followed. In time the conflict was resolved but the dwarven clan was never the same again.
Bedokken Village
The leader of the Bedokken joined with the elves and rid the glimmering forest and dark fens of poachers and the spoilers of the land. In time the Bedokken became civilised and shared in the wonders of the new age.
The Bedokken continued to live in the dark fens and continued skirmishes with loggers and poaches. They never spoke to the elves again.
Returning To Arcanum
On return to Arcanum, Arronax buried his father and then travelled to the Vendigroth Wastes and raised the city from the ruins. Vendigroth again became a place of awe and wonder.
The Bane Of Kree, returned to Arcanum, wielding Kryggird’s Falchion and laid siege to Caladon and Tarant. Eventually he was defeated, you were held responsible.
On returning to Arcanum, you take the role as Death’s Champion. You laid waste to cities and villages across the land. Millions died. Arcanum never recovered.
On returning to Arcanum, you are revered as a hero. As years go by, your name becomes almost mythical.
On returning to Arcanum, you take the role as a Just God. All of Arcanum revere your benevolence and Wisdom. Your reign ushers in golden age where both Magick and Technology are accepted and used to make a better world.
On returning to Arcanum, you take the role as a Dark God with arcane forms of worship and sacrifice. The world you made was a hard place. You are worshipped but you are also hated and feared.
On returning to Arcanum, you take the role as a Quiet God and slowly fade into memory. Arcanum continues to prosper. Your life and virtues are used as an example for others. Arcanum enters an enlightened age.
On returning to Arcanum, you wander Arcanum, indecisive of what type of God you wanted to be. The world waited a long time a long time for your wisdom.
After your death, Kerghan returned to Arcanum, making good on his vow to destroy all life. Arcanum is now a burned out shell, existing only in memory.
Having joined with Kerghan to extinguish all life, you return to Arcanum and vanquish all that lived there. Kerghan then turned on you. You narrowly defeated him. You now lie waiting for your own end to come.
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Quintarra
| Get 5 Will-O-Wisp Essences For Whysper |
| Talking with Whysper, she will give you a special green gem (which allows you to become invisible). Whysper asks you to retrieve 5 Volar Will-O-Wisp essences for her. This can take a while to find in random encounters. Note they must be Volar essences not normal essences. When you have enough, she will give you a scroll of succour beast. | |
| Mr Winde wants you to ensure the lost elven hunter is on his way home. |
| Winde, asks you to find the lost hunter. You find he is in the Bedokken Village.
Talking with the elven hunter in the pit he has been imprisoned. The Bedokken are being hunted by poachers. Possible solutions:
You can break into the locked barrel and retrieve the vine rope near the Bedokken Leader. Eliminate the guards and free him.
Talk with the Bedokken leader and convince him that the elves are not his enemy (this then leads you to the possibility of Waromon joining the party).
Talk with the Bedokken leader and kill the poachers for them.
Talk with the Bedokken leader, promise to kill the poachers and then double-cross them and tell the poachers where the village is. Returning to the village you will find the poachers firmly entrenched there.
Returning to Quintarra and talking with Winde, you will receive a suit of Elven Chainmail as a reward.
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| Retrieve mithral from Caves Of Wheel Clan For Ellumyn |
| Ellumyn, the shopkeeper wants you to get some Mithril Ore from the wheel clan. He gives you his bow in payment (which is extremely powerful and fast). | |
| Secure Jormund’s release by finding Wrath’s killer |
| You meet someone very unusual in Quintarra, Jormund, a dwarven sorcerer, he has the misfortune of being under the tutalage of Wrath, a cranky old mage.
Returning to Jormund, you find him under arrest. Speaking with Jormund he offers you his staff of Xorath in exchange for investigating the murder. He mentions that you should talk with Sharpe, the apothecary to find out who may have purchased the poison (you know he was poisoned from the glass or from talking to Wrath’s spirit).
Instead you find Ivory, Sharpe is away. There are two possible solutions: Talking with her and showing here the poisoned glass. This leads to you thinking Sharpe committed the crime and having him arrested. By waiting until Ivory is away and searching the vase behind her, you find a poisoned vial. Asking her about this, leads you towards the truth, that Wrath killed himself to try and get revenge on Sharpe and Ivory. You can go back and use the “Conjure Spirit” spell to gloat with Wrath that you have discovered that he killed himself (before talking with the guard). Talking with the guard and telling him the truth earns you a fate point. Jormund can join you after completing this quest. | |
| Take Swyft to Tarant |
| A young elf villager, Swyft asks you to take her to Tarant. If you don’t take here there after a while she will get upset and leave.
Note – if you have 20 charisma she won’t leave until you tell her (at least in the press build – bug?) | |
Roseborough
| Take Photo of Lethe Wyvern |
|
| Thieves Cave |
| You can only get this quest if you can get into the cave. You must be a dwarf, gnome or halfling to be small enough. Alternatively use a shrink spell on yourself. You will have to let your followers wait, unless they are small enough as well.
Inside you find a band of halflings led by Renzo. They have a falling out with the former colleague, Frederick, and ask you to plant evidence on him for revenge.
You can either :Frame Frederick : Frederick is in the Roseborough Inn, you must be a Master Pickpocket to be able to plant the item. Once you have done so talk to the Captain of The Guard in the small building outside. Returning to Renzo will net you 500 gold.
Rat out Renzo : Alternatively you can tell the captain of the guard where the halflings are hiding and get 150 gold. | |
Secret Locations
| Fan Graveyard |
| The fan graveyard is a place where Troika put a large number of the board regular's epitaths. It can be found at 1060, 809. It does not show up on the map. When there walk east till you see a path which leads you there. Here you will find a series of gravestones.
Here lies young Sawtooth * He cast a spell * In a steam powered voting booth.
Here lies Scratch * Died as he lived * with Trade on his lips
Here lies Sphinx * Killed by a ravenous herd of sheep
Here lies a Plastic Couch * He went out with a bang * Because something horrid * happened to his wang…
Here lies Olvan Steelcraft * he who annoyed the gods far too long * He was fried by something he was trying to master
Here lies Kozmo_Naut * A ‘madman’, they frowned * The question is now * Did he go up? * Or did he go down?
Here lies Azira * The master of the haiku! * May he rest in peace
Here lies Shards * Master of the double-post * Here lies Shards * Master of the double-post
Here lies JeffZero * He was the Bane of the Board * but now that he’s dead * He’s the bane of the Lord
Bammer we fear has been gone a while * We miss him * His presence was so worthwhile
Poor poor Xerophyte * Eaten by a tribe of Kite
Here lies MonkeyPunch * So sad he did not see the Oregolem * SCRUNCH
Here lies Pyrus * Beta! He cried * He made such a fuss * Perhaps that’s why he died?
Shadowfax is here * Redeemer too near * Use only where there’s abundant space * Or vaporize without a trace
Here lies Marcus the Anarchist * He pulled out the grenade and threw the pin * May he rest in pieces
Dear old Tobliz * May he rest * An ogre took to heart * What he meant in jest
Diakonov the sorceror * Who had died from a slouch * He may have lived a hundred more years * If he hadn’t sat on that Plastic Couch
Here lies Zentarim * whew! Nearly forgot him
Under this here crux * lies Cruxington * Too much of a crux * For Mrs Cruxington
Here lies Master Tech * Who asked lots of questions * Like when the heck * Will this game be done!
Here lies Merlina * A lady true * beat with a flounder * Till she was black and blue
Here lies V^^^^V * Please leave the stake in place
Here lies Aldaronis * Sorcerer of light * A ride of the train * Brought about his night
Here lies Beelzebub * Met the wrong end * Of an ogre’s club
Brother Nikko * So kind and gentle * We are glad you recovered * From being so mental
Here lies Chud * Sure wish that grenade had been a dud
Excalibur the Great * Met an untimely fate
Here lies Skorpios * Close friend on Barry * Found that when using dynamite * It doesn’t pay to tarry * He was a writer and a poet * never at a loss for a word * But in the end he was speechless * Until Barry’s voice was heared * 'BUGGER'
Here lies Red Herring * He died of the pairing * of the red and the herring
Here lies Magao (or so we’re told) * Shapechanging caused his demise * To take the guise of a wolf may be bold * An automaton was unwise
Here lies Dangerboy * Bit off more than * His name could chew!
Here lies Wojit the Great * He likes rice * So we buried him with it… * Isn’t that nice?
Here lies The Restless One * Thinks he’s alive * But this one’s gone
Joe Smoke Smack Toblix on back o’ da head * It woz only a pat but da guy fell down dead * Joe wept till he died, struck down by ‘is grief * Dat Ogres don’t morn is a foolish belleef.
Here lies Enclave Trooper * Run down in a drunken stupor
Here lies Nollidj_ * The anti-establishment fiend * Refused all his stars * From the day he was weaned * When we found him in bed * We weren’t surprised those underscores had smashed his head
Here lies Ezekiel Stargazer * Rest in pieces * Plural because * He’s now wolven feces
Here Lies Thenomain * Better known as “Scrumptious� * Or at least that’s what the ogre * Said he was
Here lies Khalim * he would have lived a hundred years * Lasting long without any fears * Afraid of nothing he stood tall * Until an ogre took a whack with it’s maul
Here lies omnipotent_256 * While in a fight * He dropped his gun * The other guy won
A great Hunter of Snarks is often renowned * From the beast he is never to flee * But still that is how we wound up in the ground * From the Snark was a Boojum, you see
Gustavef, second to none * He got something pissed * Then pulled his gun * Too bad he missed
Oyarsa, amazed by flight * Thought up an idea while up late at night * He invented wings to fly like a dove * Then jumped off a cliff from high above
Nitey Night
Here lies a Lurker * But one of many, I’m sure * Dedicated fans one and all * Even if they didn’t write any words
Here lies Qib * Nary a lie * Nary a fib
Flipz lies deep in the Earth * he had found the inherent danger * Of sleeping too close to the Hearth
Here Lies Johnathon * he made us laugh * He made us cry * He pissed us off * We hoped he’d die!
Here lies Stravaig * A knife through the chest * Milady caught him flirting * And thought it was best
Here lies Milady * Queen of the chat * Dead at her keyboard * They found her like that
Here lies Calis * He spammed * And spammed * So we shot him
Here lies Eiloch * ‘neath earth and rock * Found it’s best to aim rifles * with shoulder ‘gainst stock
Here lies Heroman * And his trusty flounder * Slipped when a victim ran * Thwack!!
Here lies CodeGuy * The UberFAQ will never die!
Here lies Ratster * So sorry you did not see the cat, sir
| |
| Old Blind Master |
| The Old Blind Master keeps the Aerial Decapitor handy when unwelcome guest arrive.
Travelling to location 750, 556, you will find a pass though the mountains to an old shack.
The Old Blind Master will attack you as soon as you arrive. Kill him to obtain your prize. | |
Shrouded Hills
| Deliver a Package For Jongle |
| After you destroy the steam engine for Jongle he will ask you to travel to Dernholm and pick up a package for him from Dolans general store. This is just a simple matter of travelling there, picking up the package and returning. | |
| Destroying the Steam Engine |
Jongle
| Jongle has a problem. All this new technology is threatening his magickal superiority, and Constable Owens is the worst with his steam engine. If you destroy it for him, he'll give you a handful of potions. Doing this is fairly straightforward: go into temple, kill dwarf guarding steam engine, destroy steam engine using dynamite, weapons, bare fists, or whatever else you have that can do damage. Of course, you can also decide to just go to the constable and rat out on Jongle. He won't like it, of course.
Note - the dwarf may be a moron, but he has got enough sense to rat on you to constable if you don't kill him. | |
| Elder Joachim |
Inn
| If Virgil is in your party, he will inform you that his religious superior, Elder Joachim, is staying in the inn. Go there, and check out the last room. Lo and behold, two evil hooligans are lying face-down on the floor, very dead. Loot them, read the note, have Virgil talk to you. It's all fairly straightforward. | |
| Getting past the thieves at the bridge |
Bridge to the east of Shrouded Hills
| Unfortunately, the only way out of Shrouded Hills and to Tarant is over a bridge that is currently being held by a band of thieves, led by Lukan the Witless. You can either decide to play along with them or get them to leave. If you decide on the latter, be sure to talk to Constable Owens first, as he is willing to pay you for it. There are a number of ways to get past the thieves: 1. Pay them. Quick, simple and completely without honor. 2. Pickpocket Lukan and get the bridge key. 3. Do a quest for Lukan [EVIL]: destroy the supplies used for building a new bridge. Talk to Lukan about this, then follow the river to the southwest until you come across a number of piles of wood. Destroy them. Obviously, this quest is not available if you have promised the constable to take care of the problem with the thieves. 4. Kill Lukan and his gang. This is fairly difficult to do, as Lukan is tough and his gang is tougher. 5. Trick Lukan (this is my personal favorite). If your persuasion is high enough, you can trick Lukan into thinking you are a member of the Thieves Underground from Tarant, and convince him to leave AND pay YOU 200 gold. If you wish and are quick, you can attack Lukan and his crew before they disappear for some extra experience and equipment.After crossing the bridge, you will once again encounter the annoying gnome. Do not worry if he tough-talks you, he is not that strong. | |
| Prevent the Bank Robbery |
First Shrouded Hills Bank
| You can find out about the upcoming robbery by talking to Doc Roberts (north of the town well) or by talking to Jacob Bens. Either way, Doc needs help to thwart the robbery. It's all very straightforward: talk to Doc, pick the reward you want, go to the bank, talk to Doc again, and kill the bankrobbers! Or just let your followers and Doc take care of business. Then talk to Doc again to get your reward, check your journal, and bask in the glory of being the Hero of Shrouded Hills! | |
| Pure ore for Lloyd the blacksmith |
Blacksmith
| When you talk to Lloyd, ask him how business has been lately. He will tell you he has not been able to get pure ore, because Bessie Toons ghost is haunting the mine.
Possible Solutions
You can make your own pure ore with the level 1 schematic of the Smithy tech discipline. All you need is some iron ore and steel.
You can get Magnus to make some pure ore for you
You can hope that you may find a randomly generated piece of Pure Ore
After solving the Bessie Toone Quest, you will find the three pieces of pure ore in the mine
In return, Lloyd will give you a fairly decent dagger. | |
| Repairing the steam engine |
Bessie Toons' mine, old Panari temple
| A fairly straightforward quest. After some hooligan (most likely: you) destroyed his steam engine, Constable Owens needs a sprocket to get it repaired. Talk to him and offer to find it for him. Go to Bessie Toons' mine, and find the part there. Return it to the constable and collect your reward. | |
| Robbing the Bank |
First Shrouded Hills Bank
| You can either talk to Jacob Bens (found in the Shrouded Hills Inn) about this or just walk in and start robbin'. Jacob Bens can give you the combination to the bank's safe, but he'll demand half of the cash (the total amount in the bank is 500 gold). He will run off to tell Doc Roberts, resident gunslinger, if you don't give him the cash. Robbing the bank can be done in a number of ways. Your biggest problems will be opening the door and the safe. The key to the door can be found in the clerk's inventory. You can either pickpocket her or kill her for it. Alternatively, you can open the door by picking the lock, using the unlock cantrip (noisy) or wrecking the door (noisier). Both will only work if you've gotten rid of the guard and the clerk first, or they will make a fuss. You can either get the combination for the safe from Jacob Bens or from the clerk, by threatening her with a gun. The same alternatives apply to opening the safe as to opening the door. The two chests next to the safe contain a few random items. If you got the safe combination from Bens, you can give him the cash, kill him, or rat him out to the Doc before he rats you out. The last is most evil, don't you think? | |
| The ghost of Bessie Toone |
Bessie Toone
| This quest can be gotten from Parcival Toons, who lives in the house south of the mine (a bit to the north-west of town). He will tell you the mine has gone bad after his mother died and started haunting it. If you check out the mine, you will find her babbling about someone named "Sarah".
Be sure to loot the mine, and kill all those pesky wolves and spiders. Their poison packs a wallop, so be careful!
Talking with Parcival again, he tells you about his Sister in Dernholm and his troubles with the new mine owners but refuses to give direct details. Talking with villagers you can get the location of Dernholm.
Once in Dernholm, a bit of searching and you can find Sarah Toone. She tells you the story of the mine from her perspective. You can get more details from her and decide whether you want to help her or not.
To complete the quest, you must retrieve the deed to the mine from the new owner, Stanton Importers in Tarant. This can be done by :
Convincing Stanton you are the authorities and him giving it to you.
Pick pocketing it from him.
Killing him and taking it
Buying it for 200 gold
Once you have the deed, you can decide to give it to Sarah or her brother (she gives you a nice sword and he gives you cash).
After solving the quest, the mine now has pure ore lying around, you can use this to solve the blacksmith quest if you need it.
| |
Stillwater
| Find Cyrus for Richard Leeks |
| Talking with Richard Leeks, the smithy, of the falling hammer would like you to locate his missing friend Cyrus. He will give you an enchanted Stillwater blade if you do.Going out to Cyrus’s house reveals bloodstains and footprints in the snow leading away. Following them leads you to a cave. Inside you find Cyrus locked up, ready to be eaten by the Half-Ogre, Drog Black Tooth (you may have heard of him from rumours).
You can release him by : Breaking the door down Unlocking it by spell or lock picks Waiting too long, Drog turns up and the battle is on, you can then get the key from his corpse | |
| Find stolen idol for Brigette, Priestess of Stillwater |
| Talking with Brigitte, the Geshtianna Priestess, she informs you that they idol has been stolen. From rumours you made have heard that Marley has suddenly become more charismatic. It seems this needs investigation. Going to his house you will find him edgy and he seems protective of something in his back room. You will find the idol in the back room
Solutions : Kill him and take it Pick pocket his key and take it Using lockpicking and/or prowling to break in Convince him to give it up in return for a blessing Returning it to Brigitte you get her blessing (+1 Beauty) and can get involved in the local orgy if you so desire. | |
| Get Details From Joachim |
| If you have been to the Tarant telegraph and read the letter to Virgil you can go to the bleeding Rose Inn and pick up some material left by Joachim for Virgil. | |
| Retrieve Great Ruby for Gildor Nightwalk |
| Talking with the halfling, Gildor Nightwalk he will offer you a job. He gives you a journal to read which describes an unfortunate expedition. After further discussion he will ask you to travel to the Ruby Glade to retrieve the Great Ruby of K’alru.
Travelling here you will find it guarded by a number of Grim Shades. How you get past here depends of your style (ie combat, prowling etc). You will find the gem in the alter and you can also strip the corpse of its belongings (some of which are cursed).
Returning to Gildor, he will give you 1500 gold. | |
Tarant
| A Mysterious Affair (Arcanum X files) |
| This is one of the longest quests to complete. It starts in the park on Kensignton Broadway in which you meet the half-orc, Thom Grak. He will ask you to find Sir Leonid Anderson and tell him to meet him at the subterranean kiosk on Kensignton Broadway.
Sir Leonid is the red suited gentlemen, getting drunk in the Gentlemen’s club at 77 Vermillion Road. Upon talking with him, Thom will burst in and attempt to kill Sir Leonid. Ensure your followers back off, and once Sir Leonid has finished him off, talk to Sir Leonid and convince him that you were not involved in the assassination attempt. He will then ask you to meet him outside.
He will start spinning a tale of lies within lies and conspiracy. He will ask you to find the skulls of the Ren’ar Siamese twins which are located in Tarant somewhere.
Searching around, you will find them stashed in a warehouse, 17 Quilton Bend, being guarded by a Were-Rat and Half-Ogre. The barrels are locked so you need to open it (pick locks, unlocking cantrip, destroy).
Returning the skulls to him, he will then tell you more about the dastardly experiments going on. He will ask you to find him colleague Arthur Tyron in Blackroot.
In Blackroot, no trace of him can be found, but if you follow the path south you will find an abandoned house with a mysterious note “The crow is in Danger, Tyron”.
Returning to Tarant, and talking with Sir Leonid, doesn’t really shed more light on Tyron’s whereabouts.
He is actually hiding out in Caladon at 22 Dragon’s Turnabout. Talk to him there and he tell you about a conspiracy to breed Half-Ogres. He will ask you to find more proof on Half-Ogre Island. You can book passage there from one of the ship captains or use the teleport spell.
Important! Make sure you have money for the journey back! The fare is for one way only, otherwise you will be spending the rest of your life there. You may wish to leave your followers behind if you are short of cash.
Here you will find a deserted factory with a book detailing horrible experiments performed on women, giving birth to Half-Ogres.
Returning to Caladon to tell Tyron what you have found, you find he has been “replaced” by a mysterious gnome who tells you more about the conspiracy.
You can then take the book to the newspapers, trying to alert the authorities using the power of the press. The Caladon branch of the Tarantian can be found at 7 Saints Avenue. Here you meet Sam Longwell. He will promise to reveal the conspiracy and pay you 100 gold for your efforts.
Returning you will find him mysteriously gone!!! The real Caladon reporter, James Legget has returned, you have been fooled. Where is Skully and Mulder when you need them?
Editor’s Notes – Killing any of the people in the quest and talking to their spirits yields no further information. You can pick pocket the book back but I haven’t found a use for it. Going to the Tarant newspaper office doesn’t yield any further results. | |
| Commission Tombstone for Jared |
| After telling Jared the bad news about Wilhemnia he will ask you to goto 12 East End Avenue and talk to the stonecutter to commission a tombstone for her. Just talk to him and return to Jared. | |
| Deliver Bad News To Jared |
| If you searched the body of Wilhemina, at the crash site. You can give Jared the bad news. He is standing outside Vermillion Station.
If you didn’t find her, he will ask you to find out if she survived and you must travel back to the crash site to get the note.
He then asks to talk to the stonecutter to commission a tombstone for Wilhemina. | |
| Kill King Of Caladon |
| After talking with Mr Willoughsby, a man, Heinrich Jenks appears in the room outside. He wants you to assassinate the King Of Caladon, he tells you to meet Vernon in the Kitchen for more details. When the job is done he will meet you again in Grant’s Tavern and give you 20,000 gold.
You can tell Mr Willoughsby and he will send Lorham, his bodyguard to deal with him (this botches the quest).
Travelling to Caladon, you need to talk with Renard first and then you will find Vernon who gives you a key.
You can also get into the palace by hiding in a crate on the Caladon waterfront.
Upstairs you will find a guard patrolling, he will try and kill you on sight (getting past him depends on your style prowling and backstab work well here). Make sure you loot the rooms as there is a lot of jewellery. Go through the ventilation system and explore.It is worthwhile making your way to the treasure vault. The door can be difficult to pick (or break down without damaging weapons). There is a lot of gold and items here. There is also a stairway up to the kings bedroom. Killing the king will earn you a reputation. Every inhabitant in Caladon will try and kill you. So if you really want to do this quest, you should complete all others in Caladon first.
Returning to Grant’ Tavern in Tarant you can pick uo your blood money.
Editor’s note – using Dominate Will and walking out the main gate and disposing of the King later is probably the easiest way of completing this (or just using Teleport).
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| Madam Lils – (4) Retrieve Medallion Of Beauty from Sewers |
| Many people have search the sewers and haven’t managed to find the medallion. If you can’t find it (I couldn’t), the lady in the blue dress in the Derholm Pub has one (you can pick pocket her for it and complete the quest).
Similarly one of the ladies in the Captains Quarters in Black Root has one of these amulets.
The item is also one of the random Magick treasures you can find. Some people have found it in the Ancient Maze, Wolf Cave or Dungeon of the Dragon Pool.
| |
| Madam Lils - (1) Retrieve Cassies Necklace |
| Madam Lil asks you to retrieve Cassie’s Necklace from Mr Moorelands house and 46 Devonshire Way. For services rendered, you can choose one of her girls.Laura the maid has found the necklace. There are many ways to get it : You can pick pocket it from her You can threaten her with violence (she will then give it up) Offer to pay her 25 gold for it Take pity on her, charm her by complimenting her about her youth and beauty. Mention that she could get a job with Madam Lil. Promise to talk with Madam Lil and she will give you the necklace. When you get there, you find, she has now joined the brothel and offers you a free “test run”. | |
| Madam Lils - (2) Get Customer To Pay |
| Madam Lil asks you to get Mr Langley the doorman of the Bridesdale Inn to pay his debt of 400 gold. You can convince him to pay half now and he will pay you the rest in 5 days. You can also pick pocket him for extra cash while you are there. | |
| Madam Lils - (3) Deliver Package To Mrs Halster |
| Madam Lil asks you to deliver a package to Mrs Halster of 48 Devonshire Way to help patch things up between her and her husband. Just pretend to be a delivery boy and she will be a happy woman again. | |
| Negotiations Between Tarant and Caladon |
| This quest is not available until you have returned to Tarant from Quintarra (main quest). Mr Willoughsby returns and you talk to him, he suggests you meet him at City Hall.
If your character has high enough charisma and persuasion he will invite you to head the negotiations between Caladon and Tarant. See Persuasion Master Quest for more information. | |
| Retrieve Matthew Jameson’s wedding ring |
| Matthew Jameson, can be found on the corner of Kensignton Broadway and Devonshire Way. He has lost his ring down the sewers and asks you to retrieve it for 150 gold.
This is just a simple matter of disposing of a few pesky sewer rats and other vermin and then picking up the item. There is also a room with two thieves nearby. This is a good storage area for any items you may want to collect. | |
| Retrieve Ren’ar Siamese twins skulls for Benjamin Gershwin |
| Benjamin Gershwin, of 24 University Court is a doctor of Phrenology (the science of heading peoples bumps on their head). He will ask you to find the skulls of the Ren’ar Siamese twins for 100 gold. He thinks that they are in the Tarant Cemetary. He will offer 100 gold. In the tomb you will find a matchbook which leads you to the Gentlemen’s Club. They are actually elsewhere (See A Mysterious Affair (Arcanum X Files).
Editor’s Note – To complete this, you must start this quest before you have finished the other quest. You can also get more money for the skulls from him after completing the other quest. | |
| Rid Mr Plough’s warehouse of rats |
| Simon Ploughs warehouse on the waterfront has been infested with rats. He asks you to remove them for him. He lets you take whatever you like from his warehouse as payment. The key to his warehouse is in the small room. | |
| Selling a Piece Of History |
| While visiting H.T. Parnells, you can sell him Bessie Toone’s boot for 500 gold if you did not give it away to Ristezze. (Not a quest, but worth mentioning) | |
| Solve The Garringsburg Painting Robbery |
| Mrs Garringsburg of 37 Devonshire Way has had her prize painting stolen. Under questioning she reveals that her husband may have spoken too loudly about it while drinking at the Gentlemen’s club.
To solve this there are many solutions : Talk to the doorman, he will reveal that some strange men were around for 50 gold (depending on your skills you can beat him down to 35 gold for this information). He gives you a note. The only person not a member was Rorry Limes. After talking with him again he suggests going to the Hall of Records and find his last known address (where the paintings are stashed). Pickpocket the note from him. Read it and goto the Hall of Records to find his last known address. Talk with Madam Toussade (as part of the Steal Crystal Ball quest) and she will give you the location of the stolen paintingsGo inside the club and talk with a Dark-Elf Noble, he will give you a mysterious note to 36 Low Dervish Row with instructions not to read it.If you read the note, it gives you the address where the paintings are stashed. The people at 36 Low Dervish Row will know and you must kill them. One of them is Rorry Limes.Deliver the note and pickpocket Rorry Limes for his passport. Goto the hall of records and find his last known address (where the paintings are stashed). Once at 57 Mulligan Bone Alley you find the door guarded. Again there are multiple solutions :Pick Pocket him for the keyUse prowling and lockpicking to break inKill him In the back room you will find the painting in a chest. You can then return it to Mrs Garringsburg and read about your exploits in the paper the next day. | |
| Steal Elven Funerary Stone for Mrs Cassandra Pettibone |
| Mrs Cassandra Pettibone of 3 Lungsten Road will offer you a job is she hears you talking with the Tarant guards at the bridge. She asks you to steal and Elven Funerary Stone from some Elven Ruins. She will offer 250 gold, but depending on your skills you can get her to raise this to 400 gold.
Once there, you will find four elves standing over the corpse of Professor James.
They confront you, you can : Rat out on Mrs Pettibone (botching the quest) Kill them Convince them that you do not wish to defile the ruins. They then give you two minutes to leave. Note, you can also use the “Conjure Spirit” spell on Professor James to gain more information and resurrect him if you wish (if you do so before despatching the elves the conversation goes a bit differently).
When past the elves, it is just a matter of entering the cavern, despatching the ghouls and other creatures and collecting the stone.
Upon return you can bump the price up to 450 gold by threatening to sell it to Mrs Willoughsby. | |
| Steal Golden Idol From Barbarians Of Kree |
| Thaddeus Mynor of the thieves guild will ask you to retrieve the idol from the ruins of Kree. This place has got a lot of tough barbarians protecting it.
If you are a melee type character or have lots of followers, a full frontal assault taking them out one by one is possible.
For the more stealthy types, prowling (and if desired, backstabbing) is also a good approach. The barbarian’s equipment fetches a good few coins if you can lug it back. | |
| Steal Madamme Toussaude’s crystal ball |
| Dolores Beston, of 42 Polton Cross, the “Seer of the Unnatural” asks you to steal the crystal ball from Madam Toussaude of 77 Devonshire Way (next to Madam Lil’s).
When you arrive there, Madam Toussade will be waiting for you. You can : Kill her – which results in you being cursed (-2 to Charisma) Talk with her, she will then give you the Crystal Ball to return to Dolores andOffer to give you information in the missing Garringsburg painting case (if you haven’t solved it yet). She tells you they can be found at 57 Mulligan Bone Alley.Offer to give you a blessing (if you have solved the missing Garringsburg painting case) (+1 to Charisma)In either case Dolores ends up dead. | |
| Stop The Orc Uprising |
| Donn Throgg is holed up in 15 Ten Hands Alley. There is a bloodthirsty mob outside headed by Captain Wheeler.
Possible Solutions Talk with Captain Wheeler, offer to kill Donn Throgg (either by sneaking in the back entrance or going in through the front door). Talk with Captain Wheeler, convince Donn Throgg that the press are outside and he should make a statement. Watch him get cut down in a hail of gunfire. Talk with Mr Babcock who asks you to try and convince Donn Throgg to slip out and fight for his rights in court. Talk with Mr Babcock as per 3 and then convince Donn Throgg and his companions to go on a rampage (this can be quite fun to watch, but really botches the quest) | |
| Tarant Newspapers - Deliver Note To Mrs Halster |
| The Tarant Editorial Office can be found at 44 Polton Cross. Here you will find Mr Victor Wright. He will ask you to deliver a note to Mr Halster, of 48 Devonshire Way. She will give you 5 gold for delivering the note. Returning to Victor Wright will yield you another 75 gold. | |
| Tarant Newspapers - Selling Your Story |
| The Tarant Editorial Office can be found at 44 Polton Cross. Here you will find Mr Victor Wright. You can sell your story about surviving the IFS Zephyr crash for 500 gold. (If you at first act reluctant, he will bump up his price to 800 gold). This has advantages and disadvantages. People now recognise you and will either take pity on you or try and kill you (Damn those assassins are irritating!). | |
| Tarant Thieves Underground |
| Either from finding out of the existence of the Thieves Underground from Lukan the Witless of from bar gossip, you learn that it may be advantageous to become a member.
To do so you need to goto 19 Quilton Bend and talk with the man there. He is Thaddeus Mynor and will offer membership providing you find the maps for the sewers of Tarant.
The Tarant Sewer Maps can be found in one of the back rooms in city hall – Dept of Water and Hall of Records. Thiefly methods of getting the Maps include : Pick Pocketing the key from the clerk Distracting him (talk to him so he is no longer facing the door) and lock pick it. Inside is a safe with the Map. | |
| Tarant Thieves Underground - Retrieve Cassies Jewellery |
| Cassies jewellery is in a chest in one of the back rooms of Madam Lil’s. The door is trapped and requires lockpicking to open.
The chest is guarded by Winno Whitewash.
To open the chest without alerting Winno requires lockpicking and prowling skills. The chest is also trapped, but can be opened without alerting him when it is set off.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 400 gold. | |
| Tarant Thieves Underground - Retrieve Derian Ka Sword |
| The Derian Ka sword can be found in a safe in the back room of the Appleby Residence, 29 Low Dervish Road.
The safe is trapped. You can either break open or lockpick the chest to retrieve the prize.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 500 gold | |
| Tarant Thieves Underground - Retrieve Dwarven Rubies |
| The dwarven rubies can be found in a locked barrel next to a ship of the waterfront. A guard occasionally walks by. You can either break open or lockpick the chest to retrieve the prize.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 500 gold | |
| Tarant Thieves Underground - Retrieve Essence Of Will-O-Wisp |
| The essence is kept in the back room of H.T Parnells. The main door is locked. To retrieve : Use prowling skill to get to door unnoticed and lockpick door (during the day or night). Talk to both H.T. Parnell and Gar so they are facing away from the door and lockpick it Bring time forward and rush in through the door when they goto sleep. As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 150 gold. | |
| Tarant Thieves Underground - Retrieve Heron Device |
| The Heron Device is guarded by thieves in the sewers underground. The entrace to the sewers is in a small building on an outcropping to the ocean.
The shortest way is going directly past the turning to the left, past the ghouls until you reach the slither guards and sewer slithers. Go straight on rather than turning right. You will then be faced with a long winding tunnel which opens out to the thieves hideout.
Getting here, depends on your playing style – you can fight your way through. Prowling and backstab work well here.
The Dwarf Bandit has the heron device. Conflict seems the only solution here.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 500 gold. | |
| Tarant Thieves Underground - Retrieve Idol Of Kree |
| Thaddeus Mynor will offer you 1000 gold to retrieve the statue of Kree. Depending on your skills, you can convince him that this job is worth 2000 gold.
Once there, retrieving the idol depends on your skills. The barbarians are well armoured and ready for battle.
You can fight your way through, but this is very difficult for the more thiefly type characters. Prowling (and Backstab if you are so inclined) really shine here.
The idol is located in shrine, guarded by a large number of barbarians.
Note – the armor and weapons are top notch here, so if your character isn’t a thief type character this is a good “shopping mart” to equip yourself and your followers. | |
| Tarant Thieves Underground - Retrieve Jewel Of Hebe |
| The Jewel of Hebe, can be found in the Panarii temple, 7 Lion’s Head Circle in the chest next to the human priest.
To open the chest without alerting the priest requires lockpicking and prowling skills. The chest is also trapped, but can be opened without alerting him when it is set off.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 500 gold | |
| Tarant Thieves Underground - Retrieve Key From Madam Lil |
| Madam Lil can be found in her brothel. Retrieving without conflict requires pick pocketing skill.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 150 gold.
Note – Ensure you give any key rings to a follower of put down as the key will be absorbed into the rest and will make it impossible for you to finish the quest. | |
| Tarant Thieves Underground - Retrieve Lethe Wyvern Venom |
| The Lethe Wyvern Venom is in the back room of the Zoological Society (93 East End Avenue) in a chest behind Dr Tristran Fenwick.
To open the chest without alerting Dr Fenwick requires lockpicking and prowling skills. The chest is also trapped, but can be opened without alerting him when it is set off.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 200 gold. | |
| Tarant Thieves Underground - Retrieve Naptha Water |
| The Naptha Water can be found in a wood chest the Halster Residence, 48 Devonshire Way. No prowling skills are required, just use your lock pick skills and take it.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 150 gold | |
| Tarant Thieves Underground - Retrieve Plans For New Pistol |
| The plans for the new pistol are in a wood chest in Bates Factory. There are three entrances, one of which has a guard outside it.
To break in without violence and great timing requires use of your pick lock skill and prowling.
If you stand by the door outside on the south eastern corner, you can hear the guards walking past and time it so you can rush in, unlock the chest and leave before they return from their rounds.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 400 gold. If you want to use the schematic it may pay you to remember that there is no honour amongst thieves and “liberate” it from Mr Black afterwards. | |
| Tarant Thieves Underground - Retrieve Potion Of Dark Power |
| The Potion Of Dark Power can be found in a chest in the back room of 40 Polton Cross.
The floor to the chest has disarm and mechanical traps. The chest has a fire trap. Once you have lock picked it you can get the potion and any other treasures you may want.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 500 gold. | |
| Tarant Thieves Underground - Retrieve Ring Of Virility |
| The ring of Virility can be found on Mr Franklin at 64 Grimson Way, The Franklin Residence.
Retrieving without conflict requires pick pocketing skill.
As always, take the loot to 11 Low Dervish Row and give it to Mr Black. It is worth 200 gold. As the ring gives you +2 Constitution it may pay you to remember that there is no honour amongst thieves and “liberate” it from Mr Black afterwards. | |
| The Boil - Becoming a Member Of Damian Maugs Clan |
| Once in the boil, goto the pub and talk to the pink half-orc bandit, he invites you to join the Damian Maug Clan. Speak to the Muggs, the dwarf at the back of the room. He will ask you collect payment from Larrs, if he doesn’t have it you should kill him.
He only has 25 gold so you can : Kill him Pay his debt Pay his debt (except the 25 gold he gives you). After returning to the dwarf he will tell you to meet Damian.
Milo at the door won’t let you through until you agree to kill Treat for messing with his girl (for 500 gold). Taking with Treat reveals he is some sort of level 40 snake creature in disguise (can be a difficult kill for low level characters as he uses a lot of spells). Upon returning to Milo he offers 50 extra gold pieces for neglecting to mention Treat’s unique talents.
Once inside you can talk with Damian Maug and he will ask you to kill Pollock for 1500 gold. Depending on your skills, you can convince him to pay you an extra 100 gold or give you a repeater rifle for the job.
Killing Pollock depends on your style, if you cannot go through and kill his gang, another option is to go through the sewers and kill him (the closest entrance is in the building in a back room).
Note – Being a member of Clan Maug, all members of Pollocks Gang will try and kill you on sight. | |
| The Boil - Becoming a Member Of Pollocks Clan |
| Once in the boil, goto the pub and talk to the halfling bandit, he invites you to join the Pollock Clan. Speak to Miranda Tears, the human about it. She asks you to take a crate of Ale form Clan Maug’s warehouse.
You can fight your way through here or use thief skills (backstab, prowling, pick locks etc).
Once you have the ale, Miranda will tell you to go see Pollock. Talk to the half-Ogre at the door to let you in.
When speaking with Pollock, if you have Virgil in your party, it will be revealed that they have had past dealings with each other. Pollock ask you to kill Damian Maug and will offer you Tech equipment (Hand Cannon, Energizer and Explosive Grenade) or Magick equipment (Scroll of Shrink, Nightmare and Unlocking Cantrip) and 1500 gold. Depending on your negotiating skills you can increase this to 1800 gold.
Killing Damian depends on your style, if you cannot go through and kill his gang, another option is to go through the sewers and kill him (the closest entrance is in the building in a back room). Prowling is required.
Note – Being a member of Pollock’s Clan, all members of Maug’s Clan will try and kill you on sight. | |
| The Boil - Fighting Crime |
| This quest is not available until you have returned to Tarant from Quintarra (main quest). Mr Willoughsby returns and you talk to him, he suggests you meet him at City Hall.
Depending on you charisma and persuasion he will let you know of an “operation” he is running with Sebastian in the Boil.
Talking with Sebastian, he asks you to get rid of Damian Maug and Pollock (how you do this depends on your style, see other boil quests for ideas).
Once you have done this, he may join you (he doesn’t like characters with high good alignments. | |
Tulla
| Master Of Air |
| You can become the Master of Air by talking with Wek’ K’ene and taking his test. This involves getting through a dungeon with Tattered Bowmen and arrow traps | |
| Master Of Conveyance |
| You can become the Master Of Conveyance by talking with Ve’tura and taking her test.
Once you get into the test room, Spatial Distort yourself to the ring that is North West of you. This will take you to a room with 8 colored blocks. 4 in the middle (Green, Yellow, Red and Blue) and 4 on the sides of the room (Light Blue, Magenta, Orange and Lime). You have to send the middle blocks to the correct corner using Unseen Force. In the end the blocks should be in this order (Going Clockwise around the room) Orange, Red, Magenta, Blue, Light Blue, Green, Lime, and Yellow. Once this is done the boulder in the middle of the room vanishes. Walk into the portal. This takes you to another room. Walk into the portal in this room and you are done.
| |
| Master Of Divination |
| You can become the Master OF Divination by talking with Cassandra Johanson and taking her test. This involves getting through a dungeon with Invisible Crushers. | |
| Master Of Earth |
| You can become the Master Of Earth by talking with Addo Terrin and taking his test. This involves getting through a dungeon with Tattered Bowmen, Skullcrushers, and Widowers. | |
| Master Of Fire |
| You can become the Master Of Fire by talking with Naph’Tha and taking her test. This involves running through a corridor of fire and then fighting Water Elementals. | |
| Master Of Force |
| You can become the Master Of Force by talking with Rys’Ard and taking his test. This involves getting through a dungeon with Frigidon, Monkey Swarmers and a Siren Queen. | |
| Master Of Mental |
| You can become the Master Of Mental by talking with Edgar Jerryl and taking his test. This involves getting through a dungeon with Wargunn and Frigidon. | |
| Master Of Meta |
| You can become the Master Of Meta by talking with Liam Raymond and taking his test. This involves getting through a dungeon with Lord Of The Damned and an elf wizard. | |
| Master of Morphing |
| You can become the Master Of Morphing by talking with S’Btin’ka and taking her test. This involves getting through a dungeon with a very tiny door (you only have to use shrink on yourself, not your followers) and some skullcrushers. | |
| Master Of Nature |
| You can become the Master of Nature by talking with Ferko Lydell and taking his test. This involves getting through a dungeon with a swarm of firejumpers and a pack of brute fang. | |
| Master Of Necromatic Black |
| You can become the Master Of Necromatic Black by talking with D’Ary and taking his test.
Game crashed in press build. | |
| Master Of Necromatic White |
| You can become the Master Of Necromatic White by talking with Bilko Gavin and taking his test.
Game crashed in press build. | |
| Master Of Phantasm |
| You can become the Master Of Phantasm by talking with Daeman Gardi and taking his test. This involves getting through a dungeon with Drageron and Frigidon. | |
| Master Of Summoning |
| You can become the Master Of Summoning by talking with Harold Sumner and taking his test. This involves getting through a dungeon with a large number of Krag Warriors and Skullcrushers. | |
| Master Of Temporal |
| You can become the Master Of Temporal by talking with S’yala and taking her test. This involves getting through a dungeon with a large number of Wargunn. | |
| Master Of Water |
| You can become the Master Of Water by talking with V’ed Eckes and taking his test. This involved getting through a dungeon with an army of Kite Beserkers (the room was full of their screams as the floor covered with blood :)) and then an army of Monkey Swarmers. | |
| Retrieve Gem Of Water Purification For Ved Eckes |
| An acolyte of V’ed Eckes was sent out to receive a water gem and has returned wearing technological armor. V’ed Eckes wants you to get the gem.
Possible solutions : Pick pocket gem Kill him Convince him that he no longer belongs there and he will give it to you An interesting discussion, very much a reference to Fallout :) | |
| Retrieve the platinum chalice from Fa’al Kin’s Maze For Herzok Munk |
| In the Tulla library, you find Herzok Munk. He asks you to retrieve the platinum chalic from Fa’al Kin’s Maze.
This is a rather infuriating quest. It involves getting through a series of rooms by clicking on the stone in the middle of the room.
The first room contains two chests with Fa’al Kin’s items (Ring, Necklace, Helmet, Boots, Gloves and Dagger).
The second room is empty. To be able to leave you must be wearing Fa’al Kin’s ring (and none of his other items, but you can wear normal items)
The third room is empty. To be able to leave you must be wearing Fa’al Kin’s Necklace (and none of his other items, but you can wear normal items)
The fourth room is empty. To be able to leave you must be wearing Fa’al Kin’s Helmet (and none of his other items, but you can wear normal items)
The fifth room is empty. To be able to leave you must be wearing Fa’al Kin’s Boots (and none of his other items, but you can wear normal items)
The sixth room is empty. To be able to leave you must be wearing Fa’al Kin’s Gloves (and none of his other items, but you can wear normal items)
The seventh room is empty. To be able to leave you must be wearing Fa’al Kin’s Dagger (and none of his other items, but you can wear normal items)
The eighth room is empty. To be able to leave you must be all Fa’al Kin’s items.
Finally, you find Fa’al Kin’s platinum chalice on the floor in the ninth room, to exit you must be wearing none of Fa’al Kin’s items.
Returning to Herzok, he will give you a scroll of Phantasmal Fiend.
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Wheel Clan
| Destroy monsters killing miners |
| Arvid Millstone, the foreman of the miners in the wheel clan tells you of beasts which have been killing his miners. He asks you to kill the creatures.
These turn out to be a plethora of spiders including a very large Dread Crystal Spider with almost 300 hit points (this can take a while to beat down).
When you have killed all the spiders, return to Arvid. Note it is quite easy to miss one or two of them.
This gives you an new reputation and increases your regard with the Wheel Clan. | |
| Find lost burial ground of Iron Clan and retrieve Durin Stone |
| Erick Obsidian is the local dwarven historian and asks you to find the lost burial ground of the Iron Clan and retrieve the Durin Stone. He gives you a schematic to build an iron key (this requires Mithril Ore (which can be bought at the Wheel Clan) and a Heartstone (which can be found around the Bedokken Village)).
The Iron Key opens the Ancient Iron Chest in the Zoological Society headquarters in Tarant (it can also be opened using lockpicking and a fate point). This leads you to the place of lost voices. Travelling there, you find a strange device. You can place one of the drums into the device and a strange voice tells you to find Durin’s Truth.
While on another quest, you will find the book in Victor Misk’s house in a locked case. You can get the book by : Pick pocketing Mrs Misk for the key Using Prowling and lockpicking to open the caseBuying it (I am unsure of the statistics required to allow this) Reading the book will mention a glass key and give you the approximate location of the Iron Clan.
You cannot open the door unless you have the key. The key can be found in the Panarri temple in Caladon (see part 13 on Main Quest) walkthrough. Once you have the key it is just a matter of inserting it in the lock and the door will open.
Here you find that Magnus belongs to the iron clan (assuming he is in the party at the time), in the second chamber you will find many automatons, the Durin
Stone, some iron clan armor and the iron clan hammer. If Loghaire is in the party as well, Magnus and he will have a discussion about Magnus becoming the Iron Clan leader.
Returning the Durin Stone to Erick gives you some experience bonus.
| |
| Find Thrayne Iron Heart’s brother at the Stonecutter Clan |
| After talking with Thrayne Iron Heart, he will ask you to find his brother Erland at the Stonecutter clan and tell him to return home.
Upon your arrival, you find the place overrun with Undead. Eventually you find Erland and he leads to a laboratory where you can pick up more items and find a mysterious book detailing experiments on raising the dead.
When you return back to the Wheel clan you can tell him that his brother will return and can badger him for 200 gold (if you are evil, you can tell him that he is really upset and blames Thrayne for his father’s death and will be coming back to kill him!). | |
| Retrieve Family Heirloom For Vegard Moltenflow |
| Vegard Moltenflow asks you to find his family heirloom down in the dredge. While talking with him, depending on your skills, you can get more information on the king and what is happening in the wheel clan.
His family heirloom is in a chest in a locked room, the door cannot be broken down or lock picked (without using a fate point). With a bit more searching you will eventually find the key.
Return the heirloom (a toy train) to Vegard. He will give you a Miners Helmet in return. | |
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